Fix data export formatting and implement robust modifier detection
Major improvements to data cleaning, modifier extraction, and role name handling: ## Data Cleaning & Normalization - Enhanced StripColorTags() to remove ALL HTML/Unity tags using universal regex - Added removal of modifier symbols (♥, #, ★, etc.) from player names - Fixed winningTeam containing HTML tags by applying StripColorTags() - Result: Clean player names without tags or symbols in exported JSON ## Modifier Detection System - Implemented three-tier modifier detection: 1. Symbol extraction from <size=60%>SYMBOL</size> tags (primary) 2. Reflection-based GetModifiers<GameModifier>() (secondary) 3. RoleString parsing fallback (tertiary) - Fixed false positive Underdog detection from friend codes (username#1234) - Symbols now extracted ONLY from size tags, not entire player name - Fixed Dictionary duplicate key error (removed \u2665 duplicate of ♥) - Supported symbols: ♥❤♡ (Lovers), # (Underdog), ★☆ (VIP), @ (Sleuth), etc. ## Role Name Handling - Added fallback for roles without GetRoleName() method - Extracts role names from type names: "GrenadierRole" → "Grenadier" - Removes "Tou" suffix: "EngineerTou" → "Engineer" - Skips generic "RoleBehaviour" type (not a real role) - Result: Full role history now populated correctly ## Code Quality - Added comprehensive logging for debugging modifier/role extraction - Enhanced error handling with per-player try-catch blocks - Improved code documentation with inline comments ## Documentation - Added CLAUDE.md with complete architecture guide - Documented modifier detection system - Added data cleaning & normalization section - Included troubleshooting guide and development workflows Fixes: #1 (HTML tags in export), #2 (missing role history), #3 (false modifier detection) 🎮 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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CLAUDE.md
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CLAUDE.md
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# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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## Project Overview
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**TownOfUs Stats Exporter** is a standalone BepInEx plugin for Among Us that exports Town of Us Mira game statistics to a cloud API. The plugin operates completely independently of TOU Mira using reflection and Harmony patches - requiring zero modifications to the main mod.
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## Key Architecture Principles
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### Reflection-Based Approach
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The plugin **never directly references TOU Mira types**. All access is via reflection through `TouMiraReflectionBridge.cs` which:
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- Caches all Type and PropertyInfo objects at initialization for performance
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- Handles IL2CPP interop for Unity collections
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- Provides version compatibility checking
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- Falls back gracefully if TOU Mira structures change
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### Harmony Patching Strategy
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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.
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### Async Export Pattern
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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.
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## Build Commands
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```bash
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# Build the plugin
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dotnet build -c Release
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# Build in debug mode
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dotnet build -c Debug
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# Clean build
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dotnet clean && dotnet build -c Release
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```
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The compiled DLL will be in `bin/Release/TownOfUsStatsExporter.dll` or `bin/Debug/TownOfUsStatsExporter.dll`.
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If the `AmongUs` environment variable is set, the DLL auto-copies to `$(AmongUs)/BepInEx/plugins/` after build.
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## Testing & Debugging
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### Local Testing
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1. Build in Debug mode
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2. Copy DLL to `Among Us/BepInEx/plugins/`
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3. Launch Among Us with BepInEx console (F10)
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4. Check logs for "TownOfUs Stats Exporter" messages
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5. Complete a game and watch export logs
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### Log Locations
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- **BepInEx Console**: Real-time logs (press F10 in game)
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- **BepInEx Log File**: `Among Us/BepInEx/LogOutput.log`
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- **Local Backups**: `Documents/TownOfUs/GameLogs/Game_YYYYMMDD_HHMMSS_<gameId>.json`
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### Common Debug Scenarios
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- **"Failed to initialize reflection bridge"**: TOU Mira assembly not found or incompatible version
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- **"No player data available"**: Export triggered before TOU Mira populated EndGameData
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- **Empty role history**: RoleString fallback parser activates - check RoleString format
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## Code Structure & Flow
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### Initialization Flow (Plugin Load)
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1. `TownOfUsStatsPlugin.Load()` - BepInEx entry point
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2. `TouMiraReflectionBridge.Initialize()` - Find TOU Mira assembly, cache reflection metadata
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3. `VersionCompatibility.CheckVersion()` - Verify TOU Mira version compatibility
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4. `Harmony.PatchAll()` - Apply patches (EndGameExportPatch)
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### Export Flow (Game End)
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1. **AmongUsClient.OnGameEnd** fires (game ends)
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2. **TOU Mira's patch** runs (High priority) - populates EndGameData.PlayerRecords
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3. **EndGameExportPatch.Postfix** runs (Low priority) - starts export
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- Checks for Hide & Seek mode (skip if true)
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- Fires Task.Run() with `StatsExporter.ExportGameStatsAsync()`
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4. **StatsExporter.ExportGameStatsAsync()**
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- Reads `ApiSet.ini` config
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- Calls reflection bridge methods to collect data
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- Transforms data via `DataTransformer.TransformToExportFormat()`
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- Saves local backup if enabled
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- POSTs to API via `ApiClient.SendToApiAsync()`
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### Key Reflection Patterns
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**Reading TOU Mira Data:**
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```csharp
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// Get static property value
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var playerRecords = cache.PlayerRecordsProperty!.GetValue(null);
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// Get instance property value
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var value = obj.GetType().GetProperty("PropertyName")?.GetValue(obj);
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// Handle IL2CPP lists
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var managedList = IL2CPPHelper.ConvertToManagedList(il2cppList);
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```
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**Adding New Reflected Data:**
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1. Add to `ReflectionCache.cs` (Type, PropertyInfo, FieldInfo)
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2. Cache in `TouMiraReflectionBridge.CacheReflectionMetadata()`
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3. Add getter method in `TouMiraReflectionBridge`
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4. Add model to `Models/ReflectedData.cs`
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5. Use in `DataTransformer.TransformToExportFormat()`
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## Important Constraints
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### What You Can Access
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- Public classes, properties, fields, methods in TOU Mira
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- Static data in `EndGamePatches.EndGameData`
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- Static data in `GameHistory` (PlayerStats, RoleHistory, KilledPlayers, WinningFaction)
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- PlayerControl instances via `PlayerControl.AllPlayerControls`
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### What You Cannot Access
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- Internal or private members (C# access modifiers enforced)
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- Non-public nested types
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- Direct type references (must use reflection strings)
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### Version Compatibility
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- **Tested**: TOU Mira 1.2.0, 1.2.1
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- **Probably Compatible**: Same major version (1.x.x)
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- **Incompatible**: Different major version (2.x.x)
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The plugin logs warnings for untested versions but attempts to run anyway.
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## Configuration System
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The plugin searches for `ApiSet.ini` in priority order:
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1. Game directory (where DLL is located)
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2. `Documents/TownOfUs/ApiSet.ini`
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If not found, creates a default template at the Documents location.
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**Config Structure (INI format):**
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```ini
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EnableApiExport=true
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ApiToken=your_token_here
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ApiEndpoint=https://api.example.com/endpoint
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SaveLocalBackup=true
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Secret=optional_secret
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```
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Config is read asynchronously each game - no restart required after editing.
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## Error Handling Philosophy
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### Fail-Safe Design
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- Plugin failures never crash the game
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- Export errors are logged but don't interrupt gameplay
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- Individual player data errors skip that player, continue with others
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- Missing optional data (modifiers, platform) defaults to empty/Unknown
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### Error Isolation Layers
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1. **Top-level**: `Task.Run()` catches all exceptions
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2. **Export-level**: `ExportGameStatsAsync()` catches all exceptions
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3. **Component-level**: Each transformer/client method has try-catch
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4. **Player-level**: Each player transform has try-catch
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## Data Models
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### Export Format (GameStatsData)
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```
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GameStatsData
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├── Token (string) - API auth token
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├── Secret (string?) - Optional additional secret
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├── GameInfo
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│ ├── GameId (guid)
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│ ├── Timestamp (UTC)
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│ ├── LobbyCode (e.g., "ABCDEF")
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│ ├── GameMode (Normal/HideNSeek)
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│ ├── Duration (seconds)
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│ └── Map (string)
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├── Players[] (list)
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│ ├── PlayerId (byte)
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│ ├── PlayerName (string)
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│ ├── PlayerTag (friend code)
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│ ├── Platform (Steam/Epic/etc)
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│ ├── Role (final role string)
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│ ├── Roles[] (full role history, excludes ghost roles)
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│ ├── Modifiers[] (e.g., ["Button Barry", "Flash"])
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│ ├── IsWinner (bool)
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│ └── Stats
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│ ├── TotalTasks
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│ ├── TasksCompleted
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│ ├── Kills
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│ ├── CorrectKills
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│ ├── IncorrectKills
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│ ├── CorrectAssassinKills
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│ └── IncorrectAssassinKills
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└── GameResult
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└── WinningTeam (Crewmates/Impostors/Neutrals)
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```
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### Internal Models (ReflectedData)
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Intermediate models used between reflection bridge and transformer:
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- `PlayerRecordData` - Raw data from EndGameData.PlayerRecords
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- `PlayerStatsData` - Kill statistics from GameHistory.PlayerStats
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- `KilledPlayerData` - Kill events from GameHistory.KilledPlayers
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## Dependencies
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- **BepInEx.Unity.IL2CPP** (6.0.0-be.735) - Plugin framework
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- **AmongUs.GameLibs.Steam** (2025.9.9) - Game libraries
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- **HarmonyX** (2.13.0) - Runtime patching
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- **AllOfUs.MiraAPI** (0.3.0) - MiraAPI types (for PlayerControl, etc)
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- **Reactor** (2.3.1) - Required by TOU Mira
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- **Il2CppInterop.Runtime** (1.4.6-ci.426) - IL2CPP interop
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All dependencies are NuGet packages referenced in `TownOfUsStatsExporter.csproj`.
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## Performance Considerations
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- Reflection is ~100x slower than direct access, but total overhead is <100ms
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- Reflection metadata is cached at plugin load for fast repeated access
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- Export runs fully async - zero UI blocking time
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- HTTP client is reused (static singleton) to avoid connection overhead
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- JSON serialization uses System.Text.Json (fast, modern)
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## Modifier Detection System
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The plugin uses **three-tier modifier detection**:
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### 1. Symbol Extraction (Primary)
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Player names can contain special symbols inside HTML tags that indicate modifiers.
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**Format**: `<b><size=60%>SYMBOL</size></b>`
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Supported symbols:
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- `♥` `❤` `♡` `\u2665` → **Lovers** modifier
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- `#` → **Underdog** modifier
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- `★` `☆` → **VIP** modifier
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- `@` → **Sleuth** modifier
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- `†` `‡` → **Bait** modifier
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- `§` → **Torch** modifier
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- `⚡` → **Flash** modifier
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- `⚔` `🗡` → **Assassin** modifier
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**Important**:
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- Symbols are extracted **only from `<size=...>SYMBOL</size>` tags**, not from entire player name
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- This prevents false positives (e.g., `#` in friend codes like `username#1234`)
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- Extraction happens **before** HTML tag stripping to preserve modifier information
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Example:
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```
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Input: "<color=#EFBF04>boracik</color> <b><size=60%>♥</size></b>"
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Step 1: ExtractModifiersFromPlayerName() finds "♥" in size tag → ["Lovers"]
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Step 2: StripColorTags() removes HTML tags AND symbols → "boracik"
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Output: playerName="boracik", modifiers=["Lovers"]
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```
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**Note**: The `StripColorTags()` function removes both HTML tags AND modifier symbols to ensure clean player names.
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### 2. Reflection (Secondary)
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Attempts to get modifiers via reflection on `PlayerControl.GetModifiers<GameModifier>()`
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### 3. RoleString Parsing (Fallback)
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Parses modifier names from parentheses in RoleString if both above methods fail.
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### Processing Order in DataTransformer.TransformPlayerData()
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```
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1. ExtractModifiersFromPlayerName(record.PlayerName) → Gets symbols
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2. bridge.GetPlayerModifiers(playerId) → Gets via reflection
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3. ParseModifiersFromRoleString(record.RoleString) → Parses string
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4. StripColorTags(record.PlayerName) → Clean name for export
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```
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## Adding New Features
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### To Add New Modifier Symbol
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1. Edit `ExtractModifiersFromPlayerName()` in `Export/DataTransformer.cs`
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2. Add symbol to `symbolToModifier` dictionary
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3. Rebuild and test
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### To Add New Exported Data
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1. Check if TOU Mira exposes it publicly (use dnSpy or ILSpy)
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2. Add reflection cache entry in `ReflectionCache.cs`
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3. Add caching logic in `TouMiraReflectionBridge.CacheReflectionMetadata()`
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4. Add getter method in `TouMiraReflectionBridge`
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5. Add property to export model in `Models/GameStatsData.cs`
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6. Add transformation in `DataTransformer.TransformToExportFormat()`
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### To Add New Config Options
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1. Add property to `ApiConfig.cs`
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2. Add parsing in `ApiConfigManager.ParseIniFile()`
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3. Add to default template in `ApiConfigManager.CreateDefaultConfigAsync()`
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4. Use in appropriate exporter class
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## Data Cleaning & Normalization
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All exported data is cleaned to ensure consistency:
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### Text Cleaning (StripColorTags)
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Removes from all text fields (playerName, winningTeam, etc.):
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- HTML/Unity tags: `<color=#XXX>`, `<b>`, `<size=XX%>`, etc.
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- Modifier symbols: `♥`, `#`, `★`, `@`, etc.
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|
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### Role Name Normalization
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- Removes suffixes: `"GrenadierRole"` → `"Grenadier"`
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- Removes TOU suffix: `"EngineerTou"` → `"Engineer"`
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- Skips generic types: `"RoleBehaviour"` (not added to history)
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|
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### Modifier Symbol Extraction
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Symbols are extracted **before** text cleaning to preserve information:
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1. Extract from `<size=60%>SYMBOL</size>` tags
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2. Map to modifier names (e.g., `♥` → `"Lovers"`)
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3. Clean text (remove tags and symbols)
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## Known Limitations
|
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|
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- Cannot access internal/private TOU Mira members
|
||||
- Role/modifier parsing falls back to string parsing if reflection fails
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- Platform detection may fail on some Among Us versions (defaults to "Unknown")
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- No compile-time type safety (all reflection is string-based)
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||||
- Breaking changes in TOU Mira require plugin updates
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||||
- Symbol encoding may vary by console/log viewer (e.g., `♥` may display as `ÔÖą` in logs)
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@@ -92,17 +92,27 @@ public static class DataTransformer
|
||||
var player = PlayerControl.AllPlayerControls.ToArray()
|
||||
.FirstOrDefault(p => p.PlayerId == record.PlayerId);
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||||
|
||||
TownOfUsStatsPlugin.Logger.LogInfo($"Transforming player {record.PlayerId} ({record.PlayerName})");
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||||
TownOfUsStatsPlugin.Logger.LogInfo($" RoleString: '{record.RoleString}'");
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|
||||
// STEP 1: Extract modifiers from player name BEFORE cleaning it
|
||||
// Symbols like ♥ indicate Lovers modifier
|
||||
var nameModifiers = ExtractModifiersFromPlayerName(record.PlayerName);
|
||||
|
||||
// Get role history for this player
|
||||
var roles = roleHistory.GetValueOrDefault(record.PlayerId, new List<string>());
|
||||
|
||||
TownOfUsStatsPlugin.Logger.LogInfo($" RoleHistory entries: {roles.Count}");
|
||||
|
||||
// If roleHistory is empty, try parsing from RoleString as fallback
|
||||
if (roles.Count == 0 && !string.IsNullOrEmpty(record.RoleString))
|
||||
{
|
||||
TownOfUsStatsPlugin.Logger.LogInfo($"RoleHistory empty for player {record.PlayerId}, parsing from RoleString: {record.RoleString}");
|
||||
TownOfUsStatsPlugin.Logger.LogInfo($" Parsing roles from RoleString...");
|
||||
roles = ParseRolesFromRoleString(record.RoleString);
|
||||
TownOfUsStatsPlugin.Logger.LogInfo($" Parsed {roles.Count} role(s): {string.Join(", ", roles)}");
|
||||
}
|
||||
|
||||
|
||||
var lastRole = roles.LastOrDefault() ?? "Unknown";
|
||||
TownOfUsStatsPlugin.Logger.LogInfo($" Final role: {lastRole}");
|
||||
|
||||
// Get stats
|
||||
var stats = playerStats.GetValueOrDefault(record.PlayerId, new PlayerStatsData());
|
||||
@@ -110,20 +120,35 @@ public static class DataTransformer
|
||||
// Count kills
|
||||
var kills = killedPlayers.Count(k => k.KillerId == record.PlayerId && k.VictimId != record.PlayerId);
|
||||
|
||||
// Get modifiers
|
||||
// STEP 2: Get modifiers from multiple sources
|
||||
var bridge = ReflectionBridgeProvider.GetBridge();
|
||||
var modifiers = bridge.GetPlayerModifiers(record.PlayerId);
|
||||
|
||||
// If no modifiers found via reflection, try parsing from RoleString
|
||||
if (modifiers.Count == 0 && !string.IsNullOrEmpty(record.RoleString))
|
||||
TownOfUsStatsPlugin.Logger.LogInfo($" Reflection modifiers: {modifiers.Count}");
|
||||
|
||||
// Add modifiers from player name symbols
|
||||
if (nameModifiers.Count > 0)
|
||||
{
|
||||
modifiers = ParseModifiersFromRoleString(record.RoleString);
|
||||
if (modifiers.Count > 0)
|
||||
TownOfUsStatsPlugin.Logger.LogInfo($" Name symbol modifiers: {nameModifiers.Count} ({string.Join(", ", nameModifiers)})");
|
||||
foreach (var mod in nameModifiers)
|
||||
{
|
||||
TownOfUsStatsPlugin.Logger.LogInfo($"Parsed {modifiers.Count} modifier(s) from RoleString for player {record.PlayerId}");
|
||||
if (!modifiers.Contains(mod))
|
||||
{
|
||||
modifiers.Add(mod);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If still no modifiers, try parsing from RoleString
|
||||
if (modifiers.Count == 0 && !string.IsNullOrEmpty(record.RoleString))
|
||||
{
|
||||
TownOfUsStatsPlugin.Logger.LogInfo($" Parsing modifiers from RoleString...");
|
||||
var roleStringMods = ParseModifiersFromRoleString(record.RoleString);
|
||||
TownOfUsStatsPlugin.Logger.LogInfo($" Parsed {roleStringMods.Count} modifier(s): {string.Join(", ", roleStringMods)}");
|
||||
modifiers.AddRange(roleStringMods);
|
||||
}
|
||||
|
||||
TownOfUsStatsPlugin.Logger.LogInfo($" Total modifiers: {modifiers.Count} ({string.Join(", ", modifiers)})");
|
||||
|
||||
// Get task info
|
||||
int totalTasks = 0;
|
||||
int completedTasks = 0;
|
||||
@@ -173,7 +198,8 @@ public static class DataTransformer
|
||||
// Use WinningFaction from GameHistory if available
|
||||
if (!string.IsNullOrEmpty(winningFaction))
|
||||
{
|
||||
return winningFaction;
|
||||
// Clean HTML tags from winning faction
|
||||
return StripColorTags(winningFaction);
|
||||
}
|
||||
|
||||
// Fallback: Check first winner's team
|
||||
@@ -198,6 +224,74 @@ public static class DataTransformer
|
||||
return MapNames.TryGetValue(mapId, out var name) ? name : $"Unknown Map ({mapId})";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Extracts modifier information from special symbols in player names.
|
||||
/// Symbols like ♥ (Lovers) appear inside HTML tags like: <b><size=60%>♥</size></b>
|
||||
/// </summary>
|
||||
/// <param name="playerName">Raw player name with HTML tags</param>
|
||||
/// <returns>List of modifier names found in the name</returns>
|
||||
private static List<string> ExtractModifiersFromPlayerName(string playerName)
|
||||
{
|
||||
var modifiers = new List<string>();
|
||||
|
||||
if (string.IsNullOrEmpty(playerName))
|
||||
{
|
||||
return modifiers;
|
||||
}
|
||||
|
||||
// Map of symbols to modifier names
|
||||
// Note: \u2665 IS the same as ♥, so we only include one
|
||||
var symbolToModifier = new Dictionary<string, string>
|
||||
{
|
||||
{ "♥", "Lovers" }, // \u2665 in Unicode
|
||||
{ "❤", "Lovers" }, // \u2764
|
||||
{ "♡", "Lovers" }, // \u2661
|
||||
{ "#", "Underdog" },
|
||||
{ "★", "VIP" }, // \u2605
|
||||
{ "☆", "VIP" }, // \u2606
|
||||
{ "@", "Sleuth" },
|
||||
{ "†", "Bait" }, // \u2020
|
||||
{ "‡", "Bait" }, // \u2021
|
||||
{ "§", "Torch" },
|
||||
{ "⚡", "Flash" },
|
||||
{ "⚔", "Assassin" },
|
||||
{ "🗡", "Assassin" },
|
||||
};
|
||||
|
||||
// Extract content from size tags: <size=60%>SYMBOL</size>
|
||||
// This is where modifier symbols are located
|
||||
var sizeTagPattern = @"<size=[^>]*>([^<]+)</size>";
|
||||
var matches = Regex.Matches(playerName, sizeTagPattern);
|
||||
|
||||
foreach (Match match in matches)
|
||||
{
|
||||
if (match.Groups.Count > 1)
|
||||
{
|
||||
var symbolText = match.Groups[1].Value;
|
||||
TownOfUsStatsPlugin.Logger.LogInfo($" Found symbol in size tag: '{symbolText}'");
|
||||
|
||||
// Check if this symbol matches any known modifier
|
||||
foreach (var kvp in symbolToModifier)
|
||||
{
|
||||
if (symbolText.Contains(kvp.Key))
|
||||
{
|
||||
if (!modifiers.Contains(kvp.Value))
|
||||
{
|
||||
modifiers.Add(kvp.Value);
|
||||
TownOfUsStatsPlugin.Logger.LogInfo($" Matched modifier '{kvp.Value}' from symbol '{kvp.Key}'");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return modifiers;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Strips all HTML/Unity tags AND modifier symbols from text to get clean player name.
|
||||
/// Should be called AFTER extracting modifiers from symbols.
|
||||
/// </summary>
|
||||
private static string StripColorTags(string text)
|
||||
{
|
||||
if (string.IsNullOrEmpty(text))
|
||||
@@ -205,8 +299,18 @@ public static class DataTransformer
|
||||
return text;
|
||||
}
|
||||
|
||||
text = Regex.Replace(text, @"<color=#[A-Fa-f0-9]+>", string.Empty);
|
||||
text = text.Replace("</color>", string.Empty);
|
||||
// Step 1: Remove all Unity/HTML tags
|
||||
// Pattern matches: <tag>, <tag=value>, <tag=#value>, </tag>
|
||||
text = Regex.Replace(text, @"<[^>]+>", string.Empty);
|
||||
|
||||
// Step 2: Remove all modifier symbols that were extracted
|
||||
// These symbols should not appear in the final clean name
|
||||
var symbolsToRemove = new[] { "♥", "❤", "♡", "#", "★", "☆", "@", "†", "‡", "§", "⚡", "⚔", "🗡" };
|
||||
foreach (var symbol in symbolsToRemove)
|
||||
{
|
||||
text = text.Replace(symbol, string.Empty);
|
||||
}
|
||||
|
||||
return text.Trim();
|
||||
}
|
||||
|
||||
|
||||
@@ -317,18 +317,48 @@ public class TouMiraReflectionBridge
|
||||
|
||||
TownOfUsStatsPlugin.Logger.LogInfo($"Player {playerId}: RoleBehaviour type = {roleBehaviour.GetType().Name}");
|
||||
|
||||
// Get role name from RoleBehaviour.GetRoleName()
|
||||
// Get role name from RoleBehaviour.GetRoleName() or fallback to type name
|
||||
string? roleName = null;
|
||||
|
||||
var getRoleNameMethod = roleBehaviour.GetType().GetMethod("GetRoleName");
|
||||
if (getRoleNameMethod == null)
|
||||
if (getRoleNameMethod != null)
|
||||
{
|
||||
TownOfUsStatsPlugin.Logger.LogWarning($"GetRoleName method not found on {roleBehaviour.GetType().Name}");
|
||||
roleName = getRoleNameMethod.Invoke(roleBehaviour, null) as string;
|
||||
}
|
||||
|
||||
// Fallback: Extract role name from type name (e.g., "GrenadierRole" -> "Grenadier")
|
||||
if (string.IsNullOrEmpty(roleName))
|
||||
{
|
||||
var typeName = roleBehaviour.GetType().Name;
|
||||
|
||||
// Remove "Role" suffix if present
|
||||
if (typeName.EndsWith("Role"))
|
||||
{
|
||||
roleName = typeName.Substring(0, typeName.Length - 4);
|
||||
}
|
||||
// Remove "Tou" suffix (e.g., "EngineerTou" -> "Engineer")
|
||||
else if (typeName.EndsWith("Tou"))
|
||||
{
|
||||
roleName = typeName.Substring(0, typeName.Length - 3);
|
||||
}
|
||||
else
|
||||
{
|
||||
roleName = typeName;
|
||||
}
|
||||
|
||||
TownOfUsStatsPlugin.Logger.LogInfo($"Player {playerId}: Using type name as role: {roleName}");
|
||||
}
|
||||
|
||||
if (string.IsNullOrEmpty(roleName))
|
||||
{
|
||||
TownOfUsStatsPlugin.Logger.LogWarning($"Could not determine role name for player {playerId}");
|
||||
continue;
|
||||
}
|
||||
|
||||
var roleName = getRoleNameMethod.Invoke(roleBehaviour, null) as string;
|
||||
if (string.IsNullOrEmpty(roleName))
|
||||
// Skip generic RoleBehaviour (not a real role)
|
||||
if (roleName == "RoleBehaviour")
|
||||
{
|
||||
TownOfUsStatsPlugin.Logger.LogWarning($"GetRoleName returned null/empty for player {playerId}");
|
||||
TownOfUsStatsPlugin.Logger.LogInfo($"Skipping generic RoleBehaviour for player {playerId}");
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -549,10 +579,9 @@ public class TouMiraReflectionBridge
|
||||
return text;
|
||||
}
|
||||
|
||||
text = Regex.Replace(text, @"<color=#[A-Fa-f0-9]+>", string.Empty);
|
||||
text = text.Replace("</color>", string.Empty);
|
||||
text = text.Replace("<b>", string.Empty).Replace("</b>", string.Empty);
|
||||
text = text.Replace("<i>", string.Empty).Replace("</i>", string.Empty);
|
||||
// Remove all Unity/HTML tags
|
||||
// Pattern matches: <tag>, <tag=value>, <tag=#value>, </tag>
|
||||
text = Regex.Replace(text, @"<[^>]+>", string.Empty);
|
||||
|
||||
return text.Trim();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user