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c62723cf5c
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c62723cf5c
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fee7077b16
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9fbf057677
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+105
-64
@@ -682,49 +682,123 @@ internal class RenderManager : MonoBehaviour
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throw;
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}
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RenderThread = new Thread(() =>
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var encoder = videoFFmpeg!;
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RenderThread = new Thread(() => RunRenderThread(encoder))
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{
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IsBackground = true,
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Priority = ThreadPriority.AboveNormal
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};
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RenderThread.Start();
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}
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/// <summary>
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/// Body of the render thread. Sends queued frames and their audio to the encoder until the render ends,
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/// finishes the output file, and releases the encoder. An exception is handled as a render failure.
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/// </summary>
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private void RunRenderThread(FFmpegNativeEncoder videoFFmpeg)
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{
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try
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{
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EncodeQueuedFrames(videoFFmpeg);
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if (!IsRenderAborted)
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{
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// End throws when the file cannot be finished (e.g. the trailer cannot be written),
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// which is handled as a render failure by the catch block below.
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videoFFmpeg.End();
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Volatile.Write(ref _incompleteOutputPath, null);
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}
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videoFFmpeg.Dispose();
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UnregisterEncoder(videoFFmpeg);
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endSuccessful = !IsRenderAborted;
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}
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catch (Exception ex)
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{
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Melon<RenderMod>.Logger.Error($"FFmpeg rendering thread error: {ex}");
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MarkFailed("encoder thread error. See the log for details.");
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try
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{
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videoFFmpeg.Dispose();
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}
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catch (Exception disposeEx)
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{
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Melon<RenderMod>.Logger.Error($"Encoder dispose after thread error also failed: {disposeEx.Message}");
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}
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UnregisterEncoder(videoFFmpeg);
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}
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}
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/// <summary>
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/// Takes frames from ImageQueue in passCount order and sends each one to the encoder, followed by the audio
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/// samples of that frame. Waits on FrameAvailableEvent (50ms) while no frame is ready.
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/// Returns when the render is aborted or all requested frames have been sent after endRequested.
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/// </summary>
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private void EncodeQueuedFrames(FFmpegNativeEncoder videoFFmpeg)
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{
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while (true)
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{
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CapturedFrame frame = default;
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bool hasFrame = false;
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if (TryDequeueNextFrame(out var frame))
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{
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SendVideoFrame(videoFFmpeg, frame);
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WriteAudioForFrame(videoFFmpeg);
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continue;
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}
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if (ShouldStopEncodeLoop()) return;
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FrameAvailableEvent.WaitOne(50);
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}
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}
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/// <summary>
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/// Removes the frame whose key equals passCount from ImageQueue and advances passCount.
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/// Before the Render stage, passCount jumps to the first queued key (the first captured frame index is not 0).
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/// Returns false when the queue is empty or the next frame has not arrived yet.
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/// </summary>
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private bool TryDequeueNextFrame(out CapturedFrame frame)
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{
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frame = default;
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lock (ImageQueue)
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{
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if (ImageQueue.Count > 0)
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{
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var firstKey = ImageQueue.Keys[0];
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if (ImageQueue.Count == 0) return false;
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var firstKey = ImageQueue.Keys[0];
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if (firstKey > passCount && Instance.stage < RenderStage.Render)
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{
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passCount = firstKey;
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}
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if (firstKey == passCount)
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{
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if (firstKey != passCount) return false;
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frame = ImageQueue[firstKey];
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ImageQueue.RemoveAt(0);
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passCount++;
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hasFrame = true;
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}
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return true;
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}
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}
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if (hasFrame)
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/// <summary>
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/// Sends one captured frame to the encoder and releases its buffer (managed: ArrayPool, native: readback state).
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/// A frame without data is skipped.
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/// </summary>
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private void SendVideoFrame(FFmpegNativeEncoder videoFFmpeg, in CapturedFrame frame)
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{
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if (frame.ManagedBuffer != null)
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{
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if (frame.ManagedBuffer.Length > 0)
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{
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if (frame.ManagedBuffer.Length == 0) return;
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videoFFmpeg.SendDataFromBuffer(frame.ManagedBuffer, frame.Length, frame.IsColorConverted);
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Interlocked.Increment(ref framesSent);
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ArrayPool<byte>.Shared.Return(frame.ManagedBuffer);
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return;
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}
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}
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else if (frame.NativePointer != IntPtr.Zero && frame.Length > 0)
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{
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if (frame.NativePointer == IntPtr.Zero || frame.Length <= 0) return;
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videoFFmpeg.SendDataFromNativeBuffer(frame.NativePointer, frame.Length, frame.IsColorConverted);
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Interlocked.Increment(ref framesSent);
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@@ -734,8 +808,14 @@ internal class RenderManager : MonoBehaviour
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}
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}
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if (Configuration.AudioConfig.RenderAudio && SyncCalculator is { } syncCalculator)
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/// <summary>
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/// Mixes the audio of the frame that was just sent (index passCount - 1) and writes it to the encoder.
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/// Does nothing when audio rendering is off.
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/// </summary>
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private void WriteAudioForFrame(FFmpegNativeEncoder videoFFmpeg)
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{
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if (!Configuration.AudioConfig.RenderAudio || SyncCalculator is not { } syncCalculator) return;
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var frameIdx = (int)(passCount - 1);
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var effectiveVideoFps = Math.Min(Configuration.VideoFPS, Configuration.RenderFPS);
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var frameTime = frameIdx / effectiveVideoFps;
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@@ -754,64 +834,25 @@ internal class RenderManager : MonoBehaviour
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ArrayPool<float>.Shared.Return(audioBuffer);
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}
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}
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continue;
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}
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if (IsRenderAborted) break;
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if (endRequested)
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/// <summary>
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/// True when the render is aborted, or when the end was requested and every requested frame has been sent.
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/// </summary>
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private bool ShouldStopEncodeLoop()
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{
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if (passCount > Volatile.Read(ref lastRequestedVideoFrameIndex)) break;
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if (IsRenderAborted) return true;
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return endRequested && passCount > Volatile.Read(ref lastRequestedVideoFrameIndex);
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}
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FrameAvailableEvent.WaitOne(50);
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}
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if (!IsRenderAborted)
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private void UnregisterEncoder(FFmpegNativeEncoder videoFFmpeg)
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{
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// End throws when the file cannot be finished (e.g. the trailer cannot be written),
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// which is handled as a render failure by the catch block below.
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videoFFmpeg.End();
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Volatile.Write(ref _incompleteOutputPath, null);
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}
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videoFFmpeg.Dispose();
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lock (_allVideoFFmpegInstances)
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{
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_allVideoFFmpegInstances.Remove(videoFFmpeg);
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}
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_activeVideoFFmpeg = null;
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endSuccessful = !IsRenderAborted;
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}
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catch (Exception ex)
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{
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Melon<RenderMod>.Logger.Error($"FFmpeg rendering thread error: {ex}");
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MarkFailed("encoder thread error. See the log for details.");
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try
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{
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videoFFmpeg.Dispose();
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}
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catch (Exception disposeEx)
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{
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Melon<RenderMod>.Logger.Error($"Encoder dispose after thread error also failed: {disposeEx.Message}");
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}
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lock (_allVideoFFmpegInstances)
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{
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_allVideoFFmpegInstances.Remove(videoFFmpeg);
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}
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_activeVideoFFmpeg = null;
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}
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})
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{
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IsBackground = true,
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Priority = ThreadPriority.AboveNormal
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};
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RenderThread.Start();
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}
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public void CancelRender()
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{
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@@ -0,0 +1,25 @@
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using ADOFAIRenderer.Core;
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using HarmonyLib;
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namespace ADOFAIRenderer.Patch.Game;
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[HarmonyPatch(typeof(DetailedResults))]
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// ReSharper disable once InconsistentNaming
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public static class DetailedResultsPatch
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{
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[HarmonyPrefix]
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[HarmonyPatch("Show")]
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// ReSharper disable once InconsistentNaming
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public static bool PreventShow(DetailedResults __instance)
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{
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if (!RenderManager.IsActive) return true;
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if (__instance)
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{
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__instance.enabled = false;
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if (__instance.gameObject) __instance.gameObject.SetActive(false);
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}
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return false;
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}
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}
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@@ -41,4 +41,38 @@ public static class scrControllerPatch
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{
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return !RenderManager.IsActive;
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}
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[HarmonyPostfix]
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[HarmonyPatch("OnLandOnPortal")]
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public static void PreventWinTextsPostfix(scrController __instance)
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{
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if (!RenderManager.IsActive || __instance == null) return;
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if (__instance.txtCongrats)
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{
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__instance.txtCongrats.text = string.Empty;
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__instance.txtCongrats.gameObject.SetActive(false);
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}
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if (__instance.txtAprilCongrats)
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{
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__instance.txtAprilCongrats.text = string.Empty;
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__instance.txtAprilCongrats.gameObject.SetActive(false);
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}
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if (__instance.txtAllStrictClear)
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{
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__instance.txtAllStrictClear.text = string.Empty;
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__instance.txtAllStrictClear.gameObject.SetActive(false);
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}
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if (__instance.detailedResults)
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{
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__instance.detailedResults.enabled = false;
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if (__instance.detailedResults.gameObject != null)
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{
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__instance.detailedResults.gameObject.SetActive(false);
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}
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}
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}
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}
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@@ -14,6 +14,12 @@ public class scrPressToStartPatch
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if (!RenderManager.Instance || !RenderManager.Instance.skipPressToStart) return true;
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RenderManager.Instance.skipPressToStart = false;
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// scrPressToStart.ShowText ends with ShowDifficultyContainer(mode). Skipping ShowText skips that call too,
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// which leaves the difficulty selector active and clickable. DontShow deactivates difficultyContainer
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// and makes the keyboard difficulty shortcuts (difficultyUIMode != DontShow checks) do nothing.
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if (scrUIController.instance)
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scrUIController.instance.ShowDifficultyContainer(DifficultyUIMode.DontShow);
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return false;
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}
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}
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Reference in new issue
Block a user