feat(all): add game SDK and harden client login and game rules
- Add costume burst upgrades with durable replay and fix permanent SR equipment gacha. - Add server game.json rules for optional collaboration UR weapons, with packaging and documentation. - Add GameNames/GameSdk NuGet tooling, readable types, reobfuscation, complete source/PDB navigation and shared-runtime installation. - Split plugin responsibilities, prefer typeof/nameof, centralize MSBuild settings and ignore local paths; remove the unused LoginUI test project. - Fix login recovery and TLS through native platform HTTP and a private game relay; read device region directly from the OS time zone. Validation: go test ./... -count=1, go vet ./..., plugin Release builds, SDK/runtime self-tests, Roslyn embedded-source navigation, gofmt check and git diff --check.
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using System;
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using System.Reflection;
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using BD2.GameNames;
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using BepInEx;
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using HarmonyLib;
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namespace ExamplePlugin;
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[BepInPlugin("example.readable-names", "Readable Names Example", "1.0.0")]
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public sealed class Plugin : BaseUnityPlugin
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{
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private Harmony harmony;
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private void Awake()
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{
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try
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{
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// Fail before installing any game patches when binary/table/plugin versions differ.
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Game.Validate(typeof(Plugin).Assembly, message => Logger.LogInfo(message));
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MethodInfo target = Game.Method<IntroUI>(ui => ui.SendMaintenanceInfo(false));
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harmony = new Harmony("example.readable-names");
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harmony.Patch(target, prefix: new HarmonyMethod(typeof(Plugin), nameof(BeforeMaintenance)));
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// Private members require the runtime string channel. The prefix expression above
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// and the Unity callback name below belong to separate channels.
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var awake = typeof(IntroUI).GetGameMethod("Awake",
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BindingFlags.Instance | BindingFlags.NonPublic, null, Type.EmptyTypes, null);
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Logger.LogInfo("Resolved IntroUI.Awake: " + (awake != null));
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}
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catch (Exception exception)
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{
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Logger.LogError("Readable Names Example initialization failed: " + exception);
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}
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}
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private static void BeforeMaintenance() { }
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private void OnDestroy() => harmony?.UnpatchSelf();
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}
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