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183 lines
6.8 KiB
183 lines
6.8 KiB
/** |
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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 extends Feature |
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dependson(ConnectionService) |
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config(AcediaFixes); |
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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 const 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 const 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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// Recorded game type, to avoid constant conversions every tick |
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var private KFGameType gameType; |
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protected function OnEnabled() |
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{ |
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gameType = KFGameType(level.game); |
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if (gameType == none) { |
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Destroy(); |
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} |
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else if (disableTick) { |
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gameType.Disable('Tick'); |
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} |
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} |
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protected function OnDisabled() |
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{ |
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gameType = KFGameType(level.game); |
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if (gameType != none && disableTick) { |
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gameType.Enable('Tick'); |
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} |
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} |
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event Tick(float delta) |
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{ |
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local float trueTimePassed; |
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if (gameType == none) return; |
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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 * (1.1 / level.timeDilation); |
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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); |
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} |
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else if (gameType.currentZEDTimeDuration < GetSpeedupDuration()) |
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{ |
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gameType.bSpeedingBackUp = true; |
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updateCooldown = GetFullUpdateCooldown(); |
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TellClientsZedTimeEnds(); |
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DoSpeedBackUp(trueTimePassed); |
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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) |
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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(); |
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} |
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slowdownScale = gameType.currentZEDTimeDuration / GetSpeedupDuration(); |
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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() |
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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() |
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{ |
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return GetSpeedupDuration() / maxGameSpeedUpdatesAmount; |
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} |
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defaultproperties |
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{ |
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maxGameSpeedUpdatesAmount = 3 |
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disableTick = true |
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} |