Proposed API Surface

This commit is contained in:
MidoriKami 2023-11-30 22:18:33 -08:00
parent 40575e1a88
commit 7c6f98dc9f
10 changed files with 311 additions and 93 deletions

View file

@ -8,7 +8,7 @@ using Dalamud.Plugin.Services;
using FFXIVClientStructs.FFXIV.Client.Game; using FFXIVClientStructs.FFXIV.Client.Game;
namespace Dalamud.Game.Inventory; namespace Dalamud.Game.GameInventory;
/// <summary> /// <summary>
/// This class provides events for the players in-game inventory. /// This class provides events for the players in-game inventory.
@ -19,7 +19,7 @@ internal class GameInventory : IDisposable, IServiceType, IGameInventory
{ {
private static readonly ModuleLog Log = new("GameInventory"); private static readonly ModuleLog Log = new("GameInventory");
private readonly List<IGameInventory.GameInventoryEventArgs> changelog = new(); private readonly List<InventoryEventArgs> changelog = new();
[ServiceManager.ServiceDependency] [ServiceManager.ServiceDependency]
private readonly Framework framework = Service<Framework>.Get(); private readonly Framework framework = Service<Framework>.Get();
@ -37,7 +37,19 @@ internal class GameInventory : IDisposable, IServiceType, IGameInventory
} }
/// <inheritdoc/> /// <inheritdoc/>
public event IGameInventory.InventoryChangeDelegate? InventoryChanged; public event IGameInventory.InventoryChangelogDelegate? InventoryChanged;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemAdded;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemRemoved;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemMoved;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemChanged;
/// <inheritdoc/> /// <inheritdoc/>
public void Dispose() public void Dispose()
@ -80,16 +92,39 @@ internal class GameInventory : IDisposable, IServiceType, IGameInventory
{ {
if (newItem.IsEmpty) if (newItem.IsEmpty)
continue; continue;
this.changelog.Add(new IGameInventory.GameInventoryEventArgs(GameInventoryEvent.Added, default, newItem));
this.changelog.Add(new InventoryItemAddedArgs
{
Item = newItem,
Inventory = newItem.ContainerType,
Slot = newItem.InventorySlot,
});
} }
else else
{ {
if (newItem.IsEmpty) if (newItem.IsEmpty)
this.changelog.Add(new IGameInventory.GameInventoryEventArgs(GameInventoryEvent.Removed, oldItem, default)); {
this.changelog.Add(new InventoryItemRemovedArgs
{
Item = oldItem,
Inventory = oldItem.ContainerType,
Slot = oldItem.InventorySlot,
});
}
else if (!oldItem.Equals(newItem)) else if (!oldItem.Equals(newItem))
this.changelog.Add(new IGameInventory.GameInventoryEventArgs(GameInventoryEvent.Changed, oldItem, newItem)); {
this.changelog.Add(new InventoryItemChangedArgs
{
OldItemState = oldItem,
Item = newItem,
Inventory = newItem.ContainerType,
Slot = newItem.InventorySlot,
});
}
else else
{
continue; continue;
}
} }
Log.Verbose($"[{this.changelog.Count - 1}] {this.changelog[^1]}"); Log.Verbose($"[{this.changelog.Count - 1}] {this.changelog[^1]}");
@ -126,48 +161,86 @@ internal class GameInventory : IDisposable, IServiceType, IGameInventory
{ {
foreach (ref var removed in removedSpan) foreach (ref var removed in removedSpan)
{ {
if (added.Target.ItemId == removed.Source.ItemId) if (added.Item.ItemId == removed.Item.ItemId)
{ {
Log.Verbose($"Move: reinterpreting {removed} + {added}"); Log.Verbose($"Move: reinterpreting {removed} + {added}");
added = new IGameInventory.GameInventoryEventArgs(GameInventoryEvent.Moved, removed.Source, added.Target); added = new InventoryItemMovedArgs
{
Item = removed.Item,
SourceInventory = removed.Item.ContainerType,
SourceSlot = removed.Item.InventorySlot,
TargetInventory = added.Item.ContainerType,
TargetSlot = added.Item.InventorySlot,
};
removed = default; removed = default;
break; break;
} }
} }
} }
// Resolve changelog for item moved, from 2 changeds // Resolve changelog for item moved, from 2 changes
for (var i = 0; i < changedSpan.Length; i++) for (var i = 0; i < changedSpan.Length; i++)
{ {
if (span[i].IsEmpty) if (span[i].Type is GameInventoryEvent.Empty)
continue; continue;
ref var e1 = ref changedSpan[i]; ref var e1 = ref changedSpan[i];
for (var j = i + 1; j < changedSpan.Length; j++) for (var j = i + 1; j < changedSpan.Length; j++)
{ {
ref var e2 = ref changedSpan[j]; ref var e2 = ref changedSpan[j];
if (e1.Target.ItemId == e2.Source.ItemId && e1.Source.ItemId == e2.Target.ItemId) if (e1.Item.ItemId == e2.Item.ItemId && e1.Item.ItemId == e2.Item.ItemId)
{ {
if (e1.Target.IsEmpty) if (e1.Item.IsEmpty)
{ {
// e1 got moved to e2 // e1 got moved to e2
Log.Verbose($"Move: reinterpreting {e1} + {e2}"); Log.Verbose($"Move: reinterpreting {e1} + {e2}");
e1 = new IGameInventory.GameInventoryEventArgs(GameInventoryEvent.Moved, e1.Source, e2.Target); e1 = new InventoryItemMovedArgs
{
Item = e2.Item,
SourceInventory = e1.Item.ContainerType,
SourceSlot = e1.Item.InventorySlot,
TargetInventory = e2.Item.ContainerType,
TargetSlot = e2.Item.InventorySlot,
};
e2 = default; e2 = default;
} }
else if (e2.Target.IsEmpty) else if (e2.Item.IsEmpty)
{ {
// e2 got moved to e1 // e2 got moved to e1
Log.Verbose($"Move: reinterpreting {e2} + {e1}"); Log.Verbose($"Move: reinterpreting {e2} + {e1}");
e1 = new IGameInventory.GameInventoryEventArgs(GameInventoryEvent.Moved, e2.Source, e1.Target); e1 = new InventoryItemMovedArgs
{
Item = e1.Item,
SourceInventory = e2.Item.ContainerType,
SourceSlot = e2.Item.InventorySlot,
TargetInventory = e1.Item.ContainerType,
TargetSlot = e1.Item.InventorySlot,
};
e2 = default; e2 = default;
} }
else else
{ {
// e1 and e2 got swapped // e1 and e2 got swapped
Log.Verbose($"Move(Swap): reinterpreting {e1} + {e2}"); Log.Verbose($"Move(Swap): reinterpreting {e1} + {e2}");
(e1, e2) = (new IGameInventory.GameInventoryEventArgs(GameInventoryEvent.Moved, e1.Target, e2.Target), var newEvent1 = new InventoryItemMovedArgs
new IGameInventory.GameInventoryEventArgs(GameInventoryEvent.Moved, e2.Target, e1.Target)); {
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);
} }
} }
} }
@ -177,7 +250,7 @@ internal class GameInventory : IDisposable, IServiceType, IGameInventory
// We do not care about the order of items in the changelog anymore. // We do not care about the order of items in the changelog anymore.
for (var i = 0; i < span.Length;) for (var i = 0; i < span.Length;)
{ {
if (span[i].IsEmpty) if (span[i] is null || span[i].Type is GameInventoryEvent.Empty)
{ {
span[i] = span[^1]; span[i] = span[^1];
span = span[..^1]; span = span[..^1];
@ -190,7 +263,31 @@ internal class GameInventory : IDisposable, IServiceType, IGameInventory
// Actually broadcast the changes to subscribers. // Actually broadcast the changes to subscribers.
if (!span.IsEmpty) if (!span.IsEmpty)
{
this.InventoryChanged?.Invoke(span); 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;
}
}
}
} }
finally finally
{ {
@ -219,18 +316,55 @@ internal class GameInventoryPluginScoped : IDisposable, IServiceType, IGameInven
public GameInventoryPluginScoped() public GameInventoryPluginScoped()
{ {
this.gameInventoryService.InventoryChanged += this.OnInventoryChangedForward; this.gameInventoryService.InventoryChanged += this.OnInventoryChangedForward;
this.gameInventoryService.ItemAdded += this.OnInventoryItemAddedForward;
this.gameInventoryService.ItemRemoved += this.OnInventoryItemRemovedForward;
this.gameInventoryService.ItemMoved += this.OnInventoryItemMovedForward;
this.gameInventoryService.ItemChanged += this.OnInventoryItemChangedForward;
} }
/// <inheritdoc/> /// <inheritdoc/>
public event IGameInventory.InventoryChangeDelegate? InventoryChanged; public event IGameInventory.InventoryChangelogDelegate? InventoryChanged;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemAdded;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemRemoved;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemMoved;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemChanged;
/// <inheritdoc/> /// <inheritdoc/>
public void Dispose() public void Dispose()
{ {
this.gameInventoryService.InventoryChanged -= this.OnInventoryChangedForward; this.gameInventoryService.InventoryChanged -= this.OnInventoryChangedForward;
this.gameInventoryService.ItemAdded -= this.OnInventoryItemAddedForward;
this.gameInventoryService.ItemRemoved -= this.OnInventoryItemRemovedForward;
this.gameInventoryService.ItemMoved -= this.OnInventoryItemMovedForward;
this.gameInventoryService.ItemChanged -= this.OnInventoryItemChangedForward;
this.InventoryChanged = null; this.InventoryChanged = null;
this.ItemAdded = null;
this.ItemRemoved = null;
this.ItemMoved = null;
this.ItemChanged = null;
} }
private void OnInventoryChangedForward(ReadOnlySpan<IGameInventory.GameInventoryEventArgs> events) private void OnInventoryChangedForward(ReadOnlySpan<InventoryEventArgs> events)
=> this.InventoryChanged?.Invoke(events); => this.InventoryChanged?.Invoke(events);
private void OnInventoryItemAddedForward(GameInventoryEvent type, InventoryEventArgs data)
=> this.ItemAdded?.Invoke(type, data);
private void OnInventoryItemRemovedForward(GameInventoryEvent type, InventoryEventArgs data)
=> this.ItemRemoved?.Invoke(type, data);
private void OnInventoryItemMovedForward(GameInventoryEvent type, InventoryEventArgs data)
=> this.ItemMoved?.Invoke(type, data);
private void OnInventoryItemChangedForward(GameInventoryEvent type, InventoryEventArgs data)
=> this.ItemChanged?.Invoke(type, data);
} }

View file

@ -1,4 +1,4 @@
namespace Dalamud.Game.Inventory; namespace Dalamud.Game.GameInventory;
/// <summary> /// <summary>
/// Class representing a item's changelog state. /// Class representing a item's changelog state.

View file

@ -4,7 +4,7 @@ using System.Runtime.InteropServices;
using FFXIVClientStructs.FFXIV.Client.Game; using FFXIVClientStructs.FFXIV.Client.Game;
namespace Dalamud.Game.Inventory; namespace Dalamud.Game.GameInventory;
/// <summary> /// <summary>
/// Dalamud wrapper around a ClientStructs InventoryItem. /// Dalamud wrapper around a ClientStructs InventoryItem.

View file

@ -1,4 +1,4 @@
namespace Dalamud.Game.Inventory; namespace Dalamud.Game.GameInventory;
/// <summary> /// <summary>
/// Enum representing various player inventories. /// Enum representing various player inventories.

View file

@ -0,0 +1,29 @@
namespace Dalamud.Game.GameInventory;
/// <summary>
/// Abstract base class representing inventory changed events.
/// </summary>
public abstract class InventoryEventArgs
{
/// <summary>
/// Gets the type of event for these args.
/// </summary>
public abstract GameInventoryEvent Type { get; }
/// <summary>
/// Gets the item associated with this event.
/// <remarks><em>This is a copy of the item data.</em></remarks>
/// </summary>
required public GameInventoryItem Item { get; init; }
/// <inheritdoc/>
public override string ToString() => this.Type switch
{
GameInventoryEvent.Empty => $"<{this.Type}>",
GameInventoryEvent.Added => $"<{this.Type}> ({this.Item})",
GameInventoryEvent.Removed => $"<{this.Type}> ({this.Item})",
GameInventoryEvent.Changed => $"<{this.Type}> ({this.Item})",
GameInventoryEvent.Moved when this is InventoryItemMovedArgs args => $"<{this.Type}> (Item #{this.Item.ItemId}) from (slot {args.SourceSlot} in {args.SourceInventory}) to (slot {args.TargetSlot} in {args.TargetInventory})",
_ => $"<Type={this.Type}> {this.Item}",
};
}

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@ -0,0 +1,20 @@
namespace Dalamud.Game.GameInventory;
/// <summary>
/// Represents the data associated with an item being added to an inventory.
/// </summary>
public class InventoryItemAddedArgs : InventoryEventArgs
{
/// <inheritdoc/>
public override GameInventoryEvent Type => GameInventoryEvent.Added;
/// <summary>
/// Gets the inventory this item was added to.
/// </summary>
required public GameInventoryType Inventory { get; init; }
/// <summary>
/// Gets the slot this item was added to.
/// </summary>
required public uint Slot { get; init; }
}

View file

@ -0,0 +1,26 @@
namespace Dalamud.Game.GameInventory;
/// <summary>
/// Represents the data associated with an items properties being changed.
/// This also includes an items stack count changing.
/// </summary>
public class InventoryItemChangedArgs : InventoryEventArgs
{
/// <inheritdoc/>
public override GameInventoryEvent Type => GameInventoryEvent.Changed;
/// <summary>
/// Gets the inventory this item is in.
/// </summary>
required public GameInventoryType Inventory { get; init; }
/// <summary>
/// Gets the inventory slot this item is in.
/// </summary>
required public uint Slot { get; init; }
/// <summary>
/// Gets the state of the item from before it was changed.
/// </summary>
required public GameInventoryItem OldItemState { get; init; }
}

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@ -0,0 +1,30 @@
namespace Dalamud.Game.GameInventory;
/// <summary>
/// Represents the data associated with an item being moved from one inventory and added to another.
/// </summary>
public class InventoryItemMovedArgs : InventoryEventArgs
{
/// <inheritdoc/>
public override GameInventoryEvent Type => GameInventoryEvent.Moved;
/// <summary>
/// Gets the inventory this item was moved from.
/// </summary>
required public GameInventoryType SourceInventory { get; init; }
/// <summary>
/// Gets the inventory this item was moved to.
/// </summary>
required public GameInventoryType TargetInventory { get; init; }
/// <summary>
/// Gets the slot this item was moved from.
/// </summary>
required public uint SourceSlot { get; init; }
/// <summary>
/// Gets the slot this item was moved to.
/// </summary>
required public uint TargetSlot { get; init; }
}

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@ -0,0 +1,20 @@
namespace Dalamud.Game.GameInventory;
/// <summary>
/// Represents the data associated with an item being removed from an inventory.
/// </summary>
public class InventoryItemRemovedArgs : InventoryEventArgs
{
/// <inheritdoc/>
public override GameInventoryEvent Type => GameInventoryEvent.Removed;
/// <summary>
/// Gets the inventory this item was removed from.
/// </summary>
required public GameInventoryType Inventory { get; init; }
/// <summary>
/// Gets the slot this item was removed from.
/// </summary>
required public uint Slot { get; init; }
}

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@ -1,4 +1,4 @@
using Dalamud.Game.Inventory; using Dalamud.Game.GameInventory;
namespace Dalamud.Plugin.Services; namespace Dalamud.Plugin.Services;
@ -9,82 +9,41 @@ public interface IGameInventory
{ {
/// <summary> /// <summary>
/// Delegate function to be called when inventories have been changed. /// Delegate function to be called when inventories have been changed.
/// This delegate sends the entire set of changes recorded.
/// </summary> /// </summary>
/// <param name="events">The events.</param> /// <param name="events">The events.</param>
public delegate void InventoryChangeDelegate(ReadOnlySpan<GameInventoryEventArgs> events); public delegate void InventoryChangelogDelegate(ReadOnlySpan<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> /// <summary>
/// Event that is fired when the inventory has been changed. /// Event that is fired when the inventory has been changed.
/// </summary> /// </summary>
public event InventoryChangeDelegate InventoryChanged; public event InventoryChangelogDelegate InventoryChanged;
/// <summary> /// <summary>
/// Argument for <see cref="InventoryChangeDelegate"/>. /// Event that is fired when an item is added to an inventory.
/// </summary> /// </summary>
public readonly struct GameInventoryEventArgs public event InventoryChangedDelegate ItemAdded;
{
/// <summary>
/// The type of the event.
/// </summary>
public readonly GameInventoryEvent Type;
/// <summary> /// <summary>
/// The content of the item in the source inventory.<br /> /// Event that is fired when an item is removed from an inventory.
/// Relevant if <see cref="Type"/> is <see cref="GameInventoryEvent.Moved"/>, <see cref="GameInventoryEvent.Changed"/>, or <see cref="GameInventoryEvent.Removed"/>. /// </summary>
/// </summary> public event InventoryChangedDelegate ItemRemoved;
public readonly GameInventoryItem Source;
/// <summary>
/// The content of the item in the target inventory<br />
/// Relevant if <see cref="Type"/> is <see cref="GameInventoryEvent.Moved"/>, <see cref="GameInventoryEvent.Changed"/>, or <see cref="GameInventoryEvent.Added"/>.
/// </summary>
public readonly GameInventoryItem Target;
/// <summary> /// <summary>
/// Initializes a new instance of the <see cref="GameInventoryEventArgs"/> struct. /// Event that is fired when an item is moved from one inventory into another.
/// </summary> /// </summary>
/// <param name="type">The type of the event.</param> public event InventoryChangedDelegate ItemMoved;
/// <param name="source">The source inventory item.</param>
/// <param name="target">The target inventory item.</param>
public GameInventoryEventArgs(GameInventoryEvent type, GameInventoryItem source, GameInventoryItem target)
{
this.Type = type;
this.Source = source;
this.Target = target;
}
/// <summary> /// <summary>
/// Gets a value indicating whether this instance of <see cref="GameInventoryEventArgs"/> contains no information. /// Event that is fired when an items properties are changed.
/// </summary> /// </summary>
public bool IsEmpty => this.Type == GameInventoryEvent.Empty; public event InventoryChangedDelegate ItemChanged;
// TODO: are the following two aliases useful?
/// <summary>
/// Gets the type of the source inventory.<br />
/// Relevant for <see cref="GameInventoryEvent.Moved"/> and <see cref="GameInventoryEvent.Removed"/>.
/// </summary>
public GameInventoryType SourceType => this.Source.ContainerType;
/// <summary>
/// Gets the type of the target inventory.<br />
/// Relevant for <see cref="GameInventoryEvent.Moved"/>, <see cref="GameInventoryEvent.Changed"/>, and
/// <see cref="GameInventoryEvent.Added"/>.
/// </summary>
public GameInventoryType TargetType => this.Target.ContainerType;
/// <inheritdoc/>
public override string ToString() => this.Type switch
{
GameInventoryEvent.Empty =>
$"<{this.Type}>",
GameInventoryEvent.Added =>
$"<{this.Type}> ({this.Target})",
GameInventoryEvent.Removed =>
$"<{this.Type}> ({this.Source})",
GameInventoryEvent.Changed or GameInventoryEvent.Moved =>
$"<{this.Type}> ({this.Source}) to ({this.Target})",
_ => $"<Type={this.Type}> {this.Source} => {this.Target}",
};
}
} }