Dalamud/Dalamud/Dalamud.cs
2021-07-11 00:21:19 +02:00

473 lines
15 KiB
C#

using System;
using System.Diagnostics;
using System.IO;
using System.Threading;
using System.Threading.Tasks;
using Dalamud.Configuration;
using Dalamud.Data;
using Dalamud.Game;
using Dalamud.Game.Addon;
using Dalamud.Game.ClientState;
using Dalamud.Game.Command;
using Dalamud.Game.Internal;
using Dalamud.Game.Network;
using Dalamud.Game.Text.SeStringHandling;
using Dalamud.Interface;
using Dalamud.Plugin;
using Serilog;
using Serilog.Core;
namespace Dalamud
{
/// <summary>
/// The main Dalamud class containing all subsystems.
/// </summary>
public sealed class Dalamud : IDisposable
{
#region Internals
private readonly ManualResetEvent unloadSignal;
private readonly ManualResetEvent finishUnloadSignal;
private readonly string baseDirectory;
private bool hasDisposedPlugins = false;
#endregion
/// <summary>
/// Initializes a new instance of the <see cref="Dalamud"/> class.
/// </summary>
/// <param name="info">DalamudStartInfo instance.</param>
/// <param name="loggingLevelSwitch">LoggingLevelSwitch to control Serilog level.</param>
/// <param name="finishSignal">Signal signalling shutdown.</param>
public Dalamud(DalamudStartInfo info, LoggingLevelSwitch loggingLevelSwitch, ManualResetEvent finishSignal)
{
this.StartInfo = info;
this.LogLevelSwitch = loggingLevelSwitch;
this.baseDirectory = info.WorkingDirectory;
this.unloadSignal = new ManualResetEvent(false);
this.unloadSignal.Reset();
this.finishUnloadSignal = finishSignal;
this.finishUnloadSignal.Reset();
}
#region Native Game Subsystems
/// <summary>
/// Gets game framework subsystem.
/// </summary>
internal Framework Framework { get; private set; }
/// <summary>
/// Gets Anti-Debug detection prevention subsystem.
/// </summary>
internal AntiDebug AntiDebug { get; private set; }
/// <summary>
/// Gets WinSock optimization subsystem.
/// </summary>
internal WinSockHandlers WinSock2 { get; private set; }
/// <summary>
/// Gets ImGui Interface subsystem.
/// </summary>
internal InterfaceManager InterfaceManager { get; private set; }
/// <summary>
/// Gets ClientState subsystem.
/// </summary>
internal ClientState ClientState { get; private set; }
#endregion
#region Dalamud Subsystems
/// <summary>
/// Gets Plugin Manager subsystem.
/// </summary>
internal PluginManager PluginManager { get; private set; }
/// <summary>
/// Gets Plugin Repository subsystem.
/// </summary>
internal PluginRepository PluginRepository { get; private set; }
/// <summary>
/// Gets Data provider subsystem.
/// </summary>
internal DataManager Data { get; private set; }
/// <summary>
/// Gets Command Manager subsystem.
/// </summary>
internal CommandManager CommandManager { get; private set; }
/// <summary>
/// Gets Localization subsystem facilitating localization for Dalamud and plugins.
/// </summary>
internal Localization LocalizationManager { get; private set; }
#endregion
#region Helpers
/// <summary>
/// Gets SeStringManager subsystem facilitating string parsing.
/// </summary>
internal SeStringManager SeStringManager { get; private set; }
/// <summary>
/// Gets copy-enabled SigScanner for target module.
/// </summary>
internal SigScanner SigScanner { get; private set; }
/// <summary>
/// Gets LoggingLevelSwitch for Dalamud and Plugin logs.
/// </summary>
internal LoggingLevelSwitch LogLevelSwitch { get; private set; }
/// <summary>
/// Gets StartInfo object passed from injector.
/// </summary>
internal DalamudStartInfo StartInfo { get; private set; }
/// <summary>
/// Gets Configuration object facilitating save and load of Dalamud configuration.
/// </summary>
internal DalamudConfiguration Configuration { get; private set; }
#endregion
#region Dalamud Core functionality
/// <summary>
/// Gets Dalamud base UI.
/// </summary>
internal DalamudInterface DalamudUi { get; private set; }
/// <summary>
/// Gets Dalamud chat commands.
/// </summary>
internal DalamudCommands DalamudCommands { get; private set; }
/// <summary>
/// Gets Dalamud chat-based features.
/// </summary>
internal ChatHandlers ChatHandlers { get; private set; }
/// <summary>
/// Gets Dalamud network-based features.
/// </summary>
internal NetworkHandlers NetworkHandlers { get; private set; }
/// <summary>
/// Gets subsystem responsible for adding the Dalamud menu items to the game's system menu.
/// </summary>
internal DalamudSystemMenu SystemMenu { get; private set; }
#endregion
/// <summary>
/// Gets Injected process module.
/// </summary>
internal ProcessModule TargetModule { get; private set; }
/// <summary>
/// Gets a value indicating whether Dalamud was successfully loaded.
/// </summary>
internal bool IsReady { get; private set; }
/// <summary>
/// Gets a value indicating whether the plugin system is loaded.
/// </summary>
internal bool IsLoadedPluginSystem => this.PluginManager != null;
/// <summary>
/// Gets location of stored assets.
/// </summary>
internal DirectoryInfo AssetDirectory => new(this.StartInfo.AssetDirectory);
/// <summary>
/// Runs tier 1 of the Dalamud initialization process.
/// </summary>
public void LoadTier1()
{
try
{
// Initialize the process information.
this.TargetModule = Process.GetCurrentProcess().MainModule;
this.SigScanner = new SigScanner(this.TargetModule, true);
// Initialize game subsystem
this.Framework = new Framework(this.SigScanner, this);
Log.Information("[T1] Framework OK!");
this.Framework.Enable();
Log.Information("[T1] Framework ENABLE!");
}
catch (Exception ex)
{
Log.Error(ex, "Tier 1 load failed.");
this.Unload();
}
}
/// <summary>
/// Runs tier 2 of the Dalamud initialization process.
/// </summary>
public void LoadTier2()
{
try
{
this.Configuration = DalamudConfiguration.Load(this.StartInfo.ConfigurationPath);
this.AntiDebug = new AntiDebug(this.SigScanner);
if (this.Configuration.IsAntiAntiDebugEnabled)
this.AntiDebug.Enable();
#if DEBUG
if (!this.AntiDebug.IsEnabled)
this.AntiDebug.Enable();
#endif
Log.Information("[T2] AntiDebug OK!");
this.WinSock2 = new WinSockHandlers();
Log.Information("[T2] WinSock OK!");
this.NetworkHandlers = new NetworkHandlers(this, this.StartInfo.OptOutMbCollection);
Log.Information("[T2] NH OK!");
this.ClientState = new ClientState(this, this.StartInfo, this.SigScanner);
Log.Information("[T2] CS OK!");
this.LocalizationManager = new Localization(Path.Combine(this.AssetDirectory.FullName, "UIRes", "loc", "dalamud"), "dalamud_");
if (!string.IsNullOrEmpty(this.Configuration.LanguageOverride))
this.LocalizationManager.SetupWithLangCode(this.Configuration.LanguageOverride);
else
this.LocalizationManager.SetupWithUiCulture();
Log.Information("[T2] LOC OK!");
if (!bool.Parse(Environment.GetEnvironmentVariable("DALAMUD_NOT_HAVE_INTERFACE") ?? "false"))
{
try
{
this.InterfaceManager = new InterfaceManager(this, this.SigScanner);
this.InterfaceManager.Enable();
Log.Information("[T2] IM OK!");
}
catch (Exception e)
{
Log.Information(e, "Could not init interface.");
}
}
this.Data = new DataManager(this.StartInfo.Language, this.InterfaceManager);
try
{
this.Data.Initialize(this.AssetDirectory.FullName);
}
catch (Exception e)
{
Log.Error(e, "Could not initialize DataManager.");
this.Unload();
return;
}
Log.Information("[T2] Data OK!");
this.SeStringManager = new SeStringManager(this.Data);
Log.Information("[T2] SeString OK!");
// Initialize managers. Basically handlers for the logic
this.CommandManager = new CommandManager(this, this.StartInfo.Language);
this.DalamudCommands = new DalamudCommands(this);
this.DalamudCommands.SetupCommands();
Log.Information("[T2] CM OK!");
this.ChatHandlers = new ChatHandlers(this);
Log.Information("[T2] CH OK!");
this.ClientState.Enable();
Log.Information("[T2] CS ENABLE!");
this.SystemMenu = new DalamudSystemMenu(this);
this.SystemMenu.Enable();
this.IsReady = true;
}
catch (Exception ex)
{
Log.Error(ex, "Tier 2 load failed.");
this.Unload();
}
}
/// <summary>
/// Runs tier 3 of the Dalamud initialization process.
/// </summary>
public void LoadTier3()
{
try
{
Log.Information("[T3] START!");
this.PluginRepository =
new PluginRepository(this, this.StartInfo.PluginDirectory, this.StartInfo.GameVersion);
Log.Information("[T3] PREPO OK!");
if (!bool.Parse(Environment.GetEnvironmentVariable("DALAMUD_NOT_HAVE_PLUGINS") ?? "false"))
{
try
{
this.PluginRepository.CleanupPlugins();
Log.Information("[T3] PRC OK!");
this.PluginManager = new PluginManager(
this,
this.StartInfo.PluginDirectory,
this.StartInfo.DefaultPluginDirectory);
this.PluginManager.LoadSynchronousPlugins();
Task.Run(() => this.PluginManager.LoadDeferredPlugins());
Log.Information("[T3] PM OK!");
}
catch (Exception ex)
{
Log.Error(ex, "Plugin load failed.");
}
}
this.DalamudUi = new DalamudInterface(this);
this.InterfaceManager.OnDraw += this.DalamudUi.Draw;
Log.Information("[T3] DUI OK!");
Troubleshooting.LogTroubleshooting(this, this.InterfaceManager != null);
Log.Information("Dalamud is ready.");
}
catch (Exception ex)
{
Log.Error(ex, "Tier 3 load failed.");
this.Unload();
}
}
/// <summary>
/// Queue an unload of Dalamud when it gets the chance.
/// </summary>
public void Unload()
{
Log.Information("Trigger unload");
this.unloadSignal.Set();
}
/// <summary>
/// Wait for an unload request to start.
/// </summary>
public void WaitForUnload()
{
this.unloadSignal.WaitOne();
}
/// <summary>
/// Wait for a queued unload to be finalized.
/// </summary>
public void WaitForUnloadFinish()
{
this.finishUnloadSignal?.WaitOne();
}
/// <summary>
/// Dispose subsystems related to plugin handling.
/// </summary>
public void DisposePlugins()
{
this.hasDisposedPlugins = true;
// this must be done before unloading plugins, or it can cause a race condition
// due to rendering happening on another thread, where a plugin might receive
// a render call after it has been disposed, which can crash if it attempts to
// use any resources that it freed in its own Dispose method
this.InterfaceManager?.Dispose();
try
{
this.PluginManager.UnloadPlugins();
}
catch (Exception ex)
{
Log.Error(ex, "Plugin unload failed.");
}
this.DalamudUi?.Dispose();
}
/// <summary>
/// Dispose Dalamud subsystems.
/// </summary>
public void Dispose()
{
try
{
if (!this.hasDisposedPlugins)
{
this.DisposePlugins();
Thread.Sleep(100);
}
this.Framework?.Dispose();
this.ClientState?.Dispose();
this.unloadSignal?.Dispose();
this.WinSock2?.Dispose();
this.SigScanner?.Dispose();
this.Data?.Dispose();
this.AntiDebug?.Dispose();
this.SystemMenu?.Dispose();
Log.Debug("Dalamud::Dispose() OK!");
}
catch (Exception ex)
{
Log.Error(ex, "Dalamud::Dispose() failed.");
}
}
/// <summary>
/// Replace the built-in exception handler with a debug one.
/// </summary>
internal void ReplaceExceptionHandler()
{
var releaseFilter = this.SigScanner.ScanText("40 55 53 56 48 8D AC 24 ?? ?? ?? ?? B8 ?? ?? ?? ?? E8 ?? ?? ?? ?? 48 2B E0 48 8B 05 ?? ?? ?? ?? 48 33 C4 48 89 85 ?? ?? ?? ?? 48 83 3D ?? ?? ?? ?? ??");
Log.Debug($"SE debug filter at {releaseFilter.ToInt64():X}");
var oldFilter = NativeFunctions.SetUnhandledExceptionFilter(releaseFilter);
Log.Debug("Reset ExceptionFilter, old: {0}", oldFilter);
}
}
}