MSCO 2.10.1: car doors and garage door synced, door lock fix, perf tools

- Car doors (FSM with bool "Open" and "Open door"/"Close door") are synced as open/closed:
  the receiver removes the hold joint and frees the hinge, closing runs the game's own logic
- Fix: every synced close of an already closed Satsuma door added another FixedJoint, so the
  door could not be opened anymore; extra joints are removed automatically
- Hinge sync also covers world doors/gates with hinges (garage door), interaction by bounds
- Scene name read once per frame (Application.loadedLevelName allocates a string per call)
- Console "perf" (FPS, ms per MSCO part incl. OnGUI, GC, hook calls), -msco-perf start option
- Console "fsmdump <text>" / -msco-dump: PlayMaker FSMs and hinges to MSCO\fsmdump.txt

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-03 11:01:27 +02:00
co-authored by Claude Opus 5.5
parent 4c1366b5d9
commit adc6eff9e8
14 changed files with 429 additions and 11 deletions
+130 -2
View File
@@ -32,8 +32,19 @@ namespace MSCO
public PlayMakerFSM Fsm;
public string LastState;
public float QuietUntil;
// Autotür (FSM mit Bool "Open" und Zuständen "Open door"/"Close door"): übertragen wird nur offen/zu
public bool IsCarDoor;
public FsmBool OpenVar;
public bool LastOpen;
public GameObject Door;
public HingeJoint Hinge;
public bool HasOpenLimits;
public float OpenMin, OpenMax;
}
// Statt Zustandsnamen: offen/zu einer Autotür (ältere Mods kennen diese "Zustände" nicht und ignorieren sie)
const string OpenToken = "__open", ClosedToken = "__closed";
readonly Dictionary<string, Tracked> byKey = new Dictionary<string, Tracked>();
float nextScan;
@@ -57,6 +68,18 @@ namespace MSCO
foreach (Tracked t in byKey.Values)
{
if (t.Fsm == null) continue;
if (t.IsCarDoor)
{
bool open = t.OpenVar.Value;
if (open == t.LastOpen) continue;
t.LastOpen = open;
if (now < t.QuietUntil) continue; // Folge einer übernommenen Änderung
t.QuietUntil = now + Cooldown;
string doorKey = t.Key, token = open ? OpenToken : ClosedToken;
send(MsgType.DoorState, NetSession.Build(w => { w.Write(doorKey); w.Write(token); }));
if (FsmSync.Debug) MscoLog.Info("[MSCO] >> CAR DOOR " + doorKey + " -> " + token);
continue;
}
string state = t.Fsm.ActiveStateName;
if (state == t.LastState) continue;
t.LastState = state;
@@ -91,6 +114,14 @@ namespace MSCO
}
}
if (t.IsCarDoor)
{
// Ältere Mods schicken Zustandsnamen: die des Zumachens als "zu" verstehen, den Rest ignorieren
bool closing = state == ClosedToken || state == "Sound" || state == "Close door" || state == "State 1";
if (state == OpenToken || closing) ApplyCarDoor(t, state == OpenToken);
return;
}
if (t.Fsm.ActiveStateName == state) return;
FsmState target = t.Fsm.Fsm.GetState(state);
if (target == null) return;
@@ -112,11 +143,108 @@ namespace MSCO
string key = FsmSync.PathOf(fsm.transform) + "|" + fsm.FsmName;
Tracked t;
if (byKey.TryGetValue(key, out t) && t.Fsm == fsm) continue;
byKey[key] = new Tracked { Key = key, Fsm = fsm, LastState = fsm.ActiveStateName };
if (byKey.TryGetValue(key, out t) && t.Fsm == fsm)
{
if (t.IsCarDoor && !t.OpenVar.Value) RemoveExtraFixedJoints(t);
continue;
}
t = new Tracked { Key = key, Fsm = fsm, LastState = fsm.ActiveStateName };
DetectCarDoor(t);
byKey[key] = t;
}
}
// ---------------------------------------------------------------- Autotüren
// Alle Autotüren im Spiel: Bool "Open", "Open door" (Halte-Joint weg, Scharnier-Grenzen auf, Drehmoment solange
// die Maus gedrückt ist) und "Close door" (zu, Grenzen 0..0 bzw. beim Satsuma ein neuer FixedJoint). "Open door"
// prüft die Maustaste und wurde deshalb nie übertragen - beim Mitspieler blieb die Tür fest. Und jedes übertragene
// Zumachen einer schon geschlossenen Satsuma-Tür hängte einen weiteren FixedJoint an - beim nächsten Öffnen wurde
// nur einer entfernt und die Tür ging gar nicht mehr auf.
static void DetectCarDoor(Tracked t)
{
try
{
Fsm f = t.Fsm.Fsm;
FsmState openState = f.GetState("Open door");
if (openState == null || f.GetState("Close door") == null) return;
FsmBool open = t.Fsm.FsmVariables.FindFsmBool("Open");
if (open == null) return;
FsmGameObject door = t.Fsm.FsmVariables.FindFsmGameObject("Door");
t.Door = door != null && door.Value != null ? door.Value : t.Fsm.gameObject;
t.Hinge = t.Door.GetComponent<HingeJoint>();
t.OpenVar = open;
t.LastOpen = open.Value;
t.IsCarDoor = true;
// Grenzen beim Öffnen: aus der Aktion "SetHingeJointLimits" des Zustands "Open door"
if (!openState.ActionsLoaded) openState.LoadActions();
if (openState.Actions == null) return;
foreach (FsmStateAction a in openState.Actions)
{
if (a == null || a.GetType().Name != "SetHingeJointLimits") continue;
var min = a.GetType().GetField("min") != null ? a.GetType().GetField("min").GetValue(a) as FsmFloat : null;
var max = a.GetType().GetField("max") != null ? a.GetType().GetField("max").GetValue(a) as FsmFloat : null;
if (min == null || max == null) continue;
t.OpenMin = min.Value;
t.OpenMax = max.Value;
t.HasOpenLimits = true;
}
}
catch (Exception e)
{
t.IsCarDoor = false;
MscoLog.Warning("[MSCO] Car door " + t.Key + ": " + e.Message);
}
}
/// <summary>Tür auf- bzw. zumachen wie beim Spieler, der sie bedient hat.</summary>
void ApplyCarDoor(Tracked t, bool open)
{
if (t.Door == null) return;
t.QuietUntil = Time.realtimeSinceStartup + Cooldown;
t.LastOpen = open;
if (open)
{
if (t.OpenVar.Value && t.Door.GetComponent<FixedJoint>() == null) return; // schon offen
foreach (FixedJoint j in t.Door.GetComponents<FixedJoint>()) UnityEngine.Object.Destroy(j);
if (t.Hinge != null && t.HasOpenLimits)
{
JointLimits l = t.Hinge.limits;
l.min = t.OpenMin;
l.max = t.OpenMax;
t.Hinge.limits = l;
t.Hinge.useLimits = true;
}
t.OpenVar.Value = true;
Rigidbody rb = t.Door.GetComponent<Rigidbody>();
if (rb != null) rb.WakeUp();
// Ruht die FSM (nicht gerade selbst an der Tür): neu prüfen lassen, damit sie "offen" kennt (Innenlicht ...)
string active = t.Fsm.ActiveStateName ?? "";
FsmState idle = t.Fsm.Fsm.GetState("Mouse off");
if (idle != null && (active.StartsWith("Mouse") || active == "Check position")) FsmSync.SwitchStateSilently(t.Fsm, idle);
}
else
{
if (!t.OpenVar.Value) { RemoveExtraFixedJoints(t); return; } // schon zu
// Halte-Joints weg, dann die Schließ-Logik des Spiels (Geräusch, zu, beim Satsuma genau EIN neuer FixedJoint)
foreach (FixedJoint j in t.Door.GetComponents<FixedJoint>()) UnityEngine.Object.Destroy(j);
FsmState close = t.Fsm.Fsm.GetState("Sound") ?? t.Fsm.Fsm.GetState("Close door");
if (close != null) FsmSync.SwitchStateSilently(t.Fsm, close);
}
if (FsmSync.Debug) MscoLog.Info("[MSCO] << CAR DOOR " + t.Key + " -> " + (open ? "open" : "closed"));
}
/// <summary>Mehrere FixedJoints an einer geschlossenen Tür (alter Fehler): bis auf einen entfernen.</summary>
static void RemoveExtraFixedJoints(Tracked t)
{
if (t.Door == null) return;
FixedJoint[] joints = t.Door.GetComponents<FixedJoint>();
if (joints.Length <= 1) return;
for (int i = 1; i < joints.Length; i++) UnityEngine.Object.Destroy(joints[i]);
MscoLog.Info("[MSCO] Fixed a stuck door (" + (joints.Length - 1) + " extra lock(s) removed): " + t.Door.name);
}
static bool IsPartLogic(PlayMakerFSM fsm)
{
string f = fsm.FsmName.ToLower(), o = fsm.gameObject.name.ToLower();