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refactor: Dalamud.Game.Chat => Dalamud.Game.Text, move Sanitizer
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38 changed files with 141 additions and 140 deletions
214
Dalamud/Game/Text/SeStringHandling/Payloads/ItemPayload.cs
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214
Dalamud/Game/Text/SeStringHandling/Payloads/ItemPayload.cs
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using Dalamud.Data;
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using Lumina.Excel.GeneratedSheets;
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using Newtonsoft.Json;
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namespace Dalamud.Game.Text.SeStringHandling.Payloads
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{
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/// <summary>
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/// An SeString Payload representing an interactable item link.
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/// </summary>
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public class ItemPayload : Payload
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{
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public override PayloadType Type => PayloadType.Item;
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private Item item;
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/// <summary>
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/// The underlying Lumina Item represented by this payload.
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/// </summary>
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/// <remarks>
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/// Value is evaluated lazily and cached.
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/// </remarks>
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[JsonIgnore]
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public Item Item
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{
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get
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{
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this.item ??= this.DataResolver.GetExcelSheet<Item>().GetRow(this.itemId);
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return this.item;
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}
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}
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// mainly to allow overriding the name (for things like owo)
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// TODO: even though this is present in some item links, it may not really have a use at all
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// For things like owo, changing the text payload is probably correct, whereas changing the
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// actual embedded name might not work properly.
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private string displayName = null;
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/// <summary>
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/// The displayed name for this item link. Note that incoming links only sometimes have names embedded,
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/// often the name is only present in a following text payload.
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/// </summary>
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public string DisplayName
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{
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get
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{
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return this.displayName;
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}
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set
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{
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this.displayName = value;
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Dirty = true;
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}
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}
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/// <summary>
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/// Whether or not this item link is for a high-quality version of the item.
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/// </summary>
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[JsonProperty]
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public bool IsHQ { get; private set; } = false;
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[JsonProperty]
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private uint itemId;
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internal ItemPayload() { }
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/// <summary>
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/// Creates a payload representing an interactable item link for the specified item.
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/// </summary>
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/// <param name="data">DataManager instance needed to resolve game data.</param>
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/// <param name="itemId">The id of the item.</param>
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/// <param name="isHQ">Whether or not the link should be for the high-quality variant of the item.</param>
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/// <param name="displayNameOverride">An optional name to include in the item link. Typically this should
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/// be left as null, or set to the normal item name. Actual overrides are better done with the subsequent
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/// TextPayload that is a part of a full item link in chat.</param>
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public ItemPayload(DataManager data, uint itemId, bool isHQ, string displayNameOverride = null) {
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this.DataResolver = data;
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this.itemId = itemId;
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this.IsHQ = isHQ;
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this.displayName = displayNameOverride;
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}
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public override string ToString()
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{
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return $"{Type} - ItemId: {itemId}, IsHQ: {IsHQ}, Name: {this.displayName ?? Item.Name}";
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}
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protected override byte[] EncodeImpl()
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{
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var actualItemId = IsHQ ? this.itemId + 1000000 : this.itemId;
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var idBytes = MakeInteger(actualItemId);
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bool hasName = !string.IsNullOrEmpty(this.displayName);
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var chunkLen = idBytes.Length + 4;
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if (hasName)
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{
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// 1 additional unknown byte compared to the nameless version, 1 byte for the name length, and then the name itself
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chunkLen += (1 + 1 + this.displayName.Length);
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if (IsHQ)
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{
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chunkLen += 4; // unicode representation of the HQ symbol is 3 bytes, preceded by a space
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}
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}
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var bytes = new List<byte>()
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{
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START_BYTE,
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(byte)SeStringChunkType.Interactable, (byte)chunkLen, (byte)EmbeddedInfoType.ItemLink
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};
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bytes.AddRange(idBytes);
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// unk
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bytes.AddRange(new byte[] { 0x02, 0x01 });
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// Links don't have to include the name, but if they do, it requires additional work
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if (hasName)
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{
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var nameLen = this.displayName.Length + 1;
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if (IsHQ)
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{
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nameLen += 4; // space plus 3 bytes for HQ symbol
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}
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bytes.AddRange(new byte[]
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{
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0xFF, // unk
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(byte)nameLen
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});
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bytes.AddRange(Encoding.UTF8.GetBytes(this.displayName));
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if (IsHQ)
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{
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// space and HQ symbol
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bytes.AddRange(new byte[] { 0x20, 0xEE, 0x80, 0xBC });
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}
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}
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bytes.Add(END_BYTE);
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return bytes.ToArray();
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}
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protected override void DecodeImpl(BinaryReader reader, long endOfStream)
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{
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this.itemId = GetInteger(reader);
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if (this.itemId > 1000000)
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{
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this.itemId -= 1000000;
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IsHQ = true;
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}
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if (reader.BaseStream.Position + 3 < endOfStream)
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{
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// unk
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reader.ReadBytes(3);
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var itemNameLen = (int)GetInteger(reader);
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var itemNameBytes = reader.ReadBytes(itemNameLen);
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// it probably isn't necessary to store this, as we now get the lumina Item
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// on demand from the id, which will have the name
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// For incoming links, the name "should?" always match
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// but we'll store it for use in encode just in case it doesn't
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// HQ items have the HQ symbol as part of the name, but since we already recorded
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// the HQ flag, we want just the bare name
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if (IsHQ)
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{
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itemNameBytes = itemNameBytes.Take(itemNameLen - 4).ToArray();
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}
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this.displayName = Encoding.UTF8.GetString(itemNameBytes);
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}
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}
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protected override byte[] MakeInteger(uint value, bool withMarker = true, bool incrementSmallInts = true)
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{
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// TODO: as part of refactor
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// linking an item id that is a multiple of 256 seemingly *requires* using byte*256 marker encoding
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// or the link will not display correctly
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// I am unsure if this applies to other data types as well, so keeping localized here, pending the
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// refactor of all this integer handling mess
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if (value % 256 == 0)
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{
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value /= 256;
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// this is no longer a small int, but it was likely converted to that range
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incrementSmallInts = false;
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}
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return base.MakeInteger(value, withMarker, incrementSmallInts);
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}
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protected override byte GetMarkerForIntegerBytes(byte[] bytes)
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{
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// custom marker just for hq items?
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if (bytes.Length == 3 && IsHQ)
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{
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return (byte)IntegerType.Int24Special;
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}
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// TODO: as in the above function
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if (bytes.Length == 1 && (this.itemId % 256 == 0))
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{
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return (byte)IntegerType.ByteTimes256;
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}
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return base.GetMarkerForIntegerBytes(bytes);
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}
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}
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}
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