- Adds tests for GameVersionConverter
- Refactors GameVersionConverter to reduce nesting
- Fixes an edge case in GameVersion deserialization in which the JsonConstructor will be invoked even if no properties match
- Adds a test for the GameVersion deserialization edge case
* Hide scheduler from RunOnFrameworkThread
Creating new tasks via Task.Run and alike would fetch the current
scheduler, which we do not want in case of running stuff from the
framework thread. Change is to prevent the standard library from seeing
the "current scheduler". If one wants to use `await` with an async
function to be run in the framework thread, one can use
`RunOnFrameworkThreadAwaitable` instead now.
* TaskSchedulerWidget: test better stuff
* TaskSchedulerWidget: add freeze tests
* More comments
* Make TaskFactory a getter method instead of property to avoid bad suggestions
* Why are there stuff still not pushed
* Fix CreateImGuiRangesFrom to omit null char
UnicodeRanges.BasicLatin is [0, 127], but ImGui stops reading the glyph
range list on encountering a zero. Fixed that by ensuring that 0 never
appears in the glyph range list.
* Make problems explicit
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Co-authored-by: goat <16760685+goaaats@users.noreply.github.com>
* Add IInternal/PublicDisposableService
Plugins are exposed interfaces that are not inherited from
`IDisposable`, but services implementing plugin interfaces often
implement `IDisposable`. Some plugins may try to call
`IDisposable.Dispose` on everything provided, and it also is possible to
use `using` clause too eagerly while working on Dalamud itself, such as
writing `using var smth = await Service<SomeService>.GetAsync();`. Such
behaviors often lead to a difficult-to-debug errors, and making those
services either not an `IDisposable` or making `IDisposable.Dispose` do
nothing if the object has been loaded would prevent such errors. As
`ServiceManager` must be the only class dealing with construction and
disposal of services, `IInternalDisposableService` has been added to
limit who can dispose the object. `IPublicDisposableService` also has
been added to classes that can be constructed and accessed directly by
plugins; for those, `Dispose` will be ignored if the instance is a
service instance, and only `DisposeService` will respond.
In addition, `DalamudPluginInterface` and `UiBuilder` also have been
changed so that their `IDisposable.Dispose` no longer respond, and
instead, internal functions have been added to only allow disposal from
Dalamud.
* Cleanup
* Postmerge fixes
* More explanation on RunOnFrameworkThread(ClearHooks)
* Mark ReliableFileStorage public ctor obsolete
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Co-authored-by: goat <16760685+goaaats@users.noreply.github.com>
- Test coverage has been added for the entire class, and verbose/redundant code has been refactored
- Fixes JSON serialization: JsonConstructor requires that the ctor parameters match fields/properties of the target class.
Previously, this meant that the JSON constructor would always throw an ArgumentNullException, as `Input` was not a class property.
* Fix log window layout
Fixed custom line rendering from not advancing ImGui cursor, and move
input boxes around as log window is resized to become narower.
* Undo unused change
* Make SingleFontChooserDialog ctor less confusing
The current constructor expects a new fresh instance of IFontAtlas,
which can be easy to miss, resulting in wasted time troubleshooting
without enough clues. New constructor is added that directly takes an
instance of UiBuilder, and the old constructor has been obsoleted and
should be changed to private on api 10.
* Add position, size, and window flags conf to SFCD
* Improve documentations
* Add test for PopupPosition/Size
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Co-authored-by: goat <16760685+goaaats@users.noreply.github.com>
RollingList is not thread safe, but the lock around it was inconsistent,
resulting in occasional null value in the log list. Fixed by utilizing
ConcurrentQueue so that logs can be added from any thread without locks,
and reading from the queue and adding to the list from the framework
thread.
Also, added log line highlight feature.
* Accommodate nested AddonLifecycle event calls
The game is free to call event handlers of another addon from one addon,
but the previous code was written under the assumption that only one
function may be called at a time. This changes the recycled addon args
into pooled args.
* Always clear addon name cache