Merge pull request #70 from ff-meli/actor_table_debug

temporary workaround for actor table crash on logout
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goaaats 2020-04-01 15:16:16 +09:00 committed by GitHub
commit cdb1b49535
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@ -1,9 +1,7 @@
using System;
using System.Collections;
using System.Runtime.ExceptionServices;
using System.Diagnostics;
using System.Runtime.InteropServices;
using System.Security;
using System.Windows.Forms;
using Dalamud.Game.ClientState.Actors.Types;
using Dalamud.Game.ClientState.Actors.Types.NonPlayer;
using Dalamud.Hooking;
@ -14,6 +12,17 @@ namespace Dalamud.Game.ClientState.Actors {
/// This collection represents the currently spawned FFXIV actors.
/// </summary>
public class ActorTable : ICollection, IDisposable {
#region temporary imports for crash workaround
[DllImport("kernel32.dll", SetLastError = true)]
static extern bool ReadProcessMemory(
IntPtr hProcess,
IntPtr lpBaseAddress,
IntPtr lpBuffer,
int dwSize,
out IntPtr lpNumberOfBytesRead);
#endregion
private ClientStateAddressResolver Address { get; }
private Dalamud dalamud;
@ -45,6 +54,8 @@ namespace Dalamud.Game.ClientState.Actors {
public void Dispose() {
if (!this.isReady)
this.someActorTableAccessHook.Dispose();
this.isReady = false;
}
private IntPtr SomeActorTableAccessDetour(IntPtr manager, IntPtr offset) {
@ -58,12 +69,8 @@ namespace Dalamud.Game.ClientState.Actors {
/// </summary>
/// <param name="index">Spawn index.</param>
/// <returns><see cref="Actor" /> at the specified spawn index.</returns>
public Actor this[int index] => At(index);
[HandleProcessCorruptedStateExceptions]
[SecurityCritical]
private Actor At(int index) {
try {
public Actor this[int index] {
get {
if (!this.isReady)
return null;
@ -73,7 +80,7 @@ namespace Dalamud.Game.ClientState.Actors {
this.someActorTableAccessHook = null;
}
if (index > Length)
if (index >= Length)
return null;
var tblIndex = this.realActorTablePtr + 8 + index * 8;
@ -85,27 +92,27 @@ namespace Dalamud.Game.ClientState.Actors {
if (offset == IntPtr.Zero)
return null;
try
{
var actorStruct = Marshal.PtrToStructure<Structs.Actor>(offset);
//Log.Debug("ActorTable[{0}]: {1} - {2} - {3}", index, tblIndex.ToString("X"), offset.ToString("X"),
// actorStruct.ObjectKind.ToString());
switch (actorStruct.ObjectKind)
{
case ObjectKind.Player: return new PlayerCharacter(actorStruct, this.dalamud);
case ObjectKind.BattleNpc: return new BattleNpc(actorStruct, this.dalamud);
default: return new Actor(actorStruct, this.dalamud);
}
}
catch (AccessViolationException)
// FIXME: hack workaround for trying to access the player on logout, after the main object has been deleted
var sz = Marshal.SizeOf(typeof(Structs.Actor));
var actorMem = Marshal.AllocHGlobal(sz); // we arguably could just reuse this
if (!ReadProcessMemory(Process.GetCurrentProcess().Handle, offset, actorMem, sz, out _))
{
Log.Debug("ActorTable - ReadProcessMemory failed: likely player deletion during logout");
return null;
}
} catch (Exception e) {
Log.Error(e, "Could not get Actor.");
return null;
var actorStruct = Marshal.PtrToStructure<Structs.Actor>(actorMem);
Marshal.FreeHGlobal(actorMem);
//Log.Debug("ActorTable[{0}]: {1} - {2} - {3}", index, tblIndex.ToString("X"), offset.ToString("X"),
// actorStruct.ObjectKind.ToString());
switch (actorStruct.ObjectKind)
{
case ObjectKind.Player: return new PlayerCharacter(actorStruct, this.dalamud);
case ObjectKind.BattleNpc: return new BattleNpc(actorStruct, this.dalamud);
default: return new Actor(actorStruct, this.dalamud);
}
}
}