[LazyPrune] youll never imagine, but it wasnt even pruning lol

This commit is contained in:
NotAKidoS 2024-06-05 20:02:30 -05:00
parent 287ea5d0df
commit 29d9f2e8c7
3 changed files with 41 additions and 26 deletions

View file

@ -3,7 +3,6 @@ using ABI_RC.Core.EventSystem;
using ABI_RC.Core.IO;
using ABI_RC.Core.Networking.API.Responses;
using ABI_RC.Systems.GameEventSystem;
using ABI.CCK.Components;
using HarmonyLib;
using MelonLoader;
using UnityEngine;
@ -12,21 +11,19 @@ namespace NAK.LazyPrune;
public class LazyPrune : MelonMod
{
internal static MelonLogger.Instance Logger;
private static MelonLogger.Instance Logger;
//private const int MAX_OBJECTS_UNLOADED_AT_ONCE = 5; // just to alleviate hitch on mass destruction
private const float OBJECT_CACHE_TIMEOUT = 3f; // minutes
private const int MAX_OBJECTS_UNLOADED_AT_ONCE = 3; // just to alleviate hitch on mass destruction
private const float OBJECT_CACHE_TIMEOUT = 2f; // minutes
private static readonly Dictionary<CVRObjectLoader.LoadedObject, float> _loadedObjects = new();
private static string _lastLoadedWorld;
private static bool _isInitialized;
public override void OnInitializeMelon()
{
Logger = LoggerInstance;
// every minute, check for objects to prune
SchedulerSystem.AddJob(CheckForObjectsToPrune, 1f, 60f, -1);
// listen for world load
CVRGameEventSystem.World.OnLoad.AddListener(OnWorldLoaded);
@ -53,11 +50,23 @@ public class LazyPrune : MelonMod
prefix: new HarmonyMethod(typeof(LazyPrune).GetMethod(nameof(OnObjectDestroyed),
BindingFlags.NonPublic | BindingFlags.Static))
);
// hook into Unity's low memory warning
Application.lowMemory += OnLowMemory;
}
#region Application Events
private static void OnLowMemory()
{
Logger.Warning("Low memory warning received! Forcing prune of all pending objects.");
ForcePrunePendingObjects();
}
#endregion Application Events
#region Game Events
// fucking dumb
private static void OnInstantiateAvatarFromExistingPrefab(string objectId, string instantiationTarget,
GameObject prefabObject,
ref CVRObjectLoader.LoadedObject loadedObject, string blockReason, AssetManagement.AvatarTags? avatarTags,
@ -76,10 +85,16 @@ public class LazyPrune : MelonMod
private static void OnWorldLoaded(string guid)
{
if (!_isInitialized)
{
// every minute, check for objects to prune
SchedulerSystem.AddJob(CheckForObjectsToPrune, 1f, 10f, -1);
_isInitialized = true;
}
if (_lastLoadedWorld != guid)
ForcePrunePendingObjects();
// did you know worlds can spam OnEnabled :)
_lastLoadedWorld = guid;
}
@ -88,13 +103,13 @@ public class LazyPrune : MelonMod
if (___loadedObject == null)
{
Logger.Error("Avatar/Prop created with no backed LoadedObject.");
return; // uhh
return;
}
if (_loadedObjects.ContainsKey(___loadedObject))
{
_loadedObjects[___loadedObject] = -1; // mark as ineligible for pruning
return; // already in cache
return;
}
___loadedObject.refCount++; // increment ref count
@ -106,11 +121,11 @@ public class LazyPrune : MelonMod
if (loadedObject == null)
{
Logger.Error("Avatar/Prop destroyed with no backed LoadedObject.");
return; // handled by AttemptPruneObject
return;
}
if (loadedObject.refCount > 1)
return; // we added our own ref, so begin death count at 1 (we are the last one)
return;
if (_loadedObjects.ContainsKey(loadedObject))
_loadedObjects[loadedObject] = Time.time + OBJECT_CACHE_TIMEOUT * 60f;
@ -125,20 +140,20 @@ public class LazyPrune : MelonMod
for (int i = _loadedObjects.Count - 1; i >= 0; i--)
{
(CVRObjectLoader.LoadedObject loadedObject, var killTime) = _loadedObjects.ElementAt(i);
if (killTime > 0) AttemptPruneObject(loadedObject); // prune all pending objects
if (killTime > 0) AttemptPruneObject(loadedObject);
}
}
private static void CheckForObjectsToPrune()
{
//int unloaded = 0;
int unloaded = 0;
float time = Time.time;
for (int i = _loadedObjects.Count - 1; i >= 0; i--)
{
(CVRObjectLoader.LoadedObject loadedObject, var killTime) = _loadedObjects.ElementAt(i);
if (!(killTime < time) || killTime < 0) continue;
AttemptPruneObject(loadedObject); // prune expired objects
//if (unloaded++ >= MAX_OBJECTS_UNLOADED_AT_ONCE) break; // limit unloads per check
AttemptPruneObject(loadedObject);
if (unloaded++ >= MAX_OBJECTS_UNLOADED_AT_ONCE) break;
}
}
@ -153,15 +168,15 @@ public class LazyPrune : MelonMod
if (loadedObject.refCount > 1)
{
Logger.Error($"Object {loadedObject.prefabName} has ref count {loadedObject.refCount}, expected 1");
_loadedObjects[loadedObject] = -1; // mark as ineligible for pruning ???
return; // is something somehow holding a reference?
_loadedObjects[loadedObject] = -1;
return;
}
Logger.Msg($"Pruning object {loadedObject.prefabName}");
_loadedObjects.Remove(loadedObject); // remove from cache
_loadedObjects.Remove(loadedObject);
loadedObject.refCount--; // decrement ref count
if (CVRObjectLoader.Instance != null) // provoke destruction
loadedObject.refCount--;
if (CVRObjectLoader.Instance != null)
CVRObjectLoader.Instance.CheckForDestruction(loadedObject);
}

View file

@ -25,6 +25,6 @@ using System.Reflection;
namespace NAK.LazyPrune.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "1.0.1";
public const string Version = "1.0.2";
public const string Author = "NotAKidoS";
}

View file

@ -1,7 +1,7 @@
{
"_id": 214,
"name": "LazyPrune",
"modversion": "1.0.1",
"modversion": "1.0.2",
"gameversion": "2024r175",
"loaderversion": "0.6.1",
"modtype": "Mod",
@ -17,8 +17,8 @@
"requirements": [
"None"
],
"downloadlink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/releases/download/r31/LazyPrune.dll",
"downloadlink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/releases/download/r32/LazyPrune.dll",
"sourcelink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/LazyPrune/",
"changelog": "- Fixed killtime check, would needlessly check known non-eligible objects for pruning.\n- Moved away from using GameEventSystem as it proved unreliable for tracking remote Avatar destruction, now patching Object Loader directly as loadedObject is not assigned when object wrappers are enabled.",
"changelog": "- Fixed killtime check, would needlessly check known non-eligible objects for pruning.\n- Moved away from using GameEventSystem as it proved unreliable for tracking remote Avatar destruction, now patching Object Loader directly as loadedObject is not assigned when object wrappers are enabled.\n- Fixed scheduled prune job being nuked as it was created before scene load.",
"embedcolor": "#1c75f1"
}