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/**
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* Helper object for `FixLogSpam` fix, responsible for fixing log spam
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* due to picking up dropped weapons without set `inventory` variable.
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* Copyright 2021 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class HelperPickup extends AcediaObject;
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/**
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* `KFWeaponPickup` class is responsible for spamming log with
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* error messages about missing `inventory` actor: "Accessed None 'Inventory'".
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* This is caused by `Destroyed()` event that tries to call `KFGameType`'s
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* `WeaponDestroyed()` on pickup's `inventory.class`, but it fails because
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* `inventory` is essentially guaranteed to be `none` for pickups dropped
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* by players. Since no `inventory != none` check is made, this leads to
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* log message spam.
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* To fix it we simply disable `Destroyed()` event altogether, since all
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* it does is:
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* 1. Fails as we have described;
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* 2. In `super(Pickup).Destroyed()` sets `myMarker.markedItem` to `none`,
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* which does nothig for pickups dropped by players, since they do not
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* have any `myMarker` in the first place: they are usually defined to
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* refer to `InventorySpot`s, generated for placed pickups when
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* navigation paths are built.
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*
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* The are two issues that need resolving for this solution to work:
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* 1. Distinguish between pickups dropped by the player versus pickups
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* placed on the map;
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* 2. Even if one disables `Destroyed()` event, it can get re-enabled again
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* (possibly by a state change).
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* One way to accomplish the first goal is to check `instigator` during
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* `CheckReplacement()` event: it should be `none` for map pickups and point
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* to the player's pawn for dropped pickups. If, for some reason, instigator
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* would end up being equal to `none` for a dropped pickup, we also record all
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* the other pickups and give them some time to initialize
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* (`CheckReplacement()` is called at the moment they are spawned and
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* before initialization logic is completed) and check their `bDropped` flag,
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* since it is what decides whether log message about accessing `none`-value
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* will be output: `if ( bDropped && class<Weapon>(Inventory.Class) != none )`.
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* Then we also try to fix all the weapons with `bDropped == true`.
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* To resolve issue with `Destroyed()` event being re-enabled we use
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* brute force approach of disabling it every tick:
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* 1. Amount of dropped pickups is small enough for it to not cause
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* performance issues;
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* 2. Checking change in state or trying to determine other causes for
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* re-enabling the event would likely just lead to more complicated
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* logic with around the same or even worse performance.
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* We also enforce additional update when we catch player trying to pickup some
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* `KFWeaponPickup` with `GameRules`'s `OverridePickupQuery()`, which is
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* called soon before pickup's destruction. Note that this update cannot
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* replace update inside the `Tick()`, since pickup can be destroyed without
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* being picked up, i.e. at the start of each wave.
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*
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* Described method does not 100% guarantee removal of the related spam
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* messages, but should make them virtually impossible. At least on
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* vanilla servers.
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*/
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// For easy access in relevant `GameRules` and mutator event listener.
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var private HelperPickup singletonInstance;
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// Already fixed pickups that we periodically "refix".
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var private array<NativeActorRef> recordedPickups;
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// Pickups that will get `bDropped` flag checked the next tick to
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// determine if we need to fix them.
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var private array<NativeActorRef> pendingPickups;
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protected function Constructor()
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{
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local LevelInfo level;
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local KFWeaponPickup nextPickup;
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if (default.singletonInstance == none) {
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default.singletonInstance = self;
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}
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// To detect when player tries to pick something up
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// (and force additional pickup fix update)
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_.unreal.gameRules.OnOverridePickupQuery(self).connect = PickupQuery;
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// To detect newly spawned pickups
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_.unreal.mutator.OnCheckReplacement(self).connect = CheckReplacement;
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// For updating pickups as soon as possible
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_.unreal.OnTick(self).connect = Tick;
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// Find all `KFWeaponPickup`s laying around on the map,
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// so that we can fix preexisting ones too.
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// But add them to pending list in a freaky case this `HealperPickup`
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// was created during one's initialization. This will give it time to
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// set up variables that distinguish dropped pickup from another
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// kind of pickup.
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level = _.unreal.GetLevel();
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foreach level.DynamicActors(class'KFMod.KFWeaponPickup', nextPickup) {
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pendingPickups[pendingPickups.length] = _.unreal.ActorRef(nextPickup);
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}
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}
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protected function Finalizer()
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{
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local int i;
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local KFWeaponPickup nextPickup;
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for (i = 0; i < recordedPickups.length; i += 1)
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{
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nextPickup = KFWeaponPickup(recordedPickups[i].Get());
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if (nextPickup != none) {
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recordedPickups[i].Enable('Destroyed');
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}
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}
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_.memory.FreeMany(recordedPickups);
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_.memory.FreeMany(pendingPickups);
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recordedPickups.length = 0;
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pendingPickups.length = 0;
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_.unreal.gameRules.OnOverridePickupQuery(self).Disconnect();
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_.unreal.mutator.OnCheckReplacement(self).Disconnect();
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_.unreal.OnTick(self).Disconnect();
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}
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function bool PickupQuery(
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Pawn toucher,
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Pickup touchedPickup,
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out byte allowPickup)
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{
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UpdatePickups();
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return false;
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}
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private function bool CheckReplacement(Actor other, out byte isSuperRelevant)
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{
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local KFWeaponPickup otherPickup;
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otherPickup = KFWeaponPickup(other);
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if (otherPickup != none) {
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HandlePickup(otherPickup);
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}
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return true;
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}
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private function Tick(float delta, float timeDilationCoefficient)
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{
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CleanRecordedPickups();
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UpdatePickups();
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}
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public final static function HelperPickup GetInstance()
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{
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return default.singletonInstance;
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}
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// Checks whether given pickup is recorded in any of our records,
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// including pending pickups.
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// `none` is never recorded.
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private final function bool IsPickupRecorded(KFWeaponPickup pickupToCheck)
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{
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local int i;
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local KFWeaponPickup nextPickup;
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if (pickupToCheck == none) {
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return false;
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}
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for (i = 0; i < recordedPickups.length; i += 1)
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{
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nextPickup = KFWeaponPickup(recordedPickups[i].Get());
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if (nextPickup == pickupToCheck) {
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return true;
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}
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}
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for (i = 0; i < pendingPickups.length; i += 1)
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{
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nextPickup = KFWeaponPickup(pendingPickups[i].Get());
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if (nextPickup == pickupToCheck) {
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return true;
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}
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}
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return false;
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}
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// Gets rid of pickups that got destroyed at some point and now are set
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// to `none`.
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private final function CleanRecordedPickups()
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{
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local int i;
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while (i < recordedPickups.length)
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{
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if (recordedPickups[i].Get() == none)
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{
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recordedPickups[i].FreeSelf();
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recordedPickups.Remove(i, 1);
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}
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else {
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i += 1;
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}
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}
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}
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// Makes helper handle given pickup `newPickup` by either fixing it or
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// delaying to check whether it is dropped.
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public final function HandlePickup(KFWeaponPickup newPickup)
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{
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if (newPickup == none) return;
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if (IsPickupRecorded(newPickup)) return;
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if (newPickup.instigator != none)
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{
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newPickup.Disable('Destroyed');
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recordedPickups[recordedPickups.length] = _.unreal.ActorRef(newPickup);
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}
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else {
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pendingPickups[pendingPickups.length] = _.unreal.ActorRef(newPickup);
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}
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}
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// Re-disables `Destroyed()` event for all recorded (confirmed) dropped pickups
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// and processes all pending (for the check if they are dropped) pickups.
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private final function UpdatePickups()
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{
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local int i;
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local KFWeaponPickup nextPickup;
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for (i = 0; i < recordedPickups.length; i += 1)
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{
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nextPickup = KFWeaponPickup(recordedPickups[i].Get());
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if (nextPickup != none) {
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nextPickup.Disable('Destroyed');
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}
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}
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for (i = 0; i < pendingPickups.length; i += 1)
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{
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nextPickup = KFWeaponPickup(pendingPickups[i].Get());
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if (nextPickup == none) continue;
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if (nextPickup.bDropped) continue;
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nextPickup.Disable('Destroyed');
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recordedPickups[recordedPickups.length] = pendingPickups[i];
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}
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pendingPickups.length = 0;
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}
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defaultproperties
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{
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}
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