8 Commits

Author SHA1 Message Date
a0cc8e7378 preload refactoring and bugfixes 2022-07-11 03:54:08 +03:00
c5481344a6 upd description 2022-07-10 07:08:41 +03:00
78cb8c2292 update description and README.md 2022-07-10 07:01:19 +03:00
c36fcb61bc PCv1 2022-07-10 05:49:38 +03:00
c1e9a436c4 Update Helper.uc 2022-07-09 23:10:27 +03:00
47a4480771 Update description.txt 2022-07-08 22:01:21 +03:00
04ac55882c update description 2022-07-08 21:38:53 +03:00
fdc97e4fdc completly remove force preload 2022-07-08 21:18:58 +03:00
7 changed files with 125 additions and 256 deletions

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@ -7,11 +7,18 @@ const CfgRemoveItems = class'RemoveItems';
const CfgAddItems = class'AddItems';
const Helper = class'Helper';
struct S_PreloadContent
{
var class<KFWeaponDefinition> KFWD;
var class<KFWeapon> KFWC;
var KFWeapon KFW;
var KFW_Access KFWA;
};
var private config int Version;
var private config E_LogLevel LogLevel;
var private config bool bPreloadContent;
var private config bool bForcePreloadContent;
var private config bool UnlockDLC;
var private config bool bPreloadContent;
var private KFGameInfo KFGI;
var private KFGameReplicationInfo KFGRI;
@ -23,6 +30,8 @@ var private Array<CTI_RepInfo> RepInfos;
var private bool ReadyToSync;
var private Array<S_PreloadContent> PreloadContent;
public simulated function bool SafeDestroy()
{
`Log_Trace(`Location);
@ -67,7 +76,6 @@ private function PreInit()
{
LogLevel = LL_Info;
bPreloadContent = true;
bForcePreloadContent = false;
UnlockDLC = false;
SaveConfig();
}
@ -187,7 +195,7 @@ private function PostInit()
if (bPreloadContent)
{
Helper.static.PreloadContent(AddItems);
Preload(AddItems);
}
ReadyToSync = true;
@ -201,6 +209,39 @@ private function PostInit()
}
}
private function Preload(Array<class<KFWeaponDefinition> > Content)
{
local S_PreloadContent SPC;
foreach Content(SPC.KFWD)
{
SPC.KFWC = class<KFWeapon> (DynamicLoadObject(SPC.KFWD.default.WeaponClassPath, class'Class'));
if (SPC.KFWC != None)
{
SPC.KFW = KFGI.Spawn(SPC.KFWC);
if (SPC.KFW == None)
{
`Log_Warn("Spawn failed:" @ SPC.KFWD.default.WeaponClassPath);
continue;
}
SPC.KFWA = new (SPC.KFW) class'KFW_Access';
if (SPC.KFWA == None)
{
`Log_Warn("Spawn failed:" @ SPC.KFWD.default.WeaponClassPath @ "KFW_Access");
continue;
}
PreloadContent.AddItem(SPC);
}
}
foreach PreloadContent(SPC)
{
SPC.KFWA.KFW_StartLoadWeaponContent();
}
}
public function NotifyLogin(Controller C)
{
`Log_Trace(`Location);
@ -232,9 +273,7 @@ public function bool CreateRepLink(Controller C)
LogLevel,
RemoveItems,
AddItems,
CfgRemoveItems.default.bAll,
bPreloadContent,
bForcePreloadContent);
CfgRemoveItems.default.bAll);
RepInfos.AddItem(RepLink);

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@ -10,26 +10,25 @@ var private Array<class<KFWeaponDefinition> > RemoveItems;
var private Array<class<KFWeaponDefinition> > AddItems;
var private bool ReplaceMode;
var private bool PreloadContent;
var private bool ForcePreloadContent;
var private int Recieved;
var private int SyncSize;
var private int Preloaded;
var private KFPlayerController KFPC;
var private KFPawn KFP;
var private KFInventoryManager KFIM;
var private KFGFxWidget_PartyInGame PartyInGameWidget;
var private GFxObject Notification;
var private class<Weapon> PreloadWeaponClass;
var private float PreloadWeaponTime;
var private String NotificationHeaderText;
var private String NotificationLeftText;
var private String NotificationRightText;
var private int NotificationPercent;
var private int WaitingGRI;
replication
{
if (bNetInitial && Role == ROLE_Authority)
LogLevel, ReplaceMode, PreloadContent, ForcePreloadContent, SyncSize;
LogLevel, ReplaceMode, SyncSize;
}
public simulated function bool SafeDestroy()
@ -44,9 +43,7 @@ public function PrepareSync(
E_LogLevel _LogLevel,
Array<class<KFWeaponDefinition> > _RemoveItems,
Array<class<KFWeaponDefinition> > _AddItems,
bool _ReplaceMode,
bool _PreloadContent,
bool _ForcePreloadContent)
bool _ReplaceMode)
{
`Log_Trace(`Location);
@ -55,8 +52,6 @@ public function PrepareSync(
RemoveItems = _RemoveItems;
AddItems = _AddItems;
ReplaceMode = _ReplaceMode;
PreloadContent = _PreloadContent;
ForcePreloadContent = _ForcePreloadContent;
SyncSize = RemoveItems.Length + AddItems.Length;
}
@ -76,46 +71,6 @@ private simulated function KFPlayerController GetKFPC()
return KFPC;
}
private simulated function KFPawn GetKFP()
{
local Pawn P;
`Log_Trace(`Location);
if (KFP != None) return KFP;
if (GetKFPC() != None)
{
P = GetKFPC().Pawn;
if (P != None)
{
KFP = KFPawn(P);
}
}
return KFP;
}
private simulated function KFInventoryManager GetKFIM()
{
local InventoryManager IM;
`Log_Trace(`Location);
if (KFIM != None) return KFIM;
if (GetKFP() != None)
{
IM = GetKFP().InvManager;
if (IM != None)
{
KFIM = KFInventoryManager(IM);
}
}
return KFIM;
}
private simulated function SetPartyInGameWidget()
{
`Log_Trace(`Location);
@ -141,7 +96,7 @@ private simulated function bool CheckPartyInGameWidget()
return (PartyInGameWidget != None);
}
private unreliable client function HideReadyButton()
private simulated function HideReadyButton()
{
`Log_Trace(`Location);
@ -164,7 +119,7 @@ private simulated function ShowReadyButton()
}
}
private unreliable client function UpdateNotification(String Title, String Downloading, String Remainig, int Percent)
private simulated function UpdateNotification(String Title, String Downloading, String Remainig, int Percent)
{
`Log_Trace(`Location);
@ -191,8 +146,11 @@ private reliable client function ClientSync(class<KFWeaponDefinition> WeapDef, o
return;
}
HideReadyButton();
if (!IsTimerActive(nameof(KeepNotification)))
{
SetTimer(0.1f, true, nameof(KeepNotification));
}
if (Remove)
{
RemoveItems.AddItem(WeapDef);
@ -200,42 +158,63 @@ private reliable client function ClientSync(class<KFWeaponDefinition> WeapDef, o
else
{
AddItems.AddItem(WeapDef);
if (PreloadContent)
{
Helper.static.PreloadWeapon(WeapDef);
}
}
Recieved = RemoveItems.Length + AddItems.Length;
UpdateNotification(
"Sync trader items, please wait...",
Remove ? "-" : "+" @ Repl(String(WeapDef), "KFWeapDef_", ""),
Recieved @ "/" @ SyncSize,
(float(Recieved) / float(SyncSize)) * 100);
NotificationLeftText = Remove ? "-" : "+" @ Repl(String(WeapDef), "KFWeapDef_", "");
NotificationRightText = Recieved @ "/" @ SyncSize;
if (SyncSize != 0)
{
NotificationPercent = (float(Recieved) / float(SyncSize)) * 100;
}
`Log_Debug("ClientSync:" @ NotificationLeftText @ NotificationRightText);
ServerSync();
}
private simulated function KeepNotification()
{
HideReadyButton();
UpdateNotification(
NotificationHeaderText,
NotificationLeftText,
NotificationRightText,
NotificationPercent);
}
private simulated reliable client function ClientSyncFinished()
{
local KFGameReplicationInfo KFGRI;
`Log_Trace(`Location);
ClearTimer(nameof(KeepPreloadNotification));
ClearTimer(nameof(WaitForPreloadWeapon));
if (WorldInfo.GRI == None)
{
`Log_Debug("ClientSyncFinished: WorldInfo.GRI == None");
NotificationHeaderText = "Waiting for GameReplicationInfo...";
NotificationLeftText = String(++WaitingGRI) $ "s";
SetTimer(1.0f, false, nameof(ClientSyncFinished));
return;
}
KFGRI = KFGameReplicationInfo(WorldInfo.GRI);
if (KFGRI == None)
{
`Log_Fatal("Incompatible Replication info:" @ WorldInfo.GRI);
ClearTimer(nameof(KeepNotification));
UpdateNotification(
"Error: Incompatible Replication info:" @ WorldInfo.GRI,
"", "", 0);
SafeDestroy();
return;
}
Helper.static.ModifyTrader(KFGRI, RemoveItems, AddItems, ReplaceMode);
`Log_Debug("ClientSyncFinished: Helper.static.ModifyTrader");
ClearTimer(nameof(KeepNotification));
ShowReadyButton();
SafeDestroy();
@ -249,15 +228,16 @@ public reliable server function ServerSync()
if (bPendingDelete || bDeleteMe) return;
`Log_Debug("ServerSync:" @ Recieved @ "/" @ SyncSize);
if (SyncSize <= Recieved || WorldInfo.NetMode == NM_StandAlone)
{
if (ForcePreloadContent)
`Log_Debug("ServerSync: SyncFinished");
ClientSyncFinished();
if (!CTI.DestroyRepLink(Controller(Owner)))
{
ServerPreloadWeaponWorkaround();
}
else
{
ServerSyncFinished();
SafeDestroy();
}
}
else
@ -273,145 +253,6 @@ public reliable server function ServerSync()
}
}
private function ServerSyncFinished()
{
`Log_Trace(`Location);
ClientSyncFinished();
if (!CTI.DestroyRepLink(Controller(Owner)))
{
SafeDestroy();
}
}
private reliable server function ServerPreloadWeaponWorkaround()
{
local class<Weapon> WC;
`Log_Trace(`Location);
RemovePreloadWeapon();
if (AddItems.Length <= Preloaded)
{
ServerSyncFinished();
}
else
{
WC = class<Weapon> (DynamicLoadObject(AddItems[Preloaded++].default.WeaponClassPath, class'Class'));
if (WC != None)
{
PreloadWeaponTime = WorldInfo.TimeSeconds - 1.0f;
PreloadWeaponClass = WC;
ClientPreloadWeapon(WC);
if (!AddPreloadWeapon(WC))
{
ServerPreloadWeaponWorkaround();
}
}
}
}
private reliable server function bool AddPreloadWeapon(class<Weapon> WC)
{
local Weapon W;
`Log_Trace(`Location);
if (GetKFIM() == None || WC == None) return false;
KFIM.bInfiniteWeight = true;
W = Weapon(KFP.FindInventoryType(WC));
if (W == None)
{
W = Weapon(KFP.CreateInventory(WC));
}
if (W != None)
{
KFIM.SetCurrentWeapon(W);
}
KFIM.bInfiniteWeight = false;
if (W == None) `Log_Warn("Can't preload" @ WC @ "for some reason (skip)");
return (W != None);
}
private function RemovePreloadWeapon()
{
local DroppedPickup DP;
local Weapon W;
`Log_Trace(`Location);
if (GetKFIM() == None || PreloadWeaponClass == None) return;
foreach KFIM.InventoryActors(class'Weapon', W)
{
if (W != None && W.class == PreloadWeaponClass)
{
if (W.CanThrow())
{
KFP.TossInventory(W);
W.Destroy();
}
}
}
foreach WorldInfo.DynamicActors(class'DroppedPickup', DP)
{
if (DP.Instigator == KFP && DP.CreationTime > PreloadWeaponTime)
{
DP.Destroy();
}
}
}
private reliable client function ClientPreloadWeapon(class<Weapon> WC)
{
`Log_Trace(`Location);
Preloaded++;
PreloadWeaponClass = WC;
if (!IsTimerActive(nameof(KeepPreloadNotification)))
{
SetTimer(0.1f, true, nameof(KeepPreloadNotification));
}
SetTimer(0.5f, false, nameof(WaitForPreloadWeapon));
}
private simulated function KeepPreloadNotification()
{
HideReadyButton();
UpdateNotification(
"Preload weapon models, please wait...",
Repl(String(PreloadWeaponClass), "KFWeap_", ""),
Preloaded @ "/" @ AddItems.Length,
(float(Preloaded) / float(AddItems.Length)) * 100);
}
private simulated function WaitForPreloadWeapon()
{
`Log_Trace(`Location);
KeepPreloadNotification();
if (GetKFIM() != None
&& KFIM.Instigator.Weapon != None
&& KFIM.Instigator.Weapon.Class == PreloadWeaponClass)
{
ServerPreloadWeaponWorkaround();
}
else
{
SetTimer(0.5f, false, nameof(WaitForPreloadWeapon));
}
}
defaultproperties
{
bAlwaysRelevant = false
@ -420,5 +261,9 @@ defaultproperties
PendingSync = false
Recieved = 0
Preloaded = 0
NotificationHeaderText = "Sync trader items, please wait..."
NotificationPercent = 0
WaitingGRI = 0
}

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@ -52,32 +52,7 @@ public static simulated function ModifyTrader(
KFGRI.TraderItems = TraderItems;
}
public static simulated function PreloadContent(Array<class<KFWeaponDefinition> > WeapDefs)
{
local class<KFWeaponDefinition> WeapDef;
foreach WeapDefs(WeapDef)
{
PreloadWeapon(WeapDef);
}
}
public static simulated function PreloadWeapon(class<KFWeaponDefinition> WeapDef)
{
local class<KFWeapon> KFW;
KFW = class<KFWeapon> (DynamicLoadObject(WeapDef.default.WeaponClassPath, class'Class'));
if (KFW != None)
{
// This doesn't seem to have any effect right now,
// so we're forced to use a workaround: CTI_RepInfo.ServerPreloadWeaponWorkaround()
// But I still leave it for the future
// in the hope that someday we can preload weapon models using this function
class'KFWeapon'.static.TriggerAsyncContentLoad(KFW);
}
}
defaultproperties
{
}
}

12
CTI/Classes/KFW_Access.uc Normal file
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@ -0,0 +1,12 @@
class KFW_Access extends Object
within KFWeapon;
public function KFW_StartLoadWeaponContent()
{
StartLoadWeaponContent();
}
defaultproperties
{
}

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@ -1,8 +1,8 @@
[h1]Features[/h1]
- remove and/or add items;
- remove/add items to trader;
- can preload weapon models (no lags when someone buys weapons);
- unlock DLC weapons;
- correct items sorting (by price);
- can preload weapon models (no lags during trader time);
- don't have to worry about adding new guns after each Tripware update.
[h1]Whitelisted?[/h1]
@ -30,7 +30,7 @@ Config will be created at the first start.
Set [b]UnlockDLC=True[/b] to allow all players to buy DLC weapons.
Set [b]bForcePreloadContent=True[/b] to preload weapon models and have no lags during trader time.
Set [b]bPreloadContent=True[/b] to load weapon models in advance and have no lags during the game.
Use [b][CTI.RemoveItems][/b] to remove items from the trader inventory.
For example: [b]Item=KFGame.KFWeapDef_Mac10[/b] will remove MAC10 from sale.
@ -39,9 +39,7 @@ Set [b]bAll=True[/b] if you want to remove all items (can be useful if you want
Use [b][CTI.AddItems][/b] to add items to the trader inventory.
For example: [b]Item=WeaponPack.KFWeapDef_XM25[/b] will add [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1147408497]XM25[/url] to sale.
[h1]Example config(s)[/h1]
🔗 [url=https://steamcommunity.com/workshop/filedetails/discussion/2830826239/3409804177172972154/]Reinforcement Weapon Pack[/url]
🔗 [url=https://steamcommunity.com/workshop/filedetails/discussion/2830826239/3409804177173363434/]Warface Arsenal[/url]
[h1]🔗 [url=https://steamcommunity.com/workshop/filedetails/discussion/2830826239/3409804177172972154]Weapon Packs Items[/url][/h1]
[h1]Notes[/h1]
📌 Mutator does not contain custom weapons. You must have the required weapon packs in your subscriptions to be able to add them to the trader.
@ -49,7 +47,7 @@ For example: [b]Item=WeaponPack.KFWeapDef_XM25[/b] will add [url=https://steamco
📌 Unlike [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2193261170]DLC Weapon Unlocker[/url], a different method is used here.
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2193261170]DLC Weapon Unlocker[/url] creates clones of DLC weapons and adds them to the trader. This allows you not to replace any classes in the game, so Hunter mutator has better compatibility with other mutators. However, those who have already purchased the DLC will not be able to use their skins on clones.
CTI unlocks DLC weapons differently - it changes the trader filter allowing you to buy original DLC weapons without restrictions. Those who bought the DLC can use their skins and you don't need to update the mutator when new kf2 updates are released - unlocking will work with future weapons as well. However, when you set UnlockDLC=True CTI replaces the [b]KFGFxMoviePlayer_Manager[/b] class, so CTI may not be compatible with mods that replaces this class too. If you notice any compatibility issues, try turning off UnlockDLC.
You can use this method or use a [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2193261170]DLC Weapon Unlocker[/url] - choose what suits you best.
You can use this built-in method or add weapons from [url=https://steamcommunity.com/workshop/filedetails/discussion/2193261170/3046108212603783998]DLC Weapon Unlocker[/url] - choose what suits you best.
[h1]Sources[/h1]
[url=https://github.com/GenZmeY/KF2-CustomTraderInventory]https://github.com/GenZmeY/KF2-CustomTraderInventory[/url] (GNU GPLv3)

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@ -11,10 +11,10 @@
Add/Remove Items in the Trader's Inventory
# Features
- remove and/or add items;
- remove/add items to trader;
- can preload weapon models (no lags when buying weapons);
- unlock DLC weapons;
- correct items sorting (by price);
- can preload weapon models (no lags during trader time);
- don't have to worry about adding new guns after each Tripware update.
# Usage & Setup