not really sure

This commit is contained in:
NotAKidoS 2023-03-24 18:33:36 -05:00
parent 1acf58d161
commit 38445efae3
5 changed files with 77 additions and 83 deletions

View file

@ -2,50 +2,49 @@
using UnityEngine.Playables; using UnityEngine.Playables;
namespace NAK.Melons.BadAnimatorFix; namespace NAK.Melons.BadAnimatorFix;
public class BadAnimatorFix : MonoBehaviour public class BadAnimatorFix : MonoBehaviour
{ {
private float stateLimit = 50f; private const float StateLimit = 20f;
private Animator animator;
private Playable playable;
void Start() private Animator animator;
private void Start()
{ {
animator = GetComponent<Animator>(); animator = GetComponent<Animator>();
playable = animator.playableGraph.GetRootPlayable(0);
BadAnimatorFixManager.Add(this);
} }
void OnDestroy() private void OnEnable() => BadAnimatorFixManager.Add(this);
{ private void OnDisable() => BadAnimatorFixManager.Remove(this);
BadAnimatorFixManager.Remove(this);
}
public double GetTime()
{
return PlayableExtensions.IsValid<Playable>(playable) ? PlayableExtensions.GetTime<Playable>(playable) : -1;
}
public void AttemptRewindAnimator() public void AttemptRewindAnimator()
{ {
if (animator == null) return;
bool rewound = false; bool rewound = false;
for (int i = 0; i < animator.layerCount; i++) for (int layerIndex = 0; layerIndex < animator.layerCount; layerIndex++)
{ {
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(i); AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(layerIndex);
AnimatorTransitionInfo transitionInfo = animator.GetAnimatorTransitionInfo(i); AnimatorTransitionInfo transitionInfo = animator.GetAnimatorTransitionInfo(layerIndex);
// Skip if mid-transition
if (transitionInfo.fullPathHash != 0) continue; bool shouldSkipState = !stateInfo.loop || transitionInfo.fullPathHash != 0;
// Skip if anim doesn't loop, or hasn't looped enough if (shouldSkipState) continue;
if (stateInfo.normalizedTime <= stateLimit) continue;
// Rewind state, with 10f as buffer, to account for reasonable use of ExitTime bool shouldRewindState = stateInfo.normalizedTime >= StateLimit;
rewound = true; if (shouldRewindState)
float offset = 10f + (stateInfo.normalizedTime % 1f); {
animator.Play(stateInfo.fullPathHash, i, offset); float rewindOffset = (stateInfo.normalizedTime % 1f) + 10f;
animator.Play(stateInfo.fullPathHash, layerIndex, rewindOffset);
rewound = true;
}
} }
if (rewound) if (rewound)
{ {
PlayableExtensions.SetTime<Playable>(playable, 0); var rootPlayable = animator.playableGraph.GetRootPlayable(0);
BadAnimatorFixMod.Logger.Msg($"Rewound animator and playable {animator}."); PlayableExtensions.SetTime<Playable>(rootPlayable, 0);
if (BadAnimatorFixMod.EntryLogging.Value)
BadAnimatorFixMod.Logger.Msg($"Rewound animator and playable {animator}.");
} }
} }
} }

View file

@ -1,42 +1,50 @@
using ABI_RC.Core.IO; using ABI_RC.Core.IO;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace NAK.Melons.BadAnimatorFix; namespace NAK.Melons.BadAnimatorFix;
public static class BadAnimatorFixManager public static class BadAnimatorFixManager
{ {
public static List<BadAnimatorFix> badAnimatorFixes = new List<BadAnimatorFix>(); private static List<BadAnimatorFix> badAnimatorFixes = new List<BadAnimatorFix>();
private static int currentIndex = 0; private static int currentIndex = 0;
private static float checkInterval = 5f;
public static void Add(BadAnimatorFix bad) public static void Add(BadAnimatorFix bad)
{ {
if (!badAnimatorFixes.Contains(bad)) if (!badAnimatorFixes.Contains(bad))
{
badAnimatorFixes.Add(bad); badAnimatorFixes.Add(bad);
}
} }
public static void Remove(BadAnimatorFix bad) public static void Remove(BadAnimatorFix bad)
{ {
if (badAnimatorFixes.Contains(bad)) if (badAnimatorFixes.Contains(bad))
{
badAnimatorFixes.Remove(bad); badAnimatorFixes.Remove(bad);
}
public static void OnSceneInitialized(string sceneName)
{
// Get all the animators in the loaded world
var allAnimators = SceneManager.GetSceneByName(sceneName).GetRootGameObjects()
.SelectMany(x => x.GetComponentsInChildren<Animator>(true));
foreach (var animator in allAnimators)
{
// Ignore objects that have our "fix", this shouldn't be needed but eh
if (!animator.TryGetComponent<BadAnimatorFix>(out _))
{
animator.gameObject.AddComponent<BadAnimatorFix>();
}
} }
} }
// Runs every 5 seconds to see if an animator has played longer than PlayableTimeLimit private static void CheckNextAnimator()
public static void CheckNextAnimator()
{ {
if (badAnimatorFixes.Count == 0) return; if (badAnimatorFixes.Count == 0) return;
currentIndex = (currentIndex + 1) % badAnimatorFixes.Count;
if (currentIndex >= badAnimatorFixes.Count) currentIndex = 0;
BadAnimatorFix currentAnimatorFix = badAnimatorFixes[currentIndex]; BadAnimatorFix currentAnimatorFix = badAnimatorFixes[currentIndex];
if (currentAnimatorFix.GetTime() > BadAnimatorFixMod.EntryPlayableTimeLimit.Value) currentAnimatorFix.AttemptRewindAnimator();
{
currentAnimatorFix.AttemptRewindAnimator();
}
currentIndex++;
} }
public static void ToggleJob(bool enable) public static void ToggleJob(bool enable)
@ -44,7 +52,7 @@ public static class BadAnimatorFixManager
var job = SchedulerSystem.Instance.activeJobs.FirstOrDefault(pair => pair.Job.Method.Name == "CheckNextAnimator").Job; var job = SchedulerSystem.Instance.activeJobs.FirstOrDefault(pair => pair.Job.Method.Name == "CheckNextAnimator").Job;
if (enable && job == null) if (enable && job == null)
{ {
SchedulerSystem.AddJob(new SchedulerSystem.Job(BadAnimatorFixManager.CheckNextAnimator), 0f, 5f, -1); SchedulerSystem.AddJob(new SchedulerSystem.Job(CheckNextAnimator), 0f, checkInterval, -1);
} }
else if (!enable && job != null) else if (!enable && job != null)
{ {

View file

@ -2,11 +2,10 @@
using ABI_RC.Core.InteractionSystem; using ABI_RC.Core.InteractionSystem;
using HarmonyLib; using HarmonyLib;
using UnityEngine; using UnityEngine;
using ABI_RC.Core.IO;
namespace NAK.Melons.BadAnimatorFix.HarmonyPatches; namespace NAK.Melons.BadAnimatorFix.HarmonyPatches;
internal class AnimatorPatches internal static class AnimatorPatches
{ {
[HarmonyPostfix] [HarmonyPostfix]
[HarmonyPatch(typeof(CVRAvatar), "Start")] [HarmonyPatch(typeof(CVRAvatar), "Start")]
@ -24,24 +23,16 @@ internal class AnimatorPatches
AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject); AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject);
} }
[HarmonyPostfix] // Set QM stuff
[HarmonyPatch(typeof(CVRWorld), "Start")]
private static void Post_CVRWorld_Start(CVRWorld __instance)
{
if (!BadAnimatorFixMod.EntryCVRWorld.Value) return;
AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject);
}
//Set QM stuff
[HarmonyPostfix] [HarmonyPostfix]
[HarmonyPatch(typeof(CVR_MenuManager), "Start")] [HarmonyPatch(typeof(CVR_MenuManager), "Start")]
private static void Postfix_CVR_MenuManager_Start(ref CVR_MenuManager __instance, ref GameObject ____leftVrAnchor) private static void Postfix_CVR_MenuManager_Start(ref CVR_MenuManager __instance)
{ {
if (!BadAnimatorFixMod.EntryMenus.Value) return; if (!BadAnimatorFixMod.EntryMenus.Value) return;
AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject); AddBadAnimatorFixComponentIfAnimatorExists(__instance.gameObject);
} }
//Set MM stuff // Set MM stuff
[HarmonyPostfix] [HarmonyPostfix]
[HarmonyPatch(typeof(ViewManager), "Start")] [HarmonyPatch(typeof(ViewManager), "Start")]
private static void Postfix_ViewManager_Start(ref ViewManager __instance) private static void Postfix_ViewManager_Start(ref ViewManager __instance)
@ -52,10 +43,10 @@ internal class AnimatorPatches
private static void AddBadAnimatorFixComponentIfAnimatorExists(GameObject gameObject) private static void AddBadAnimatorFixComponentIfAnimatorExists(GameObject gameObject)
{ {
//if (!BadAnimatorFixMod.EntryEnabled.Value) return; Animator[] animators = gameObject.GetComponentsInChildren<Animator>(true);
Animator[] animators = gameObject.GetComponentsInChildren<Animator>(); foreach (Animator animator in animators)
foreach (Animator animator in animators.Where(a => a.gameObject.GetComponent<BadAnimatorFix>() == null))
{ {
if (animator.gameObject.GetComponent<BadAnimatorFix>() != null) continue;
if (animator.runtimeAnimatorController != null) if (animator.runtimeAnimatorController != null)
animator.gameObject.AddComponent<BadAnimatorFix>(); animator.gameObject.AddComponent<BadAnimatorFix>();
} }

View file

@ -1,6 +1,4 @@
using MelonLoader; using MelonLoader;
using System.Collections;
using ABI_RC.Core.Player;
namespace NAK.Melons.BadAnimatorFix; namespace NAK.Melons.BadAnimatorFix;
@ -17,30 +15,28 @@ public class BadAnimatorFixMod : MelonMod
CategoryBadAnimatorFix.CreateEntry("Add to CVRAvatar", true, description: "Should BadAnimatorFix run for CVRAvatar? Requires avatar reload."); CategoryBadAnimatorFix.CreateEntry("Add to CVRAvatar", true, description: "Should BadAnimatorFix run for CVRAvatar? Requires avatar reload.");
public static readonly MelonPreferences_Entry<bool> EntryCVRSpawnable = public static readonly MelonPreferences_Entry<bool> EntryCVRSpawnable =
CategoryBadAnimatorFix.CreateEntry("Add to CVRSpawnable", false, description: "Should BadAnimatorFix run for CVRSpawnable? Requires spawnable reload."); CategoryBadAnimatorFix.CreateEntry("Add to CVRSpawnable", true, description: "Should BadAnimatorFix run for CVRSpawnable? Requires spawnable reload.");
public static readonly MelonPreferences_Entry<bool> EntryCVRWorld = public static readonly MelonPreferences_Entry<bool> EntryCVRWorld =
CategoryBadAnimatorFix.CreateEntry("Add to CVRWorld", false, description: "Should BadAnimatorFix run for CVRWorld? Requires world reload."); CategoryBadAnimatorFix.CreateEntry("Add to CVRWorld", true, description: "Should BadAnimatorFix run for CVRWorld? Requires world reload.");
public static readonly MelonPreferences_Entry<bool> EntryMenus = public static readonly MelonPreferences_Entry<bool> EntryMenus =
CategoryBadAnimatorFix.CreateEntry("Add to Menus", false, description: "Should BadAnimatorFix run for QM & MM? Requires game restart."); CategoryBadAnimatorFix.CreateEntry("Add to Menus", true, description: "Should BadAnimatorFix run for QM & MM? Requires game restart.");
public static readonly MelonPreferences_Entry<float> EntryPlayableTimeLimit = public static readonly MelonPreferences_Entry<bool> EntryLogging =
CategoryBadAnimatorFix.CreateEntry("Playable Time Limit", 600f, description: "How long in seconds can a Playable play for before rewinding its states."); CategoryBadAnimatorFix.CreateEntry("Logging", false, description: "Toggle to log each rewind if successful. Only needed for debugging.");
public override void OnInitializeMelon() public override void OnInitializeMelon()
{ {
Logger = LoggerInstance; Logger = LoggerInstance;
EntryEnabled.OnEntryValueChangedUntyped.Subscribe(OnEnabled); EntryEnabled.OnEntryValueChangedUntyped.Subscribe(OnEnabled);
ApplyPatches(typeof(HarmonyPatches.AnimatorPatches)); ApplyPatches(typeof(HarmonyPatches.AnimatorPatches));
MelonCoroutines.Start(WaitForLocalPlayer());
} }
private IEnumerator WaitForLocalPlayer() public override void OnSceneWasInitialized(int buildIndex, string sceneName)
{ {
while (PlayerSetup.Instance == null) if (!EntryCVRWorld.Value) return;
yield return null; BadAnimatorFixManager.OnSceneInitialized(sceneName);
BadAnimatorFixManager.ToggleJob(EntryEnabled.Value);
} }
private void OnEnabled(object arg1, object arg2) private void OnEnabled(object arg1, object arg2)

View file

@ -1,23 +1,23 @@
{ {
"_id": -1, "_id": -1,
"name": "TrackedControllerFix", "name": "BadAnimatorFix",
"modversion": "1.0.0", "modversion": "1.0.0",
"gameversion": "2022r170", "gameversion": "2022r170",
"loaderversion": "0.5.7", "loaderversion": "0.5.7",
"modtype": "Mod", "modtype": "Mod",
"author": "NotAKidoS", "author": "NotAKidoS",
"description": "Allows your controllers to track while the SteamVR overlay is open. This also fixes Quest/Touch controllers feeling slow during fast movements.", "description": "This mod occasionally rewinds animation states that have loop enabled.\n\nUnity seems to have a weird quirk where animations with loop cause performance issues after running for a long long time.\nYou'll only start to notice this after a few hours to a few days of idling.\n\nDisable loop on your 2-frame toggle clips! They cycle insanely fast and heavily contribute to this issue.",
"searchtags": [ "searchtags": [
"vr", "bad",
"quest", "fix",
"controller", "animator",
"tracking" "loop"
], ],
"requirements": [ "requirements": [
"None" "None"
], ],
"downloadlink": "https://github.com/NotAKidOnSteam/TrackedControllerFix/releases/download/v1.0.0/TrackedControllerFix.dll", "downloadlink": "https://github.com/NotAKidOnSteam/BadAnimatorFix/releases/download/v1.0.0/BadAnimatorFix.dll",
"sourcelink": "https://github.com/NotAKidOnSteam/TrackedControllerFix/", "sourcelink": "https://github.com/NotAKidOnSteam/BadAnimatorFix/",
"changelog": "Initial Release", "changelog": "Initial Release",
"embedcolor": "3498db" "embedcolor": "7F3F99"
} }