r2mods/ilspy_dump/ror2_csproj/RoR2/DevCommands.cs

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2024-10-04 07:26:37 +00:00
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using RoR2.ConVar;
using UnityEngine;
using UnityEngine.Networking;
namespace RoR2;
public static class DevCommands
{
private class CvSvNetLogObjectIds : ToggleVirtualConVar
{
private static readonly CvSvNetLogObjectIds instance = new CvSvNetLogObjectIds("sv_net_log_object_ids", ConVarFlags.None, "0", "Logs objects associated with each network id to net_id_log.txt as encountered by the server.");
private uint highestObservedId;
private FieldInfo monitoredField;
private TextWriter writer;
public CvSvNetLogObjectIds(string name, ConVarFlags flags, string defaultValue, string helpText)
: base(name, flags, defaultValue, helpText)
{
monitoredField = typeof(NetworkIdentity).GetField("s_NextNetworkId", BindingFlags.Static | BindingFlags.NonPublic);
}
protected override void OnEnable()
{
RoR2Application.onFixedUpdate += Update;
RoR2Application.onUpdate += Update;
writer = new StreamWriter("net_id_log.txt", append: false);
highestObservedId = GetCurrentHighestID();
}
protected override void OnDisable()
{
writer.Dispose();
writer = null;
RoR2Application.onUpdate -= Update;
RoR2Application.onFixedUpdate -= Update;
}
private uint GetCurrentHighestID()
{
return (uint)monitoredField.GetValue(null);
}
private void Update()
{
if (NetworkServer.active)
{
uint currentHighestID = GetCurrentHighestID();
while (highestObservedId < currentHighestID)
{
GameObject gameObject = NetworkServer.FindLocalObject(new NetworkInstanceId(highestObservedId));
writer.WriteLine(string.Format("[{0, 0:D10}]={1}", highestObservedId, gameObject ? gameObject.name : "null"));
highestObservedId++;
}
}
}
}
private static void AddTokenIfDefault(List<string> lines, string token)
{
if (!string.IsNullOrEmpty(token) && (object)Language.GetString(token) == token)
{
lines.Add(string.Format("\t\t\"{0}\": \"{0}\",", token));
}
}
[ConCommand(commandName = "language_generate_tokens", flags = ConVarFlags.None, helpText = "Generates default token definitions to be inserted into a JSON language file.")]
private static void CCLanguageGenerateTokens(ConCommandArgs args)
{
List<string> list = new List<string>();
foreach (ItemDef item in ItemCatalog.allItems.Select(ItemCatalog.GetItemDef))
{
AddTokenIfDefault(list, item.nameToken);
AddTokenIfDefault(list, item.pickupToken);
AddTokenIfDefault(list, item.descriptionToken);
}
list.Add("\r\n");
foreach (EquipmentDef item2 in EquipmentCatalog.allEquipment.Select(EquipmentCatalog.GetEquipmentDef))
{
AddTokenIfDefault(list, item2.nameToken);
AddTokenIfDefault(list, item2.pickupToken);
AddTokenIfDefault(list, item2.descriptionToken);
}
}
[ConCommand(commandName = "rng_test_roll", flags = ConVarFlags.None, helpText = "Tests the RNG. First argument is a percent chance, second argument is a number of rolls to perform. Result is the average number of rolls that passed.")]
private static void CCTestRng(ConCommandArgs args)
{
float argFloat = args.GetArgFloat(0);
ulong argULong = args.GetArgULong(1);
ulong num = 0uL;
for (ulong num2 = 0uL; num2 < argULong; num2++)
{
if (RoR2Application.rng.RangeFloat(0f, 100f) < argFloat)
{
num++;
}
}
}
[ConCommand(commandName = "getpos", flags = ConVarFlags.None, helpText = "Prints the current position of the sender's body.")]
private static void CCGetPos(ConCommandArgs args)
{
Vector3 position = args.GetSenderBody().transform.position;
Debug.LogFormat("{0} {1} {2}", position.x, position.y, position.z);
}
[ConCommand(commandName = "setpos", flags = ConVarFlags.Cheat, helpText = "Teleports the sender's body to the specified position.")]
private static void CCSetPos(ConCommandArgs args)
{
CharacterBody senderBody = args.GetSenderBody();
TeleportHelper.TeleportGameObject(newPosition: new Vector3(args.GetArgFloat(0), args.GetArgFloat(1), args.GetArgFloat(2)), gameObject: senderBody.gameObject);
}
[ConCommand(commandName = "create_object_from_resources", flags = (ConVarFlags.ExecuteOnServer | ConVarFlags.Cheat), helpText = "Instantiates an object from the Resources folder where the sender is looking.")]
private static void CreateObjectFromResources(ConCommandArgs args)
{
CharacterBody senderBody = args.GetSenderBody();
GameObject gameObject = LegacyResourcesAPI.Load<GameObject>(args.GetArgString(0));
if (!gameObject)
{
throw new ConCommandException("Prefab could not be found at the specified path. Argument must be a Resources/-relative path to a prefab.");
}
if (senderBody.GetComponent<InputBankTest>().GetAimRaycast(float.PositiveInfinity, out var hitInfo))
{
Vector3 point = hitInfo.point;
Quaternion identity = Quaternion.identity;
NetworkServer.Spawn(UnityEngine.Object.Instantiate(gameObject, point, identity));
}
}
[ConCommand(commandName = "resources_load_async_test", flags = ConVarFlags.None, helpText = "Tests Resources.LoadAsync. Loads the asset at the specified path and prints out the results of the operation.")]
private static void CCResourcesLoadAsyncTest(ConCommandArgs args)
{
Resources.LoadAsync(args.GetArgString(0)).completed += Check;
static void Check(AsyncOperation asyncOperation)
{
}
}
private static UnityEngine.Object FindObjectFromInstanceID(int instanceId)
{
return (UnityEngine.Object)typeof(UnityEngine.Object).GetMethod("FindObjectFromInstanceID", BindingFlags.Static | BindingFlags.NonPublic).Invoke(null, new object[1] { instanceId });
}
[ConCommand(commandName = "dump_object_info", flags = ConVarFlags.None, helpText = "Prints debug info about the object with the provided instance ID.")]
private static void CCDumpObjectInfo(ConCommandArgs args)
{
int argInt = args.GetArgInt(0);
UnityEngine.Object @object = FindObjectFromInstanceID(argInt);
if (!@object)
{
throw new Exception($"Object is not valid. objectInstanceId={argInt}");
}
StringBuilder stringBuilder = new StringBuilder();
stringBuilder.AppendLine(@object.name);
stringBuilder.AppendLine($" instanceId={@object.GetInstanceID()}");
stringBuilder.AppendLine(" type=" + @object.GetType().FullName);
GameObject gameObject = null;
if (@object is GameObject gameObject2)
{
gameObject = gameObject2;
}
else if (@object is Component component)
{
gameObject = component.gameObject;
}
if ((bool)gameObject)
{
stringBuilder.Append(" scene=\"" + gameObject.scene.name + "\"");
stringBuilder.Append(" transformPath=" + Util.BuildPrefabTransformPath(gameObject.transform.root, gameObject.transform, appendCloneSuffix: false, includeRoot: true));
}
args.Log(stringBuilder.ToString());
}
}