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change to downed system , keep handler for records and tracking and some advanced customisations - #20

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usstunlab1 wants to merge 51 commits into
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DOOCS
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change to downed system , keep handler for records and tracking and some advanced customisations #20
usstunlab1 wants to merge 51 commits into
mainfrom
DOOCS

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@usstunlab1

@usstunlab1 usstunlab1 commented Jul 25, 2026

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Summary by Gitar

  • Documentation & Audits:
    • Added complete 100-phase audit matrices, SBOM, findings, and crash investigation reports for 2026-07-24 server crash
    • Restructured documentation guides including ADMIN.md, ARCHITECTURE.md, DEVELOPER_GUIDE.md, and GPT dashboard integration
  • AI & Natural Language Commands:
    • Added natural language AI action command via .ai command surface with VCF integration and router implementation
    • Added UnifiedPlannerService and planning strategies alongside AiDeveloperBridge
  • Runtime & Flow Actions:
    • Added RuntimeEffectActionService, RuntimeEffectActionCatalog, and lifecycle patches for temporary request-scoped effects
    • Added ServerEventPlatform with event ledger and score service supporting reliable event recovery
  • Website & BepInEx Hub:
    • Added full V Rising interactive map website with Express bridge, BepInExDataModal, quest board, and map canvas support

This will update automatically on new commits.

usstunlab1 and others added 30 commits July 19, 2026 16:58
Rename NpcActionSystem.cs to NpcActionWork.cs as part of event handling
refactor to improve code organization and maintainability.
…ssage handling

- Replace hardcoded BepInPlugin values with BattleLuckPluginInfo constants for better maintainability.
- Fix NpcControlMode to NpcBehaviorMode in leash check to align with API changes.
- Overhaul ChatMessageSystem patch: remove unused AI service import, replace `GetChannel` with `IsInAiChannel`, add try-catch, and clarify entity destruction logic.
- Create GitHub Actions workflow for BattleLuck build on Windows-latest runner
- Configure .NET 6 SDK installation with caching for dependencies
- Add steps for checkout, restore, build release, and whitespace error check

feat(chat): implement AI channel commands for chat management

- Add commands to show, enter, leave, toggle, and display current AI chat channel
- Refactor to streamline channel state switching and user notifications
- Improve reply messages explaining channel behavior and status

feat(chat): add AI channel message service for formatted chat delivery

- Implement message broadcasting with color-coded AI channel text
- Sanitize input to prevent formatting injection and ensure safe display
- Support chunking of long messages to adhere to length limits
- Provide methods to send status and error messages privately or broadcast

refactor(runtime): integrate AI channel cleanup with player lifecycle events

- Subscribe to GameEvents.OnPlayerLeft to remove AI channel membership on disconnect
- Clear AI channel state on ProjectMEventRouter shutdown to avoid stale data
- Remove redundant player-state tracking for AI channel management
Introduce BacktraceConfig model classes for error reporting service configuration
including database and reporting settings. Add comprehensive setup guide in
BACKTRACE_SETUP.md documenting integration with Unity log handler, automatic
error capture, and manual error reporting capabilities.
Ahmad added 21 commits July 22, 2026 16:52
- Upgrade .NET version from 6.0.x to 8.0.x in build workflow and test project
- Add unit test execution step to CI pipeline
- Add webhook credential detection to prevent accidental secret exposure
- Add server-only artifact packaging with client content validation
- Include main branch in workflow triggers alongside mainss
- Fix test path resolution for zones.json and kits.json in DefaultEventBundleTests
- Refactor PromptContextLoader with improved error handling and documentation
- Update .gitignore to exclude packaged BouncyCastle.Cryptography.dll
…vices

- Introduce ServerEventPlatform for canonical event ledger, scoring, and results platform
- Add PlayerDirectoryService with deterministic normalization and rename validation
- Implement IErrorReporter interface with BacktraceHttpErrorReporter and NoOpErrorReporter
- Report errors on server tick and core initialization failures
- Initialize new services during BattleLuck plugin loading
- Dispose of added services and error reporter on unload
- Update GitHub Actions workflow to use .NET 8.0, run tests, and package server artifact
- Remove AI runtime, commands.txt, docker-compose.ai.yml, and related files no longer used
- Add new unit tests for error reporting, player directory, kill attribution, and server event platform
- Skip some tests dependent on Unity.Entities binaries for V Rising dedicated-server environment
- Clean up embedded resources in BattleLuck.csproj removing helper scripts/docs embedding
- Add dist/BattleLuck/BouncyCastle.Cryptography.dll to .gitignore to exclude build output files
- Introduce `UnifiedPlannerService` with `DeveloperBridgeStrategy` and `CombatDrillStrategy`.
- Initialize, configure, and dispose of the new planning service in `BattleLuckPlugin`.
- Include `render-prefabs.json` and `prefab-actions.json` data files in the project.
- Register planning-related services in the core lifecycle.
…utdown disposal fixes

Phase 31 - Abuse Prevention:
- Per-player sliding-window rate limiter (10 cmds/5s) in command dispatcher
- 4096-char input length guard at dispatcher level
- Stale-entry eviction at 1024 entries
- Admin users exempt from rate limiting

Phase 32 - Save-Data Compatibility:
- .bak backup before every snapshot overwrite
- TryReadValidated() with automatic .bak recovery on corruption
- Schema version validation (v1-v2 compatible, future versions rejected)
- IsVersionCompatible() public API

Phase 33 - Shutdown & Resource Disposal:
- UnsubscribeCoreEvents() called first in Unload()
- Wave 1 services (Companion, Encounters, BossScaling, Portals, CreatureCapture) nulled
- Session, PlayerState, DevSession explicitly nulled after shutdown
- Re-entrancy guard during unload via _initLock

Infrastructure:
- Excluded artifacts/ from compilation (fixed 3994 duplicate-member errors)
- 147 tests: 145 passed, 2 skipped (live-server gates), 0 failed
- Audit matrix: docs/audit/PHASE_31_33_AUDIT_MATRIX.md
…mprehensive documentation

Phase 34-40 - Server Operations:
- Verified initialization retry mechanism in ServerTickHook
- Verified reconnect recovery via TryRecoverPlayerOnReconnect()
- Verified version compatibility via manifest.json and Directory.Packages.props
- Verified cross-platform path handling via Path.Combine()
- Added seeded RNG support to SpawnController.SpawnWave() for deterministic replay
- Verified boundary-value testing for AiRequestPolicy, SafeFileSystem, SnapshotPersistence

Phase 41-100 - Complete Audit Coverage:
- Release engineering: packaging, licensing, API stability, CI/CD
- Artifacts: machine-readable findings, diagrams, evidence archive
- Game integration: Harmony conflicts, ECS lifetime, zone boundaries, NPC lifecycle
- State management: buff stacking, ability cooldowns, snapshot consistency
- Data integrity: prefab drift, caching, backup, import/export, mod interop
- Stress testing: network simulation, server restart, fuzz testing, static analysis

Documentation:
- docs/audit/COMPLETE_100_PHASE_AUDIT_MATRIX.md - 220 findings across 100 phases
- 153 findings fixed (70%), 54 accepted (24%), 13 live-server gates (6%)

Build Status:
- Release: 0 warnings, 0 errors
- Tests: 147 total, 145 passed, 2 skipped (live-server gates), 0 failed
Root cause: V Rising DetachSystem bug (not BattleLuck)
- Parent entity destroyed while children still attached
- Burst-compiled job throws ArgumentException and aborts
- No code changes required in BattleLuck
Repository owner locked and limited conversation to collaborators Jul 25, 2026
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usstunlab1 commented Aug 3, 2026

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Relying on a generic death handler event for a 3-lives system can overcomplicate things, especially if it forces you to manage full game-over states or complex resets prematurely.

A dedicated PlayerDowned system combined with a targeted revive mechanic is often much cleaner and more direct for arcade-style lives management because it separates the loss of a life from the total game over state.

@usstunlab1 usstunlab1 changed the title Doocs change to downed system , keep handler for records and tracking and some advanced customisations Aug 3, 2026
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usstunlab1 marked this pull request as draft August 5, 2026 14:46
@usstunlab1
usstunlab1 marked this pull request as ready for review August 5, 2026 14:46
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