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
This commit is contained in:
goat 2021-01-22 19:25:22 +01:00
parent 2c66ecc84e
commit d949734fe9
2 changed files with 83 additions and 67 deletions

View file

@ -178,91 +178,94 @@ namespace Dalamud {
}
public void Start() {
Configuration = DalamudConfiguration.Load(StartInfo.ConfigurationPath);
try {
Configuration = DalamudConfiguration.Load(StartInfo.ConfigurationPath);
// Initialize the process information.
TargetModule = Process.GetCurrentProcess().MainModule;
SigScanner = new SigScanner(TargetModule, true);
// Initialize the process information.
TargetModule = Process.GetCurrentProcess().MainModule;
SigScanner = new SigScanner(TargetModule, true);
AntiDebug = new AntiDebug(SigScanner);
AntiDebug = new AntiDebug(SigScanner);
#if DEBUG
AntiDebug.Enable();
AntiDebug.Enable();
#endif
// Initialize game subsystem
Framework = new Framework(SigScanner, this);
// Initialize game subsystem
Framework = new Framework(SigScanner, this);
WinSock2 = new WinSockHandlers();
WinSock2 = new WinSockHandlers();
NetworkHandlers = new NetworkHandlers(this, StartInfo.OptOutMbCollection);
NetworkHandlers = new NetworkHandlers(this, StartInfo.OptOutMbCollection);
ClientState = new ClientState(this, StartInfo, SigScanner);
ClientState = new ClientState(this, StartInfo, SigScanner);
LocalizationManager = new Localization(AssetDirectory.FullName);
if (!string.IsNullOrEmpty(Configuration.LanguageOverride))
LocalizationManager.SetupWithLangCode(Configuration.LanguageOverride);
else
LocalizationManager.SetupWithUiCulture();
LocalizationManager = new Localization(AssetDirectory.FullName);
if (!string.IsNullOrEmpty(Configuration.LanguageOverride))
LocalizationManager.SetupWithLangCode(Configuration.LanguageOverride);
else
LocalizationManager.SetupWithUiCulture();
PluginRepository = new PluginRepository(this, StartInfo.PluginDirectory, StartInfo.GameVersion);
PluginRepository = new PluginRepository(this, StartInfo.PluginDirectory, StartInfo.GameVersion);
DalamudUi = new DalamudInterface(this);
DalamudUi = new DalamudInterface(this);
var isInterfaceLoaded = false;
if (!bool.Parse(Environment.GetEnvironmentVariable("DALAMUD_NOT_HAVE_INTERFACE") ?? "false")) {
var isInterfaceLoaded = false;
if (!bool.Parse(Environment.GetEnvironmentVariable("DALAMUD_NOT_HAVE_INTERFACE") ?? "false")) {
try {
InterfaceManager = new InterfaceManager(this, SigScanner);
InterfaceManager.OnDraw += DalamudUi.Draw;
InterfaceManager.Enable();
isInterfaceLoaded = true;
InterfaceManager.WaitForFontRebuild();
} catch (Exception e) {
Log.Information(e, "Could not init interface.");
}
}
Data = new DataManager(StartInfo.Language);
try {
InterfaceManager = new InterfaceManager(this, SigScanner);
InterfaceManager.OnDraw += DalamudUi.Draw;
InterfaceManager.Enable();
isInterfaceLoaded = true;
Data.Initialize(AssetDirectory.FullName);
} catch (Exception e) {
Log.Information(e, "Could not init interface.");
Log.Error(e, "Could not initialize DataManager.");
Unload();
return;
}
}
Data = new DataManager(StartInfo.Language);
try {
Data.Initialize(AssetDirectory.FullName);
} catch (Exception e) {
Log.Error(e, "Could not initialize DataManager.");
SeStringManager = new SeStringManager(Data);
// Initialize managers. Basically handlers for the logic
CommandManager = new CommandManager(this, StartInfo.Language);
DalamudCommands = new DalamudCommands(this);
DalamudCommands.SetupCommands();
ChatHandlers = new ChatHandlers(this);
if (!bool.Parse(Environment.GetEnvironmentVariable("DALAMUD_NOT_HAVE_PLUGINS") ?? "false")) {
try {
PluginRepository.CleanupPlugins();
PluginManager =
new PluginManager(this, StartInfo.PluginDirectory, StartInfo.DefaultPluginDirectory);
PluginManager.LoadPlugins();
} catch (Exception ex) {
Log.Error(ex, "Plugin load failed.");
}
}
Framework.Enable();
ClientState.Enable();
IsReady = true;
Troubleshooting.LogTroubleshooting(this, isInterfaceLoaded);
Log.Information("Dalamud is ready.");
} catch (Exception ex) {
Log.Error(ex, "Oh no! Dalamud::Start() failed.");
Unload();
return;
}
SeStringManager = new SeStringManager(Data);
// Initialize managers. Basically handlers for the logic
CommandManager = new CommandManager(this, StartInfo.Language);
DalamudCommands = new DalamudCommands(this);
DalamudCommands.SetupCommands();
ChatHandlers = new ChatHandlers(this);
if (!bool.Parse(Environment.GetEnvironmentVariable("DALAMUD_NOT_HAVE_PLUGINS") ?? "false"))
{
try
{
PluginRepository.CleanupPlugins();
PluginManager =
new PluginManager(this, StartInfo.PluginDirectory, StartInfo.DefaultPluginDirectory);
PluginManager.LoadPlugins();
}
catch (Exception ex)
{
Log.Error(ex, "Plugin load failed.");
}
}
Framework.Enable();
ClientState.Enable();
IsReady = true;
Troubleshooting.LogTroubleshooting(this, isInterfaceLoaded);
Log.Information("Dalamud is ready.");
}
public void Unload() {

View file

@ -4,6 +4,7 @@ using System.IO;
using System.Numerics;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
using Dalamud.Game;
using Dalamud.Game.Internal.DXGI;
using Dalamud.Hooking;
@ -42,6 +43,8 @@ namespace Dalamud.Interface
[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
private delegate IntPtr SetCursorDelegate(IntPtr hCursor);
private ManualResetEvent fontBuildSignal;
private ISwapChainAddressResolver Address { get; }
private Dalamud dalamud;
@ -68,6 +71,8 @@ namespace Dalamud.Interface
{
this.dalamud = dalamud;
this.fontBuildSignal = new ManualResetEvent(false);
try {
var sigResolver = new SwapChainSigResolver();
sigResolver.Setup(scanner);
@ -272,6 +277,8 @@ namespace Dalamud.Interface
private unsafe void SetupFonts()
{
this.fontBuildSignal.Reset();
ImGui.GetIO().Fonts.Clear();
ImFontConfigPtr fontConfig = ImGuiNative.ImFontConfig_ImFontConfig();
@ -317,12 +324,18 @@ namespace Dalamud.Interface
Log.Verbose("[FONT] Fonts built!");
this.fontBuildSignal.Set();
fontConfig.Destroy();
japaneseRangeHandle.Free();
gameRangeHandle.Free();
iconRangeHandle.Free();
}
public void WaitForFontRebuild() {
this.fontBuildSignal.WaitOne();
}
// This is intended to only be called as a handler attached to scene.OnNewRenderFrame
private void RebuildFontsInternal()
{