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Framework namespace, properties
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2 changed files with 7 additions and 5 deletions
280
Dalamud/Game/Framework.cs
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280
Dalamud/Game/Framework.cs
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Threading;
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using Dalamud.Game.Gui;
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using Dalamud.Game.Libc;
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using Dalamud.Game.Network;
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using Dalamud.Hooking;
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using Serilog;
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namespace Dalamud.Game
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{
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/// <summary>
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/// This class represents the Framework of the native game client and grants access to various subsystems.
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/// </summary>
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public sealed class Framework : IDisposable
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{
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private static Stopwatch statsStopwatch = new();
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private readonly Dalamud dalamud;
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private Hook<OnUpdateDetour> updateHook;
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private Hook<OnDestroyDetour> destroyHook;
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private Hook<OnRealDestroyDelegate> realDestroyHook;
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/// <summary>
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/// Initializes a new instance of the <see cref="Framework"/> class.
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/// </summary>
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/// <param name="scanner">The SigScanner instance.</param>
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/// <param name="dalamud">The Dalamud instance.</param>
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internal Framework(SigScanner scanner, Dalamud dalamud)
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{
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this.dalamud = dalamud;
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this.Address = new FrameworkAddressResolver();
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this.Address.Setup(scanner);
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Log.Verbose($"Framework address 0x{this.Address.BaseAddress.ToInt64():X}");
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if (this.Address.BaseAddress == IntPtr.Zero)
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{
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throw new InvalidOperationException("Framework is not initalized yet.");
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}
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// Hook virtual functions
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this.HookVTable();
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// Initialize subsystems
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this.Libc = new LibcFunction(scanner);
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this.Gui = new GameGui(this.Address.GuiManager, scanner, dalamud);
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this.Network = new GameNetwork(scanner);
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}
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/// <summary>
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/// A delegate type used with the <see cref="OnUpdateEvent"/> event.
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/// </summary>
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/// <param name="framework">The Framework instance.</param>
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public delegate void OnUpdateDelegate(Framework framework);
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/// <summary>
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/// A delegate type used during the native Framework::destroy.
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/// </summary>
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/// <param name="framework">The native Framework address.</param>
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/// <returns>A value indicating if the call was successful.</returns>
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public delegate bool OnRealDestroyDelegate(IntPtr framework);
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/// <summary>
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/// A delegate type used during the native Framework::free.
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/// </summary>
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/// <returns>The native Framework address.</returns>
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public delegate IntPtr OnDestroyDelegate();
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[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
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private delegate bool OnUpdateDetour(IntPtr framework);
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private delegate IntPtr OnDestroyDetour(); // OnDestroyDelegate
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/// <summary>
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/// Event that gets fired every time the game framework updates.
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/// </summary>
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public event OnUpdateDelegate OnUpdateEvent;
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/// <summary>
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/// Gets or sets a value indicating whether the collection of stats is enabled.
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/// </summary>
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public static bool StatsEnabled { get; set; }
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/// <summary>
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/// Gets the stats history mapping.
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/// </summary>
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public static Dictionary<string, List<double>> StatsHistory { get; } = new();
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#region Subsystems
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/// <summary>
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/// Gets the GUI subsystem, used to access e.g. chat.
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/// </summary>
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public GameGui Gui { get; private set; }
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/// <summary>
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/// Gets the Network subsystem, used to access network data.
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/// </summary>
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public GameNetwork Network { get; private set; }
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// public ResourceManager Resource { get; private set; }
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/// <summary>
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/// Gets the Libc subsystem, used to facilitate interop with std::strings.
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/// </summary>
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public LibcFunction Libc { get; private set; }
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#endregion
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/// <summary>
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/// Gets a raw pointer to the instance of Client::Framework.
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/// </summary>
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public FrameworkAddressResolver Address { get; }
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/// <summary>
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/// Gets or sets a value indicating whether to dispatch update events.
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/// </summary>
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internal bool DispatchUpdateEvents { get; set; } = true;
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/// <summary>
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/// Enable this module.
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/// </summary>
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public void Enable()
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{
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this.Gui.Enable();
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this.Network.Enable();
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this.updateHook.Enable();
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this.destroyHook.Enable();
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this.realDestroyHook.Enable();
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}
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/// <summary>
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/// Dispose of managed and unmanaged resources.
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/// </summary>
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public void Dispose()
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{
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this.Gui.Dispose();
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this.Network.Dispose();
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this.updateHook.Disable();
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this.destroyHook.Disable();
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this.realDestroyHook.Disable();
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Thread.Sleep(500);
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this.updateHook.Dispose();
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this.destroyHook.Dispose();
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this.realDestroyHook.Dispose();
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}
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private void HookVTable()
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{
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var vtable = Marshal.ReadIntPtr(this.Address.BaseAddress);
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// Virtual function layout:
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// .rdata:00000001411F1FE0 dq offset Xiv__Framework___dtor
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// .rdata:00000001411F1FE8 dq offset Xiv__Framework__init
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// .rdata:00000001411F1FF0 dq offset Xiv__Framework__destroy
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// .rdata:00000001411F1FF8 dq offset Xiv__Framework__free
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// .rdata:00000001411F2000 dq offset Xiv__Framework__update
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var pUpdate = Marshal.ReadIntPtr(vtable, IntPtr.Size * 4);
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this.updateHook = new Hook<OnUpdateDetour>(pUpdate, this.HandleFrameworkUpdate);
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var pDestroy = Marshal.ReadIntPtr(vtable, IntPtr.Size * 3);
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this.destroyHook = new Hook<OnDestroyDetour>(pDestroy, this.HandleFrameworkDestroy);
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var pRealDestroy = Marshal.ReadIntPtr(vtable, IntPtr.Size * 2);
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this.realDestroyHook = new Hook<OnRealDestroyDelegate>(pRealDestroy, this.HandleRealDestroy);
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}
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private bool HandleFrameworkUpdate(IntPtr framework)
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{
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// If this is the first time we are running this loop, we need to init Dalamud subsystems synchronously
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if (!this.dalamud.IsReady)
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this.dalamud.LoadTier2();
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if (!this.dalamud.IsLoadedPluginSystem && this.dalamud.InterfaceManager.IsReady)
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this.dalamud.LoadTier3();
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try
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{
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this.Gui.Chat.UpdateQueue(this);
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this.Gui.Toast.UpdateQueue();
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this.Network.UpdateQueue(this);
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}
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catch (Exception ex)
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{
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Log.Error(ex, "Exception while handling Framework::Update hook.");
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}
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if (this.DispatchUpdateEvents)
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{
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try
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{
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if (StatsEnabled && this.OnUpdateEvent != null)
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{
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// Stat Tracking for Framework Updates
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var invokeList = this.OnUpdateEvent.GetInvocationList();
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var notUpdated = StatsHistory.Keys.ToList();
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// Individually invoke OnUpdate handlers and time them.
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foreach (var d in invokeList)
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{
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statsStopwatch.Restart();
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d.Method.Invoke(d.Target, new object[] { this });
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statsStopwatch.Stop();
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var key = $"{d.Target}::{d.Method.Name}";
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if (notUpdated.Contains(key)) notUpdated.Remove(key);
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if (!StatsHistory.ContainsKey(key)) StatsHistory.Add(key, new List<double>());
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StatsHistory[key].Add(statsStopwatch.Elapsed.TotalMilliseconds);
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if (StatsHistory[key].Count > 1000)
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{
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StatsHistory[key].RemoveRange(0, StatsHistory[key].Count - 1000);
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}
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}
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// Cleanup handlers that are no longer being called
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foreach (var key in notUpdated)
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{
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if (StatsHistory[key].Count > 0)
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{
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StatsHistory[key].RemoveAt(0);
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}
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else
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{
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StatsHistory.Remove(key);
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}
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}
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}
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else
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{
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this.OnUpdateEvent?.Invoke(this);
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}
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}
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catch (Exception ex)
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{
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Log.Error(ex, "Exception while dispatching Framework::Update event.");
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}
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}
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return this.updateHook.Original(framework);
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}
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private bool HandleRealDestroy(IntPtr framework)
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{
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if (this.DispatchUpdateEvents)
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{
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Log.Information("Framework::Destroy!");
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this.dalamud.DisposePlugins();
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Log.Information("Framework::Destroy OK!");
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}
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this.DispatchUpdateEvents = false;
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return this.realDestroyHook.Original(framework);
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}
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private IntPtr HandleFrameworkDestroy()
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{
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Log.Information("Framework::Free!");
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// Store the pointer to the original trampoline location
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var originalPtr = Marshal.GetFunctionPointerForDelegate(this.destroyHook.Original);
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this.dalamud.Unload();
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this.dalamud.WaitForUnloadFinish();
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Log.Information("Framework::Free OK!");
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// Return the original trampoline location to cleanly exit
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return originalPtr;
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}
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}
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}
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