Peril_Dice/System_Debugger.lsl

120 lines
4.5 KiB
Text

#include "Peril_Constants.lsl"
// === System Debugger - Game State Validation ===
// Validates game state consistency and reports issues
list validatePicksData(list picksData, list names) {
list allPicksFlat = [];
integer i;
for (i = 0; i < llGetListLength(picksData); i++) {
string entry = llList2String(picksData, i);
list parts = llParseString2List(entry, ["|"], []);
// Handle entries ending with "|" (empty picks) - LSL drops trailing empty elements
if (llGetListLength(parts) == 1 && llGetSubString(entry, -1, -1) == "|") {
parts += [""]; // Add the empty picks part back
}
if (llGetListLength(parts) == 2) {
string name = llList2String(parts, 0);
string picks = llList2String(parts, 1);
list pickNums = llParseString2List(picks, [";"], []);
// Check if name is in names list
if (names != [] && llListFindList(names, [name]) == -1) {
dbg("🔍 [System Debugger] ⚠️ picksData name not in names list: " + name);
}
// Check for duplicate picks in this player's list
integer j;
list uniqueCheck = [];
for (j = 0; j < llGetListLength(pickNums); j++) {
string pick = llList2String(pickNums, j);
// Skip validation warnings for cosmetic issues
if (~llListFindList(uniqueCheck, [pick])) {
dbg("🔍 [System Debugger] 🚨 Duplicate pick in " + name + "'s picks: " + pick);
} else {
uniqueCheck += [pick];
}
allPicksFlat += [pick];
}
// Only show picks if player has actually picked something
if (picks != "") {
dbg("🔍 [System Debugger] ✅ " + name + "'s picks: " + llList2CSV(pickNums));
}
} else if (entry != "") {
// Only warn about non-empty malformed entries
dbg("🔍 [System Debugger] ⚠️ Malformed entry in picksData: " + entry);
}
}
// Check for duplicate picks across all players
list seen = [];
integer k;
for (k = 0; k < llGetListLength(allPicksFlat); k++) {
string val = llList2String(allPicksFlat, k);
if (~llListFindList(seen, [val])) {
dbg("🔍 [System Debugger] ❌ Duplicate pick across players: " + val);
} else {
seen += [val];
}
}
return picksData;
}
default {
state_entry() {
dbg("🔍 [System Debugger] 🔍 System Debugger ready!");
}
link_message(integer sender, integer num, string str, key id) {
// Handle legacy verbose logging toggle (OBSELETE)
// Handle full reset from main controller
if (num == MSG_RESET_ALL && str == "FULL_RESET") {
// Debugger doesn't maintain state, but acknowledge reset
dbg("🔍 [System Debugger] 🔍 System Debugger reset!");
return;
}
if (num == MSG_SYNC_GAME_STATE) {
list parts = llParseString2List(str, ["~"], []);
if (llGetListLength(parts) < 4) {
dbg("🔍 [System Debugger] ✅ Validation completed - no critical issues found.");
return;
}
list lives = llCSV2List(llList2String(parts, 0));
// Use ^ delimiter for picksData to avoid comma conflicts
string picksDataStr = llList2String(parts, 1);
list picksData = [];
if (picksDataStr != "" && picksDataStr != "EMPTY") {
picksData = llParseString2List(picksDataStr, ["^"], []);
}
string perilPlayer = llList2String(parts, 2);
list names = llCSV2List(llList2String(parts, 3));
// Only show checking message if there's actual picks data to validate
integer hasPicksData = FALSE;
integer i;
for (i = 0; i < llGetListLength(picksData); i++) {
string entry = llList2String(picksData, i);
list parts = llParseString2List(entry, ["|"], []);
if (llGetListLength(parts) == 2 && llList2String(parts, 1) != "") {
hasPicksData = TRUE;
jump skipCheck;
}
}
@skipCheck;
// Only show checking message for actual issues, not routine validation
validatePicksData(picksData, names);
}
}
}