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234 lines
8.8 KiB
234 lines
8.8 KiB
/** |
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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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config(AcediaFixes); |
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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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class'MutatorListener_FixLogSpam_Pickup'.static.SetActive(true); |
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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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class'MutatorListener_FixLogSpam_Pickup'.static.SetActive(false); |
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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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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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public final function Tick() |
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{ |
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CleanRecordedPickups(); |
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UpdatePickups(); |
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} |
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defaultproperties |
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{ |
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} |