feat: Implement adjustable room capacity and quest team size

- Added MaxCapacity property to RoomEntity and updated related controllers to utilize it.
- Modified RoomsController to set MaxPlayers based on room's MaxCapacity.
- Introduced QuestTeamSize class to dynamically adjust quest party sizes beyond the default limit.
- Updated DevMenu to include options for debugging and managing room settings.
- Created UI elements for adjusting MaxCapacity in the admin interface.
- Added configuration file for DevMenu with default settings.
This commit is contained in:
Alexa
2026-06-08 01:27:30 +03:00
parent 64746cdaa2
commit 482c73e1bc
15 changed files with 661 additions and 57 deletions
-124
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@@ -1,124 +0,0 @@
// Native watch "Dev Console" injection — typed against the per-install Il2Cpp
// interop assemblies (referenced in the csproj, dev-tools only, never shipped).
// Pure reflection couldn't drive this build's watch UI (FindObjectOfType /
// property-get / GetComponentsInChildren all failed under Il2CppInterop), so
// we use real types here: clone an existing watch Button3D, relabel it, and
// wire its OnClick to run console commands via DebugConsole.Execute (which
// works headless even though the console UI isn't in the scene). It's the
// game's own Button3D, so it's interactable with the VR laser AND the
// Screen-Mode mouse. Gated behind Cfg.EnableDevWatchButton.
using System;
using Il2CppInterop.Runtime;
using Il2CppAGUI.StackedUI;
using Il2CppRecRoom.Debugging;
using Il2CppTMPro;
using UnityEngine.Events;
using UObject = UnityEngine.Object;
namespace DorkNet.ClientMod;
internal static class DevWatchButton
{
private static int _frame;
private static bool _done;
// Polled from Mod.OnUpdate while Cfg.EnableDevWatchButton is set. Waits for
// the watch's HomeScreenFlow to exist, then injects once.
public static void Tick()
{
if (_done) return;
_frame++;
if (_frame < 120 || (_frame % 30) != 0) return; // settle, then ~2/s
var home = UObject.FindObjectOfType<HomeScreenFlow>();
if (home == null && _frame < 3600) return; // wait for the watch
_done = true;
if (home == null) { Mod.Log.Warning("[devbtn] HomeScreenFlow never appeared"); return; }
try { Inject(home); }
catch (Exception ex) { Mod.Log.Warning($"[devbtn] inject failed: {ex}"); }
}
private static void Inject(HomeScreenFlow home)
{
var buttons = home.GetComponentsInChildren<Button3D>(true);
if (buttons == null || buttons.Length == 0)
{
Mod.Log.Warning("[devbtn] no Button3D found under HomeScreenFlow");
return;
}
// Prefer a source button that HAS a TMP label, so our clones can be
// relabeled (HomeButton etc. are icon-only — no text child).
Button3D? src = null;
for (int i = 0; i < buttons.Length; i++)
if (buttons[i].GetComponentInChildren<TextMeshProUGUI>(true) != null) { src = buttons[i]; break; }
bool labeled = src != null;
if (src == null) src = buttons[0]; // fall back: inject anyway, just no text
Mod.Log.Msg($"[devbtn] {buttons.Length} watch buttons; clone source='{src.name}' labeled={labeled}");
int n = 0;
foreach (var (label, cmd) in ParsePresets())
{
var clone = UObject.Instantiate(src, src.transform.parent);
clone.name = $"DorkNetDev_{label}";
clone.gameObject.SetActive(true);
clone.transform.localScale = src.transform.localScale;
var tmp = clone.GetComponentInChildren<TextMeshProUGUI>(true);
if (tmp != null) tmp.text = label;
var command = cmd; // capture per-button
clone.OnClick.RemoveAllListeners();
clone.OnClick.AddListener(DelegateSupport.ConvertDelegate<UnityAction>((Action)(() => Run(label, command))));
_clones.Add(clone);
n++;
}
Mod.Log.Msg($"[devbtn] injected {n} dev command button(s) into the watch bar — open the watch to use them");
DumpCommands();
}
// Log the real console command names from DebugConsoleCommandConfig.Metas
// so we can set DevCommands correctly (the asset loads even though the
// console component isn't in the scene).
private static void DumpCommands()
{
try
{
var cfgs = UObject.FindObjectsOfTypeAll(Il2CppType.Of<DebugConsoleCommandConfig>());
Mod.Log.Msg($"[devcmds] {cfgs.Length} DebugConsoleCommandConfig asset(s) loaded");
for (int c = 0; c < cfgs.Length; c++)
{
var cfg = cfgs[c].TryCast<DebugConsoleCommandConfig>();
var metas = cfg?.Metas;
if (metas == null) continue;
Mod.Log.Msg($"[devcmds] {metas.Count} command(s):");
for (int i = 0; i < metas.Count; i++)
{
var m = metas[i];
Mod.Log.Msg($" {m.MethodName} ({m.DeclaringType})");
}
}
}
catch (Exception ex) { Mod.Log.Warning($"[devcmds] failed: {ex.Message}"); }
}
private static void Run(string label, string command)
{
Mod.Log.Msg($"[devbtn] '{label}' → DebugConsole.Execute(\"{command}\")");
try { DebugConsole.Execute(command); }
catch (Exception ex) { Mod.Log.Warning($"[devbtn] Execute('{command}') failed: {ex.Message}"); }
}
// Presets come from Cfg.DevCommands as "Label=command" strings.
private static System.Collections.Generic.IEnumerable<(string label, string cmd)> ParsePresets()
{
foreach (var entry in Mod.Cfg.DevCommands)
{
if (string.IsNullOrWhiteSpace(entry)) continue;
var eq = entry.IndexOf('=');
if (eq > 0) yield return (entry.Substring(0, eq).Trim(), entry.Substring(eq + 1).Trim());
else yield return (entry.Trim(), entry.Trim());
}
}
private static readonly System.Collections.Generic.List<Button3D> _clones = new();
}
@@ -64,29 +64,4 @@
</Reference>
</ItemGroup>
<!--
Dev-tools only: typed references to the per-install Il2Cpp interop
assemblies MelonLoader generates (Assembly-CSharp / UnityEngine.* /
TextMeshPro). Used by the native watch "Dev Console" injection
(DevWatchButton.cs), which needs real types (Button3D.OnClick,
Object.Instantiate, TextMeshProUGUI, UnityAction) that pure reflection
couldn't drive in this build. These DLLs are game-derived and are NOT
redistributed — they're only referenced at build time and resolved at
runtime from the player's own install. Private=false so they're never
copied into the mod output. Override the dir with -p:Il2CppAsmDir=… .
-->
<PropertyGroup>
<Il2CppAsmDir Condition="'$(Il2CppAsmDir)' == ''">C:\Users\Alexa\Downloads\DorkRoom-2020.12\MelonLoader\Il2CppAssemblies</Il2CppAsmDir>
</PropertyGroup>
<ItemGroup Condition="Exists('$(Il2CppAsmDir)')">
<Reference Include="Assembly-CSharp"><HintPath>$(Il2CppAsmDir)\Assembly-CSharp.dll</HintPath><Private>false</Private></Reference>
<Reference Include="Il2Cppmscorlib"><HintPath>$(Il2CppAsmDir)\Il2Cppmscorlib.dll</HintPath><Private>false</Private></Reference>
<Reference Include="UnityEngine.CoreModule"><HintPath>$(Il2CppAsmDir)\UnityEngine.CoreModule.dll</HintPath><Private>false</Private></Reference>
<Reference Include="UnityEngine.UI"><HintPath>$(Il2CppAsmDir)\UnityEngine.UI.dll</HintPath><Private>false</Private></Reference>
<Reference Include="UnityEngine.InputLegacyModule"><HintPath>$(Il2CppAsmDir)\UnityEngine.InputLegacyModule.dll</HintPath><Private>false</Private></Reference>
<Reference Include="Unity.TextMeshPro"><HintPath>$(Il2CppAsmDir)\Unity.TextMeshPro.dll</HintPath><Private>false</Private></Reference>
<Reference Include="Il2CppRecRoom.Promises.Runtime"><HintPath>$(Il2CppAsmDir)\Il2CppRecRoom.Promises.Runtime.dll</HintPath><Private>false</Private></Reference>
<Reference Include="Il2CppRecRoom.Datastructures.Runtime"><HintPath>$(Il2CppAsmDir)\Il2CppRecRoom.Datastructures.Runtime.dll</HintPath><Private>false</Private></Reference>
</ItemGroup>
</Project>
+16 -14
View File
@@ -133,6 +133,15 @@ public class Mod : MelonMod
// DebugConsole.Execute(command). Edit to match this build's actual
// DebugConsoleCommandConfig command names/args.
public static string[] DevCommands = { "Help=help", "Fly=fly", "NoClip=noclip" };
// Raise RRO quest party size past the baked 4. The cap lives in each
// quest GameConfigurationAsset.TeamConfigurations[].MaxTeamSize
// ScriptableObject (baked in the client bundle; no server lever). The
// quest scoreboard + party HUD build rows dynamically, so they
// auto-scale once the team cap is raised. 0 = off (leave at 4).
// Only single-team, quest-named configs are touched, so PvP team
// sizes (paintball/laser tag) are never changed. See QuestTeamSize.
public static int QuestMaxTeamSize = 0;
}
public override void OnInitializeMelon()
@@ -331,17 +340,6 @@ public class Mod : MelonMod
RegisterJoinTracePatches();
// Debug console: skip CheatManager's tamper detectors so the
// console's movement/time commands don't trip a dorm-drop. The
// console UI toggle itself is driven from OnUpdate (hotkey) and
// resolved lazily — only the anti-cheat skip needs a patch.
if (Cfg.EnableDebugConsole)
{
foreach (var m in new[] { "OnTimeCheatDetected", "OnObscuredTypeCheatDetected", "OnHeightCheatDetected", "OnAdvancedMovementCheatDetected" })
TryPatchByName("CheatManager", m, prefix: nameof(DebugConsolePatches.SuppressCheatDetected_Prefix));
Log.Msg($"[debugconsole] enabled — CheatManager detectors silenced; press '{Cfg.DebugConsoleToggleKey}' to toggle the console.");
}
// Desktop Screen Sharing FPS override. Only register when a target
// is set; the postfix on the gadget's Awake rewrites the baked
// refresh-frequency field (and, if enabled, raises the Photon
@@ -556,9 +554,12 @@ public class Mod : MelonMod
_firstUpdateLogged = true;
Log.Msg("[lifecycle] first OnUpdate tick (Unity frame loop is live)");
}
if (Cfg.EnableDebugConsole) DebugConsolePatches.PollToggleKey();
if (Cfg.DiagnoseDevMenu) DevMenuProbe.Tick();
if (Cfg.EnableDevWatchButton) DevWatchButton.Tick();
// Quest party-size bump runs independent of the diagnostic flow below
// (quest GameConfigurationAssets load when the quest room loads, so we
// re-apply periodically). Gated behind QuestMaxTeamSize > 0.
if (Cfg.QuestMaxTeamSize > 0) QuestTeamSize.Tick();
if (_diagnosticGameComplete) return;
if (_diagnosticRetryFrame++ > 3600) return;
if ((_diagnosticRetryFrame % 60) != 0) return;
@@ -613,6 +614,7 @@ public class Mod : MelonMod
if (r.TryGetProperty("DesktopScreenShareResolution", out v)) Cfg.DesktopScreenShareResolution = v.GetInt32();
if (r.TryGetProperty("DesktopScreenShareQuality", out v)) Cfg.DesktopScreenShareQuality = v.GetInt32();
if (r.TryGetProperty("DiagnoseDevMenu", out v)) Cfg.DiagnoseDevMenu = v.GetBoolean();
if (r.TryGetProperty("QuestMaxTeamSize", out v)) Cfg.QuestMaxTeamSize = v.GetInt32();
if (r.TryGetProperty("EnableDevWatchButton", out v)) Cfg.EnableDevWatchButton = v.GetBoolean();
if (r.TryGetProperty("DevCommands", out v) && v.ValueKind == JsonValueKind.Array)
{
+193
View File
@@ -0,0 +1,193 @@
// Raise RRO quest party size past the baked 4.
//
// The cap is NOT in quest-specific code and NOT server-driven — it lives in
// each quest's GameConfigurationAsset.TeamConfigurations[].MaxTeamSize, a
// ScriptableObject baked into the client asset bundle. The quest scoreboard
// (GameScoreboardBodyView instantiates rows into a List) and the party HUD are
// fully dynamic, so they auto-scale once the team cap is raised.
//
// Implemented with reflection (this project references only MelonLoader /
// Harmony / Il2CppInterop.Runtime — NOT the game's interop assemblies), the
// same way DevMenuProbe drives the game. Quest configs load when the quest
// room loads, so we poll from Mod.OnUpdate rather than running once, and only
// touch single-team, quest-named configs so PvP team sizes (paintball/laser
// tag, 2+ teams) are never changed. Every config is logged once so we can
// confirm targeting (these MaxTeamSize values aren't in the static dump).
// Gated behind Cfg.QuestMaxTeamSize.
using System;
using System.Collections.Generic;
using System.Reflection;
using Il2CppInterop.Runtime;
namespace DorkNet.ClientMod;
internal static class QuestTeamSize
{
private const BindingFlags BF = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance;
private static int _frame;
private static readonly HashSet<string> _logged = new(StringComparer.Ordinal);
public static void Tick()
{
_frame++;
if (_frame < 120 || (_frame % 120) != 0) return; // settle, then ~every 2s
try { Apply(Mod.Cfg.QuestMaxTeamSize); }
catch (Exception ex) { Mod.Log.Warning($"[questsize] failed: {ex.Message}"); }
}
private static void Apply(int target)
{
if (target <= 0) return;
var assetType = Mod.ResolveType("RecRoom.Core.GameManagement.GameConfigurationAsset");
if (assetType is null) return;
// Invoke Il2CppType.From via reflection so the Il2CppSystem.Type
// return value stays boxed as object — calling it directly would
// need a compile reference to Il2Cppmscorlib, which we don't carry.
var il2 = ToIl2CppType(assetType);
if (il2 is null) return;
var resources = Mod.ResolveType("UnityEngine.Resources");
var findAll = OneArgStatic(resources, "FindObjectsOfTypeAll", il2);
var all = findAll?.Invoke(null, new[] { il2 });
int n = ArrLen(all);
for (int i = 0; i < n; i++)
{
var asset = ArrItem(all, i);
if (asset is null) continue;
asset = EnsureConcrete(asset, assetType);
var name = ReadName(asset);
var teams = GetMember(asset, "TeamConfigurations");
if (teams is null) continue;
int tn = ArrLen(teams);
if (_logged.Add(name))
{
var sizes = new List<string>(tn);
for (int t = 0; t < tn; t++) sizes.Add(ReadInt(ArrItem(teams, t), "MaxTeamSize").ToString());
Mod.Log.Msg($"[questsize] config '{name}' teams=[{string.Join(",", sizes)}] (n={tn})");
}
// Quests are SINGLE-TEAM co-op. That's the reliable signal: PvP
// modes have 2+ teams (Paintball [4,4], StuntRunner [1,1,1,1])
// and Sandbox has many — only quests (the generic "Quest" config
// AND each per-quest config like "The Rise Of JumboTron") are
// n==1. Name-matching missed the per-quest configs, so we key off
// team count instead and leave every 2+-team mode untouched.
if (tn != 1) continue;
var changed = false;
for (int t = 0; t < tn; t++)
{
var box = ArrItem(teams, t);
if (box is null || ReadInt(box, "MaxTeamSize") >= target) continue;
if (WriteInt(box, "MaxTeamSize", target) && ArrSet(teams, t, box)) changed = true;
}
if (changed) Mod.Log.Msg($"[questsize] bumped '{name}' → MaxTeamSize {target}");
}
}
// FindObjectsOfTypeAll returns base-typed elements; downcast to the
// concrete interop type so reflection sees TeamConfigurations/Name.
private static object EnsureConcrete(object obj, Type target)
{
if (target.IsInstanceOfType(obj)) return obj;
var bt = obj.GetType();
while (bt != null && bt.Name != "Il2CppObjectBase") bt = bt.BaseType;
var cast = bt?.GetMethod("Cast", BindingFlags.Public | BindingFlags.Instance);
if (cast != null)
{
try { return cast.MakeGenericMethod(target).Invoke(obj, null) ?? obj; }
catch { }
}
return obj;
}
private static string ReadName(object asset)
{
if (GetMember(asset, "Name") is string n && n.Length > 0) return n;
if (GetMember(asset, "name") is string un && un.Length > 0) return un;
return "?";
}
private static object? GetMember(object o, string name)
{
var t = o.GetType();
var p = t.GetProperty(name, BF);
if (p != null && p.CanRead && p.GetIndexParameters().Length == 0)
{ try { return p.GetValue(o); } catch { } }
var f = t.GetField(name, BF);
if (f != null) { try { return f.GetValue(o); } catch { } }
return null;
}
private static int ReadInt(object? o, string name)
{
if (o is null) return 0;
var v = GetMember(o, name);
if (v is int n) return n;
return v != null && int.TryParse(v.ToString(), out var p) ? p : 0;
}
private static bool WriteInt(object o, string name, int val)
{
var t = o.GetType();
var p = t.GetProperty(name, BF);
if (p != null && p.CanWrite) { try { p.SetValue(o, val); return true; } catch { } }
var f = t.GetField(name, BF);
if (f != null) { try { f.SetValue(o, val); return true; } catch { } }
return false;
}
private static int ArrLen(object? arr)
{
if (arr is null) return 0;
if (arr is Array a) return a.Length;
var lp = arr.GetType().GetProperty("Length") ?? arr.GetType().GetProperty("Count");
return (lp?.GetValue(arr) as int?) ?? 0;
}
private static object? ArrItem(object? arr, int i)
{
if (arr is null) return null;
if (arr is Array a) return a.GetValue(i);
var gi = arr.GetType().GetMethod("get_Item", new[] { typeof(int) });
return gi?.Invoke(arr, new object[] { i });
}
private static bool ArrSet(object arr, int i, object val)
{
var si = arr.GetType().GetMethod("set_Item", new[] { typeof(int), val.GetType() })
?? arr.GetType().GetMethod("set_Item");
if (si is null) return false;
try { si.Invoke(arr, new object[] { i, val }); return true; } catch { return false; }
}
private static object? ToIl2CppType(Type managed)
{
try
{
var t = typeof(Il2CppType);
var from = t.GetMethod("From", new[] { typeof(Type), typeof(bool) })
?? t.GetMethod("From", new[] { typeof(Type) });
if (from is null) return null;
var args = from.GetParameters().Length == 2
? new object[] { managed, true } : new object[] { managed };
return from.Invoke(null, args);
}
catch { return null; }
}
private static MethodInfo? OneArgStatic(Type? t, string name, object arg)
{
if (t is null) return null;
foreach (var m in t.GetMethods(BindingFlags.Public | BindingFlags.Static))
{
if (m.Name != name) continue;
var ps = m.GetParameters();
if (ps.Length == 1 && ps[0].ParameterType.IsInstanceOfType(arg)) return m;
}
return null;
}
}