Dalamud/Dalamud/Game/Inventory/GameInventory.cs
2023-12-02 10:22:07 +09:00

429 lines
16 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Dalamud.Configuration.Internal;
using Dalamud.Game.Inventory.InventoryChangeArgsTypes;
using Dalamud.IoC;
using Dalamud.IoC.Internal;
using Dalamud.Logging.Internal;
using Dalamud.Plugin.Services;
using Serilog.Events;
namespace Dalamud.Game.Inventory;
/// <summary>
/// This class provides events for the players in-game inventory.
/// </summary>
[InterfaceVersion("1.0")]
[ServiceManager.BlockingEarlyLoadedService]
internal class GameInventory : IDisposable, IServiceType, IGameInventory
{
private static readonly ModuleLog Log = new(nameof(GameInventory));
private readonly List<InventoryItemAddedArgs> addedEvents = new();
private readonly List<InventoryItemRemovedArgs> removedEvents = new();
private readonly List<InventoryItemChangedArgs> changedEvents = new();
private readonly List<InventoryItemMovedArgs> movedEvents = new();
private readonly List<InventoryItemSplitArgs> splitEvents = new();
private readonly List<InventoryItemMergedArgs> mergedEvents = new();
[ServiceManager.ServiceDependency]
private readonly Framework framework = Service<Framework>.Get();
[ServiceManager.ServiceDependency]
private readonly DalamudConfiguration dalamudConfiguration = Service<DalamudConfiguration>.Get();
private readonly GameInventoryType[] inventoryTypes;
private readonly GameInventoryItem[]?[] inventoryItems;
[ServiceManager.ServiceConstructor]
private GameInventory()
{
this.inventoryTypes = Enum.GetValues<GameInventoryType>();
this.inventoryItems = new GameInventoryItem[this.inventoryTypes.Length][];
this.framework.Update += this.OnFrameworkUpdate;
// Separate log logic as an event handler.
this.InventoryChanged += events =>
{
if (this.dalamudConfiguration.LogLevel > LogEventLevel.Verbose)
return;
foreach (var e in events)
{
if (e is InventoryComplexEventArgs icea)
Log.Verbose($"{icea}\n\t├ {icea.SourceEvent}\n\t└ {icea.TargetEvent}");
else
Log.Verbose($"{e}");
}
};
}
/// <inheritdoc/>
public event IGameInventory.InventoryChangelogDelegate? InventoryChanged;
/// <inheritdoc/>
public event IGameInventory.InventoryChangelogDelegate? InventoryChangedRaw;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemAdded;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemRemoved;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemChanged;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemMoved;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemSplit;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemMerged;
/// <inheritdoc/>
public void Dispose()
{
this.framework.Update -= this.OnFrameworkUpdate;
}
private static void InvokeSafely(
IGameInventory.InventoryChangelogDelegate? cb,
IReadOnlyCollection<InventoryEventArgs> data)
{
try
{
cb?.Invoke(data);
}
catch (Exception e)
{
Log.Error(e, "Exception during batch callback");
}
}
private static void InvokeSafely(IGameInventory.InventoryChangedDelegate? cb, InventoryEventArgs arg)
{
try
{
cb?.Invoke(arg.Type, arg);
}
catch (Exception e)
{
Log.Error(e, "Exception during {argType} callback", arg.Type);
}
}
private void OnFrameworkUpdate(IFramework framework1)
{
for (var i = 0; i < this.inventoryTypes.Length; i++)
{
var newItems = GameInventoryItem.GetReadOnlySpanOfInventory(this.inventoryTypes[i]);
if (newItems.IsEmpty)
continue;
// Assumption: newItems is sorted by slots, and the last item has the highest slot number.
var oldItems = this.inventoryItems[i] ??= new GameInventoryItem[newItems[^1].InternalItem.Slot + 1];
foreach (ref readonly var newItem in newItems)
{
ref var oldItem = ref oldItems[newItem.InternalItem.Slot];
if (oldItem.IsEmpty)
{
if (!newItem.IsEmpty)
{
this.addedEvents.Add(new(newItem));
oldItem = newItem;
}
}
else
{
if (newItem.IsEmpty)
{
this.removedEvents.Add(new(oldItem));
oldItem = newItem;
}
else if (!oldItem.Equals(newItem))
{
this.changedEvents.Add(new(oldItem, newItem));
oldItem = newItem;
}
}
}
}
// Was there any change? If not, stop further processing.
// Note that only these three are checked; the rest will be populated after this check.
if (this.addedEvents.Count == 0 && this.removedEvents.Count == 0 && this.changedEvents.Count == 0)
return;
// Broadcast InventoryChangedRaw.
// Same reason with the above on why are there 3 lists of events involved.
InvokeSafely(
this.InventoryChangedRaw,
new DeferredReadOnlyCollection<InventoryEventArgs>(
this.addedEvents.Count +
this.removedEvents.Count +
this.changedEvents.Count,
() => Array.Empty<InventoryEventArgs>()
.Concat(this.addedEvents)
.Concat(this.removedEvents)
.Concat(this.changedEvents)));
// Resolve moved items, from 1 added + 1 removed event.
for (var iAdded = this.addedEvents.Count - 1; iAdded >= 0; --iAdded)
{
var added = this.addedEvents[iAdded];
for (var iRemoved = this.removedEvents.Count - 1; iRemoved >= 0; --iRemoved)
{
var removed = this.removedEvents[iRemoved];
if (added.Item.ItemId != removed.Item.ItemId)
continue;
this.movedEvents.Add(new(removed, added));
// Remove the reinterpreted entries.
this.addedEvents.RemoveAt(iAdded);
this.removedEvents.RemoveAt(iRemoved);
break;
}
}
// Resolve moved items, from 2 changed events.
for (var i = this.changedEvents.Count - 1; i >= 0; --i)
{
var e1 = this.changedEvents[i];
for (var j = i - 1; j >= 0; --j)
{
var e2 = this.changedEvents[j];
if (e1.Item.ItemId != e2.OldItemState.ItemId || e1.OldItemState.ItemId != e2.Item.ItemId)
continue;
// Move happened, and e2 has an item.
if (!e2.Item.IsEmpty)
this.movedEvents.Add(new(e1, e2));
// Move happened, and e1 has an item.
if (!e1.Item.IsEmpty)
this.movedEvents.Add(new(e2, e1));
// Remove the reinterpreted entries. Note that i > j.
this.changedEvents.RemoveAt(i);
this.changedEvents.RemoveAt(j);
// We've removed two. Adjust the outer counter.
--i;
break;
}
}
// Resolve split items, from 1 added + 1 changed event.
for (var iAdded = this.addedEvents.Count - 1; iAdded >= 0; --iAdded)
{
var added = this.addedEvents[iAdded];
for (var iChanged = this.changedEvents.Count - 1; iChanged >= 0; --iChanged)
{
var changed = this.changedEvents[iChanged];
if (added.Item.ItemId != changed.Item.ItemId || added.Item.ItemId != changed.OldItemState.ItemId)
continue;
this.splitEvents.Add(new(changed, added));
// Remove the reinterpreted entries.
this.addedEvents.RemoveAt(iAdded);
this.changedEvents.RemoveAt(iChanged);
break;
}
}
// Resolve merged items, from 1 removed + 1 changed event.
for (var iRemoved = this.removedEvents.Count - 1; iRemoved >= 0; --iRemoved)
{
var removed = this.removedEvents[iRemoved];
for (var iChanged = this.changedEvents.Count - 1; iChanged >= 0; --iChanged)
{
var changed = this.changedEvents[iChanged];
if (removed.Item.ItemId != changed.Item.ItemId || removed.Item.ItemId != changed.OldItemState.ItemId)
continue;
this.mergedEvents.Add(new(removed, changed));
// Remove the reinterpreted entries.
this.removedEvents.RemoveAt(iRemoved);
this.changedEvents.RemoveAt(iChanged);
break;
}
}
// Broadcast the rest.
InvokeSafely(
this.InventoryChanged,
new DeferredReadOnlyCollection<InventoryEventArgs>(
this.addedEvents.Count +
this.removedEvents.Count +
this.changedEvents.Count +
this.movedEvents.Count +
this.splitEvents.Count +
this.mergedEvents.Count,
() => Array.Empty<InventoryEventArgs>()
.Concat(this.addedEvents)
.Concat(this.removedEvents)
.Concat(this.changedEvents)
.Concat(this.movedEvents)
.Concat(this.splitEvents)
.Concat(this.mergedEvents)));
foreach (var x in this.addedEvents)
InvokeSafely(this.ItemAdded, x);
foreach (var x in this.removedEvents)
InvokeSafely(this.ItemRemoved, x);
foreach (var x in this.changedEvents)
InvokeSafely(this.ItemChanged, x);
foreach (var x in this.movedEvents)
InvokeSafely(this.ItemMoved, x);
foreach (var x in this.splitEvents)
InvokeSafely(this.ItemSplit, x);
foreach (var x in this.mergedEvents)
InvokeSafely(this.ItemMerged, x);
// We're done using the lists. Clean them up.
this.addedEvents.Clear();
this.removedEvents.Clear();
this.changedEvents.Clear();
this.movedEvents.Clear();
this.splitEvents.Clear();
this.mergedEvents.Clear();
}
/// <summary>
/// A <see cref="IReadOnlyCollection{T}"/> view of <see cref="IEnumerable{T}"/>, so that the number of items
/// contained within can be known in advance, and it can be enumerated multiple times.
/// </summary>
/// <typeparam name="T">The type of elements being enumerated.</typeparam>
private class DeferredReadOnlyCollection<T> : IReadOnlyCollection<T>
{
private readonly Func<IEnumerable<T>> enumerableGenerator;
public DeferredReadOnlyCollection(int count, Func<IEnumerable<T>> enumerableGenerator)
{
this.enumerableGenerator = enumerableGenerator;
this.Count = count;
}
public int Count { get; }
public IEnumerator<T> GetEnumerator() => this.enumerableGenerator().GetEnumerator();
IEnumerator IEnumerable.GetEnumerator() => this.enumerableGenerator().GetEnumerator();
}
}
/// <summary>
/// Plugin-scoped version of a GameInventory service.
/// </summary>
[PluginInterface]
[InterfaceVersion("1.0")]
[ServiceManager.ScopedService]
#pragma warning disable SA1015
[ResolveVia<IGameInventory>]
#pragma warning restore SA1015
internal class GameInventoryPluginScoped : IDisposable, IServiceType, IGameInventory
{
[ServiceManager.ServiceDependency]
private readonly GameInventory gameInventoryService = Service<GameInventory>.Get();
/// <summary>
/// Initializes a new instance of the <see cref="GameInventoryPluginScoped"/> class.
/// </summary>
public GameInventoryPluginScoped()
{
this.gameInventoryService.InventoryChanged += this.OnInventoryChangedForward;
this.gameInventoryService.InventoryChangedRaw += this.OnInventoryChangedRawForward;
this.gameInventoryService.ItemAdded += this.OnInventoryItemAddedForward;
this.gameInventoryService.ItemRemoved += this.OnInventoryItemRemovedForward;
this.gameInventoryService.ItemMoved += this.OnInventoryItemMovedForward;
this.gameInventoryService.ItemChanged += this.OnInventoryItemChangedForward;
this.gameInventoryService.ItemSplit += this.OnInventoryItemSplitForward;
this.gameInventoryService.ItemMerged += this.OnInventoryItemMergedForward;
}
/// <inheritdoc/>
public event IGameInventory.InventoryChangelogDelegate? InventoryChanged;
/// <inheritdoc/>
public event IGameInventory.InventoryChangelogDelegate? InventoryChangedRaw;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemAdded;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemRemoved;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemChanged;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemMoved;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemSplit;
/// <inheritdoc/>
public event IGameInventory.InventoryChangedDelegate? ItemMerged;
/// <inheritdoc/>
public void Dispose()
{
this.gameInventoryService.InventoryChanged -= this.OnInventoryChangedForward;
this.gameInventoryService.InventoryChangedRaw -= this.OnInventoryChangedRawForward;
this.gameInventoryService.ItemAdded -= this.OnInventoryItemAddedForward;
this.gameInventoryService.ItemRemoved -= this.OnInventoryItemRemovedForward;
this.gameInventoryService.ItemChanged -= this.OnInventoryItemChangedForward;
this.gameInventoryService.ItemMoved -= this.OnInventoryItemMovedForward;
this.gameInventoryService.ItemSplit -= this.OnInventoryItemSplitForward;
this.gameInventoryService.ItemMerged -= this.OnInventoryItemMergedForward;
this.InventoryChanged = null;
this.InventoryChangedRaw = null;
this.ItemAdded = null;
this.ItemRemoved = null;
this.ItemChanged = null;
this.ItemMoved = null;
this.ItemSplit = null;
this.ItemMerged = null;
}
private void OnInventoryChangedForward(IReadOnlyCollection<InventoryEventArgs> events)
=> this.InventoryChanged?.Invoke(events);
private void OnInventoryChangedRawForward(IReadOnlyCollection<InventoryEventArgs> events)
=> this.InventoryChangedRaw?.Invoke(events);
private void OnInventoryItemAddedForward(GameInventoryEvent type, InventoryEventArgs data)
=> this.ItemAdded?.Invoke(type, data);
private void OnInventoryItemRemovedForward(GameInventoryEvent type, InventoryEventArgs data)
=> this.ItemRemoved?.Invoke(type, data);
private void OnInventoryItemChangedForward(GameInventoryEvent type, InventoryEventArgs data)
=> this.ItemChanged?.Invoke(type, data);
private void OnInventoryItemMovedForward(GameInventoryEvent type, InventoryEventArgs data)
=> this.ItemMoved?.Invoke(type, data);
private void OnInventoryItemSplitForward(GameInventoryEvent type, InventoryEventArgs data)
=> this.ItemSplit?.Invoke(type, data);
private void OnInventoryItemMergedForward(GameInventoryEvent type, InventoryEventArgs data)
=> this.ItemMerged?.Invoke(type, data);
}