Merge pull request #1554 from Soreepeong/GameInventory

This commit is contained in:
goat 2023-12-08 00:42:47 +01:00 committed by GitHub
commit 711d5e2859
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
16 changed files with 1676 additions and 0 deletions

View file

@ -0,0 +1,547 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Dalamud.Game.Inventory.InventoryEventArgTypes;
using Dalamud.Hooking;
using Dalamud.IoC;
using Dalamud.IoC.Internal;
using Dalamud.Logging.Internal;
using Dalamud.Plugin.Internal;
using Dalamud.Plugin.Services;
using FFXIVClientStructs.FFXIV.Client.UI;
namespace Dalamud.Game.Inventory;
/// <summary>
/// This class provides events for the players in-game inventory.
/// </summary>
[InterfaceVersion("1.0")]
[ServiceManager.BlockingEarlyLoadedService]
internal class GameInventory : IDisposable, IServiceType
{
private readonly List<GameInventoryPluginScoped> subscribersPendingChange = new();
private readonly List<GameInventoryPluginScoped> subscribers = 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();
private readonly List<InventoryItemSplitArgs> splitEvents = new();
private readonly List<InventoryItemMergedArgs> mergedEvents = new();
[ServiceManager.ServiceDependency]
private readonly Framework framework = Service<Framework>.Get();
private readonly Hook<RaptureAtkModuleUpdateDelegate> raptureAtkModuleUpdateHook;
private readonly GameInventoryType[] inventoryTypes;
private readonly GameInventoryItem[]?[] inventoryItems;
private bool subscribersChanged;
private bool inventoriesMightBeChanged;
[ServiceManager.ServiceConstructor]
private GameInventory()
{
this.inventoryTypes = Enum.GetValues<GameInventoryType>();
this.inventoryItems = new GameInventoryItem[this.inventoryTypes.Length][];
unsafe
{
this.raptureAtkModuleUpdateHook = Hook<RaptureAtkModuleUpdateDelegate>.FromFunctionPointerVariable(
new(&((RaptureAtkModule.RaptureAtkModuleVTable*)RaptureAtkModule.StaticAddressPointers.VTable)->Update),
this.RaptureAtkModuleUpdateDetour);
}
this.raptureAtkModuleUpdateHook.Enable();
}
private unsafe delegate void RaptureAtkModuleUpdateDelegate(RaptureAtkModule* ram, float f1);
/// <inheritdoc/>
public void Dispose()
{
lock (this.subscribersPendingChange)
{
this.subscribers.Clear();
this.subscribersPendingChange.Clear();
this.subscribersChanged = false;
this.framework.Update -= this.OnFrameworkUpdate;
this.raptureAtkModuleUpdateHook.Dispose();
}
}
/// <summary>
/// Subscribe to events.
/// </summary>
/// <param name="s">The event target.</param>
public void Subscribe(GameInventoryPluginScoped s)
{
lock (this.subscribersPendingChange)
{
this.subscribersPendingChange.Add(s);
this.subscribersChanged = true;
if (this.subscribersPendingChange.Count == 1)
{
this.inventoriesMightBeChanged = true;
this.framework.Update += this.OnFrameworkUpdate;
}
}
}
/// <summary>
/// Unsubscribe from events.
/// </summary>
/// <param name="s">The event target.</param>
public void Unsubscribe(GameInventoryPluginScoped s)
{
lock (this.subscribersPendingChange)
{
if (!this.subscribersPendingChange.Remove(s))
return;
this.subscribersChanged = true;
if (this.subscribersPendingChange.Count == 0)
this.framework.Update -= this.OnFrameworkUpdate;
}
}
private void OnFrameworkUpdate(IFramework framework1)
{
if (!this.inventoriesMightBeChanged)
return;
this.inventoriesMightBeChanged = false;
for (var i = 0; i < this.inventoryTypes.Length; i++)
{
var newItems = GameInventoryItem.GetReadOnlySpanOfInventory(this.inventoryTypes[i]);
if (newItems.IsEmpty)
continue;
// Assumption: newItems is sorted by slots, and the last item has the highest slot number.
var oldItems = this.inventoryItems[i] ??= new GameInventoryItem[newItems[^1].InternalItem.Slot + 1];
foreach (ref readonly var newItem in newItems)
{
ref var oldItem = ref oldItems[newItem.InternalItem.Slot];
if (oldItem.IsEmpty)
{
if (!newItem.IsEmpty)
{
this.addedEvents.Add(new(newItem));
oldItem = newItem;
}
}
else
{
if (newItem.IsEmpty)
{
this.removedEvents.Add(new(oldItem));
oldItem = newItem;
}
else if (!oldItem.Equals(newItem))
{
this.changedEvents.Add(new(oldItem, newItem));
oldItem = newItem;
}
}
}
}
// Was there any change? If not, stop further processing.
// Note that only these three are checked; the rest will be populated after this check.
if (this.addedEvents.Count == 0 && this.removedEvents.Count == 0 && this.changedEvents.Count == 0)
return;
// Make a copy of subscribers, to accommodate self removal during the loop.
if (this.subscribersChanged)
{
bool isNew;
lock (this.subscribersPendingChange)
{
isNew = this.subscribersPendingChange.Any() && !this.subscribers.Any();
this.subscribers.Clear();
this.subscribers.AddRange(this.subscribersPendingChange);
this.subscribersChanged = false;
}
// Is this the first time (resuming) scanning for changes? Then discard the "changes".
if (isNew)
{
this.addedEvents.Clear();
this.removedEvents.Clear();
this.changedEvents.Clear();
return;
}
}
// Broadcast InventoryChangedRaw.
// Same reason with the above on why are there 3 lists of events involved.
var allRawEventsCollection = new DeferredReadOnlyCollection<InventoryEventArgs>(
this.addedEvents.Count +
this.removedEvents.Count +
this.changedEvents.Count,
() => Array.Empty<InventoryEventArgs>()
.Concat(this.addedEvents)
.Concat(this.removedEvents)
.Concat(this.changedEvents));
foreach (var s in this.subscribers)
s.InvokeChangedRaw(allRawEventsCollection);
// Resolve moved items, 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 moved items, 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.OldItemState.ItemId || e1.OldItemState.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);
// We've removed two. Adjust the outer counter.
--i;
break;
}
}
// Resolve split items, from 1 added + 1 changed event.
for (var iAdded = this.addedEvents.Count - 1; iAdded >= 0; --iAdded)
{
var added = this.addedEvents[iAdded];
for (var iChanged = this.changedEvents.Count - 1; iChanged >= 0; --iChanged)
{
var changed = this.changedEvents[iChanged];
if (added.Item.ItemId != changed.Item.ItemId || added.Item.ItemId != changed.OldItemState.ItemId)
continue;
this.splitEvents.Add(new(changed, added));
// Remove the reinterpreted entries.
this.addedEvents.RemoveAt(iAdded);
this.changedEvents.RemoveAt(iChanged);
break;
}
}
// Resolve merged items, from 1 removed + 1 changed event.
for (var iRemoved = this.removedEvents.Count - 1; iRemoved >= 0; --iRemoved)
{
var removed = this.removedEvents[iRemoved];
for (var iChanged = this.changedEvents.Count - 1; iChanged >= 0; --iChanged)
{
var changed = this.changedEvents[iChanged];
if (removed.Item.ItemId != changed.Item.ItemId || removed.Item.ItemId != changed.OldItemState.ItemId)
continue;
this.mergedEvents.Add(new(removed, changed));
// Remove the reinterpreted entries.
this.removedEvents.RemoveAt(iRemoved);
this.changedEvents.RemoveAt(iChanged);
break;
}
}
// Create a collection view of all events.
var allEventsCollection = new DeferredReadOnlyCollection<InventoryEventArgs>(
this.addedEvents.Count +
this.removedEvents.Count +
this.changedEvents.Count +
this.movedEvents.Count +
this.splitEvents.Count +
this.mergedEvents.Count,
() => Array.Empty<InventoryEventArgs>()
.Concat(this.addedEvents)
.Concat(this.removedEvents)
.Concat(this.changedEvents)
.Concat(this.movedEvents)
.Concat(this.splitEvents)
.Concat(this.mergedEvents));
// Broadcast the rest.
foreach (var s in this.subscribers)
{
s.InvokeChanged(allEventsCollection);
s.Invoke(this.addedEvents);
s.Invoke(this.removedEvents);
s.Invoke(this.changedEvents);
s.Invoke(this.movedEvents);
s.Invoke(this.splitEvents);
s.Invoke(this.mergedEvents);
}
// We're done using the lists. Clean them up.
this.addedEvents.Clear();
this.removedEvents.Clear();
this.changedEvents.Clear();
this.movedEvents.Clear();
this.splitEvents.Clear();
this.mergedEvents.Clear();
}
private unsafe void RaptureAtkModuleUpdateDetour(RaptureAtkModule* ram, float f1)
{
this.inventoriesMightBeChanged |= ram->AgentUpdateFlag != 0;
this.raptureAtkModuleUpdateHook.Original(ram, f1);
}
/// <summary>
/// A <see cref="IReadOnlyCollection{T}"/> view of <see cref="IEnumerable{T}"/>, so that the number of items
/// contained within can be known in advance, and it can be enumerated multiple times.
/// </summary>
/// <typeparam name="T">The type of elements being enumerated.</typeparam>
private class DeferredReadOnlyCollection<T> : IReadOnlyCollection<T>
{
private readonly Func<IEnumerable<T>> enumerableGenerator;
public DeferredReadOnlyCollection(int count, Func<IEnumerable<T>> enumerableGenerator)
{
this.enumerableGenerator = enumerableGenerator;
this.Count = count;
}
public int Count { get; }
public IEnumerator<T> GetEnumerator() => this.enumerableGenerator().GetEnumerator();
IEnumerator IEnumerable.GetEnumerator() => this.enumerableGenerator().GetEnumerator();
}
}
/// <summary>
/// Plugin-scoped version of a GameInventory service.
/// </summary>
[PluginInterface]
[InterfaceVersion("1.0")]
[ServiceManager.ScopedService]
#pragma warning disable SA1015
[ResolveVia<IGameInventory>]
#pragma warning restore SA1015
internal class GameInventoryPluginScoped : IDisposable, IServiceType, IGameInventory
{
private static readonly ModuleLog Log = new(nameof(GameInventoryPluginScoped));
[ServiceManager.ServiceDependency]
private readonly GameInventory gameInventoryService = Service<GameInventory>.Get();
/// <summary>
/// Initializes a new instance of the <see cref="GameInventoryPluginScoped"/> class.
/// </summary>
public GameInventoryPluginScoped() => this.gameInventoryService.Subscribe(this);
/// <inheritdoc/>
public event IGameInventory.InventoryChangelogDelegate? InventoryChanged;
/// <inheritdoc/>
public event IGameInventory.InventoryChangelogDelegate? InventoryChangedRaw;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemAdded;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemRemoved;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemChanged;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemMoved;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemSplit;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemMerged;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate<InventoryItemAddedArgs>? ItemAddedExplicit;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate<InventoryItemRemovedArgs>? ItemRemovedExplicit;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate<InventoryItemChangedArgs>? ItemChangedExplicit;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate<InventoryItemMovedArgs>? ItemMovedExplicit;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate<InventoryItemSplitArgs>? ItemSplitExplicit;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate<InventoryItemMergedArgs>? ItemMergedExplicit;
/// <inheritdoc/>
public void Dispose()
{
this.gameInventoryService.Unsubscribe(this);
this.InventoryChanged = null;
this.InventoryChangedRaw = null;
this.ItemAdded = null;
this.ItemRemoved = null;
this.ItemChanged = null;
this.ItemMoved = null;
this.ItemSplit = null;
this.ItemMerged = null;
this.ItemAddedExplicit = null;
this.ItemRemovedExplicit = null;
this.ItemChangedExplicit = null;
this.ItemMovedExplicit = null;
this.ItemSplitExplicit = null;
this.ItemMergedExplicit = null;
}
/// <summary>
/// Invoke <see cref="InventoryChanged"/>.
/// </summary>
/// <param name="data">The data.</param>
internal void InvokeChanged(IReadOnlyCollection<InventoryEventArgs> data)
{
try
{
this.InventoryChanged?.Invoke(data);
}
catch (Exception e)
{
Log.Error(
e,
"[{plugin}] Exception during {argType} callback",
Service<PluginManager>.GetNullable()?.FindCallingPlugin(new(e))?.Name ?? "(unknown plugin)",
nameof(this.InventoryChanged));
}
}
/// <summary>
/// Invoke <see cref="InventoryChangedRaw"/>.
/// </summary>
/// <param name="data">The data.</param>
internal void InvokeChangedRaw(IReadOnlyCollection<InventoryEventArgs> data)
{
try
{
this.InventoryChangedRaw?.Invoke(data);
}
catch (Exception e)
{
Log.Error(
e,
"[{plugin}] Exception during {argType} callback",
Service<PluginManager>.GetNullable()?.FindCallingPlugin(new(e))?.Name ?? "(unknown plugin)",
nameof(this.InventoryChangedRaw));
}
}
// Note below: using List<T> instead of IEnumerable<T>, since List<T> has a specialized lightweight enumerator.
/// <summary>
/// Invoke the appropriate event handler.
/// </summary>
/// <param name="events">The data.</param>
internal void Invoke(List<InventoryItemAddedArgs> events) =>
Invoke(this.ItemAdded, this.ItemAddedExplicit, events);
/// <summary>
/// Invoke the appropriate event handler.
/// </summary>
/// <param name="events">The data.</param>
internal void Invoke(List<InventoryItemRemovedArgs> events) =>
Invoke(this.ItemRemoved, this.ItemRemovedExplicit, events);
/// <summary>
/// Invoke the appropriate event handler.
/// </summary>
/// <param name="events">The data.</param>
internal void Invoke(List<InventoryItemChangedArgs> events) =>
Invoke(this.ItemChanged, this.ItemChangedExplicit, events);
/// <summary>
/// Invoke the appropriate event handler.
/// </summary>
/// <param name="events">The data.</param>
internal void Invoke(List<InventoryItemMovedArgs> events) =>
Invoke(this.ItemMoved, this.ItemMovedExplicit, events);
/// <summary>
/// Invoke the appropriate event handler.
/// </summary>
/// <param name="events">The data.</param>
internal void Invoke(List<InventoryItemSplitArgs> events) =>
Invoke(this.ItemSplit, this.ItemSplitExplicit, events);
/// <summary>
/// Invoke the appropriate event handler.
/// </summary>
/// <param name="events">The data.</param>
internal void Invoke(List<InventoryItemMergedArgs> events) =>
Invoke(this.ItemMerged, this.ItemMergedExplicit, events);
private static void Invoke<T>(
IGameInventory.InventoryChangedDelegate? cb,
IGameInventory.InventoryChangedDelegate<T>? cbt,
List<T> events) where T : InventoryEventArgs
{
foreach (var evt in events)
{
try
{
cb?.Invoke(evt.Type, evt);
}
catch (Exception e)
{
Log.Error(
e,
"[{plugin}] Exception during untyped callback for {evt}",
Service<PluginManager>.GetNullable()?.FindCallingPlugin(new(e))?.Name ?? "(unknown plugin)",
evt);
}
try
{
cbt?.Invoke(evt);
}
catch (Exception e)
{
Log.Error(
e,
"[{plugin}] Exception during typed callback for {evt}",
Service<PluginManager>.GetNullable()?.FindCallingPlugin(new(e))?.Name ?? "(unknown plugin)",
evt);
}
}
}
}

View file

@ -0,0 +1,43 @@
namespace Dalamud.Game.Inventory;
/// <summary>
/// Class representing a item's changelog state.
/// </summary>
public enum GameInventoryEvent
{
/// <summary>
/// A value indicating that there was no event.<br />
/// You should not see this value, unless you explicitly used it yourself, or APIs using this enum say otherwise.
/// </summary>
Empty = 0,
/// <summary>
/// Item was added to an inventory.
/// </summary>
Added = 1,
/// <summary>
/// Item was removed from an inventory.
/// </summary>
Removed = 2,
/// <summary>
/// Properties are changed for an item in an inventory.
/// </summary>
Changed = 3,
/// <summary>
/// Item has been moved, possibly across different inventories.
/// </summary>
Moved = 4,
/// <summary>
/// Item has been split into two stacks from one, possibly across different inventories.
/// </summary>
Split = 5,
/// <summary>
/// Item has been merged into one stack from two, possibly across different inventories.
/// </summary>
Merged = 6,
}

View file

@ -0,0 +1,203 @@
using System.Diagnostics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using FFXIVClientStructs.FFXIV.Client.Game;
namespace Dalamud.Game.Inventory;
/// <summary>
/// Dalamud wrapper around a ClientStructs InventoryItem.
/// </summary>
[StructLayout(LayoutKind.Explicit, Size = StructSizeInBytes)]
public unsafe struct GameInventoryItem : IEquatable<GameInventoryItem>
{
/// <summary>
/// The actual data.
/// </summary>
[FieldOffset(0)]
internal readonly InventoryItem InternalItem;
private const int StructSizeInBytes = 0x38;
/// <summary>
/// The view of the backing data, in <see cref="ulong"/>.
/// </summary>
[FieldOffset(0)]
private fixed ulong dataUInt64[StructSizeInBytes / 0x8];
static GameInventoryItem()
{
Debug.Assert(
sizeof(InventoryItem) == StructSizeInBytes,
$"Definition of {nameof(InventoryItem)} has been changed. " +
$"Update {nameof(StructSizeInBytes)} to {sizeof(InventoryItem)} to accommodate for the size change.");
}
/// <summary>
/// Initializes a new instance of the <see cref="GameInventoryItem"/> struct.
/// </summary>
/// <param name="item">Inventory item to wrap.</param>
internal GameInventoryItem(InventoryItem item) => this.InternalItem = item;
/// <summary>
/// Gets a value indicating whether the this <see cref="GameInventoryItem"/> is empty.
/// </summary>
public bool IsEmpty => this.InternalItem.ItemID == 0;
/// <summary>
/// Gets the container inventory type.
/// </summary>
public GameInventoryType ContainerType => (GameInventoryType)this.InternalItem.Container;
/// <summary>
/// Gets the inventory slot index this item is in.
/// </summary>
public uint InventorySlot => (uint)this.InternalItem.Slot;
/// <summary>
/// Gets the item id.
/// </summary>
public uint ItemId => this.InternalItem.ItemID;
/// <summary>
/// Gets the quantity of items in this item stack.
/// </summary>
public uint Quantity => this.InternalItem.Quantity;
/// <summary>
/// Gets the spiritbond of this item.
/// </summary>
public uint Spiritbond => this.InternalItem.Spiritbond;
/// <summary>
/// Gets the repair condition of this item.
/// </summary>
public uint Condition => this.InternalItem.Condition;
/// <summary>
/// Gets a value indicating whether the item is High Quality.
/// </summary>
public bool IsHq => (this.InternalItem.Flags & InventoryItem.ItemFlags.HQ) != 0;
/// <summary>
/// Gets a value indicating whether the item has a company crest applied.
/// </summary>
public bool IsCompanyCrestApplied => (this.InternalItem.Flags & InventoryItem.ItemFlags.CompanyCrestApplied) != 0;
/// <summary>
/// Gets a value indicating whether the item is a relic.
/// </summary>
public bool IsRelic => (this.InternalItem.Flags & InventoryItem.ItemFlags.Relic) != 0;
/// <summary>
/// Gets a value indicating whether the is a collectable.
/// </summary>
public bool IsCollectable => (this.InternalItem.Flags & InventoryItem.ItemFlags.Collectable) != 0;
/// <summary>
/// Gets the array of materia types.
/// </summary>
public ReadOnlySpan<ushort> Materia => new(Unsafe.AsPointer(ref Unsafe.AsRef(in this.InternalItem.Materia[0])), 5);
/// <summary>
/// Gets the array of materia grades.
/// </summary>
public ReadOnlySpan<ushort> MateriaGrade =>
new(Unsafe.AsPointer(ref Unsafe.AsRef(in this.InternalItem.MateriaGrade[0])), 5);
/// <summary>
/// Gets the address of native inventory item in the game.<br />
/// Can be 0 if this instance of <see cref="GameInventoryItem"/> does not point to a valid set of container type and slot.<br />
/// Note that this instance of <see cref="GameInventoryItem"/> can be a snapshot; it may not necessarily match the
/// data you can query from the game using this address value.
/// </summary>
public nint Address
{
get
{
var s = GetReadOnlySpanOfInventory(this.ContainerType);
if (s.IsEmpty)
return 0;
foreach (ref readonly var i in s)
{
if (i.InventorySlot == this.InventorySlot)
return (nint)Unsafe.AsPointer(ref Unsafe.AsRef(in i));
}
return 0;
}
}
/// <summary>
/// Gets the color used for this item.
/// </summary>
public byte Stain => this.InternalItem.Stain;
/// <summary>
/// Gets the glamour id for this item.
/// </summary>
public uint GlamourId => this.InternalItem.GlamourID;
/// <summary>
/// Gets the items crafter's content id.
/// NOTE: I'm not sure if this is a good idea to include or not in the dalamud api. Marked internal for now.
/// </summary>
internal ulong CrafterContentId => this.InternalItem.CrafterContentID;
public static bool operator ==(in GameInventoryItem l, in GameInventoryItem r) => l.Equals(r);
public static bool operator !=(in GameInventoryItem l, in GameInventoryItem r) => !l.Equals(r);
/// <inheritdoc/>
readonly bool IEquatable<GameInventoryItem>.Equals(GameInventoryItem other) => this.Equals(other);
/// <summary>Indicates whether the current object is equal to another object of the same type.</summary>
/// <param name="other">An object to compare with this object.</param>
/// <returns><c>true</c> if the current object is equal to the <paramref name="other" /> parameter; otherwise, <c>false</c>.</returns>
public readonly bool Equals(in GameInventoryItem other)
{
for (var i = 0; i < StructSizeInBytes / 8; i++)
{
if (this.dataUInt64[i] != other.dataUInt64[i])
return false;
}
return true;
}
/// <inheritdoc cref="object.Equals(object?)" />
public override bool Equals(object obj) => obj is GameInventoryItem gii && this.Equals(gii);
/// <inheritdoc cref="object.GetHashCode" />
public override int GetHashCode()
{
var k = 0x5a8447b91aff51b4UL;
for (var i = 0; i < StructSizeInBytes / 8; i++)
k ^= this.dataUInt64[i];
return unchecked((int)(k ^ (k >> 32)));
}
/// <inheritdoc cref="object.ToString"/>
public override string ToString() =>
this.IsEmpty
? "empty"
: $"item({this.ItemId}@{this.ContainerType}#{this.InventorySlot})";
/// <summary>
/// Gets a <see cref="Span{T}"/> view of <see cref="InventoryItem"/>s, wrapped as <see cref="GameInventoryItem"/>.
/// </summary>
/// <param name="type">The inventory type.</param>
/// <returns>The span.</returns>
internal static ReadOnlySpan<GameInventoryItem> GetReadOnlySpanOfInventory(GameInventoryType type)
{
var inventoryManager = InventoryManager.Instance();
if (inventoryManager is null) return default;
var inventory = inventoryManager->GetInventoryContainer((InventoryType)type);
if (inventory is null) return default;
return new ReadOnlySpan<GameInventoryItem>(inventory->Items, (int)inventory->Size);
}
}

View file

@ -0,0 +1,356 @@
namespace Dalamud.Game.Inventory;
/// <summary>
/// Enum representing various player inventories.
/// </summary>
public enum GameInventoryType : ushort
{
/// <summary>
/// First panel of main player inventory.
/// </summary>
Inventory1 = 0,
/// <summary>
/// Second panel of main player inventory.
/// </summary>
Inventory2 = 1,
/// <summary>
/// Third panel of main player inventory.
/// </summary>
Inventory3 = 2,
/// <summary>
/// Fourth panel of main player inventory.
/// </summary>
Inventory4 = 3,
/// <summary>
/// Items that are currently equipped by the player.
/// </summary>
EquippedItems = 1000,
/// <summary>
/// Player currency container.
/// ie, gil, serpent seals, sacks of nuts.
/// </summary>
Currency = 2000,
/// <summary>
/// Crystal container.
/// </summary>
Crystals = 2001,
/// <summary>
/// Mail container.
/// </summary>
Mail = 2003,
/// <summary>
/// Key item container.
/// </summary>
KeyItems = 2004,
/// <summary>
/// Quest item hand-in inventory.
/// </summary>
HandIn = 2005,
/// <summary>
/// DamagedGear container.
/// </summary>
DamagedGear = 2007,
/// <summary>
/// Examine window container.
/// </summary>
Examine = 2009,
/// <summary>
/// Doman Enclave Reconstruction Reclamation Box.
/// </summary>
ReconstructionBuyback = 2013,
/// <summary>
/// Armory off-hand weapon container.
/// </summary>
ArmoryOffHand = 3200,
/// <summary>
/// Armory head container.
/// </summary>
ArmoryHead = 3201,
/// <summary>
/// Armory body container.
/// </summary>
ArmoryBody = 3202,
/// <summary>
/// Armory hand/gloves container.
/// </summary>
ArmoryHands = 3203,
/// <summary>
/// Armory waist container.
/// <remarks>
/// This container should be unused as belt items were removed from the game in Shadowbringers.
/// </remarks>
/// </summary>
ArmoryWaist = 3204,
/// <summary>
/// Armory legs/pants/skirt container.
/// </summary>
ArmoryLegs = 3205,
/// <summary>
/// Armory feet/boots/shoes container.
/// </summary>
ArmoryFeets = 3206,
/// <summary>
/// Armory earring container.
/// </summary>
ArmoryEar = 3207,
/// <summary>
/// Armory necklace container.
/// </summary>
ArmoryNeck = 3208,
/// <summary>
/// Armory bracelet container.
/// </summary>
ArmoryWrist = 3209,
/// <summary>
/// Armory ring container.
/// </summary>
ArmoryRings = 3300,
/// <summary>
/// Armory soul crystal container.
/// </summary>
ArmorySoulCrystal = 3400,
/// <summary>
/// Armory main-hand weapon container.
/// </summary>
ArmoryMainHand = 3500,
/// <summary>
/// First panel of saddelbag inventory.
/// </summary>
SaddleBag1 = 4000,
/// <summary>
/// Second panel of Saddlebag inventory.
/// </summary>
SaddleBag2 = 4001,
/// <summary>
/// First panel of premium saddlebag inventory.
/// </summary>
PremiumSaddleBag1 = 4100,
/// <summary>
/// Second panel of premium saddlebag inventory.
/// </summary>
PremiumSaddleBag2 = 4101,
/// <summary>
/// First panel of retainer inventory.
/// </summary>
RetainerPage1 = 10000,
/// <summary>
/// Second panel of retainer inventory.
/// </summary>
RetainerPage2 = 10001,
/// <summary>
/// Third panel of retainer inventory.
/// </summary>
RetainerPage3 = 10002,
/// <summary>
/// Fourth panel of retainer inventory.
/// </summary>
RetainerPage4 = 10003,
/// <summary>
/// Fifth panel of retainer inventory.
/// </summary>
RetainerPage5 = 10004,
/// <summary>
/// Sixth panel of retainer inventory.
/// </summary>
RetainerPage6 = 10005,
/// <summary>
/// Seventh panel of retainer inventory.
/// </summary>
RetainerPage7 = 10006,
/// <summary>
/// Retainer equipment container.
/// </summary>
RetainerEquippedItems = 11000,
/// <summary>
/// Retainer currency container.
/// </summary>
RetainerGil = 12000,
/// <summary>
/// Retainer crystal container.
/// </summary>
RetainerCrystals = 12001,
/// <summary>
/// Retainer market item container.
/// </summary>
RetainerMarket = 12002,
/// <summary>
/// First panel of Free Company inventory.
/// </summary>
FreeCompanyPage1 = 20000,
/// <summary>
/// Second panel of Free Company inventory.
/// </summary>
FreeCompanyPage2 = 20001,
/// <summary>
/// Third panel of Free Company inventory.
/// </summary>
FreeCompanyPage3 = 20002,
/// <summary>
/// Fourth panel of Free Company inventory.
/// </summary>
FreeCompanyPage4 = 20003,
/// <summary>
/// Fifth panel of Free Company inventory.
/// </summary>
FreeCompanyPage5 = 20004,
/// <summary>
/// Free Company currency container.
/// </summary>
FreeCompanyGil = 22000,
/// <summary>
/// Free Company crystal container.
/// </summary>
FreeCompanyCrystals = 22001,
/// <summary>
/// Housing exterior appearance container.
/// </summary>
HousingExteriorAppearance = 25000,
/// <summary>
/// Housing exterior placed items container.
/// </summary>
HousingExteriorPlacedItems = 25001,
/// <summary>
/// Housing interior appearance container.
/// </summary>
HousingInteriorAppearance = 25002,
/// <summary>
/// First panel of housing interior inventory.
/// </summary>
HousingInteriorPlacedItems1 = 25003,
/// <summary>
/// Second panel of housing interior inventory.
/// </summary>
HousingInteriorPlacedItems2 = 25004,
/// <summary>
/// Third panel of housing interior inventory.
/// </summary>
HousingInteriorPlacedItems3 = 25005,
/// <summary>
/// Fourth panel of housing interior inventory.
/// </summary>
HousingInteriorPlacedItems4 = 25006,
/// <summary>
/// Fifth panel of housing interior inventory.
/// </summary>
HousingInteriorPlacedItems5 = 25007,
/// <summary>
/// Sixth panel of housing interior inventory.
/// </summary>
HousingInteriorPlacedItems6 = 25008,
/// <summary>
/// Seventh panel of housing interior inventory.
/// </summary>
HousingInteriorPlacedItems7 = 25009,
/// <summary>
/// Eighth panel of housing interior inventory.
/// </summary>
HousingInteriorPlacedItems8 = 25010,
/// <summary>
/// Housing exterior storeroom inventory.
/// </summary>
HousingExteriorStoreroom = 27000,
/// <summary>
/// First panel of housing interior storeroom inventory.
/// </summary>
HousingInteriorStoreroom1 = 27001,
/// <summary>
/// Second panel of housing interior storeroom inventory.
/// </summary>
HousingInteriorStoreroom2 = 27002,
/// <summary>
/// Third panel of housing interior storeroom inventory.
/// </summary>
HousingInteriorStoreroom3 = 27003,
/// <summary>
/// Fourth panel of housing interior storeroom inventory.
/// </summary>
HousingInteriorStoreroom4 = 27004,
/// <summary>
/// Fifth panel of housing interior storeroom inventory.
/// </summary>
HousingInteriorStoreroom5 = 27005,
/// <summary>
/// Sixth panel of housing interior storeroom inventory.
/// </summary>
HousingInteriorStoreroom6 = 27006,
/// <summary>
/// Seventh panel of housing interior storeroom inventory.
/// </summary>
HousingInteriorStoreroom7 = 27007,
/// <summary>
/// Eighth panel of housing interior storeroom inventory.
/// </summary>
HousingInteriorStoreroom8 = 27008,
/// <summary>
/// An invalid value.
/// </summary>
Invalid = ushort.MaxValue,
}

View file

@ -0,0 +1,54 @@
namespace Dalamud.Game.Inventory.InventoryEventArgTypes;
/// <summary>
/// Represents the data associated with an item being affected across different slots, possibly in different containers.
/// </summary>
public abstract class InventoryComplexEventArgs : InventoryEventArgs
{
/// <summary>
/// Initializes a new instance of the <see cref="InventoryComplexEventArgs"/> class.
/// </summary>
/// <param name="type">Type of the event.</param>
/// <param name="sourceEvent">The item at before slot.</param>
/// <param name="targetEvent">The item at after slot.</param>
internal InventoryComplexEventArgs(
GameInventoryEvent type, InventoryEventArgs sourceEvent, InventoryEventArgs targetEvent)
: base(type, targetEvent.Item)
{
this.SourceEvent = sourceEvent;
this.TargetEvent = targetEvent;
}
/// <summary>
/// Gets the inventory this item was at.
/// </summary>
public GameInventoryType SourceInventory => this.SourceEvent.Item.ContainerType;
/// <summary>
/// Gets the inventory this item now is.
/// </summary>
public GameInventoryType TargetInventory => this.Item.ContainerType;
/// <summary>
/// Gets the slot this item was at.
/// </summary>
public uint SourceSlot => this.SourceEvent.Item.InventorySlot;
/// <summary>
/// Gets the slot this item now is.
/// </summary>
public uint TargetSlot => this.Item.InventorySlot;
/// <summary>
/// Gets the associated source event.
/// </summary>
public InventoryEventArgs SourceEvent { get; }
/// <summary>
/// Gets the associated target event.
/// </summary>
public InventoryEventArgs TargetEvent { get; }
/// <inheritdoc/>
public override string ToString() => $"{this.Type}({this.SourceEvent}, {this.TargetEvent})";
}

View file

@ -0,0 +1,37 @@
namespace Dalamud.Game.Inventory.InventoryEventArgTypes;
/// <summary>
/// Abstract base class representing inventory changed events.
/// </summary>
public abstract class InventoryEventArgs
{
private readonly GameInventoryItem item;
/// <summary>
/// Initializes a new instance of the <see cref="InventoryEventArgs"/> class.
/// </summary>
/// <param name="type">Type of the event.</param>
/// <param name="item">Item about the event.</param>
protected InventoryEventArgs(GameInventoryEvent type, in GameInventoryItem item)
{
this.Type = type;
this.item = item;
}
/// <summary>
/// Gets the type of event for these args.
/// </summary>
public GameInventoryEvent Type { get; }
/// <summary>
/// Gets the item associated with this event.
/// <remarks><em>This is a copy of the item data.</em></remarks>
/// </summary>
// impl note: we return a ref readonly view, to avoid making copies every time this property is accessed.
// see: https://devblogs.microsoft.com/premier-developer/avoiding-struct-and-readonly-reference-performance-pitfalls-with-errorprone-net/
// "Consider using ref readonly locals and ref return for library code"
public ref readonly GameInventoryItem Item => ref this.item;
/// <inheritdoc/>
public override string ToString() => $"{this.Type}({this.Item})";
}

View file

@ -0,0 +1,26 @@
namespace Dalamud.Game.Inventory.InventoryEventArgTypes;
/// <summary>
/// Represents the data associated with an item being added to an inventory.
/// </summary>
public sealed class InventoryItemAddedArgs : InventoryEventArgs
{
/// <summary>
/// Initializes a new instance of the <see cref="InventoryItemAddedArgs"/> class.
/// </summary>
/// <param name="item">The item.</param>
internal InventoryItemAddedArgs(in GameInventoryItem item)
: base(GameInventoryEvent.Added, item)
{
}
/// <summary>
/// Gets the inventory this item was added to.
/// </summary>
public GameInventoryType Inventory => this.Item.ContainerType;
/// <summary>
/// Gets the slot this item was added to.
/// </summary>
public uint Slot => this.Item.InventorySlot;
}

View file

@ -0,0 +1,38 @@
namespace Dalamud.Game.Inventory.InventoryEventArgTypes;
/// <summary>
/// Represents the data associated with an items properties being changed.
/// This also includes an items stack count changing.
/// </summary>
public sealed class InventoryItemChangedArgs : InventoryEventArgs
{
private readonly GameInventoryItem oldItemState;
/// <summary>
/// Initializes a new instance of the <see cref="InventoryItemChangedArgs"/> class.
/// </summary>
/// <param name="oldItem">The item before change.</param>
/// <param name="newItem">The item after change.</param>
internal InventoryItemChangedArgs(in GameInventoryItem oldItem, in GameInventoryItem newItem)
: base(GameInventoryEvent.Changed, newItem)
{
this.oldItemState = oldItem;
}
/// <summary>
/// Gets the inventory this item is in.
/// </summary>
public GameInventoryType Inventory => this.Item.ContainerType;
/// <summary>
/// Gets the inventory slot this item is in.
/// </summary>
public uint Slot => this.Item.InventorySlot;
/// <summary>
/// Gets the state of the item from before it was changed.
/// <remarks><em>This is a copy of the item data.</em></remarks>
/// </summary>
// impl note: see InventoryEventArgs.Item.
public ref readonly GameInventoryItem OldItemState => ref this.oldItemState;
}

View file

@ -0,0 +1,26 @@
namespace Dalamud.Game.Inventory.InventoryEventArgTypes;
/// <summary>
/// Represents the data associated with an item being merged from two stacks into one.
/// </summary>
public sealed class InventoryItemMergedArgs : InventoryComplexEventArgs
{
/// <summary>
/// Initializes a new instance of the <see cref="InventoryItemMergedArgs"/> class.
/// </summary>
/// <param name="sourceEvent">The item at before slot.</param>
/// <param name="targetEvent">The item at after slot.</param>
internal InventoryItemMergedArgs(InventoryEventArgs sourceEvent, InventoryEventArgs targetEvent)
: base(GameInventoryEvent.Merged, sourceEvent, targetEvent)
{
}
/// <inheritdoc/>
public override string ToString() =>
this.TargetEvent is InventoryItemChangedArgs iica
? $"{this.Type}(" +
$"item({this.Item.ItemId}), " +
$"{this.SourceInventory}#{this.SourceSlot}({this.SourceEvent.Item.Quantity} to 0), " +
$"{this.TargetInventory}#{this.TargetSlot}({iica.OldItemState.Quantity} to {iica.Item.Quantity}))"
: base.ToString();
}

View file

@ -0,0 +1,21 @@
namespace Dalamud.Game.Inventory.InventoryEventArgTypes;
/// <summary>
/// Represents the data associated with an item being moved from one inventory and added to another.
/// </summary>
public sealed class InventoryItemMovedArgs : InventoryComplexEventArgs
{
/// <summary>
/// Initializes a new instance of the <see cref="InventoryItemMovedArgs"/> class.
/// </summary>
/// <param name="sourceEvent">The item at before slot.</param>
/// <param name="targetEvent">The item at after slot.</param>
internal InventoryItemMovedArgs(InventoryEventArgs sourceEvent, InventoryEventArgs targetEvent)
: base(GameInventoryEvent.Moved, sourceEvent, targetEvent)
{
}
/// <inheritdoc/>
public override string ToString() =>
$"{this.Type}(item({this.Item.ItemId}) from {this.SourceInventory}#{this.SourceSlot} to {this.TargetInventory}#{this.TargetSlot})";
}

View file

@ -0,0 +1,26 @@
namespace Dalamud.Game.Inventory.InventoryEventArgTypes;
/// <summary>
/// Represents the data associated with an item being removed from an inventory.
/// </summary>
public sealed class InventoryItemRemovedArgs : InventoryEventArgs
{
/// <summary>
/// Initializes a new instance of the <see cref="InventoryItemRemovedArgs"/> class.
/// </summary>
/// <param name="item">The item.</param>
internal InventoryItemRemovedArgs(in GameInventoryItem item)
: base(GameInventoryEvent.Removed, item)
{
}
/// <summary>
/// Gets the inventory this item was removed from.
/// </summary>
public GameInventoryType Inventory => this.Item.ContainerType;
/// <summary>
/// Gets the slot this item was removed from.
/// </summary>
public uint Slot => this.Item.InventorySlot;
}

View file

@ -0,0 +1,26 @@
namespace Dalamud.Game.Inventory.InventoryEventArgTypes;
/// <summary>
/// Represents the data associated with an item being split from one stack into two.
/// </summary>
public sealed class InventoryItemSplitArgs : InventoryComplexEventArgs
{
/// <summary>
/// Initializes a new instance of the <see cref="InventoryItemSplitArgs"/> class.
/// </summary>
/// <param name="sourceEvent">The item at before slot.</param>
/// <param name="targetEvent">The item at after slot.</param>
internal InventoryItemSplitArgs(InventoryEventArgs sourceEvent, InventoryEventArgs targetEvent)
: base(GameInventoryEvent.Split, sourceEvent, targetEvent)
{
}
/// <inheritdoc/>
public override string ToString() =>
this.SourceEvent is InventoryItemChangedArgs iica
? $"{this.Type}(" +
$"item({this.Item.ItemId}), " +
$"{this.SourceInventory}#{this.SourceSlot}({iica.OldItemState.Quantity} to {iica.Item.Quantity}), " +
$"{this.TargetInventory}#{this.TargetSlot}(0 to {this.Item.Quantity}))"
: base.ToString();
}

View file

@ -679,6 +679,9 @@ internal class ConsoleWindow : Window, IDisposable
private bool IsFilterApplicable(LogEntry entry)
{
if (this.regexError)
return false;
try
{
// If this entry is below a newly set minimum level, fail it

View file

@ -33,6 +33,7 @@ internal class DataWindow : Window
new FateTableWidget(),
new FlyTextWidget(),
new FontAwesomeTestWidget(),
new GameInventoryTestWidget(),
new GamepadWidget(),
new GaugeWidget(),
new HookWidget(),

View file

@ -0,0 +1,163 @@
using System.Collections.Generic;
using Dalamud.Configuration.Internal;
using Dalamud.Game.Inventory;
using Dalamud.Game.Inventory.InventoryEventArgTypes;
using Dalamud.Interface.Colors;
using Dalamud.Interface.Utility;
using Dalamud.Interface.Utility.Raii;
using Dalamud.Logging.Internal;
using ImGuiNET;
using Serilog.Events;
namespace Dalamud.Interface.Internal.Windows.Data;
/// <summary>
/// Tester for <see cref="GameInventory"/>.
/// </summary>
internal class GameInventoryTestWidget : IDataWindowWidget
{
private static readonly ModuleLog Log = new(nameof(GameInventoryTestWidget));
private GameInventoryPluginScoped? scoped;
private bool standardEnabled;
private bool rawEnabled;
/// <inheritdoc/>
public string[]? CommandShortcuts { get; init; } = { "gameinventorytest" };
/// <inheritdoc/>
public string DisplayName { get; init; } = "GameInventory Test";
/// <inheritdoc/>
public bool Ready { get; set; }
/// <inheritdoc/>
public void Load() => this.Ready = true;
/// <inheritdoc/>
public void Draw()
{
if (Service<DalamudConfiguration>.Get().LogLevel > LogEventLevel.Information)
{
ImGuiHelpers.SafeTextColoredWrapped(
ImGuiColors.DalamudRed,
"Enable LogLevel=Information display to see the logs.");
}
using var table = ImRaii.Table(this.DisplayName, 3, ImGuiTableFlags.SizingFixedFit);
if (!table.Success)
return;
ImGui.TableNextColumn();
ImGui.TextUnformatted("Standard Logging");
ImGui.TableNextColumn();
using (ImRaii.Disabled(this.standardEnabled))
{
if (ImGui.Button("Enable##standard-enable") && !this.standardEnabled)
{
this.scoped ??= new();
this.scoped.InventoryChanged += ScopedOnInventoryChanged;
this.standardEnabled = true;
}
}
ImGui.TableNextColumn();
using (ImRaii.Disabled(!this.standardEnabled))
{
if (ImGui.Button("Disable##standard-disable") && this.scoped is not null && this.standardEnabled)
{
this.scoped.InventoryChanged -= ScopedOnInventoryChanged;
this.standardEnabled = false;
if (!this.rawEnabled)
{
this.scoped.Dispose();
this.scoped = null;
}
}
}
ImGui.TableNextRow();
ImGui.TableNextColumn();
ImGui.TextUnformatted("Raw Logging");
ImGui.TableNextColumn();
using (ImRaii.Disabled(this.rawEnabled))
{
if (ImGui.Button("Enable##raw-enable") && !this.rawEnabled)
{
this.scoped ??= new();
this.scoped.InventoryChangedRaw += ScopedOnInventoryChangedRaw;
this.rawEnabled = true;
}
}
ImGui.TableNextColumn();
using (ImRaii.Disabled(!this.rawEnabled))
{
if (ImGui.Button("Disable##raw-disable") && this.scoped is not null && this.rawEnabled)
{
this.scoped.InventoryChangedRaw -= ScopedOnInventoryChangedRaw;
this.rawEnabled = false;
if (!this.standardEnabled)
{
this.scoped.Dispose();
this.scoped = null;
}
}
}
ImGui.TableNextRow();
ImGui.TableNextColumn();
ImGui.TextUnformatted("All");
ImGui.TableNextColumn();
using (ImRaii.Disabled(this.standardEnabled && this.rawEnabled))
{
if (ImGui.Button("Enable##all-enable"))
{
this.scoped ??= new();
if (!this.standardEnabled)
this.scoped.InventoryChanged += ScopedOnInventoryChanged;
if (!this.rawEnabled)
this.scoped.InventoryChangedRaw += ScopedOnInventoryChangedRaw;
this.standardEnabled = this.rawEnabled = true;
}
}
ImGui.TableNextColumn();
using (ImRaii.Disabled(this.scoped is null))
{
if (ImGui.Button("Disable##all-disable"))
{
this.scoped?.Dispose();
this.scoped = null;
this.standardEnabled = this.rawEnabled = false;
}
}
}
private static void ScopedOnInventoryChangedRaw(IReadOnlyCollection<InventoryEventArgs> events)
{
var i = 0;
foreach (var e in events)
Log.Information($"[{++i}/{events.Count}] Raw: {e}");
}
private static void ScopedOnInventoryChanged(IReadOnlyCollection<InventoryEventArgs> events)
{
var i = 0;
foreach (var e in events)
{
if (e is InventoryComplexEventArgs icea)
Log.Information($"[{++i}/{events.Count}] {icea}\n\t├ {icea.SourceEvent}\n\t└ {icea.TargetEvent}");
else
Log.Information($"[{++i}/{events.Count}] {e}");
}
}
}

View file

@ -0,0 +1,106 @@
using System.Collections.Generic;
using Dalamud.Game.Inventory;
using Dalamud.Game.Inventory.InventoryEventArgTypes;
namespace Dalamud.Plugin.Services;
/// <summary>
/// This class provides events for the in-game inventory.
/// </summary>
public interface IGameInventory
{
/// <summary>
/// Delegate function to be called when inventories have been changed.
/// This delegate sends the entire set of changes recorded.
/// </summary>
/// <param name="events">The events.</param>
public delegate void InventoryChangelogDelegate(IReadOnlyCollection<InventoryEventArgs> events);
/// <summary>
/// Delegate function to be called for each change to inventories.
/// This delegate sends individual events for changes.
/// </summary>
/// <param name="type">The event try that triggered this message.</param>
/// <param name="data">Data for the triggered event.</param>
public delegate void InventoryChangedDelegate(GameInventoryEvent type, InventoryEventArgs data);
/// <summary>
/// Delegate function to be called for each change to inventories.
/// This delegate sends individual events for changes.
/// </summary>
/// <typeparam name="T">The event arg type.</typeparam>
/// <param name="data">Data for the triggered event.</param>
public delegate void InventoryChangedDelegate<in T>(T data) where T : InventoryEventArgs;
/// <summary>
/// Event that is fired when the inventory has been changed.<br />
/// Note that some events, such as <see cref="ItemAdded"/>, <see cref="ItemRemoved"/>, and <see cref="ItemChanged"/>
/// currently is subject to reinterpretation as <see cref="ItemMoved"/>, <see cref="ItemMerged"/>, and
/// <see cref="ItemSplit"/>.<br />
/// Use <see cref="InventoryChangedRaw"/> if you do not want such reinterpretation.
/// </summary>
public event InventoryChangelogDelegate InventoryChanged;
/// <summary>
/// Event that is fired when the inventory has been changed, without trying to interpret two inventory slot changes
/// as a move event as appropriate.<br />
/// In other words, <see cref="GameInventoryEvent.Moved"/>, <see cref="GameInventoryEvent.Merged"/>, and
/// <see cref="GameInventoryEvent.Split"/> currently do not fire in this event.
/// </summary>
public event InventoryChangelogDelegate InventoryChangedRaw;
/// <summary>
/// Event that is fired when an item is added to an inventory.<br />
/// If this event is a part of multi-step event, then this event will not be called.<br />
/// Use <see cref="InventoryChangedRaw"/> if you do not want such reinterpretation.
/// </summary>
public event InventoryChangedDelegate ItemAdded;
/// <summary>
/// Event that is fired when an item is removed from an inventory.<br />
/// If this event is a part of multi-step event, then this event will not be called.<br />
/// Use <see cref="InventoryChangedRaw"/> if you do not want such reinterpretation.
/// </summary>
public event InventoryChangedDelegate ItemRemoved;
/// <summary>
/// Event that is fired when an items properties are changed.<br />
/// If this event is a part of multi-step event, then this event will not be called.<br />
/// Use <see cref="InventoryChangedRaw"/> if you do not want such reinterpretation.
/// </summary>
public event InventoryChangedDelegate ItemChanged;
/// <summary>
/// Event that is fired when an item is moved from one inventory into another.
/// </summary>
public event InventoryChangedDelegate ItemMoved;
/// <summary>
/// Event that is fired when an item is split from one stack into two.
/// </summary>
public event InventoryChangedDelegate ItemSplit;
/// <summary>
/// Event that is fired when an item is merged from two stacks into one.
/// </summary>
public event InventoryChangedDelegate ItemMerged;
/// <inheritdoc cref="ItemAdded"/>
public event InventoryChangedDelegate<InventoryItemAddedArgs> ItemAddedExplicit;
/// <inheritdoc cref="ItemRemoved"/>
public event InventoryChangedDelegate<InventoryItemRemovedArgs> ItemRemovedExplicit;
/// <inheritdoc cref="ItemChanged"/>
public event InventoryChangedDelegate<InventoryItemChangedArgs> ItemChangedExplicit;
/// <inheritdoc cref="ItemMoved"/>
public event InventoryChangedDelegate<InventoryItemMovedArgs> ItemMovedExplicit;
/// <inheritdoc cref="ItemSplit"/>
public event InventoryChangedDelegate<InventoryItemSplitArgs> ItemSplitExplicit;
/// <inheritdoc cref="ItemMerged"/>
public event InventoryChangedDelegate<InventoryItemMergedArgs> ItemMergedExplicit;
}