First commit
This commit is contained in:
commit
b289a44a9f
44 changed files with 4578 additions and 0 deletions
188
sources/Features/FixZedTimeLags/FixZedTimeLags.uc
Normal file
188
sources/Features/FixZedTimeLags/FixZedTimeLags.uc
Normal file
|
|
@ -0,0 +1,188 @@
|
|||
/**
|
||||
* This feature fixes lags caused by a zed time that can occur
|
||||
* on some maps when a lot of zeds are present at once.
|
||||
* As a side effect it also fixes an issue where during zed time speed up
|
||||
* 'zedTimeSlomoScale' was assumed to be default value of '0.2'.
|
||||
* Now zed time will behave correctly with mods that
|
||||
* change 'zedTimeSlomoScale'.
|
||||
* Copyright 2020 Anton Tarasenko
|
||||
*------------------------------------------------------------------------------
|
||||
* This file is part of Acedia.
|
||||
*
|
||||
* Acedia is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* Acedia is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
|
||||
*/
|
||||
class FixZedTimeLags extends Feature
|
||||
dependson(ConnectionService);
|
||||
|
||||
/**
|
||||
* When zed time activates, game speed is immediately set to
|
||||
* 'zedTimeSlomoScale' (0.2 by default), defined, like all other variables,
|
||||
* in 'KFGameType'. Zed time lasts 'zedTimeDuration' seconds (3.0 by default),
|
||||
* but during last 'zedTimeDuration * 0.166' seconds (by default 0.498)
|
||||
* it starts to speed back up, causing game speed to update every tick.
|
||||
* This makes animations look more smooth when exiting zed-time;
|
||||
* however, updating speed every tick for that purpose seems like
|
||||
* an overkill and, combined with things like
|
||||
* increased tick rate, certain maps and raised zed limit,
|
||||
* it can lead to noticeable lags at the end of zed time.
|
||||
* To fix this issue we disable 'Tick' event in
|
||||
* 'KFGameType' and then repeat that functionality in our own 'Tick' event,
|
||||
* but only perform game speed updates occasionally,
|
||||
* to make sure that overall amount of updates won't go over a limit,
|
||||
* that can be configured via 'maxGameSpeedUpdatesAmount'
|
||||
* Author's test (looking really hard on clots' animations)
|
||||
* seem to suggest that there shouldn't be much visible difference if
|
||||
* we limit game speed updates to about 2 or 3.
|
||||
*/
|
||||
|
||||
// Max amount of game speed updates during speed up phase
|
||||
// (actual amount of updates can't be larger than amount of ticks).
|
||||
// On servers with default 30 tick rate there's usually
|
||||
// about 13 updates total on vanilla game.
|
||||
// Values lower than 1 are treated like 1.
|
||||
var private config const int maxGameSpeedUpdatesAmount;
|
||||
// [ADVANCED] Don't change this setting unless you know what you're doing.
|
||||
// Compatibility setting that allows to keep 'GameInfo' 's 'Tick' event
|
||||
// from being disabled.
|
||||
// Useful when running Acedia along with custom 'GameInfo'
|
||||
// (that isn't 'KFGameType') that relies on 'Tick' event.
|
||||
// Note, however, that in order to keep this fix working properly,
|
||||
// it's on you to make sure 'KFGameType.Tick()' logic isn't executed.
|
||||
var private config const bool disableTick;
|
||||
// Counts how much time is left until next update
|
||||
var private float updateCooldown;
|
||||
// Recorded game type, to avoid constant conversions every tick
|
||||
var private KFGameType gameType;
|
||||
|
||||
public function OnEnabled()
|
||||
{
|
||||
gameType = KFGameType(level.game);
|
||||
if (gameType == none)
|
||||
{
|
||||
Destroy();
|
||||
}
|
||||
else if (disableTick)
|
||||
{
|
||||
gameType.Disable('Tick');
|
||||
}
|
||||
}
|
||||
|
||||
public function OnDisabled()
|
||||
{
|
||||
gameType = KFGameType(level.game);
|
||||
if (gameType != none && disableTick)
|
||||
{
|
||||
gameType.Enable('Tick');
|
||||
}
|
||||
}
|
||||
|
||||
event Tick(float delta)
|
||||
{
|
||||
local float trueTimePassed;
|
||||
if (gameType == none) return;
|
||||
if (!gameType.bZEDTimeActive) return;
|
||||
// Unfortunately we need to keep disabling 'Tick' probe function,
|
||||
// because it constantly gets enabled back and I don't know where
|
||||
// (maybe native code?); only really matters during zed time.
|
||||
if (disableTick)
|
||||
{
|
||||
gameType.Disable('Tick');
|
||||
}
|
||||
// How much real (not in-game) time has passed
|
||||
trueTimePassed = delta * (1.1 / level.timeDilation);
|
||||
gameType.currentZEDTimeDuration -= trueTimePassed;
|
||||
|
||||
// Handle speeding up phase
|
||||
if (gameType.bSpeedingBackUp)
|
||||
{
|
||||
DoSpeedBackUp(trueTimePassed);
|
||||
}
|
||||
else if (gameType.currentZEDTimeDuration < GetSpeedupDuration())
|
||||
{
|
||||
gameType.bSpeedingBackUp = true;
|
||||
updateCooldown = GetFullUpdateCooldown();
|
||||
TellClientsZedTimeEnds();
|
||||
DoSpeedBackUp(trueTimePassed);
|
||||
}
|
||||
// End zed time once it's duration has passed
|
||||
if (gameType.currentZEDTimeDuration <= 0)
|
||||
{
|
||||
gameType.bZEDTimeActive = false;
|
||||
gameType.bSpeedingBackUp = false;
|
||||
gameType.zedTimeExtensionsUsed = 0;
|
||||
gameType.SetGameSpeed(1.0);
|
||||
}
|
||||
}
|
||||
|
||||
private final function TellClientsZedTimeEnds()
|
||||
{
|
||||
local int i;
|
||||
local KFPlayerController player;
|
||||
local ConnectionService service;
|
||||
local array<ConnectionService.Connection> connections;
|
||||
service = ConnectionService(class'ConnectionService'.static.GetInstance());
|
||||
if (service == none) return;
|
||||
connections = service.GetActiveConnections();
|
||||
for (i = 0; i < connections.length; i += 1)
|
||||
{
|
||||
player = KFPlayerController(connections[i].controllerReference);
|
||||
if (player != none)
|
||||
{
|
||||
// Play sound of leaving zed time
|
||||
player.ClientExitZedTime();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// This function is called every tick during speed up phase and manages
|
||||
// gradual game speed increase.
|
||||
private final function DoSpeedBackUp(float trueTimePassed)
|
||||
{
|
||||
// Game speed will always be updated in our 'Tick' event
|
||||
// at the very end of the zed time.
|
||||
// The rest of the updates will be uniformly distributed
|
||||
// over the speed up duration.
|
||||
|
||||
local float newGameSpeed;
|
||||
local float slowdownScale;
|
||||
if (maxGameSpeedUpdatesAmount <= 1) return;
|
||||
if (updateCooldown > 0.0)
|
||||
{
|
||||
updateCooldown -= trueTimePassed;
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
updateCooldown = GetFullUpdateCooldown();
|
||||
}
|
||||
slowdownScale = gameType.currentZEDTimeDuration / GetSpeedupDuration();
|
||||
newGameSpeed = Lerp(slowdownScale, 1.0, gameType.zedTimeSlomoScale);
|
||||
gameType.SetGameSpeed(newGameSpeed);
|
||||
}
|
||||
|
||||
private final function float GetSpeedupDuration()
|
||||
{
|
||||
return gameType.zedTimeDuration * 0.166;
|
||||
}
|
||||
|
||||
private final function float GetFullUpdateCooldown()
|
||||
{
|
||||
return GetSpeedupDuration() / maxGameSpeedUpdatesAmount;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
maxGameSpeedUpdatesAmount = 3
|
||||
disableTick = true
|
||||
}
|
||||
Reference in a new issue