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[LazyPrune] Initial Release
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128
LazyPrune/Main.cs
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128
LazyPrune/Main.cs
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using ABI_RC.Core.IO;
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using ABI_RC.Systems.GameEventSystem;
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using MelonLoader;
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using UnityEngine;
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namespace NAK.LazyPrune;
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public class LazyPrune : MelonMod
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{
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private static MelonLogger.Instance Logger;
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//private const int MAX_OBJECTS_UNLOADED_AT_ONCE = 5; // just to alleviate hitch on mass destruction
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private const float OBJECT_CACHE_TIMEOUT = 3f; // minutes
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private static readonly Dictionary<CVRObjectLoader.LoadedObject, float> _loadedObjects = new();
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private static string _lastLoadedWorld;
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public override void OnInitializeMelon()
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{
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Logger = LoggerInstance;
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// every minute, check for objects to prune
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SchedulerSystem.AddJob(CheckForObjectsToPrune, 1f, 60f, -1);
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// listen for world load
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CVRGameEventSystem.World.OnLoad.AddListener(OnWorldLoaded);
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// listen for local avatar load/clear events
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CVRGameEventSystem.Avatar.OnLocalAvatarLoad.AddListener((avatar) => OnObjectCreated(avatar.loadedObject));
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CVRGameEventSystem.Avatar.OnLocalAvatarClear.AddListener((avatar) => OnObjectDestroyed(avatar ? avatar.loadedObject : null));
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// listen for remote avatar load/clear events
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CVRGameEventSystem.Avatar.OnRemoteAvatarLoad.AddListener((_, avatar) => OnObjectCreated(avatar.loadedObject));
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CVRGameEventSystem.Avatar.OnRemoteAvatarClear.AddListener((_, avatar) => OnObjectDestroyed(avatar != null ? avatar.loadedObject : null));
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// listen for spawnable instantiate/destroy events
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CVRGameEventSystem.Spawnable.OnInstantiate.AddListener((_, spawnable) => OnObjectCreated(spawnable.loadedObject));
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CVRGameEventSystem.Spawnable.OnDestroy.AddListener((_, spawnable) => OnObjectDestroyed(spawnable != null ? spawnable.loadedObject : null));
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}
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#region Game Events
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private static void OnWorldLoaded(string guid)
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{
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if (_lastLoadedWorld != guid)
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ForcePrunePendingObjects();
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_lastLoadedWorld = guid;
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}
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private static void OnObjectCreated(CVRObjectLoader.LoadedObject loadedObject)
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{
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if (loadedObject == null)
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return; // uhh
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if (_loadedObjects.ContainsKey(loadedObject))
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{
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_loadedObjects[loadedObject] = -1; // mark as ineligible for pruning
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return; // already in cache
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}
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loadedObject.refCount++; // increment ref count
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_loadedObjects.Add(loadedObject, -1); // mark as ineligible for pruning
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}
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private static void OnObjectDestroyed(CVRObjectLoader.LoadedObject loadedObject)
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{
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if (loadedObject == null)
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return; // handled by AttemptPruneObject
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if (loadedObject.refCount > 2)
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return; // we added our own ref, so begin death count at 2 (decrements one more after this callback)
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if (_loadedObjects.ContainsKey(loadedObject))
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_loadedObjects[loadedObject] = Time.time + OBJECT_CACHE_TIMEOUT * 60f;
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}
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#endregion Game Events
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#region Lazy Pruning
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private static void ForcePrunePendingObjects()
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{
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for (int i = _loadedObjects.Count - 1; i >= 0; i--)
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{
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(CVRObjectLoader.LoadedObject loadedObject, var killTime) = _loadedObjects.ElementAt(i);
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if (killTime > 0) AttemptPruneObject(loadedObject); // prune all pending objects
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}
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}
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private static void CheckForObjectsToPrune()
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{
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//int unloaded = 0;
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float time = Time.time;
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for (int i = _loadedObjects.Count - 1; i >= 0; i--)
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{
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(CVRObjectLoader.LoadedObject loadedObject, var killTime) = _loadedObjects.ElementAt(i);
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if (!(killTime < time)) continue;
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AttemptPruneObject(loadedObject); // prune expired objects
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//if (unloaded++ >= MAX_OBJECTS_UNLOADED_AT_ONCE) break; // limit unloads per check
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}
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}
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private static void AttemptPruneObject(CVRObjectLoader.LoadedObject loadedObject)
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{
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if (loadedObject == null)
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{
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Logger.Error("Attempted to prune null object. This happens on initial load sometimes.");
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return;
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}
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if (loadedObject.refCount > 1)
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{
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Logger.Error($"Object {loadedObject.prefabName} has ref count {loadedObject.refCount}, expected 1");
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_loadedObjects[loadedObject] = -1; // mark as ineligible for pruning ???
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return; // is something somehow holding a reference?
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}
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Logger.Msg($"Pruning object {loadedObject.prefabName}");
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_loadedObjects.Remove(loadedObject); // remove from cache
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loadedObject.refCount--; // decrement ref count
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if (CVRObjectLoader.Instance != null) // provoke destruction
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CVRObjectLoader.Instance.CheckForDestruction(loadedObject);
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}
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#endregion Lazy Pruning
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}
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