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Apply most of Api10ToDo (#1782)
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34 changed files with 115 additions and 561 deletions
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@ -52,7 +52,7 @@ public sealed class DalamudPluginInterface : IDisposable
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var dataManager = Service<DataManager>.Get();
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var localization = Service<Localization>.Get();
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this.UiBuilder = new UiBuilder(plugin.Name, plugin);
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this.UiBuilder = new UiBuilder(plugin.Name);
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this.configs = Service<PluginManager>.Get().PluginConfigs;
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this.Reason = reason;
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@ -6,8 +6,8 @@ using System.Threading;
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using System.Threading.Tasks;
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using Dalamud.Configuration.Internal;
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using Dalamud.Interface.ImGuiNotification;
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using Dalamud.Interface.ImGuiNotification.Internal;
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using Dalamud.Interface.Internal.Notifications;
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using Dalamud.Logging.Internal;
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using Dalamud.Plugin.Internal.Types.Manifest;
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@ -4,11 +4,9 @@ using System.Reflection;
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using System.Threading;
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using System.Threading.Tasks;
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using Dalamud.Common.Game;
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using Dalamud.Configuration.Internal;
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using Dalamud.Game;
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using Dalamud.Game.Gui.Dtr;
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using Dalamud.Interface.GameFonts;
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using Dalamud.Interface.Internal;
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using Dalamud.IoC.Internal;
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using Dalamud.Logging.Internal;
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@ -629,12 +627,6 @@ internal class LocalPlugin : IDisposable
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config.LoadInMemory = true;
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config.PreferSharedTypes = false;
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// Pin Lumina and its dependencies recursively (compatibility behavior).
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// It currently only pulls in System.* anyway.
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// TODO(api10): Remove this. We don't want to pin Lumina anymore, plugins should be able to provide their own.
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config.SharedAssemblies.Add((typeof(Lumina.GameData).Assembly.GetName(), true));
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config.SharedAssemblies.Add((typeof(Lumina.Excel.ExcelSheetImpl).Assembly.GetName(), true));
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// Make sure that plugins do not load their own Dalamud assembly.
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// We do not pin this recursively; if a plugin loads its own assembly of Dalamud, it is always wrong,
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// but plugins may load other versions of assemblies that Dalamud depends on.
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@ -1,16 +1,13 @@
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using System.Collections.Generic;
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using Dalamud.Game.ClientState.Objects.Types;
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using Dalamud.Utility;
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namespace Dalamud.Plugin.Services;
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/// <summary>
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/// This collection represents the currently spawned FFXIV game objects.
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/// </summary>
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[Api10ToDo(
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"Make it an IEnumerable<GameObject> instead. Skipping null objects make IReadOnlyCollection<T>.Count yield incorrect values.")]
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public interface IObjectTable : IReadOnlyCollection<GameObject>
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public interface IObjectTable : IEnumerable<GameObject>
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{
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/// <summary>
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/// Gets the address of the object table.
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