AvatarQueueSystemTweaks: Initial release

This commit is contained in:
NotAKidoS 2024-07-17 19:35:09 -05:00
parent 472e5a0b63
commit 46b84107c3
6 changed files with 235 additions and 0 deletions

View file

@ -0,0 +1,2 @@
<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk" />

View file

@ -0,0 +1,42 @@
using MelonLoader;
using NAK.AvatarQueueSystemTweaks.Patches;
namespace NAK.AvatarQueueSystemTweaks;
public class AvatarQueueSystemTweaksMod : MelonMod
{
public static readonly MelonPreferences_Category Category =
MelonPreferences.CreateCategory(nameof(AvatarQueueSystemTweaks));
public static readonly MelonPreferences_Entry<bool> EntryPrioritizeSelf =
Category.CreateEntry("prioritize_self", true, "Prioritize Self", description: "Prioritize loading of your own avatar over others.");
public static readonly MelonPreferences_Entry<bool> EntryPrioritizeFriends =
Category.CreateEntry("prioritize_friends", true, "Prioritize Friends", description: "Prioritize loading of friends avatars over others.");
public static readonly MelonPreferences_Entry<bool> EntryLoadByDistance =
Category.CreateEntry("load_by_distance", true, "Load By Distance", description: "Prioritize loading of avatars by distance.");
// public static readonly MelonPreferences_Entry<bool> EntryChokeInstantiation =
// Category.CreateEntry("choke_instantiation", false, "Choke Instantiation",
// description: "Chokes the instantiation queue by waiting 0.2s");
public override void OnInitializeMelon()
{
//ApplyPatches(typeof(CVRObjectLoaderPatches));
ApplyPatches(typeof(AvatarQueueSystemPatches));
}
private void ApplyPatches(Type type)
{
try
{
HarmonyInstance.PatchAll(type);
}
catch (Exception e)
{
LoggerInstance.Msg($"Failed while patching {type.Name}!");
LoggerInstance.Error(e);
}
}
}

View file

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

View file

@ -0,0 +1,32 @@
using MelonLoader;
using NAK.AvatarQueueSystemTweaks.Properties;
using System.Reflection;
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyTitle(nameof(NAK.AvatarQueueSystemTweaks))]
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
[assembly: AssemblyProduct(nameof(NAK.AvatarQueueSystemTweaks))]
[assembly: MelonInfo(
typeof(NAK.AvatarQueueSystemTweaks.AvatarQueueSystemTweaksMod),
nameof(NAK.AvatarQueueSystemTweaks),
AssemblyInfoParams.Version,
AssemblyInfoParams.Author,
downloadLink: "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/AvatatQueueSystemTweaks"
)]
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
[assembly: MelonColor(255, 246, 25, 99)] // red-pink
[assembly: MelonAuthorColor(255, 158, 21, 32)] // red
[assembly: HarmonyDontPatchAll]
namespace NAK.AvatarQueueSystemTweaks.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "1.0.0";
public const string Author = "NotAKidoS";
}

View file

@ -0,0 +1,18 @@
# AvatarQueueSystemTweaks
Small tweaks to the Avatar Queue System.
- Prioritize loading own avatar over others.
- Prioritize loading friends' avatars over others.
- Load avatars by distance from player.
---
Here is the block of text where I tell you this mod is not affiliated with or endorsed by ABI.
https://documentation.abinteractive.net/official/legal/tos/#7-modding-our-games
> This mod is an independent creation not affiliated with, supported by, or approved by Alpha Blend Interactive.
> Use of this mod is done so at the user's own risk and the creator cannot be held responsible for any issues arising from its use.
> To the best of my knowledge, I have adhered to the Modding Guidelines established by Alpha Blend Interactive.

View file

@ -0,0 +1,24 @@
{
"_id": -1,
"name": "AvatarQueueSystemTweaks",
"modversion": "1.0.0",
"gameversion": "2024r175",
"loaderversion": "0.6.1",
"modtype": "Mod",
"author": "NotAKidoS",
"description": "Small tweaks to the Avatar Queue System.\n\n- Prioritize loading own avatar over others.\n- Prioritize loading friends' avatars over others.\n- Load avatars by distance from player.",
"searchtags": [
"avatar",
"load",
"queue",
"initialize",
"download"
],
"requirements": [
"None"
],
"downloadlink": "https://github.com/NotAKidoS/NAK_CVR_Mods/releases/download/r36/AvatarQueueSystemTweaks.dll",
"sourcelink": "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/AvatarQueueSystemTweaks/",
"changelog": "- Initial Release",
"embedcolor": "#e87d0d"
}