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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change to downed system , keep handler for records and tracking and some advanced customisations #20usstunlab1 wants to merge 51 commits into
usstunlab1 wants to merge 51 commits into
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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.
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
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Jul 25, 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
marked this pull request as draft
August 5, 2026 14:46
usstunlab1
marked this pull request as ready for review
August 5, 2026 14:46
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Summary by Gitar
2026-07-24server crashADMIN.md,ARCHITECTURE.md,DEVELOPER_GUIDE.md, and GPT dashboard integration.aicommand surface with VCF integration and router implementationUnifiedPlannerServiceand planning strategies alongsideAiDeveloperBridgeRuntimeEffectActionService,RuntimeEffectActionCatalog, and lifecycle patches for temporary request-scoped effectsServerEventPlatformwith event ledger and score service supporting reliable event recoveryBepInExDataModal, quest board, and map canvas supportThis will update automatically on new commits.