Use reactive gameplay boot documents
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parent
b7de51fc17
commit
9304476435
2 changed files with 16 additions and 6 deletions
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@ -8189,7 +8189,10 @@ static void RequireClientTargetBootAuthority(string root)
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"stateBoot.StateFileExists",
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"AetheriaUnityRuntimeClientProvider.ResolveClient(stateBoot.StateFilePath, stateBoot.RuntimeId)",
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".Aetheria()",
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".LatestCatalog()",
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".ReactiveCatalog()",
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"runtimeCatalogDocument.Current",
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".ReactiveSectorMap()",
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"sectorMapDocument.Current",
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"new ItemManager(",
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"new AetheriaUnityLoadoutItemProjector(itemManager, runtimeCatalog)",
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"ZoneRenderer.SetDroppedPickupItemProjector(loadoutItemProjector.CreateLoadoutItem)",
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@ -14542,7 +14545,10 @@ static void RequireRuntimeStateReaderOwnsUnityStateAcquisition(string root)
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"AetheriaRuntimeStateBoot.Inspect(AetheriaUnityRuntimePaths.GameDataDirectory)",
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"AetheriaUnityRuntimeClientProvider.ResolveClient(stateBoot.StateFilePath, stateBoot.RuntimeId)",
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".Aetheria()",
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".LatestCatalog()",
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".ReactiveCatalog()",
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"runtimeCatalogDocument.Current",
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".ReactiveSectorMap()",
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"sectorMapDocument.Current",
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"new ItemManager(",
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"new AetheriaUnityLoadoutItemProjector(itemManager, runtimeCatalog)",
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"ZoneRenderer.SetDroppedPickupItemProjector(loadoutItemProjector.CreateLoadoutItem)",
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@ -14896,8 +14902,10 @@ static void RequireRuntimeStateReaderOwnsUnityStateAcquisition(string root)
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var requiredGameplayBootSymbols = new[]
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{
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".LatestCatalog()",
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".LatestSectorMap()",
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".ReactiveCatalog()",
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"runtimeCatalogDocument.Current",
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".ReactiveSectorMap()",
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"sectorMapDocument.Current",
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"AetheriaUnityObservedRunProjection.Project(",
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"sectorMap.IsTutorial",
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"sectorMap.GenerationSeed",
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