Revert OnLogin event to only fire when LocalPlayer is present

This commit is contained in:
Kaz Wolfe 2024-11-15 08:18:39 -08:00
parent b4d9ebe1ef
commit 9ac1f5cdb4
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GPG key ID: 258813F53A16EBB4

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@ -38,11 +38,16 @@ internal sealed class ClientState : IInternalDisposableService, IClientState
private readonly ClientStateAddressResolver address;
private readonly Hook<EventFramework.Delegates.SetTerritoryTypeId> setupTerritoryTypeHook;
private readonly Hook<UIModule.Delegates.HandlePacket> uiModuleHandlePacketHook;
private readonly Hook<ProcessPacketPlayerSetupDelegate> processPacketPlayerSetupHook;
private readonly Hook<LogoutCallbackInterface.Delegates.OnLogout> onLogoutHook;
[ServiceManager.ServiceDependency]
private readonly Framework framework = Service<Framework>.Get();
[ServiceManager.ServiceDependency]
private readonly NetworkHandlers networkHandlers = Service<NetworkHandlers>.Get();
private bool lastConditionNone = true;
[ServiceManager.ServiceConstructor]
private unsafe ClientState(TargetSigScanner sigScanner, Dalamud dalamud, GameLifecycle lifecycle)
@ -60,14 +65,13 @@ internal sealed class ClientState : IInternalDisposableService, IClientState
this.setupTerritoryTypeHook = Hook<EventFramework.Delegates.SetTerritoryTypeId>.FromAddress(setTerritoryTypeAddr, this.SetupTerritoryTypeDetour);
this.uiModuleHandlePacketHook = Hook<UIModule.Delegates.HandlePacket>.FromAddress((nint)UIModule.StaticVirtualTablePointer->HandlePacket, this.UIModuleHandlePacketDetour);
this.processPacketPlayerSetupHook = Hook<ProcessPacketPlayerSetupDelegate>.FromAddress(this.address.ProcessPacketPlayerSetup, this.ProcessPacketPlayerSetupDetour);
this.onLogoutHook = Hook<LogoutCallbackInterface.Delegates.OnLogout>.FromAddress((nint)LogoutCallbackInterface.StaticVirtualTablePointer->OnLogout, this.OnLogoutDetour);
this.framework.Update += this.FrameworkOnOnUpdateEvent;
this.networkHandlers.CfPop += this.NetworkHandlersOnCfPop;
this.setupTerritoryTypeHook.Enable();
this.uiModuleHandlePacketHook.Enable();
this.processPacketPlayerSetupHook.Enable();
this.onLogoutHook.Enable();
}
@ -171,8 +175,9 @@ internal sealed class ClientState : IInternalDisposableService, IClientState
{
this.setupTerritoryTypeHook.Dispose();
this.uiModuleHandlePacketHook.Dispose();
this.processPacketPlayerSetupHook.Dispose();
this.onLogoutHook.Dispose();
this.framework.Update -= this.FrameworkOnOnUpdateEvent;
this.networkHandlers.CfPop -= this.NetworkHandlersOnCfPop;
}
@ -255,24 +260,24 @@ internal sealed class ClientState : IInternalDisposableService, IClientState
}
}
private unsafe void ProcessPacketPlayerSetupDetour(nint a1, nint packet)
private void FrameworkOnOnUpdateEvent(IFramework framework1)
{
// Call original first, so everything is set up.
this.processPacketPlayerSetupHook.Original(a1, packet);
var condition = Service<Conditions.Condition>.GetNullable();
var gameGui = Service<GameGui>.GetNullable();
var data = Service<DataManager>.GetNullable();
try
if (condition == null || gameGui == null || data == null)
return;
if (condition.Any() && this.lastConditionNone && this.LocalPlayer != null)
{
Log.Debug("Login");
Log.Debug("Is login");
this.lastConditionNone = false;
this.Login?.InvokeSafely();
gameGui?.ResetUiHideState();
gameGui.ResetUiHideState();
this.lifecycle.ResetLogout();
}
catch (Exception ex)
{
Log.Error(ex, "Exception during ProcessPacketPlayerSetupDetour");
}
}
private unsafe void OnLogoutDetour(LogoutCallbackInterface* thisPtr, LogoutCallbackInterface.LogoutParams* logoutParams)