Use EarlyLoadedService instead of BlockingEarlyLoadedService

This commit is contained in:
MidoriKami 2023-01-24 16:54:00 -08:00
parent 7d6432da05
commit 6f4c6514a4

View file

@ -14,7 +14,7 @@ namespace Dalamud.Game.DutyState;
/// </summary>
[PluginInterface]
[InterfaceVersion("1.0")]
[ServiceManager.BlockingEarlyLoadedService]
[ServiceManager.EarlyLoadedService]
public unsafe class DutyState : IDisposable, IServiceType
{
private readonly DutyStateAddressResolver address;
@ -104,25 +104,25 @@ public unsafe class DutyState : IDisposable, IServiceType
switch (type)
{
// Duty Commenced
case 0x40000001:
case 0x4000_0001:
this.IsDutyStarted = true;
this.DutyStarted.InvokeSafely(this, this.clientState.TerritoryType);
break;
// Party Wipe
case 0x40000005:
case 0x4000_0005:
this.IsDutyStarted = false;
this.DutyWiped.InvokeSafely(this, this.clientState.TerritoryType);
break;
// Duty Recommence
case 0x40000006:
case 0x4000_0006:
this.IsDutyStarted = true;
this.DutyRecommenced.InvokeSafely(this, this.clientState.TerritoryType);
break;
// Duty Completed
case 0x40000003:
case 0x4000_0003:
this.IsDutyStarted = false;
this.CompletedThisTerritory = true;
this.DutyCompleted.InvokeSafely(this, this.clientState.TerritoryType);
@ -145,9 +145,9 @@ public unsafe class DutyState : IDisposable, IServiceType
/// <summary>
/// Fallback event handler in the case that we missed the duty started event.
/// Joining a duty in progress, or disconnecting and reconnecting will cause the player to miss the event
/// Joining a duty in progress, or disconnecting and reconnecting will cause the player to miss the event.
/// </summary>
/// <param name="framework1">Framework reference</param>
/// <param name="framework1">Framework reference.</param>
private void FrameworkOnUpdateEvent(Framework framework1)
{
// If the duty hasn't been started, and has not been completed yet this territory