basic developer console
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4 changed files with 184 additions and 8 deletions
78
Assets/_Project/Scripts/Dev/DebugCommandRelay.cs
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78
Assets/_Project/Scripts/Dev/DebugCommandRelay.cs
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// Assets/_Project/Scripts/Dev/DebugCommandRelay.cs
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using System.Collections.Generic;
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using Unity.Netcode;
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using UnityEngine;
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using TD.Gameplay.Draft;
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namespace TD.Dev
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{
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/// <summary>
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/// Debug-only network relay: exposes one RPC that force-applies a <see cref="DraftOption"/>
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/// by its <see cref="DraftPool"/> index, bypassing <c>PlayerDraft</c>'s "must currently be
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/// offered" check.
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/// </summary>
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/// <remarks>
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/// Lives entirely separate from PlayerDraft/DraftOption/DraftPool — none of those files
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/// know this component exists. Removing this component (and TD.Dev.DebugConsole, which
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/// calls it) leaves the shipping draft system completely untouched.
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///
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/// Added to the Player prefab alongside PlayerDraft/PlayerGoldManager/etc. so it spawns
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/// with a per-player OwnerClientId. Static per-client registry mirrors PlayerDraft's
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/// GetForClient/Local pattern.
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/// </remarks>
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public class DebugCommandRelay : NetworkBehaviour
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{
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private static readonly Dictionary<ulong, DebugCommandRelay> s_byClientId
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= new Dictionary<ulong, DebugCommandRelay>();
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public static DebugCommandRelay GetForClient(ulong clientId)
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{
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s_byClientId.TryGetValue(clientId, out var relay);
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return relay;
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}
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public static DebugCommandRelay Local
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{
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get
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{
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var nm = NetworkManager.Singleton;
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if (nm == null || !nm.IsClient) return null;
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return GetForClient(nm.LocalClientId);
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}
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}
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public override void OnNetworkSpawn()
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{
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s_byClientId[OwnerClientId] = this;
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}
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public override void OnNetworkDespawn()
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{
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if (s_byClientId.TryGetValue(OwnerClientId, out var registered) && registered == this)
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s_byClientId.Remove(OwnerClientId);
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}
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/// <summary>
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/// Owning client: force-apply the DraftOption at <paramref name="optionId"/> (its
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/// DraftPool index) immediately, skipping the normal "must be currently offered" gate.
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/// Debug/testing only — any connected client can grant themselves anything via this
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/// RPC, same tradeoff DevWaveControls already accepts for its hotkeys.
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/// </summary>
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[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
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public void DebugGrantDraftOptionRpc(int optionId)
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{
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var option = DraftPool.Instance != null ? DraftPool.Instance.Get(optionId) : null;
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if (option == null)
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{
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Debug.LogWarning($"[DebugCommandRelay] Grant requested for unknown option id {optionId}.");
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return;
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}
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if (option.ServerApply(OwnerClientId))
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Debug.Log($"[DebugCommandRelay] Granted '{option.DisplayName}' to client {OwnerClientId}.");
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else
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Debug.LogWarning($"[DebugCommandRelay] '{option.DisplayName}' could not be applied " +
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$"to client {OwnerClientId}.");
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}
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}
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}
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2
Assets/_Project/Scripts/Dev/DebugCommandRelay.cs.meta
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2
Assets/_Project/Scripts/Dev/DebugCommandRelay.cs.meta
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 65825b3189ae873948659b37b219f5e6
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@ -1,9 +1,13 @@
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// Assets/_Project/Scripts/Dev/DebugConsole.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Text;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.UIElements;
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using TD.UI;
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using TD.Gameplay.Draft;
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namespace TD.Dev
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{
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@ -17,9 +21,9 @@ namespace TD.Dev
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/// a build entirely by not including that GameObject, the same way
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/// <see cref="DevWaveControls"/> is kept separate from shipping systems.
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///
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/// This first pass only wires up open/close/focus/text-capture. Submit
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/// currently just logs the typed text — command parsing/dispatch (e.g.
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/// unlocking spells) comes next.
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/// Supports one command so far: "get <type> <name>" grants a
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/// <see cref="TD.Gameplay.Draft.DraftOption"/> to the local player via
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/// <see cref="DebugCommandRelay"/>.
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/// </remarks>
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[RequireComponent(typeof(UIDocument))]
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public class DebugConsole : MonoBehaviour
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@ -204,15 +208,93 @@ namespace TD.Dev
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HUDController.SuppressChatOpenUntilFrame = Time.frameCount + 1;
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}
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// Placeholder — command parsing/dispatch (unlocking spells, granting gold,
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// etc.) comes next. For now this just proves the text made it through.
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private void SubmitCommand()
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{
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string text = commandInput?.value ?? string.Empty;
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if (!string.IsNullOrWhiteSpace(text))
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Debug.Log($"[DebugConsole] Command entered: \"{text}\"");
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CloseConsole();
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if (string.IsNullOrWhiteSpace(text)) return;
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ExecuteCommand(text.Trim());
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}
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// Maps the type token in "get <type> <name>" to the DraftOption subclass it
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// should match against. Add an entry here whenever a new DraftOption subclass
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// should be gettable from the console.
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private static readonly Dictionary<string, Type> DraftTypeAliases =
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new Dictionary<string, Type>(StringComparer.OrdinalIgnoreCase)
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{
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{ "spell", typeof(BuilderSpellDraftOption) },
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{ "tower", typeof(NewTowerDraftOption) },
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{ "buff", typeof(BuilderEffectDraftOption) },
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{ "effect", typeof(BuilderEffectDraftOption) },
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};
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private void ExecuteCommand(string text)
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{
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string[] tokens = text.Split((char[])null, StringSplitOptions.RemoveEmptyEntries);
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if (tokens.Length < 3 || !string.Equals(tokens[0], "get", StringComparison.OrdinalIgnoreCase))
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{
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Debug.Log($"[DebugConsole] Unrecognized command: \"{text}\". Try: get <type> <name>");
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return;
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}
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string nameToken = string.Join(" ", tokens, 2, tokens.Length - 2);
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ExecuteGet(tokens[1], nameToken);
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}
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// "get <type> <name>": grants any DraftOption of the given type whose DisplayName
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// matches <name>, via the local player's DebugCommandRelay. Reuses DraftOption's
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// existing type-agnostic ServerApply dispatch instead of hardcoding a grant path
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// per option type.
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private void ExecuteGet(string typeToken, string nameToken)
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{
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if (!DraftTypeAliases.TryGetValue(typeToken, out var optionType))
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{
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Debug.LogWarning($"[DebugConsole] Unknown draft option type \"{typeToken}\". " +
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$"Valid types: {string.Join(", ", DraftTypeAliases.Keys)}");
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return;
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}
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var pool = DraftPool.Instance;
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if (pool == null)
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{
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Debug.LogWarning("[DebugConsole] No DraftPool in this scene.");
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return;
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}
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string normalizedTarget = Normalize(nameToken);
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for (int i = 0; i < pool.Count; i++)
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{
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var option = pool.Get(i);
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if (option == null || !optionType.IsInstanceOfType(option)) continue;
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if (Normalize(option.DisplayName) != normalizedTarget) continue;
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var relay = DebugCommandRelay.Local;
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if (relay == null)
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{
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Debug.LogWarning("[DebugConsole] No local DebugCommandRelay found — " +
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"is it on the Player prefab?");
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return;
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}
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relay.DebugGrantDraftOptionRpc(i);
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return;
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}
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Debug.LogWarning($"[DebugConsole] No {typeToken} option named \"{nameToken}\" found.");
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}
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// DisplayName is player-facing draft card text (its spacing/casing is chosen for
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// presentation, not for typing), so command matching strips everything but letters
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// and digits before comparing — "Slow Area", "slow_area", and "SlowArea" all match
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// the same option.
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private static string Normalize(string s)
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{
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if (string.IsNullOrEmpty(s)) return string.Empty;
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var sb = new StringBuilder(s.Length);
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foreach (char c in s)
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if (char.IsLetterOrDigit(c)) sb.Append(char.ToLowerInvariant(c));
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return sb.ToString();
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}
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private void OnDestroy()
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