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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