mirror of
https://github.com/goatcorp/Dalamud.git
synced 2025-12-12 18:27:23 +01:00
fix: wait for font rebuild when initially setting up ImGui
This is to work around changed behaviour with ImGui >1.78 wherein a race condition during font rebuild together with plugin loads would cause the remote CLR thread to end
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parent
2c66ecc84e
commit
d949734fe9
2 changed files with 83 additions and 67 deletions
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@ -178,91 +178,94 @@ namespace Dalamud {
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}
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public void Start() {
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Configuration = DalamudConfiguration.Load(StartInfo.ConfigurationPath);
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try {
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Configuration = DalamudConfiguration.Load(StartInfo.ConfigurationPath);
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// Initialize the process information.
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TargetModule = Process.GetCurrentProcess().MainModule;
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SigScanner = new SigScanner(TargetModule, true);
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// Initialize the process information.
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TargetModule = Process.GetCurrentProcess().MainModule;
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SigScanner = new SigScanner(TargetModule, true);
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AntiDebug = new AntiDebug(SigScanner);
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AntiDebug = new AntiDebug(SigScanner);
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#if DEBUG
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AntiDebug.Enable();
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AntiDebug.Enable();
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#endif
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// Initialize game subsystem
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Framework = new Framework(SigScanner, this);
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// Initialize game subsystem
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Framework = new Framework(SigScanner, this);
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WinSock2 = new WinSockHandlers();
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WinSock2 = new WinSockHandlers();
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NetworkHandlers = new NetworkHandlers(this, StartInfo.OptOutMbCollection);
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NetworkHandlers = new NetworkHandlers(this, StartInfo.OptOutMbCollection);
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ClientState = new ClientState(this, StartInfo, SigScanner);
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ClientState = new ClientState(this, StartInfo, SigScanner);
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LocalizationManager = new Localization(AssetDirectory.FullName);
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if (!string.IsNullOrEmpty(Configuration.LanguageOverride))
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LocalizationManager.SetupWithLangCode(Configuration.LanguageOverride);
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else
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LocalizationManager.SetupWithUiCulture();
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LocalizationManager = new Localization(AssetDirectory.FullName);
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if (!string.IsNullOrEmpty(Configuration.LanguageOverride))
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LocalizationManager.SetupWithLangCode(Configuration.LanguageOverride);
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else
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LocalizationManager.SetupWithUiCulture();
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PluginRepository = new PluginRepository(this, StartInfo.PluginDirectory, StartInfo.GameVersion);
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PluginRepository = new PluginRepository(this, StartInfo.PluginDirectory, StartInfo.GameVersion);
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DalamudUi = new DalamudInterface(this);
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DalamudUi = new DalamudInterface(this);
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var isInterfaceLoaded = false;
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if (!bool.Parse(Environment.GetEnvironmentVariable("DALAMUD_NOT_HAVE_INTERFACE") ?? "false")) {
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var isInterfaceLoaded = false;
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if (!bool.Parse(Environment.GetEnvironmentVariable("DALAMUD_NOT_HAVE_INTERFACE") ?? "false")) {
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try {
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InterfaceManager = new InterfaceManager(this, SigScanner);
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InterfaceManager.OnDraw += DalamudUi.Draw;
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InterfaceManager.Enable();
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isInterfaceLoaded = true;
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InterfaceManager.WaitForFontRebuild();
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} catch (Exception e) {
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Log.Information(e, "Could not init interface.");
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}
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}
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Data = new DataManager(StartInfo.Language);
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try {
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InterfaceManager = new InterfaceManager(this, SigScanner);
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InterfaceManager.OnDraw += DalamudUi.Draw;
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InterfaceManager.Enable();
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isInterfaceLoaded = true;
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Data.Initialize(AssetDirectory.FullName);
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} catch (Exception e) {
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Log.Information(e, "Could not init interface.");
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Log.Error(e, "Could not initialize DataManager.");
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Unload();
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return;
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}
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}
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Data = new DataManager(StartInfo.Language);
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try {
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Data.Initialize(AssetDirectory.FullName);
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} catch (Exception e) {
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Log.Error(e, "Could not initialize DataManager.");
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SeStringManager = new SeStringManager(Data);
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// Initialize managers. Basically handlers for the logic
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CommandManager = new CommandManager(this, StartInfo.Language);
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DalamudCommands = new DalamudCommands(this);
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DalamudCommands.SetupCommands();
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ChatHandlers = new ChatHandlers(this);
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if (!bool.Parse(Environment.GetEnvironmentVariable("DALAMUD_NOT_HAVE_PLUGINS") ?? "false")) {
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try {
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PluginRepository.CleanupPlugins();
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PluginManager =
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new PluginManager(this, StartInfo.PluginDirectory, StartInfo.DefaultPluginDirectory);
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PluginManager.LoadPlugins();
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} catch (Exception ex) {
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Log.Error(ex, "Plugin load failed.");
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}
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}
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Framework.Enable();
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ClientState.Enable();
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IsReady = true;
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Troubleshooting.LogTroubleshooting(this, isInterfaceLoaded);
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Log.Information("Dalamud is ready.");
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} catch (Exception ex) {
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Log.Error(ex, "Oh no! Dalamud::Start() failed.");
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Unload();
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return;
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}
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SeStringManager = new SeStringManager(Data);
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// Initialize managers. Basically handlers for the logic
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CommandManager = new CommandManager(this, StartInfo.Language);
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DalamudCommands = new DalamudCommands(this);
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DalamudCommands.SetupCommands();
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ChatHandlers = new ChatHandlers(this);
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if (!bool.Parse(Environment.GetEnvironmentVariable("DALAMUD_NOT_HAVE_PLUGINS") ?? "false"))
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{
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try
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{
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PluginRepository.CleanupPlugins();
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PluginManager =
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new PluginManager(this, StartInfo.PluginDirectory, StartInfo.DefaultPluginDirectory);
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PluginManager.LoadPlugins();
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}
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catch (Exception ex)
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{
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Log.Error(ex, "Plugin load failed.");
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}
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}
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Framework.Enable();
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ClientState.Enable();
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IsReady = true;
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Troubleshooting.LogTroubleshooting(this, isInterfaceLoaded);
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Log.Information("Dalamud is ready.");
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}
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public void Unload() {
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@ -4,6 +4,7 @@ using System.IO;
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using System.Numerics;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading;
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using Dalamud.Game;
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using Dalamud.Game.Internal.DXGI;
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using Dalamud.Hooking;
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@ -42,6 +43,8 @@ namespace Dalamud.Interface
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[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
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private delegate IntPtr SetCursorDelegate(IntPtr hCursor);
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private ManualResetEvent fontBuildSignal;
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private ISwapChainAddressResolver Address { get; }
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private Dalamud dalamud;
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@ -68,6 +71,8 @@ namespace Dalamud.Interface
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{
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this.dalamud = dalamud;
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this.fontBuildSignal = new ManualResetEvent(false);
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try {
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var sigResolver = new SwapChainSigResolver();
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sigResolver.Setup(scanner);
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@ -272,6 +277,8 @@ namespace Dalamud.Interface
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private unsafe void SetupFonts()
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{
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this.fontBuildSignal.Reset();
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ImGui.GetIO().Fonts.Clear();
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ImFontConfigPtr fontConfig = ImGuiNative.ImFontConfig_ImFontConfig();
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@ -317,12 +324,18 @@ namespace Dalamud.Interface
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Log.Verbose("[FONT] Fonts built!");
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this.fontBuildSignal.Set();
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fontConfig.Destroy();
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japaneseRangeHandle.Free();
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gameRangeHandle.Free();
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iconRangeHandle.Free();
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}
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public void WaitForFontRebuild() {
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this.fontBuildSignal.WaitOne();
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}
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// This is intended to only be called as a handler attached to scene.OnNewRenderFrame
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private void RebuildFontsInternal()
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{
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