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191 lines
7.1 KiB
191 lines
7.1 KiB
3 years ago
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/**
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* This feature fixes lags caused by a zed time that can occur
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* on some maps when a lot of zeds are present at once.
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* As a side effect it also fixes an issue where during zed time speed up
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* `zedTimeSlomoScale` was assumed to be default value of `0.2`.
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* Now zed time will behave correctly with mods that
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* change `zedTimeSlomoScale`.
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* Copyright 2020 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 FixZedTimeLags_Feature extends Feature
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dependson(ConnectionService);
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/**
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* When zed time activates, game speed is immediately set to
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* `zedTimeSlomoScale` (0.2 by default), defined, like all other variables,
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* in `KFGameType`. Zed time lasts `zedTimeDuration` seconds (3.0 by default),
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* but during last `zedTimeDuration * 0.166` seconds (by default 0.498)
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* it starts to speed back up, causing game speed to update every tick.
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* This makes animations look more smooth when exiting zed-time;
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* however, updating speed every tick for that purpose seems like
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* an overkill and, combined with things like
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* increased tick rate, certain maps and raised zed limit,
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* it can lead to noticeable lags at the end of zed time.
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* To fix this issue we disable `Tick()` event in
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* `KFGameType` and then repeat that functionality in our own `Tick()` event,
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* but only perform game speed updates occasionally,
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* to make sure that overall amount of updates won't go over a limit,
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* that can be configured via `maxGameSpeedUpdatesAmount`
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* Author's test (looking really hard on clots' animations)
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* seem to suggest that there shouldn't be much visible difference if
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* we limit game speed updates to about 2 or 3.
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*/
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// Max amount of game speed updates during speed up phase
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// (actual amount of updates can't be larger than amount of ticks).
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// On servers with default 30 tick rate there's usually
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// about 13 updates total on vanilla game.
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// Values lower than 1 are treated like 1.
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var private config int maxGameSpeedUpdatesAmount;
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// [ADVANCED] Don't change this setting unless you know what you're doing.
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// Compatibility setting that allows to keep `GameInfo`'s `Tick()` event
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// from being disabled.
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// Useful when running Acedia along with custom `GameInfo`
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// (that isn't `KFGameType`) that relies on `Tick()` event.
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// Note, however, that in order to keep this fix working properly,
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// it's on you to make sure `KFGameType.Tick()` logic isn't executed.
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var private config bool disableTick;
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// Counts how much time is left until next update
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var private float updateCooldown;
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protected function OnEnabled()
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{
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if (disableTick) {
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_.unreal.GetGameType().Disable('Tick');
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}
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_.unreal.OnTick(self).connect = Tick;
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}
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protected function OnDisabled()
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{
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if (disableTick) {
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_.unreal.GetGameType().Enable('Tick');
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}
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_.unreal.OnTick(self).Disconnect();
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}
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protected function SwapConfig(FeatureConfig config)
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{
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local FixZedTimeLags newConfig;
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newConfig = FixZedTimeLags(config);
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if (newConfig == none) {
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return;
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}
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maxGameSpeedUpdatesAmount = newConfig.maxGameSpeedUpdatesAmount;
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disableTick = newConfig.disableTick;
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}
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private function Tick(float delta, float timeDilationCoefficient)
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{
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local KFGameType gameType;
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local float trueTimePassed;
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gameType = _.unreal.GetKFGameType();
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if (!gameType.bZEDTimeActive) return;
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// Unfortunately we need to keep disabling `Tick()` probe function,
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// because it constantly gets enabled back and I don't know where
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// (maybe native code?); only really matters during zed time.
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if (disableTick) {
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gameType.Disable('Tick');
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}
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// How much real (not in-game) time has passed
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trueTimePassed = delta / timeDilationCoefficient;
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gameType.currentZEDTimeDuration -= trueTimePassed;
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// Handle speeding up phase
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if (gameType.bSpeedingBackUp) {
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DoSpeedBackUp(trueTimePassed, gameType);
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}
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else if (gameType.currentZEDTimeDuration < GetSpeedupDuration(gameType))
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{
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gameType.bSpeedingBackUp = true;
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updateCooldown = GetFullUpdateCooldown(gameType);
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TellClientsZedTimeEnds();
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DoSpeedBackUp(trueTimePassed, gameType);
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}
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// End zed time once it's duration has passed
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if (gameType.currentZEDTimeDuration <= 0)
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{
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gameType.bZEDTimeActive = false;
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gameType.bSpeedingBackUp = false;
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gameType.zedTimeExtensionsUsed = 0;
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gameType.SetGameSpeed(1.0);
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}
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}
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private final function TellClientsZedTimeEnds()
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{
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local int i;
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local KFPlayerController player;
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local ConnectionService service;
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local array<ConnectionService.Connection> connections;
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service = ConnectionService(class'ConnectionService'.static.GetInstance());
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if (service == none) return;
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connections = service.GetActiveConnections();
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for (i = 0; i < connections.length; i += 1)
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{
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player = KFPlayerController(connections[i].controllerReference);
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if (player != none)
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{
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// Play sound of leaving zed time
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player.ClientExitZedTime();
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}
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}
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}
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// This function is called every tick during speed up phase and manages
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// gradual game speed increase.
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private final function DoSpeedBackUp(float trueTimePassed, KFGameType gameType)
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{
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// Game speed will always be updated in our `Tick()` event
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// at the very end of the zed time.
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// The rest of the updates will be uniformly distributed
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// over the speed up duration.
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local float newGameSpeed;
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local float slowdownScale;
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if (maxGameSpeedUpdatesAmount <= 1) return;
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if (updateCooldown > 0.0)
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{
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updateCooldown -= trueTimePassed;
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return;
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}
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else {
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updateCooldown = GetFullUpdateCooldown(gameType);
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}
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slowdownScale =
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gameType.currentZEDTimeDuration / GetSpeedupDuration(gameType);
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newGameSpeed = Lerp(slowdownScale, 1.0, gameType.zedTimeSlomoScale);
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gameType.SetGameSpeed(newGameSpeed);
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}
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private final function float GetSpeedupDuration(KFGameType gameType)
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{
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return gameType.zedTimeDuration * 0.166;
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}
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private final function float GetFullUpdateCooldown(KFGameType gameType)
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{
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return GetSpeedupDuration(gameType) / maxGameSpeedUpdatesAmount;
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}
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defaultproperties
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{
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configClass = class'FixZedTimeLags'
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maxGameSpeedUpdatesAmount = 3
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disableTick = true
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}
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