Poprawka czasu gry

This commit is contained in:
2025-10-10 23:00:21 +02:00
parent 52ee993c32
commit 0177220d89
5 changed files with 106 additions and 8 deletions

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@@ -18,6 +18,13 @@ The plugin **never directly references TOU Mira types**. All access is via refle
### Harmony Patching Strategy
Uses `[HarmonyPriority(Priority.Low)]` on the `AmongUsClient.OnGameEnd` patch to ensure TOU Mira's `BuildEndGameData()` runs first and populates `EndGameData.PlayerRecords` before the export begins.
### Game Duration Tracking
The plugin tracks actual gameplay duration (not lobby time) using `GameStartTimePatch`:
- Patches `ShipStatus.Begin` to capture when the game round starts
- Stores start time as `Time.time` when gameplay begins
- Calculates duration as difference between game end time and start time
- Resets on each game to ensure accurate per-game timing
### Async Export Pattern
Export runs in a fire-and-forget Task.Run() to avoid blocking the game UI. The entire export process (reflection, data transformation, API call) happens asynchronously.
@@ -63,20 +70,27 @@ If the `AmongUs` environment variable is set, the DLL auto-copies to `$(AmongUs)
1. `TownOfUsStatsPlugin.Load()` - BepInEx entry point
2. `TouMiraReflectionBridge.Initialize()` - Find TOU Mira assembly, cache reflection metadata
3. `VersionCompatibility.CheckVersion()` - Verify TOU Mira version compatibility
4. `Harmony.PatchAll()` - Apply patches (EndGameExportPatch)
4. `Harmony.PatchAll()` - Apply patches (EndGameExportPatch, GameStartTimePatch)
### Game Start Flow
1. **ShipStatus.Begin** fires (game round starts, gameplay begins)
2. **GameStartTimePatch.OnShipStatusBegin** runs - records `Time.time` as game start time
### Export Flow (Game End)
1. **AmongUsClient.OnGameEnd** fires (game ends)
2. **TOU Mira's patch** runs (High priority) - populates EndGameData.PlayerRecords
3. **EndGameExportPatch.Postfix** runs (Low priority) - starts export
2. **GameStartTimePatch.OnGameEndPrefix** runs - logs game duration
3. **TOU Mira's patch** runs (High priority) - populates EndGameData.PlayerRecords
4. **EndGameExportPatch.Postfix** runs (Low priority) - starts export
- Checks for Hide & Seek mode (skip if true)
- Fires Task.Run() with `StatsExporter.ExportGameStatsAsync()`
4. **StatsExporter.ExportGameStatsAsync()**
5. **StatsExporter.ExportGameStatsAsync()**
- Reads `ApiSet.ini` config
- Calls reflection bridge methods to collect data
- Transforms data via `DataTransformer.TransformToExportFormat()`
- Uses `GameStartTimePatch.GetGameDuration()` for accurate game time
- Saves local backup if enabled
- POSTs to API via `ApiClient.SendToApiAsync()`
6. **GameStartTimePatch.OnGameEndPostfix** runs - clears game start time for next game
### Key Reflection Patterns
@@ -164,7 +178,7 @@ GameStatsData
│ ├── Timestamp (UTC)
│ ├── LobbyCode (e.g., "ABCDEF")
│ ├── GameMode (Normal/HideNSeek)
│ ├── Duration (seconds)
│ ├── Duration (seconds, actual gameplay time from intro end to game end)
│ └── Map (string)
├── Players[] (list)
│ ├── PlayerId (byte)
@@ -309,3 +323,4 @@ Symbols are extracted **before** text cleaning to preserve information:
- No compile-time type safety (all reflection is string-based)
- Breaking changes in TOU Mira require plugin updates
- Symbol encoding may vary by console/log viewer (e.g., `♥` may display as `ÔÖą` in logs)
- to memorize