mirror of
https://github.com/goatcorp/Dalamud.git
synced 2025-12-12 18:27:23 +01:00
473 lines
15 KiB
C#
473 lines
15 KiB
C#
using System;
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using System.Diagnostics;
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using System.IO;
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using System.Threading;
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using System.Threading.Tasks;
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using Dalamud.Configuration;
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using Dalamud.Data;
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using Dalamud.Game;
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using Dalamud.Game.Addon;
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using Dalamud.Game.ClientState;
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using Dalamud.Game.Command;
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using Dalamud.Game.Internal;
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using Dalamud.Game.Network;
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using Dalamud.Game.Text.SeStringHandling;
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using Dalamud.Interface;
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using Dalamud.Plugin;
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using Serilog;
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using Serilog.Core;
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namespace Dalamud
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{
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/// <summary>
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/// The main Dalamud class containing all subsystems.
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/// </summary>
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public sealed class Dalamud : IDisposable
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{
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#region Internals
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private readonly ManualResetEvent unloadSignal;
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private readonly ManualResetEvent finishUnloadSignal;
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private readonly string baseDirectory;
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private bool hasDisposedPlugins = false;
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#endregion
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/// <summary>
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/// Initializes a new instance of the <see cref="Dalamud"/> class.
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/// </summary>
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/// <param name="info">DalamudStartInfo instance.</param>
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/// <param name="loggingLevelSwitch">LoggingLevelSwitch to control Serilog level.</param>
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/// <param name="finishSignal">Signal signalling shutdown.</param>
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public Dalamud(DalamudStartInfo info, LoggingLevelSwitch loggingLevelSwitch, ManualResetEvent finishSignal)
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{
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this.StartInfo = info;
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this.LogLevelSwitch = loggingLevelSwitch;
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this.baseDirectory = info.WorkingDirectory;
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this.unloadSignal = new ManualResetEvent(false);
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this.unloadSignal.Reset();
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this.finishUnloadSignal = finishSignal;
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this.finishUnloadSignal.Reset();
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}
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#region Native Game Subsystems
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/// <summary>
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/// Gets game framework subsystem.
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/// </summary>
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internal Framework Framework { get; private set; }
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/// <summary>
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/// Gets Anti-Debug detection prevention subsystem.
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/// </summary>
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internal AntiDebug AntiDebug { get; private set; }
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/// <summary>
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/// Gets WinSock optimization subsystem.
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/// </summary>
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internal WinSockHandlers WinSock2 { get; private set; }
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/// <summary>
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/// Gets ImGui Interface subsystem.
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/// </summary>
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internal InterfaceManager InterfaceManager { get; private set; }
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/// <summary>
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/// Gets ClientState subsystem.
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/// </summary>
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internal ClientState ClientState { get; private set; }
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#endregion
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#region Dalamud Subsystems
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/// <summary>
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/// Gets Plugin Manager subsystem.
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/// </summary>
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internal PluginManager PluginManager { get; private set; }
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/// <summary>
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/// Gets Plugin Repository subsystem.
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/// </summary>
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internal PluginRepository PluginRepository { get; private set; }
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/// <summary>
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/// Gets Data provider subsystem.
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/// </summary>
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internal DataManager Data { get; private set; }
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/// <summary>
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/// Gets Command Manager subsystem.
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/// </summary>
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internal CommandManager CommandManager { get; private set; }
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/// <summary>
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/// Gets Localization subsystem facilitating localization for Dalamud and plugins.
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/// </summary>
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internal Localization LocalizationManager { get; private set; }
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#endregion
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#region Helpers
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/// <summary>
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/// Gets SeStringManager subsystem facilitating string parsing.
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/// </summary>
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internal SeStringManager SeStringManager { get; private set; }
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/// <summary>
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/// Gets copy-enabled SigScanner for target module.
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/// </summary>
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internal SigScanner SigScanner { get; private set; }
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/// <summary>
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/// Gets LoggingLevelSwitch for Dalamud and Plugin logs.
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/// </summary>
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internal LoggingLevelSwitch LogLevelSwitch { get; private set; }
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/// <summary>
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/// Gets StartInfo object passed from injector.
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/// </summary>
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internal DalamudStartInfo StartInfo { get; private set; }
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/// <summary>
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/// Gets Configuration object facilitating save and load of Dalamud configuration.
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/// </summary>
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internal DalamudConfiguration Configuration { get; private set; }
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#endregion
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#region Dalamud Core functionality
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/// <summary>
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/// Gets Dalamud base UI.
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/// </summary>
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internal DalamudInterface DalamudUi { get; private set; }
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/// <summary>
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/// Gets Dalamud chat commands.
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/// </summary>
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internal DalamudCommands DalamudCommands { get; private set; }
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/// <summary>
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/// Gets Dalamud chat-based features.
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/// </summary>
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internal ChatHandlers ChatHandlers { get; private set; }
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/// <summary>
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/// Gets Dalamud network-based features.
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/// </summary>
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internal NetworkHandlers NetworkHandlers { get; private set; }
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/// <summary>
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/// Gets subsystem responsible for adding the Dalamud menu items to the game's system menu.
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/// </summary>
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internal DalamudSystemMenu SystemMenu { get; private set; }
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#endregion
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/// <summary>
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/// Gets Injected process module.
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/// </summary>
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internal ProcessModule TargetModule { get; private set; }
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/// <summary>
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/// Gets a value indicating whether Dalamud was successfully loaded.
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/// </summary>
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internal bool IsReady { get; private set; }
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/// <summary>
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/// Gets a value indicating whether the plugin system is loaded.
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/// </summary>
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internal bool IsLoadedPluginSystem => this.PluginManager != null;
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/// <summary>
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/// Gets location of stored assets.
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/// </summary>
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internal DirectoryInfo AssetDirectory => new(this.StartInfo.AssetDirectory);
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/// <summary>
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/// Runs tier 1 of the Dalamud initialization process.
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/// </summary>
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public void LoadTier1()
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{
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try
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{
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// Initialize the process information.
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this.TargetModule = Process.GetCurrentProcess().MainModule;
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this.SigScanner = new SigScanner(this.TargetModule, true);
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// Initialize game subsystem
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this.Framework = new Framework(this.SigScanner, this);
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Log.Information("[T1] Framework OK!");
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this.Framework.Enable();
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Log.Information("[T1] Framework ENABLE!");
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}
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catch (Exception ex)
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{
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Log.Error(ex, "Tier 1 load failed.");
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this.Unload();
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}
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}
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/// <summary>
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/// Runs tier 2 of the Dalamud initialization process.
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/// </summary>
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public void LoadTier2()
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{
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try
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{
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this.Configuration = DalamudConfiguration.Load(this.StartInfo.ConfigurationPath);
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this.AntiDebug = new AntiDebug(this.SigScanner);
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if (this.Configuration.IsAntiAntiDebugEnabled)
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this.AntiDebug.Enable();
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#if DEBUG
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if (!this.AntiDebug.IsEnabled)
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this.AntiDebug.Enable();
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#endif
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Log.Information("[T2] AntiDebug OK!");
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this.WinSock2 = new WinSockHandlers();
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Log.Information("[T2] WinSock OK!");
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this.NetworkHandlers = new NetworkHandlers(this, this.StartInfo.OptOutMbCollection);
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Log.Information("[T2] NH OK!");
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this.ClientState = new ClientState(this, this.StartInfo, this.SigScanner);
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Log.Information("[T2] CS OK!");
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this.LocalizationManager = new Localization(Path.Combine(this.AssetDirectory.FullName, "UIRes", "loc", "dalamud"), "dalamud_");
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if (!string.IsNullOrEmpty(this.Configuration.LanguageOverride))
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this.LocalizationManager.SetupWithLangCode(this.Configuration.LanguageOverride);
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else
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this.LocalizationManager.SetupWithUiCulture();
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Log.Information("[T2] LOC OK!");
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if (!bool.Parse(Environment.GetEnvironmentVariable("DALAMUD_NOT_HAVE_INTERFACE") ?? "false"))
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{
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try
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{
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this.InterfaceManager = new InterfaceManager(this, this.SigScanner);
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this.InterfaceManager.Enable();
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Log.Information("[T2] IM OK!");
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}
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catch (Exception e)
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{
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Log.Information(e, "Could not init interface.");
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}
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}
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this.Data = new DataManager(this.StartInfo.Language, this.InterfaceManager);
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try
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{
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this.Data.Initialize(this.AssetDirectory.FullName);
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}
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catch (Exception e)
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{
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Log.Error(e, "Could not initialize DataManager.");
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this.Unload();
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return;
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}
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Log.Information("[T2] Data OK!");
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this.SeStringManager = new SeStringManager(this.Data);
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Log.Information("[T2] SeString OK!");
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// Initialize managers. Basically handlers for the logic
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this.CommandManager = new CommandManager(this, this.StartInfo.Language);
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this.DalamudCommands = new DalamudCommands(this);
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this.DalamudCommands.SetupCommands();
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Log.Information("[T2] CM OK!");
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this.ChatHandlers = new ChatHandlers(this);
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Log.Information("[T2] CH OK!");
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this.ClientState.Enable();
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Log.Information("[T2] CS ENABLE!");
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this.SystemMenu = new DalamudSystemMenu(this);
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this.SystemMenu.Enable();
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this.IsReady = true;
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}
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catch (Exception ex)
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{
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Log.Error(ex, "Tier 2 load failed.");
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this.Unload();
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}
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}
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/// <summary>
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/// Runs tier 3 of the Dalamud initialization process.
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/// </summary>
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public void LoadTier3()
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{
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try
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{
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Log.Information("[T3] START!");
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this.PluginRepository =
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new PluginRepository(this, this.StartInfo.PluginDirectory, this.StartInfo.GameVersion);
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Log.Information("[T3] PREPO OK!");
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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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this.PluginRepository.CleanupPlugins();
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Log.Information("[T3] PRC OK!");
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this.PluginManager = new PluginManager(
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this,
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this.StartInfo.PluginDirectory,
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this.StartInfo.DefaultPluginDirectory);
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this.PluginManager.LoadSynchronousPlugins();
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Task.Run(() => this.PluginManager.LoadDeferredPlugins());
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Log.Information("[T3] PM OK!");
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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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this.DalamudUi = new DalamudInterface(this);
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this.InterfaceManager.OnDraw += this.DalamudUi.Draw;
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Log.Information("[T3] DUI OK!");
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Troubleshooting.LogTroubleshooting(this, this.InterfaceManager != null);
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Log.Information("Dalamud is ready.");
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}
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catch (Exception ex)
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{
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Log.Error(ex, "Tier 3 load failed.");
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this.Unload();
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}
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}
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/// <summary>
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/// Queue an unload of Dalamud when it gets the chance.
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/// </summary>
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public void Unload()
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{
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Log.Information("Trigger unload");
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this.unloadSignal.Set();
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}
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/// <summary>
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/// Wait for an unload request to start.
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/// </summary>
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public void WaitForUnload()
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{
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this.unloadSignal.WaitOne();
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}
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/// <summary>
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/// Wait for a queued unload to be finalized.
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/// </summary>
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public void WaitForUnloadFinish()
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{
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this.finishUnloadSignal?.WaitOne();
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}
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/// <summary>
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/// Dispose subsystems related to plugin handling.
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/// </summary>
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public void DisposePlugins()
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{
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this.hasDisposedPlugins = true;
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// this must be done before unloading plugins, or it can cause a race condition
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// due to rendering happening on another thread, where a plugin might receive
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// a render call after it has been disposed, which can crash if it attempts to
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// use any resources that it freed in its own Dispose method
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this.InterfaceManager?.Dispose();
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try
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{
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this.PluginManager.UnloadPlugins();
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}
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catch (Exception ex)
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{
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Log.Error(ex, "Plugin unload failed.");
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}
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this.DalamudUi?.Dispose();
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}
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/// <summary>
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/// Dispose Dalamud subsystems.
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/// </summary>
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public void Dispose()
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{
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try
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{
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if (!this.hasDisposedPlugins)
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{
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this.DisposePlugins();
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Thread.Sleep(100);
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}
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this.Framework?.Dispose();
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this.ClientState?.Dispose();
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this.unloadSignal?.Dispose();
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this.WinSock2?.Dispose();
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this.SigScanner?.Dispose();
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this.Data?.Dispose();
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this.AntiDebug?.Dispose();
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this.SystemMenu?.Dispose();
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Log.Debug("Dalamud::Dispose() OK!");
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}
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catch (Exception ex)
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{
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Log.Error(ex, "Dalamud::Dispose() failed.");
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}
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}
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/// <summary>
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/// Replace the built-in exception handler with a debug one.
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/// </summary>
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internal void ReplaceExceptionHandler()
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{
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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 ?? ?? ?? ?? ??");
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Log.Debug($"SE debug filter at {releaseFilter.ToInt64():X}");
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var oldFilter = NativeFunctions.SetUnhandledExceptionFilter(releaseFilter);
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Log.Debug("Reset ExceptionFilter, old: {0}", oldFilter);
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}
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}
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}
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