wip; needs testing and more thinking

This commit is contained in:
Soreepeong 2023-12-01 18:10:09 +09:00
parent 7c6f98dc9f
commit 34e3adb3f2
10 changed files with 286 additions and 232 deletions

View file

@ -1,6 +1,7 @@
using System.Collections.Generic;
using System.Runtime.InteropServices;
using Dalamud.Configuration.Internal;
using Dalamud.Game.Inventory.InventoryChangeArgsTypes;
using Dalamud.IoC;
using Dalamud.IoC.Internal;
using Dalamud.Logging.Internal;
@ -8,7 +9,9 @@ using Dalamud.Plugin.Services;
using FFXIVClientStructs.FFXIV.Client.Game;
namespace Dalamud.Game.GameInventory;
using Serilog.Events;
namespace Dalamud.Game.Inventory;
/// <summary>
/// This class provides events for the players in-game inventory.
@ -19,10 +22,17 @@ internal class GameInventory : IDisposable, IServiceType, IGameInventory
{
private static readonly ModuleLog Log = new("GameInventory");
private readonly List<InventoryEventArgs> changelog = new();
private readonly List<InventoryEventArgs> allEvents = new();
private readonly List<InventoryItemAddedArgs> addedEvents = new();
private readonly List<InventoryItemRemovedArgs> removedEvents = new();
private readonly List<InventoryItemChangedArgs> changedEvents = new();
private readonly List<InventoryItemMovedArgs> movedEvents = new();
[ServiceManager.ServiceDependency]
private readonly Framework framework = Service<Framework>.Get();
[ServiceManager.ServiceDependency]
private readonly DalamudConfiguration dalamudConfiguration = Service<DalamudConfiguration>.Get();
private readonly GameInventoryType[] inventoryTypes;
private readonly GameInventoryItem[]?[] inventoryItems;
@ -39,6 +49,9 @@ internal class GameInventory : IDisposable, IServiceType, IGameInventory
/// <inheritdoc/>
public event IGameInventory.InventoryChangelogDelegate? InventoryChanged;
/// <inheritdoc/>
public event IGameInventory.InventoryChangelogDelegate? InventoryChangedRaw;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemAdded;
@ -72,6 +85,32 @@ internal class GameInventory : IDisposable, IServiceType, IGameInventory
return new ReadOnlySpan<GameInventoryItem>(inventory->Items, (int)inventory->Size);
}
private static void InvokeSafely(
IGameInventory.InventoryChangelogDelegate? cb,
IReadOnlyCollection<InventoryEventArgs> data)
{
try
{
cb?.Invoke(data);
}
catch (Exception e)
{
Log.Error(e, "Exception during batch callback");
}
}
private static void InvokeSafely(IGameInventory.InventoryChangedDelegate? cb, InventoryEventArgs arg)
{
try
{
cb?.Invoke(arg.Type, arg);
}
catch (Exception e)
{
Log.Error(e, "Exception during {argType} callback", arg.Type);
}
}
private void OnFrameworkUpdate(IFramework framework1)
{
@ -90,208 +129,146 @@ internal class GameInventory : IDisposable, IServiceType, IGameInventory
if (oldItem.IsEmpty)
{
if (newItem.IsEmpty)
continue;
this.changelog.Add(new InventoryItemAddedArgs
if (!newItem.IsEmpty)
{
Item = newItem,
Inventory = newItem.ContainerType,
Slot = newItem.InventorySlot,
});
this.addedEvents.Add(new(newItem));
oldItem = newItem;
}
}
else
{
if (newItem.IsEmpty)
{
this.changelog.Add(new InventoryItemRemovedArgs
{
Item = oldItem,
Inventory = oldItem.ContainerType,
Slot = oldItem.InventorySlot,
});
this.removedEvents.Add(new(oldItem));
oldItem = newItem;
}
else if (!oldItem.Equals(newItem))
{
this.changelog.Add(new InventoryItemChangedArgs
{
OldItemState = oldItem,
Item = newItem,
Inventory = newItem.ContainerType,
Slot = newItem.InventorySlot,
});
}
else
{
continue;
this.changedEvents.Add(new(oldItem, newItem));
oldItem = newItem;
}
}
Log.Verbose($"[{this.changelog.Count - 1}] {this.changelog[^1]}");
oldItem = newItem;
}
}
// Was there any change? If not, stop further processing.
if (this.changelog.Count == 0)
// Note that...
// * this.movedEvents is not checked; it will be populated after this check.
// * this.allEvents is not checked; it is a temporary list to be used after this check.
if (this.addedEvents.Count == 0 && this.removedEvents.Count == 0 && this.changedEvents.Count == 0)
return;
try
{
// From this point, the size of changelog shall not change.
var span = CollectionsMarshal.AsSpan(this.changelog);
// Broadcast InventoryChangedRaw, if necessary.
if (this.InventoryChangedRaw is not null)
{
this.allEvents.Clear();
this.allEvents.EnsureCapacity(
this.addedEvents.Count
+ this.removedEvents.Count
+ this.changedEvents.Count);
this.allEvents.AddRange(this.addedEvents);
this.allEvents.AddRange(this.removedEvents);
this.allEvents.AddRange(this.changedEvents);
InvokeSafely(this.InventoryChangedRaw, this.allEvents);
}
// Ensure that changelog is in order of Added, Removed, and then Changed.
span.Sort((a, b) => a.Type.CompareTo(b.Type));
// Resolve changelog for item moved, from 1 added + 1 removed event.
for (var iAdded = this.addedEvents.Count - 1; iAdded >= 0; --iAdded)
{
var added = this.addedEvents[iAdded];
for (var iRemoved = this.removedEvents.Count - 1; iRemoved >= 0; --iRemoved)
{
var removed = this.removedEvents[iRemoved];
if (added.Item.ItemId != removed.Item.ItemId)
continue;
this.movedEvents.Add(new(removed, added));
// Remove the reinterpreted entries.
this.addedEvents.RemoveAt(iAdded);
this.removedEvents.RemoveAt(iRemoved);
break;
}
}
// Resolve changelog for item moved, from 2 changed events.
for (var i = this.changedEvents.Count - 1; i >= 0; --i)
{
var e1 = this.changedEvents[i];
for (var j = i - 1; j >= 0; --j)
{
var e2 = this.changedEvents[j];
if (e1.Item.ItemId != e2.Item.ItemId || e1.Item.ItemId != e2.Item.ItemId)
continue;
// move happened, and e2 has an item
if (!e2.Item.IsEmpty)
this.movedEvents.Add(new(e1, e2));
// move happened, and e1 has an item
if (!e1.Item.IsEmpty)
this.movedEvents.Add(new(e2, e1));
// Remove the reinterpreted entries. Note that i > j.
this.changedEvents.RemoveAt(i);
this.changedEvents.RemoveAt(j);
break;
}
}
// Log only if it matters.
if (this.dalamudConfiguration.LogLevel >= LogEventLevel.Verbose)
{
foreach (var x in this.addedEvents)
Log.Verbose($"{x}");
var removedFrom = 0;
while (removedFrom < span.Length && span[removedFrom].Type != GameInventoryEvent.Removed)
removedFrom++;
foreach (var x in this.removedEvents)
Log.Verbose($"{x}");
var changedFrom = removedFrom;
while (changedFrom < span.Length && span[changedFrom].Type != GameInventoryEvent.Changed)
changedFrom++;
var addedSpan = span[..removedFrom];
var removedSpan = span[removedFrom..changedFrom];
var changedSpan = span[changedFrom..];
// Resolve changelog for item moved, from 1 added + 1 removed
foreach (ref var added in addedSpan)
{
foreach (ref var removed in removedSpan)
{
if (added.Item.ItemId == removed.Item.ItemId)
{
Log.Verbose($"Move: reinterpreting {removed} + {added}");
added = new InventoryItemMovedArgs
{
Item = removed.Item,
SourceInventory = removed.Item.ContainerType,
SourceSlot = removed.Item.InventorySlot,
TargetInventory = added.Item.ContainerType,
TargetSlot = added.Item.InventorySlot,
};
removed = default;
break;
}
}
foreach (var x in this.changedEvents)
Log.Verbose($"{x}");
foreach (var x in this.movedEvents)
Log.Verbose($"{x} (({x.SourceEvent}) + ({x.TargetEvent}))");
}
// Resolve changelog for item moved, from 2 changes
for (var i = 0; i < changedSpan.Length; i++)
// Broadcast InventoryChanged, if necessary.
if (this.InventoryChanged is not null)
{
if (span[i].Type is GameInventoryEvent.Empty)
continue;
ref var e1 = ref changedSpan[i];
for (var j = i + 1; j < changedSpan.Length; j++)
{
ref var e2 = ref changedSpan[j];
if (e1.Item.ItemId == e2.Item.ItemId && e1.Item.ItemId == e2.Item.ItemId)
{
if (e1.Item.IsEmpty)
{
// e1 got moved to e2
Log.Verbose($"Move: reinterpreting {e1} + {e2}");
e1 = new InventoryItemMovedArgs
{
Item = e2.Item,
SourceInventory = e1.Item.ContainerType,
SourceSlot = e1.Item.InventorySlot,
TargetInventory = e2.Item.ContainerType,
TargetSlot = e2.Item.InventorySlot,
};
e2 = default;
}
else if (e2.Item.IsEmpty)
{
// e2 got moved to e1
Log.Verbose($"Move: reinterpreting {e2} + {e1}");
e1 = new InventoryItemMovedArgs
{
Item = e1.Item,
SourceInventory = e2.Item.ContainerType,
SourceSlot = e2.Item.InventorySlot,
TargetInventory = e1.Item.ContainerType,
TargetSlot = e1.Item.InventorySlot,
};
e2 = default;
}
else
{
// e1 and e2 got swapped
Log.Verbose($"Move(Swap): reinterpreting {e1} + {e2}");
var newEvent1 = new InventoryItemMovedArgs
{
Item = e2.Item,
SourceInventory = e1.Item.ContainerType,
SourceSlot = e1.Item.InventorySlot,
TargetInventory = e2.Item.ContainerType,
TargetSlot = e2.Item.InventorySlot,
};
var newEvent2 = new InventoryItemMovedArgs
{
Item = e1.Item,
SourceInventory = e2.Item.ContainerType,
SourceSlot = e2.Item.InventorySlot,
TargetInventory = e1.Item.ContainerType,
TargetSlot = e1.Item.InventorySlot,
};
(e1, e2) = (newEvent1, newEvent2);
}
}
}
this.allEvents.Clear();
this.allEvents.EnsureCapacity(
this.addedEvents.Count
+ this.removedEvents.Count
+ this.changedEvents.Count
+ this.movedEvents.Count);
this.allEvents.AddRange(this.addedEvents);
this.allEvents.AddRange(this.removedEvents);
this.allEvents.AddRange(this.changedEvents);
this.allEvents.AddRange(this.movedEvents);
InvokeSafely(this.InventoryChanged, this.allEvents);
}
// Filter out the emptied out entries.
// We do not care about the order of items in the changelog anymore.
for (var i = 0; i < span.Length;)
{
if (span[i] is null || span[i].Type is GameInventoryEvent.Empty)
{
span[i] = span[^1];
span = span[..^1];
}
else
{
i++;
}
}
// Actually broadcast the changes to subscribers.
if (!span.IsEmpty)
{
this.InventoryChanged?.Invoke(span);
foreach (var change in span)
{
switch (change)
{
case InventoryItemAddedArgs:
this.ItemAdded?.Invoke(GameInventoryEvent.Added, change);
break;
case InventoryItemRemovedArgs:
this.ItemRemoved?.Invoke(GameInventoryEvent.Removed, change);
break;
case InventoryItemMovedArgs:
this.ItemMoved?.Invoke(GameInventoryEvent.Moved, change);
break;
case InventoryItemChangedArgs:
this.ItemChanged?.Invoke(GameInventoryEvent.Changed, change);
break;
}
}
}
// Broadcast the rest.
foreach (var x in this.addedEvents)
InvokeSafely(this.ItemAdded, x);
foreach (var x in this.removedEvents)
InvokeSafely(this.ItemRemoved, x);
foreach (var x in this.changedEvents)
InvokeSafely(this.ItemChanged, x);
foreach (var x in this.movedEvents)
InvokeSafely(this.ItemMoved, x);
}
finally
{
this.changelog.Clear();
this.addedEvents.Clear();
this.removedEvents.Clear();
this.changedEvents.Clear();
this.movedEvents.Clear();
}
}
}
@ -316,6 +293,7 @@ internal class GameInventoryPluginScoped : IDisposable, IServiceType, IGameInven
public GameInventoryPluginScoped()
{
this.gameInventoryService.InventoryChanged += this.OnInventoryChangedForward;
this.gameInventoryService.InventoryChangedRaw += this.OnInventoryChangedRawForward;
this.gameInventoryService.ItemAdded += this.OnInventoryItemAddedForward;
this.gameInventoryService.ItemRemoved += this.OnInventoryItemRemovedForward;
this.gameInventoryService.ItemMoved += this.OnInventoryItemMovedForward;
@ -325,6 +303,9 @@ internal class GameInventoryPluginScoped : IDisposable, IServiceType, IGameInven
/// <inheritdoc/>
public event IGameInventory.InventoryChangelogDelegate? InventoryChanged;
/// <inheritdoc/>
public event IGameInventory.InventoryChangelogDelegate? InventoryChangedRaw;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemAdded;
@ -341,20 +322,25 @@ internal class GameInventoryPluginScoped : IDisposable, IServiceType, IGameInven
public void Dispose()
{
this.gameInventoryService.InventoryChanged -= this.OnInventoryChangedForward;
this.gameInventoryService.InventoryChangedRaw -= this.OnInventoryChangedRawForward;
this.gameInventoryService.ItemAdded -= this.OnInventoryItemAddedForward;
this.gameInventoryService.ItemRemoved -= this.OnInventoryItemRemovedForward;
this.gameInventoryService.ItemMoved -= this.OnInventoryItemMovedForward;
this.gameInventoryService.ItemChanged -= this.OnInventoryItemChangedForward;
this.InventoryChanged = null;
this.InventoryChangedRaw = null;
this.ItemAdded = null;
this.ItemRemoved = null;
this.ItemMoved = null;
this.ItemChanged = null;
}
private void OnInventoryChangedForward(ReadOnlySpan<InventoryEventArgs> events)
private void OnInventoryChangedForward(IReadOnlyCollection<InventoryEventArgs> events)
=> this.InventoryChanged?.Invoke(events);
private void OnInventoryChangedRawForward(IReadOnlyCollection<InventoryEventArgs> events)
=> this.InventoryChangedRaw?.Invoke(events);
private void OnInventoryItemAddedForward(GameInventoryEvent type, InventoryEventArgs data)
=> this.ItemAdded?.Invoke(type, data);