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Update performance patches (#14)

* Add new transpilers

* Cleanup

---------

Co-authored-by: Chomp <27521899+chompDev@users.noreply.github.com>
This commit is contained in:
Lacyway 2025-01-01 01:19:14 -08:00 committed by GitHub
parent 050ab8daf8
commit 8260ad4d6e
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4 changed files with 154 additions and 150 deletions

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using EFT;
using HarmonyLib;
using SPT.Reflection.Patching;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Reflection.Emit;
using System.Diagnostics;
namespace SPT.SinglePlayer.Patches.Performance
{
/// <summary>
/// Transpiler used to stop the allocation of a new <see cref="Stopwatch"/> every frame for all active AI <br/>
/// To update transpiler, look for: <br/>
/// - New allocation of <see cref="Stopwatch"/> <br/>
/// - <see cref="Stopwatch.Start"/> and <see cref="Stopwatch.Stop"/> <br/>
/// - Unnecessary run of <see cref="BotUnityEditorRunChecker.ManualLateUpdate"/>
/// </summary>
public class BotOwner_ManualUpdate_Transpiler : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(BotOwner), nameof(BotOwner.UpdateManual));
}
[PatchTranspiler]
public static IEnumerable<CodeInstruction> Transpile(IEnumerable<CodeInstruction> instructions)
{
List<CodeInstruction> codeList = instructions.ToList();
// These 3 lines remove BotUnityEditorRunChecker.ManualLateUpdate()
codeList[109] = new CodeInstruction(OpCodes.Nop);
codeList[108] = new CodeInstruction(OpCodes.Nop);
codeList[107].opcode = OpCodes.Nop;
// These 4 remove the allocation of the Stopwatch and the Start() and Stop()
codeList[18] = new CodeInstruction(OpCodes.Nop);
codeList[14] = new CodeInstruction(OpCodes.Nop);
codeList[13] = new CodeInstruction(OpCodes.Nop);
codeList[12] = new CodeInstruction(OpCodes.Nop);
return codeList;
}
}
}

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using HarmonyLib;
using SPT.Reflection.Patching;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Reflection.Emit;
namespace SPT.SinglePlayer.Patches.Performance
{
/// <summary>
/// Transpiler used to stop the allocation of a new <see cref="Stopwatch"/> during <see cref="CoverPointMaster.method_0(CoverSearchData)"/> <br/>
/// To update transpiler, look for: <br/>
/// - New allocation of <see cref="Stopwatch"/> <br/>
/// - <see cref="Stopwatch.Start"/> and <see cref="Stopwatch.Stop"/> <br/>
/// </summary>
internal class CoverPointMaster_method_0_Transpiler : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return AccessTools.Method(typeof(CoverPointMaster), nameof(CoverPointMaster.method_0));
}
[PatchTranspiler]
public static IEnumerable<CodeInstruction> Transpile(IEnumerable<CodeInstruction> instructions)
{
List<CodeInstruction> codeList = instructions.ToList();
// This is the line that stops the Stopwatch
codeList[69].opcode = OpCodes.Nop;
// These lines stops the allocation and Start() of the Stopwatch
codeList[12].opcode = OpCodes.Nop;
codeList[11].opcode = OpCodes.Nop;
codeList[10].opcode = OpCodes.Nop;
return codeList;
}
}
}

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using EFT;
using EFT.Game.Spawning;
using SPT.Reflection.Patching;
using System.Reflection;
using UnityEngine;
using UnityEngine.AI;
namespace SPT.SinglePlayer.Patches.RaidFix
{
/// <summary>
/// Patch used to stop the allocation of a new <see cref="System.Diagnostics.Stopwatch"/> every frame for all active AI
/// </summary>
public class BotOwnerManualUpdatePatch : ModulePatch
{
protected override MethodBase GetTargetMethod()
{
return typeof(BotOwner).GetMethod(nameof(BotOwner.UpdateManual));
}
[PatchPrefix]
public static bool Prefix(BotOwner __instance, float ____nextGetGoalTime, ref float ____nextTimeCheckBorn)
{
if (__instance.BotState == EBotState.Active && __instance.GetPlayer.HealthController.IsAlive)
{
__instance.StandBy.Update();
__instance.LookSensor.ManualUpdate();
if (__instance.StandBy.StandByType != BotStandByType.paused)
{
if (____nextGetGoalTime < Time.time)
{
__instance.CalcGoal();
}
__instance.SuppressShoot.ManualUpdate();
__instance.HeadData.ManualUpdate();
__instance.ShootData.ManualUpdate();
__instance.Tilt.ManualUpdate();
__instance.NightVision.ManualUpdate();
__instance.NearDoorData.Update();
__instance.DogFight.ManualUpdate();
__instance.FriendChecker.ManualUpdate();
__instance.RecoilData.LosingRecoil();
__instance.Mover.ManualUpdate();
__instance.AimingManager.ManualUpdate();
__instance.Medecine.ManualUpdate();
__instance.Boss.ManualUpdate();
__instance.BotTalk.ManualUpdate();
__instance.WeaponManager.ManualUpdate();
__instance.BotRequestController.Update();
__instance.GrenadeToPortal.ManualUpdate();
__instance.Tactic.UpdateChangeTactics();
__instance.Memory.ManualUpdate(Time.deltaTime);
__instance.Settings.UpdateManual();
__instance.BotRequestController.TryToFind();
__instance.ArtilleryDangerPlace.ManualUpdate();
if (__instance.GetPlayer.UpdateQueue == EUpdateQueue.Update)
{
__instance.Mover.ManualFixedUpdate();
__instance.Steering.ManualFixedUpdate();
}
__instance.UnityEditorRunChecker.ManualLateUpdate();
}
return false;
}
if (__instance.BotState == EBotState.PreActive && __instance.WeaponManager.IsReady)
{
if (NavMesh.SamplePosition(__instance.GetPlayer.Position, out _, 0.6f, -1))
{
__instance.method_10();
return false;
}
if (____nextTimeCheckBorn < Time.time)
{
____nextTimeCheckBorn = Time.time + 1f;
__instance.Transform.position = __instance.BotsGroup.BotZone.SpawnPoints.RandomElement<ISpawnPoint>().Position + Vector3.up * 0.5f;
__instance.method_10();
}
}
return false;
}
}
}

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using System;
using BepInEx;
using SPT.Common;
using SPT.SinglePlayer.Patches.MainMenu;
using SPT.SinglePlayer.Patches.Performance;
using SPT.SinglePlayer.Patches.Progression;
using SPT.SinglePlayer.Patches.RaidFix;
using SPT.SinglePlayer.Patches.ScavMode;
using BepInEx;
using SPT.SinglePlayer.Utils.MainMenu;
using System;
namespace SPT.SinglePlayer
{
[BepInPlugin("com.SPT.singleplayer", "SPT.Singleplayer", SPTPluginInfo.PLUGIN_VERSION)]
public class SPTSingleplayerPlugin : BaseUnityPlugin
{
public void Awake()
{
Logger.LogInfo("Loading: SPT.SinglePlayer");
[BepInPlugin("com.SPT.singleplayer", "SPT.Singleplayer", SPTPluginInfo.PLUGIN_VERSION)]
public class SPTSingleplayerPlugin : BaseUnityPlugin
{
public void Awake()
{
Logger.LogInfo("Loading: SPT.SinglePlayer");
try
{
// TODO: check if these patches are needed
new TinnitusFixPatch().Enable(); // Probably needed
new EmptyInfilFixPatch().Enable();
new OverrideMaxAiAliveInRaidValuePatch().Enable();
//new PostRaidHealingPricePatch().Enable(); // Client handles this now
//new HideoutQuestIgnorePatch().Enable(); // Was only needed because FixQuestAchieveControllersPatch was causing issues
//new SpawnProcessNegativeValuePatch().Enable(); // Client handles this edge case, revisit if bot count keeps going up
//new SpawnPmcPatch().Enable(); // 2.5+ years old, PMC spawn system very different, likely not needed
//new FixQuestAchieveControllersPatch().Enable(); // Likely not needed, if cheevos don't appear, revisit patch
try
{
// TODO: check if these patches are needed
new TinnitusFixPatch().Enable(); // Probably needed
new EmptyInfilFixPatch().Enable();
new OverrideMaxAiAliveInRaidValuePatch().Enable();
//new PostRaidHealingPricePatch().Enable(); // Client handles this now
//new HideoutQuestIgnorePatch().Enable(); // Was only needed because FixQuestAchieveControllersPatch was causing issues
//new SpawnProcessNegativeValuePatch().Enable(); // Client handles this edge case, revisit if bot count keeps going up
//new SpawnPmcPatch().Enable(); // 2.5+ years old, PMC spawn system very different, likely not needed
//new FixQuestAchieveControllersPatch().Enable(); // Likely not needed, if cheevos don't appear, revisit patch
// Still need
new FixPostScavRaidXpShowingZeroPatch().Enable();
new DisablePMCExtractsForScavsPatch().Enable();
new ScavExfilPatch().Enable();
new ScavProfileLoadPatch().Enable();
new ScavPrefabLoadPatch().Enable();
new DisableReadyLocationReadyPatch().Enable();
//new BotTemplateLimitPatch().Enable(); // Not necessary, controls how many 'respawns' the wave has, different to what the original patches intent was when written
new LoadOfflineRaidScreenPatch().Enable();
new AmmoUsedCounterPatch().Enable(); // Necessary for fixing bug #773
new PluginErrorNotifierPatch().Enable();
new GetNewBotTemplatesPatch().Enable();
new MapReadyButtonPatch().Enable();
new RemoveUsedBotProfilePatch().Enable();
new ScavLateStartPatch().Enable();
new ScavSellAllPriceStorePatch().Enable();
new ScavSellAllRequestPatch().Enable();
new ScavRepAdjustmentPatch().Enable();
new QuestAddedAutoSelectPatch().Enable();
// Still need
new FixPostScavRaidXpShowingZeroPatch().Enable();
new DisablePMCExtractsForScavsPatch().Enable();
new ScavExfilPatch().Enable();
new ScavProfileLoadPatch().Enable();
new ScavPrefabLoadPatch().Enable();
new DisableReadyLocationReadyPatch().Enable();
//new BotTemplateLimitPatch().Enable(); // Not necessary, controls how many 'respawns' the wave has, different to what the original patches intent was when written
new LoadOfflineRaidScreenPatch().Enable();
new AmmoUsedCounterPatch().Enable(); // Necessary for fixing bug #773
new PluginErrorNotifierPatch().Enable();
new GetNewBotTemplatesPatch().Enable();
new MapReadyButtonPatch().Enable();
new RemoveUsedBotProfilePatch().Enable();
new ScavLateStartPatch().Enable();
new ScavSellAllPriceStorePatch().Enable();
new ScavSellAllRequestPatch().Enable();
new ScavRepAdjustmentPatch().Enable();
new QuestAddedAutoSelectPatch().Enable();
// 3.10.0
new DisableWelcomeToPVEModeMessagePatch().Enable();
new DisableMatchmakerPlayerPreviewButtonsPatch().Enable();
new EnableRefForPVEPatch().Enable();
new EnableRefIntermScreenPatch().Enable();
new EnablePlayerScavPatch().Enable();
new ScavFoundInRaidPatch().Enable();
new GetProfileAtEndOfRaidPatch().Enable();
new SendPlayerScavProfileToServerAfterRaidPatch().Enable();
//new InsuranceScreenPatch().Enable();
new RemoveStashUpgradeLabelPatch().Enable();
// 3.10.0
new DisableWelcomeToPVEModeMessagePatch().Enable();
new DisableMatchmakerPlayerPreviewButtonsPatch().Enable();
new EnableRefForPVEPatch().Enable();
new EnableRefIntermScreenPatch().Enable();
new EnablePlayerScavPatch().Enable();
new ScavFoundInRaidPatch().Enable();
new GetProfileAtEndOfRaidPatch().Enable();
new SendPlayerScavProfileToServerAfterRaidPatch().Enable();
//new InsuranceScreenPatch().Enable();
new RemoveStashUpgradeLabelPatch().Enable();
new RemoveClothingItemExternalObtainLabelPatch().Enable();
new ForceRaidModeToLocalPatch().Enable();
new ScavIsPlayerEnemyPatch().Enable();
new BotOwnerManualUpdatePatch().Enable();
new FirearmControllerShowIncompatibleNotificationClass().Enable();
new FixKeyAlreadyExistsErrorOnAchievementPatch().Enable();
// 4.0.0
new ScavPrestigeFixPatch().Enable();
new DisableDevMaskCheckPatch().Enable();
}
catch (Exception ex)
{
Logger.LogError($"A PATCH IN {GetType().Name} FAILED. SUBSEQUENT PATCHES HAVE NOT LOADED");
Logger.LogError($"{GetType().Name}: {ex}");
throw;
}
new FixKeyAlreadyExistsErrorOnAchievementPatch().Enable();
Logger.LogInfo("Completed: SPT.SinglePlayer");
}
// 4.0.0
new ScavPrestigeFixPatch().Enable();
new DisableDevMaskCheckPatch().Enable();
new BotOwner_ManualUpdate_Transpiler().Enable();
new CoverPointMaster_method_0_Transpiler().Enable();
}
catch (Exception ex)
{
Logger.LogError($"A PATCH IN {GetType().Name} FAILED. SUBSEQUENT PATCHES HAVE NOT LOADED");
Logger.LogError($"{GetType().Name}: {ex}");
throw;
}
public void Start()
{
TraderServiceManager.GetModdedTraderData();
}
}
Logger.LogInfo("Completed: SPT.SinglePlayer");
}
public void Start()
{
TraderServiceManager.GetModdedTraderData();
}
}
}