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This fixes the current issue of having an airdrop in the game causing a CTD after an extract. There's still two caveats to this that I'm looking into: - On the very next raid, the sky will still have the chaff from the flares in the sky, however these will have pink textures and take a few seconds to dissipate. - On the very next raid, calling in an airplane with a red flare will cause the notification manager to spam messages about the airspace being currently in use even at the start of the raid. Reviewed-on: SPT/Modules#175 Co-authored-by: Archangel <jesse@archangel.wtf> Co-committed-by: Archangel <jesse@archangel.wtf>
43 lines
1.2 KiB
C#
43 lines
1.2 KiB
C#
using EFT.SynchronizableObjects;
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using EFT;
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using HarmonyLib;
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using SPT.Reflection.Patching;
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using System.Collections.Generic;
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using System.Reflection;
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using Comfort.Common;
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namespace SPT.Custom.Patches
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{
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/// <summary>
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/// This patch prevents the crashing that was caused by the airdrop since the mortar event, it fully unloads whatever synchronized objects
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/// Are still loaded before unused resources are cleaned up (Which causes this crash)
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/// </summary>
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public class FixAirdropCrashPatch : ModulePatch
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{
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protected override MethodBase GetTargetMethod()
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{
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return typeof(TarkovApplication).GetMethod(nameof(TarkovApplication.method_48));
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}
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[PatchPrefix]
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public static void Prefix()
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{
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if (Singleton<GameWorld>.Instantiated)
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{
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GameWorld gameWorld = Singleton<GameWorld>.Instance;
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List<SynchronizableObject> synchronizableObjectList = Traverse.Create(gameWorld.SynchronizableObjectLogicProcessor).Field<List<SynchronizableObject>>("list_0").Value;
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foreach (SynchronizableObject obj in synchronizableObjectList)
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{
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obj.Logic.ReturnToPool();
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obj.ReturnToPool();
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}
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gameWorld.SynchronizableObjectLogicProcessor.Dispose();
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}
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}
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}
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}
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