mirror of
https://github.com/goatcorp/Dalamud.git
synced 2025-12-13 20:24:16 +01:00
temporary workaround for actor table crash on logout; switch reading memory to use ReadProcessMemory, and just return null if it fails. Ugly but functional until we find a better way
This commit is contained in:
parent
fb42419b5d
commit
218bad90b1
1 changed files with 35 additions and 14 deletions
|
|
@ -1,5 +1,7 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Diagnostics;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Windows.Forms;
|
||||
using Dalamud.Game.ClientState.Actors.Types;
|
||||
|
|
@ -12,6 +14,17 @@ namespace Dalamud.Game.ClientState.Actors {
|
|||
/// This collection represents the currently spawned FFXIV actors.
|
||||
/// </summary>
|
||||
public class ActorTable : ICollection, IDisposable {
|
||||
|
||||
#region temporary imports for crash workaround
|
||||
[DllImport("kernel32.dll", SetLastError = true)]
|
||||
static extern bool ReadProcessMemory(
|
||||
IntPtr hProcess,
|
||||
IntPtr lpBaseAddress,
|
||||
IntPtr lpBuffer,
|
||||
int dwSize,
|
||||
out IntPtr lpNumberOfBytesRead);
|
||||
#endregion
|
||||
|
||||
private ClientStateAddressResolver Address { get; }
|
||||
private Dalamud dalamud;
|
||||
|
||||
|
|
@ -43,6 +56,8 @@ namespace Dalamud.Game.ClientState.Actors {
|
|||
public void Dispose() {
|
||||
if (!this.isReady)
|
||||
this.someActorTableAccessHook.Dispose();
|
||||
|
||||
this.isReady = false;
|
||||
}
|
||||
|
||||
private IntPtr SomeActorTableAccessDetour(IntPtr manager, IntPtr offset) {
|
||||
|
|
@ -66,7 +81,7 @@ namespace Dalamud.Game.ClientState.Actors {
|
|||
this.someActorTableAccessHook = null;
|
||||
}
|
||||
|
||||
if (index > Length)
|
||||
if (index >= Length)
|
||||
return null;
|
||||
|
||||
//Log.Information("Trying to get actor at {0}", index);
|
||||
|
|
@ -79,8 +94,17 @@ namespace Dalamud.Game.ClientState.Actors {
|
|||
if (offset == IntPtr.Zero)
|
||||
return null;
|
||||
|
||||
try {
|
||||
var actorStruct = Marshal.PtrToStructure<Structs.Actor>(offset);
|
||||
// FIXME: hack workaround for trying to access the player on logout, after the main object has been deleted
|
||||
var sz = Marshal.SizeOf(typeof(Structs.Actor));
|
||||
var actorMem = Marshal.AllocHGlobal(sz); // we arguably could just reuse this
|
||||
if (!ReadProcessMemory(Process.GetCurrentProcess().Handle, offset, actorMem, sz, out _))
|
||||
{
|
||||
Log.Debug("ActorTable - ReadProcessMemory failed: likely player deletion during logout");
|
||||
return null;
|
||||
}
|
||||
|
||||
var actorStruct = Marshal.PtrToStructure<Structs.Actor>(actorMem);
|
||||
Marshal.FreeHGlobal(actorMem);
|
||||
|
||||
//Log.Debug("ActorTable[{0}]: {1} - {2} - {3}", index, tblIndex.ToString("X"), offset.ToString("X"),
|
||||
// actorStruct.ObjectKind.ToString());
|
||||
|
|
@ -91,9 +115,6 @@ namespace Dalamud.Game.ClientState.Actors {
|
|||
case ObjectKind.BattleNpc: return new BattleNpc(actorStruct, this.dalamud);
|
||||
default: return new Actor(actorStruct, this.dalamud);
|
||||
}
|
||||
} catch (AccessViolationException) {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue