mirror of
https://github.com/DorkSquadRR/DorkNet.git
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Add debug console management: implement configuration for enabling the built-in debug console; bypass CheatManager tamper detection; update README and install script for opt-in usage
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+218
-1
@@ -80,6 +80,13 @@ public class Mod : MelonMod
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// See RegistrationPatches and the registration site in
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// OnLateInitializeMelon.
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public static bool TraceRegistrationDialog = true;
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// Force-enable the client's built-in RecRoom.Debugging.DebugConsole
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// (normally dev-gated) and silence CheatManager's tamper detectors
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// so movement/time commands (SetTimeScale, Fly, Teleport, …) don't
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// drop you to the dorm. Default OFF — purely opt-in. The toggle key
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// is a UnityEngine.KeyCode name; BackQuote is the `~` key.
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public static bool EnableDebugConsole = false;
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public static string DebugConsoleToggleKey = "BackQuote";
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}
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public override void OnInitializeMelon()
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@@ -278,6 +285,17 @@ public class Mod : MelonMod
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RegisterJoinTracePatches();
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// Debug console: skip CheatManager's tamper detectors so the
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// console's movement/time commands don't trip a dorm-drop. The
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// console UI toggle itself is driven from OnUpdate (hotkey) and
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// resolved lazily — only the anti-cheat skip needs a patch.
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if (Cfg.EnableDebugConsole)
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{
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foreach (var m in new[] { "OnTimeCheatDetected", "OnObscuredTypeCheatDetected", "OnHeightCheatDetected", "OnAdvancedMovementCheatDetected" })
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TryPatchByName("CheatManager", m, prefix: nameof(DebugConsolePatches.SuppressCheatDetected_Prefix));
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Log.Msg($"[debugconsole] enabled — CheatManager detectors silenced; press '{Cfg.DebugConsoleToggleKey}' to toggle the console.");
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}
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RegisterDiagnostics();
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Log.Msg("=== Client patches registered ===");
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}
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@@ -474,6 +492,7 @@ public class Mod : MelonMod
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_firstUpdateLogged = true;
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Log.Msg("[lifecycle] first OnUpdate tick (Unity frame loop is live)");
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}
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if (Cfg.EnableDebugConsole) DebugConsolePatches.PollToggleKey();
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if (_diagnosticGameComplete) return;
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if (_diagnosticRetryFrame++ > 3600) return;
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if ((_diagnosticRetryFrame % 60) != 0) return;
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@@ -521,6 +540,8 @@ public class Mod : MelonMod
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if (r.TryGetProperty("PhotonCloudRegion", out v)) Cfg.PhotonCloudRegion = v.GetString() ?? Cfg.PhotonCloudRegion;
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if (r.TryGetProperty("EnableTlsTrustBypass", out v)) Cfg.EnableTlsTrustBypass = v.GetBoolean();
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if (r.TryGetProperty("TraceRegistrationDialog", out v)) Cfg.TraceRegistrationDialog = v.GetBoolean();
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if (r.TryGetProperty("EnableDebugConsole", out v)) Cfg.EnableDebugConsole = v.GetBoolean();
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if (r.TryGetProperty("DebugConsoleToggleKey", out v)) Cfg.DebugConsoleToggleKey = v.GetString() ?? Cfg.DebugConsoleToggleKey;
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// "InjectAuthValues" key in the template is now ignored —
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// see attic/AuthValuesInjector.cs.attic.
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Log.Msg($"[config] loaded: ServerHost={Cfg.ServerHost}, PhotonAppId={(string.IsNullOrEmpty(Cfg.PhotonAppId) ? "<unset>" : "<set>")}, " +
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@@ -671,7 +692,7 @@ public class Mod : MelonMod
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{
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// Look in all three patch holder classes — small enough that a
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// linear scan is cheaper than per-class lookups.
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foreach (var holder in new[] { typeof(UriPatches), typeof(PhotonPatches), typeof(TlsPatches), typeof(DiagnosticPatches), typeof(SavePatches), typeof(ChatPatches), typeof(JoinPatches), typeof(RegistrationPatches) })
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foreach (var holder in new[] { typeof(UriPatches), typeof(PhotonPatches), typeof(TlsPatches), typeof(DiagnosticPatches), typeof(SavePatches), typeof(ChatPatches), typeof(JoinPatches), typeof(RegistrationPatches), typeof(DebugConsolePatches) })
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{
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var m = holder.GetMethod(name, BindingFlags.Public | BindingFlags.Static);
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if (m is not null) return m;
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@@ -755,6 +776,202 @@ public class Mod : MelonMod
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// Harmony invokes. Kept separate from Mod for readability and so the
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// reflection lookup in GetPatchMethod stays simple.
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// ── Debug console access ───────────────────────────────────────────────
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// The 2020 client ships RecRoom.Debugging.DebugConsole — a real in-game
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// dev console (text input + a DebugConsoleCommandConfig command table:
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// SetTimeScale, Fly, Teleport, GoToRoom, KillAllEnemies, DebugCompleteDaily,
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// …). Retail gates it behind a developer flag. This holder force-toggles
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// its UI on a hotkey and (via the OnLateInitializeMelon patch above) skips
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// CheatManager's tamper detectors so movement/time commands don't drop you
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// to the dorm.
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//
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// Everything is resolved by reflection at runtime so the SAME code works on
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// both client builds despite their differing obfuscation:
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// * The show/hide toggle is the one non-compiler-generated private
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// instance void(bool) on DebugConsole — ShowInputField on 2020.03,
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// MCNBJFECHLJ on 2020.12. We try the readable name, then the obfuscated
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// one, then fall back to that structural match.
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// * The live component is found via UnityEngine.Object.FindObjectOfType
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// (name-stable) rather than the SingletonMonoBehaviour<T> accessor.
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// * Execute(string) keeps its readable name on both builds (kept here as
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// a scripted-command entry point even though the hotkey drives the UI).
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internal static class DebugConsolePatches
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{
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private static bool _consoleVisible;
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private static bool _pollErrorLogged;
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private static int _probeFrame;
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private static bool _probeDone;
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private static bool _inputResolved;
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private static MethodInfo? _getKeyDown; // UnityEngine.Input.GetKeyDown(KeyCode)
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private static object? _toggleKeyValue; // boxed KeyCode enum value
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private static bool _consoleResolved;
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private static Type? _consoleType;
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private static MethodInfo? _toggleMethod; // ShowInputField(bool) / MCNBJFECHLJ(bool)
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private static MethodInfo? _findObjectOfType; // UnityEngine.Object.FindObjectOfType(Type)
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// Harmony prefix returning false → skips the original CheatManager
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// detector, so a tripped heuristic never runs its punish/drop path.
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public static bool SuppressCheatDetected_Prefix() => false;
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// Polled every frame from Mod.OnUpdate while EnableDebugConsole is set.
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public static void PollToggleKey()
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{
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try
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{
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if (!_inputResolved) ResolveInput();
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// One-shot probe ~3s in (≈180 frames @60fps): log whether the
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// console object actually exists, so we learn that even if the
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// hotkey never fires.
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if (!_probeDone && _probeFrame++ > 180)
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{
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_probeDone = true;
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ProbeConsole();
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}
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if (_getKeyDown is null || _toggleKeyValue is null) return;
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if (_getKeyDown.Invoke(null, new[] { _toggleKeyValue }) is true)
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{
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Mod.Log.Msg($"[debugconsole] toggle key '{Mod.Cfg.DebugConsoleToggleKey}' detected");
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Toggle();
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}
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}
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catch (Exception ex)
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{
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if (!_pollErrorLogged) { _pollErrorLogged = true; Mod.Log.Warning($"[debugconsole] poll failed (logged once): {ex}"); }
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}
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}
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// Diagnostic: reports whether a live DebugConsole component exists and
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// whether the show/hide method resolved — without needing a keypress.
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private static void ProbeConsole()
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{
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if (!_consoleResolved) ResolveConsole();
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if (_consoleType is null) { Mod.Log.Warning("[debugconsole] probe: DebugConsole type NOT resolved"); return; }
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try
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{
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var active = _findObjectOfType?.Invoke(null, new object[] { _consoleType });
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Mod.Log.Msg($"[debugconsole] probe: type={_consoleType.FullName}, toggleMethod={(_toggleMethod?.Name ?? "<none>")}, activeInstance={(active is null ? "null" : "found")}");
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}
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catch (Exception ex) { Mod.Log.Warning($"[debugconsole] probe failed: {ex.Message}"); }
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}
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// Runs DebugConsole.Execute(command) directly — bypasses the UI/gate
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// entirely. Handy for scripted one-shots; the hotkey path uses the UI.
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public static void ExecuteCommand(string command)
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{
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if (!_consoleResolved) ResolveConsole();
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if (_consoleType is null) return;
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try
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{
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var execute = AccessTools.Method(_consoleType, "Execute", new[] { typeof(string) });
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if (execute is null) { Mod.Log.Warning("[debugconsole] Execute(string) not found"); return; }
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execute.Invoke(null, new object[] { command });
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Mod.Log.Msg($"[debugconsole] executed: {command}");
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}
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catch (Exception ex) { Mod.Log.Warning($"[debugconsole] execute '{command}' failed: {ex.Message}"); }
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}
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private static void ResolveInput()
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{
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_inputResolved = true;
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var keyCodeType = Mod.ResolveType("UnityEngine.KeyCode");
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var inputType = Mod.ResolveType("UnityEngine.Input");
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if (keyCodeType is null || inputType is null)
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{
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Mod.Log.Warning("[debugconsole] UnityEngine.Input/KeyCode not found — hotkey disabled");
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return;
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}
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try { _toggleKeyValue = Enum.Parse(keyCodeType, Mod.Cfg.DebugConsoleToggleKey, ignoreCase: true); }
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catch
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{
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Mod.Log.Warning($"[debugconsole] '{Mod.Cfg.DebugConsoleToggleKey}' is not a KeyCode; defaulting to BackQuote");
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_toggleKeyValue = Enum.Parse(keyCodeType, "BackQuote");
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}
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_getKeyDown = AccessTools.Method(inputType, "GetKeyDown", new[] { keyCodeType });
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if (_getKeyDown is null) Mod.Log.Warning("[debugconsole] Input.GetKeyDown(KeyCode) not found");
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else Mod.Log.Msg($"[debugconsole] hotkey armed: '{Mod.Cfg.DebugConsoleToggleKey}' (poll live)");
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}
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private static void ResolveConsole()
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{
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_consoleResolved = true;
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_consoleType = Mod.ResolveType("RecRoom.Debugging.DebugConsole");
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if (_consoleType is null) { Mod.Log.Warning("[debugconsole] DebugConsole type not found"); return; }
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// Prefer the readable 2020.03 name, then the 2020.12 obfuscated
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// name, then a structural fallback that fits both builds.
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_toggleMethod = AccessTools.Method(_consoleType, "ShowInputField", new[] { typeof(bool) })
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?? AccessTools.Method(_consoleType, "MCNBJFECHLJ", new[] { typeof(bool) })
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?? FindToggleByShape(_consoleType);
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if (_toggleMethod is null) Mod.Log.Warning("[debugconsole] show/hide method not found");
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var objType = Mod.ResolveType("UnityEngine.Object");
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_findObjectOfType = objType is null ? null
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: AccessTools.Method(objType, "FindObjectOfType", new[] { typeof(Type) });
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if (_findObjectOfType is null) Mod.Log.Warning("[debugconsole] Object.FindObjectOfType(Type) not found");
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}
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// The console's show/hide is the single private, instance, void method
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// taking exactly one bool, excluding compiler-generated members (the
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// property backing setter on 2020.12 is also void(bool) but is marked
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// [CompilerGenerated]).
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private static MethodInfo? FindToggleByShape(Type t)
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{
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MethodInfo? found = null;
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foreach (var m in t.GetMethods(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.DeclaredOnly))
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{
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if (m.ReturnType != typeof(void)) continue;
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var ps = m.GetParameters();
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if (ps.Length != 1 || ps[0].ParameterType != typeof(bool)) continue;
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if (m.Name.StartsWith("set_", StringComparison.Ordinal)) continue;
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if (m.IsDefined(typeof(System.Runtime.CompilerServices.CompilerGeneratedAttribute), false)) continue;
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if (found is not null) return null; // ambiguous — don't guess
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found = m;
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}
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return found;
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}
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public static void Toggle()
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{
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if (!_consoleResolved) ResolveConsole();
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if (_consoleType is null || _toggleMethod is null || _findObjectOfType is null) return;
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try
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{
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var instance = _findObjectOfType.Invoke(null, new object[] { _consoleType });
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if (instance is null)
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{
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Mod.Log.Warning("[debugconsole] no live DebugConsole in scene — it may not be instantiated on this build");
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return;
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}
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// Best-effort: flip the static "show button" enable so the
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// game's own Update keeps the console available instead of
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// re-hiding it. Failures are ignored (obfuscated builds).
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EnableShowButton();
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_consoleVisible = !_consoleVisible;
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_toggleMethod.Invoke(instance, new object[] { _consoleVisible });
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Mod.Log.Msg($"[debugconsole] {(_consoleVisible ? "opened" : "closed")}");
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}
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catch (Exception ex) { Mod.Log.Warning($"[debugconsole] toggle failed: {ex.Message}"); }
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}
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private static void EnableShowButton()
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{
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if (_consoleType is null) return;
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try
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{
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var prop = _consoleType.GetProperty("ShowButton", BindingFlags.Public | BindingFlags.Static);
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if (prop is not null && prop.CanWrite) { prop.SetValue(null, true); return; }
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foreach (var name in new[] { "showButton", "IEGCNLHPKFH" })
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{
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var f = _consoleType.GetField(name, BindingFlags.NonPublic | BindingFlags.Static);
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if (f is not null && f.FieldType == typeof(bool)) { f.SetValue(null, true); return; }
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}
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}
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catch { /* best-effort — the toggle still works without it */ }
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}
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}
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internal static class UriPatches
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{
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public static void HttpManagerSendRequestString_Prefix(ref string url)
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