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AvatarQueueSystemTweaks: Initial release
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117
AvatarQueueSystemTweaks/Patches.cs
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117
AvatarQueueSystemTweaks/Patches.cs
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using System.Collections;
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using ABI_RC.Core;
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using ABI_RC.Core.IO;
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using ABI_RC.Core.Networking.IO.Social;
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using ABI_RC.Core.Player;
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using ABI_RC.Core.Util;
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using HarmonyLib;
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using UnityEngine;
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namespace NAK.AvatarQueueSystemTweaks.Patches;
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// internal static class CVRObjectLoaderPatches
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// {
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// private static readonly YieldInstruction _yieldInstruction = new WaitForSeconds(0.2f);
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//
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// [HarmonyPostfix]
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// [HarmonyPatch(typeof(CVRObjectLoader), nameof(CVRObjectLoader.InstantiateAvatarFromBundle))]
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// [HarmonyPatch(typeof(CVRObjectLoader), nameof(CVRObjectLoader.InstantiateSpawnableFromBundle))]
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// //[HarmonyPatch(typeof(CVRObjectLoader), nameof(CVRObjectLoader.InstantiateAvatarFromExistingPrefab))]
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// //[HarmonyPatch(typeof(CVRObjectLoader), nameof(CVRObjectLoader.InstantiateSpawnableFromExistingPrefab))]
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// private static IEnumerator MyWrapper(IEnumerator result)
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// {
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// while (result.MoveNext())
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// yield return result.Current;
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//
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// if (AvatarQueueSystemTweaksMod.EntryChokeInstantiation.Value)
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// yield return _yieldInstruction;
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// }
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// }
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internal static class AvatarQueueSystemPatches
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{
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[HarmonyPrefix]
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[HarmonyPatch(typeof(AvatarQueueSystem.CoroutineHandle), nameof(AvatarQueueSystem.CoroutineHandle.RunManagedCoroutine))]
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private static bool Prefix_AvatarQueueSystem_CoroutineHandle_RunManagedCoroutine(AvatarQueueSystem.CoroutineHandle __instance)
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{
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AvatarQueueSystem.Instance.jobIsActive = true;
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// difference from original: doesn't immediately call CheckAvailability on same frame of completion
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__instance._activeCoroutine = AvatarQueueSystem.Instance.StartCoroutine(CoroutineUtil.RunThrowingIterator(__instance._function, delegate(Exception exception)
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{
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CommonTools.Log(CommonTools.LogLevelType_t.Error, string.Format("[CVRGame => {0}] Avatar loading job has failed!\n{1}", __instance.GetType().Name, exception), "A0108");
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__instance.CleanCurrentJob();
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var onException = __instance._onException;
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onException?.Invoke(exception);
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}, delegate
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{
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CommonTools.Log(CommonTools.LogLevelType_t.Info, "[CVRGame => " + __instance.GetType().Name + "] Avatar loading job has completed successfully.", "A0107");
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__instance.CleanCurrentJob();
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Action onSuccess = __instance._onSuccess;
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onSuccess?.Invoke();
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}));
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return false;
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(AvatarQueueSystem), nameof(AvatarQueueSystem.CheckAvailability))]
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private static bool Prefix_AvatarQueueSystem_CheckAvailability(AvatarQueueSystem __instance)
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{
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if (__instance.JobIsActive
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|| __instance.activeCoroutines.Count == 0)
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return false;
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bool prioritizeSelf = AvatarQueueSystemTweaksMod.EntryPrioritizeSelf.Value;
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bool prioritizeFriends = AvatarQueueSystemTweaksMod.EntryPrioritizeFriends.Value;
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bool loadByDistance = AvatarQueueSystemTweaksMod.EntryLoadByDistance.Value;
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bool foundFriend = false;
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float nearestDistance = float.MaxValue;
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AvatarQueueSystem.CoroutineHandle nextCoroutine = null;
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Vector3 playerPosition = PlayerSetup.Instance.activeCam.transform.position;
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foreach (AvatarQueueSystem.CoroutineHandle coroutine in __instance.activeCoroutines)
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{
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if (prioritizeSelf && coroutine.player == "_PLAYERLOCAL") // prioritize local player if setting is enabled
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{
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nextCoroutine = coroutine;
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break;
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}
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CVRPlayerManager.Instance.GetPlayerPuppetMaster(coroutine.player, out PuppetMaster puppetMaster);
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if (puppetMaster == null)
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continue;
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if (prioritizeFriends)
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{
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switch (foundFriend)
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{
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// attempt find first friend
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case false when Friends.FriendsWith(coroutine.player):
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foundFriend = true;
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nearestDistance = float.MaxValue;
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nextCoroutine = coroutine;
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if (!loadByDistance) break; // no reason to continue loop
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continue;
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// found a friend, filtering will now only respect friends for this iteration
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case true when !Friends.FriendsWith(coroutine.player):
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continue;
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}
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}
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// filtering by distance
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if (!loadByDistance) continue;
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float distance = Vector3.Distance(playerPosition, puppetMaster.transform.position);
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if (!(distance < nearestDistance)) continue; // update nearest coroutine if closer
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nearestDistance = distance;
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nextCoroutine = coroutine;
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}
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nextCoroutine?.RunManagedCoroutine();
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return false;
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}
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}
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