BestHTTP.SocketIO: Socket.On/Off/Emit + SocketIOCallback delegate, SocketManager ctors/ State/Socket/indexer/Open/Close/SettingRealtimeNetworkAgent, SocketOptions. Spine: Skeleton (Data/Skin/Scale/FindBone/SetSkin/Update), Bone (WorldX/Y/RotationX), SkeletonMecanim (MonoBehaviour + skeleton). All minimal hand shims (no full-surface -> no SDK closure pull); node-socket path is Phase-2, off the battle path. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
81 lines
3.0 KiB
C#
81 lines
3.0 KiB
C#
// AUTHORED SHIM (not copied). Third-party SDK surface swept into the copy closure by
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// non-battle files (audio/movie/anti-cheat/analytics/spine). None is on the battle-
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// resolution path. Namespaces must merely exist (anchors); the few types referenced
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// by member get a minimal no-op surface. Members grow only as the compile loop demands.
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// ---- CriWare audio + movie (CRI types with members live in External/CriShim.cs) ----
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namespace CriWare
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{
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internal class _ShimAnchor { }
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}
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namespace CriWare.CriMana
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{
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public class CriManaMovieMaterial : UnityEngine.MonoBehaviour
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{
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public enum MaxFrameDrop { Disable, One, Two, Three, Four, Five, Six, Seven, Eight, Nine, Ten }
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public MaxFrameDrop maxFrameDrop;
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public Player player { get; } = new Player();
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}
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internal class _ShimAnchor { }
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}
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// ---- CodeStage anti-cheat obscured prefs (static k/v facade; no persistence headless) ----
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namespace CodeStage.AntiCheat.ObscuredTypes
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{
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public static class ObscuredPrefs
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{
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public static bool HasKey(string key) => false;
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public static void DeleteKey(string key) { }
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public static void DeleteAll() { }
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public static void Save() { }
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public static int GetInt(string key, int defaultValue = 0) => defaultValue;
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public static float GetFloat(string key, float defaultValue = 0f) => defaultValue;
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public static string GetString(string key, string defaultValue = "") => defaultValue;
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public static void SetInt(string key, int value) { }
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public static void SetFloat(string key, float value) { }
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public static void SetString(string key, string value) { }
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}
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}
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// ---- Spine animation ----
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namespace Spine
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{
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// Spine runtime — minimal hand shim (cosmetic skeletal animation, off battle path).
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public class SkeletonData { }
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public class Skin { }
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public class Bone
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{
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public float WorldX, WorldY, WorldRotationX;
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public Skeleton Skeleton => null;
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}
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public class Skeleton
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{
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public SkeletonData Data => null;
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public Skin Skin => null;
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public float ScaleX, ScaleY;
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public Bone FindBone(string boneName) => null;
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public void SetSkin(string skinName) { }
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public void SetSkin(Skin newSkin) { }
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public void SetSlotsToSetupPose() { }
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public void Update(float delta) { }
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}
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internal class _ShimAnchor { }
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}
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namespace Spine.Unity
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{
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public class SkeletonMecanim : UnityEngine.MonoBehaviour
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{
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public Spine.Skeleton skeleton => null;
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public Spine.Skeleton Skeleton => null;
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}
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internal class _ShimAnchor { }
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}
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// ---- misc third-party namespaces (anchors) ----
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namespace RedShellUnity { internal class _ShimAnchor { } }
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namespace PlatformSupport.Collections.ObjectModel { internal class _ShimAnchor { } }
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namespace Convention { internal class _ShimAnchor { } }
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namespace com.adjust.sdk { internal class _ShimAnchor { } }
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namespace BestHTTP.Decompression { internal class _ShimAnchor { } }
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namespace BestHTTP.SocketIO.Transports { internal class _ShimAnchor { } }
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