first pass of implementing try-catch

everything shall be caught
This commit is contained in:
NotAKidoS 2022-09-26 18:25:33 -05:00
parent 13f290bd79
commit 517aa7c51b

View file

@ -7,6 +7,7 @@ using MelonLoader;
using RootMotion.FinalIK;
using System.Collections;
using UnityEngine;
using Object = UnityEngine.Object;
using UnityEngine.XR;
using Valve.VR;
@ -14,7 +15,6 @@ namespace DesktopVRSwitch;
public class DesktopVRSwitch : MelonMod
{
private static System.Object melon;
private static bool isAttemptingSwitch = false;
private static float timedSwitch = 0f;
@ -25,15 +25,16 @@ public class DesktopVRSwitch : MelonMod
{
//start attempt
isAttemptingSwitch = true;
melon = MelonCoroutines.Start(AttemptPlatformSwitch());
MelonCoroutines.Start(AttemptPlatformSwitch());
//how long we wait until we assume an error occured
timedSwitch = Time.time + 10f;
}
//catch if coroutine just decided to not finish... which happens?
if (isAttemptingSwitch && Time.time > timedSwitch)
{
isAttemptingSwitch = false;
MelonCoroutines.Stop(melon);
MelonLogger.Msg("Timer exceeded. Something is wrong.");
MelonLogger.Error("Timer exceeded. Something is wrong and coroutine failed partway.");
}
}
@ -41,12 +42,38 @@ public class DesktopVRSwitch : MelonMod
{
bool toVR = !MetaPort.Instance.isUsingVr;
//load SteamVR/OpenVR if entering VR
MelonCoroutines.Start(LoadDevice("OpenVR", toVR));
//load or unload SteamVR
if (toVR)
{
//force SteamVR to fully initialize, this does all and more than what i did with LoadDevice()
SteamVR.Initialize(true);
//we need to wait a frame or meet doom :shock: :shock: :stare:
//we are waiting a frame in LoadDevice after LoadDeviceByName()
yield return new WaitForEndOfFrame();
//Just to make sure. Game does this natively when entering VR.
SteamVR_Settings.instance.pauseGameWhenDashboardVisible = false;
//TODO: something needs to be done to reinitialize SteamVR_Input or SteamVR_Actions
//If you restart SteamVR after already have been in VRMode, the steamvr action handles break
//ive tried:
//SteamVR_Input.Initialize(true)
//SteamVR_Actions.PreInitialize()
//Destroying SteamVR_Settings on DesktopMode
//Destroying SteamVR_Behavior on DesktopMode
//Destroying SteamVR_Render on DesktopMode
//Combinations of all of these..
//Its probably really simple, but I just cannot figure out how.
}
else
{
//force SteamVR to let go of Chillout
XRSettings.LoadDeviceByName("None");
XRSettings.enabled = false;
//destroy [SteamVR] gameobject as next SteamVR.Initialize creates a new one
Object.Destroy(SteamVR_Behaviour.instance.gameObject);
//what even does this do that is actually important?
SteamVR.SafeDispose();
}
CloseMenuElements(toVR);
@ -57,6 +84,10 @@ public class DesktopVRSwitch : MelonMod
yield return new WaitForEndOfFrame();
SetPlayerSetup(toVR);
SwitchActiveCameraRigs(toVR);
CreateTempVRIK(toVR);
QuickCalibrate(toVR);
RepositionCohtmlHud(toVR);
yield return new WaitForEndOfFrame();
@ -64,10 +95,7 @@ public class DesktopVRSwitch : MelonMod
yield return new WaitForEndOfFrame();
SetSteamVRInstances(toVR);
yield return new WaitForEndOfFrame();
//right here is the fucker most likely to break
ReloadCVRInputManager();
//some menus have 0.5s wait(), so to be safe
@ -78,45 +106,12 @@ public class DesktopVRSwitch : MelonMod
yield return null;
isAttemptingSwitch = false;
}
private static IEnumerator LoadDevice(string newDevice, bool isVR)
{
if (isVR)
{
if (String.Compare(XRSettings.loadedDeviceName, newDevice, true) != 0)
{
XRSettings.LoadDeviceByName(newDevice);
yield return null;
XRSettings.enabled = true;
SteamVR.settings.pauseGameWhenDashboardVisible = false;
if (SteamVR_Behaviour.instance.enabled == false)
{
SteamVR_Behaviour.instance.enabled = true;
SteamVR_Render.instance.enabled = true;
}
}
else
{
MelonLogger.Msg("OpenVR device already loaded!");
MelonCoroutines.Stop(melon);
yield return null;
XRSettings.enabled = true;
if (SteamVR_Behaviour.instance.enabled == false)
{
SteamVR_Behaviour.instance.enabled = true;
SteamVR_Render.instance.enabled = true;
}
isAttemptingSwitch = false;
}
}
else
{
//holyfuck that was a lot of trial and error
SteamVR.enabled = false;
yield return new WaitForEndOfFrame();
XRSettings.LoadDeviceByName("None");
yield return null;
}
}
//shitton of try catch below
// shouldn't be that important, right?
private static void CloseMenuElements(bool isVR)
@ -144,38 +139,38 @@ public class DesktopVRSwitch : MelonMod
private static void SetMetaPort(bool isVR)
{
if (MetaPort.Instance == null)
try
{
MelonLogger.Msg("MetaPort Instance not found!!!");
return;
}
MelonLogger.Msg($"Set MetaPort isUsingVr to {isVR}.");
MetaPort.Instance.isUsingVr = isVR;
}
//uh huh
private static void SetSteamVRInstances(bool isVR)
catch (Exception)
{
if (SteamVR_Behaviour.instance == null)
{
MelonLogger.Msg("SteamVR Instances not found!!!");
return;
MelonLogger.Error("Setting MetaPort isUsingVr failed. Is MetaPort.Instance invalid?");
MelonLogger.Msg("MetaPort.Instance: " + MetaPort.Instance);
throw;
}
MelonLogger.Msg($"Set SteamVR monobehavior instances to {isVR}.");
SteamVR_Behaviour.instance.enabled = isVR;
SteamVR_Render.instance.enabled = isVR;
//set again just in case on desktop & disabling
XRSettings.enabled = isVR;
}
private static void SetPlayerSetup(bool isVR)
{
if (PlayerSetup.Instance == null)
try
{
MelonLogger.Msg("PlayerSetup Instance not found!!!");
return;
MelonLogger.Msg($"Set PlayerSetup instance to {isVR}.");
PlayerSetup.Instance._inVr = isVR;
}
catch (Exception)
{
MelonLogger.Error("Setting PlayerSetup _inVr failed. Is PlayerSetup.Instance invalid?");
MelonLogger.Msg("PlayerSetup.Instance: " + PlayerSetup.Instance);
throw;
}
}
private static void CreateTempVRIK(bool isVR)
{
try
{
if (isVR)
{
MelonLogger.Msg("Creating temp VRIK component.");
@ -187,69 +182,123 @@ public class DesktopVRSwitch : MelonMod
ik.solver.IKPositionWeight = 0f;
ik.enabled = false;
}
else
{
MelonLogger.Msg("Temp VRIK component is not needed. Ignoring.");
}
}
catch (Exception)
{
MelonLogger.Error("Temp creation of VRIK on avatar failed. Is PlayerSetup.Instance invalid?");
MelonLogger.Msg("PlayerSetup.Instance: " + PlayerSetup.Instance);
throw;
}
}
MelonLogger.Msg($"Set PlayerSetup instance to {isVR}.");
PlayerSetup.Instance._inVr = isVR;
private static void QuickCalibrate(bool isVR)
{
try
{
//we invoke calibrate to get VRIK and calibrator instance set up, faster than full recalibrate
MelonLogger.Msg("Called CalibrateAvatar() on PlayerSetup.Instance. Expect a few errors from PlayerSetup Update() and LateUpdate().");
PlayerSetup.Instance.CalibrateAvatar();
}
catch (Exception)
{
MelonLogger.Error("CalibrateAvatar() failed. Is PlayerSetup.Instance invalid?");
MelonLogger.Msg("PlayerSetup.Instance: " + PlayerSetup.Instance);
throw;
}
}
private static void SwitchActiveCameraRigs(bool isVR)
{
try
{
MelonLogger.Msg("Switched active camera rigs.");
PlayerSetup.Instance.desktopCameraRig.SetActive(!isVR);
PlayerSetup.Instance.vrCameraRig.SetActive(isVR);
if (CohtmlHud.Instance == null)
{
MelonLogger.Msg("CohtmlHud Instance not found!!!");
return;
}
catch (Exception)
{
MelonLogger.Error("Error switching active cameras. Are the camera rigs invalid?");
MelonLogger.Msg("PlayerSetup.Instance.desktopCameraRig: " + PlayerSetup.Instance.desktopCameraRig);
MelonLogger.Msg("PlayerSetup.Instance.vrCameraRig: " + PlayerSetup.Instance.vrCameraRig);
throw;
}
}
private static void RepositionCohtmlHud(bool isVR)
{
try
{
MelonLogger.Msg("Parented CohtmlHud to active camera.");
CohtmlHud.Instance.gameObject.transform.parent = isVR ? PlayerSetup.Instance.vrCamera.transform : PlayerSetup.Instance.desktopCamera.transform;
//i think the VR offset depends on headset... cant find where in the games code it is though so could be wrong... ?
//i think the VR offset may be different between headsets, but i cannot find where in games code they are set
CohtmlHud.Instance.gameObject.transform.localPosition = isVR ? new Vector3(-0.2f, -0.391f, 1.244f) : new Vector3(0f, 0f, 1.3f);
CohtmlHud.Instance.gameObject.transform.localRotation = Quaternion.Euler(new Vector3(0f, 180f, 0f));
}
catch (Exception)
{
MelonLogger.Error("Error parenting CohtmlHud to active camera. Is CohtmlHud.Instance invalid?");
MelonLogger.Msg("CohtmlHud.Instance: " + CohtmlHud.Instance);
throw;
}
}
//hopefully whatever rework was hinted at doesn't immediatly break this
private static void SetMovementSystem(bool isVR)
{
if (MovementSystem.Instance == null)
try
{
MelonLogger.Msg("MovementSystem Instance not found!!!");
return;
}
MelonLogger.Msg($"Set MovementSystem instance to {isVR}.");
MovementSystem.Instance.isVr = true;
}
catch (Exception)
{
MelonLogger.Error("Setting MovementSystem isVr failed. Is MovementSystem.Instance invalid?");
MelonLogger.Msg("MovementSystem.Instance: " + MovementSystem.Instance);
throw;
}
}
private static void ReloadCVRInputManager()
{
if (CVRInputManager.Instance == null)
try
{
MelonLogger.Msg("CVRInputManager Instance not found!!!");
return;
}
MelonLogger.Msg("Set CVRInputManager reload to True. Input should reload next frame...");
CVRInputManager.Instance.reload = true;
//just in case
CVRInputManager.Instance.inputEnabled = true;
CVRInputManager.Instance.blockedByUi = false;
//sometimes head can get stuck, so just in case
CVRInputManager.Instance.independentHeadToggle = false;
//just nice to load into desktop with idle gesture
CVRInputManager.Instance.gestureLeft = 0f;
CVRInputManager.Instance.gestureLeftRaw = 0f;
CVRInputManager.Instance.gestureRight = 0f;
CVRInputManager.Instance.gestureRightRaw = 0f;
}
catch (Exception)
{
MelonLogger.Error("CVRInputManager reload failed. Is CVRInputManager.Instance invalid?");
MelonLogger.Msg("CVRInputManager.Instance: " + CVRInputManager.Instance);
throw;
}
}
private static void Recalibrate()
{
if (PlayerSetup.Instance == null)
try
{
MelonLogger.Msg("PlayerSetup Instance not found!!!");
return;
}
MelonLogger.Msg("Called ReCalibrateAvatar() on PlayerSetup.Instance. Will take a second...");
PlayerSetup.Instance.ReCalibrateAvatar();
}
catch (Exception)
{
MelonLogger.Error("ReCalibrateAvatar() failed. Is PlayerSetup.Instance invalid?");
MelonLogger.Msg("PlayerSetup.Instance: " + PlayerSetup.Instance);
throw;
}
}
}