mirror of
https://github.com/goatcorp/Dalamud.git
synced 2025-12-12 18:27:23 +01:00
245 lines
8.4 KiB
C#
245 lines
8.4 KiB
C#
using System;
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using System.Diagnostics;
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using System.IO;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Threading;
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using System.Threading.Tasks;
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using Dalamud.Configuration.Internal;
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using Dalamud.Data;
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using Dalamud.Game;
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using Dalamud.Game.ClientState;
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using Dalamud.Game.Command;
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using Dalamud.Game.Gui;
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using Dalamud.Game.Gui.Internal;
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using Dalamud.Game.Internal;
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using Dalamud.Game.Network;
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using Dalamud.Game.Network.Internal;
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using Dalamud.Game.Text.SeStringHandling;
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using Dalamud.Hooking.Internal;
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using Dalamud.Interface;
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using Dalamud.Interface.GameFonts;
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using Dalamud.Interface.Internal;
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using Dalamud.IoC.Internal;
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using Dalamud.Logging.Internal;
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using Dalamud.Plugin.Internal;
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using Dalamud.Plugin.Ipc.Internal;
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using Dalamud.Support;
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using Dalamud.Utility;
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using Dalamud.Utility.Timing;
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using Serilog;
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using Serilog.Core;
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using Serilog.Events;
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#if DEBUG
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[assembly: InternalsVisibleTo("Dalamud.CorePlugin")]
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#endif
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[assembly: InternalsVisibleTo("Dalamud.Test")]
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[assembly: InternalsVisibleTo("Dalamud.DevHelpers")]
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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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internal 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 MonoMod.RuntimeDetour.Hook processMonoHook;
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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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/// <param name="configuration">The Dalamud configuration.</param>
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/// <param name="mainThreadContinueEvent">Event used to signal the main thread to continue.</param>
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public Dalamud(DalamudStartInfo info, LoggingLevelSwitch loggingLevelSwitch, ManualResetEvent finishSignal, DalamudConfiguration configuration, IntPtr mainThreadContinueEvent)
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{
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this.LogLevelSwitch = loggingLevelSwitch;
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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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SerilogEventSink.Instance.LogLine += SerilogOnLogLine;
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Service<Dalamud>.Provide(this);
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Service<DalamudStartInfo>.Provide(info);
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Service<DalamudConfiguration>.Provide(configuration);
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if (!configuration.IsResumeGameAfterPluginLoad)
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{
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NativeFunctions.SetEvent(mainThreadContinueEvent);
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_ = ServiceManager.InitializeEarlyLoadableServices();
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}
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else
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{
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Task.Run(async () =>
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{
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try
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{
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var tasks = new[]
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{
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ServiceManager.InitializeEarlyLoadableServices(),
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ServiceManager.BlockingResolved,
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};
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await Task.WhenAny(tasks);
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foreach (var task in tasks)
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{
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if (task.IsFaulted)
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throw task.Exception!;
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}
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NativeFunctions.SetEvent(mainThreadContinueEvent);
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await Task.WhenAll(tasks);
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foreach (var task in tasks)
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{
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if (task.IsFaulted)
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throw task.Exception!;
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}
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}
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catch (Exception e)
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{
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Log.Error(e, "Service initialization failure");
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}
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finally
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{
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NativeFunctions.SetEvent(mainThreadContinueEvent);
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}
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});
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}
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}
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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 location of stored assets.
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/// </summary>
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internal DirectoryInfo AssetDirectory => new(Service<DalamudStartInfo>.Get().AssetDirectory!);
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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 interface manager, in order to do rebuild
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// the correct cascaded WndProc (IME -> RawDX11Scene -> Game). Otherwise the game
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// will not receive any windows messages
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Service<DalamudIME>.GetNullable()?.Dispose();
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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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Service<InterfaceManager>.GetNullable()?.Dispose();
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Service<DalamudInterface>.GetNullable()?.Dispose();
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Service<PluginManager>.GetNullable()?.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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Service<Framework>.GetNullable()?.ExplicitDispose();
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Service<ClientState>.GetNullable()?.ExplicitDispose();
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this.unloadSignal?.Dispose();
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Service<WinSockHandlers>.GetNullable()?.Dispose();
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Service<DataManager>.GetNullable()?.ExplicitDispose();
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Service<AntiDebug>.GetNullable()?.Dispose();
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Service<DalamudAtkTweaks>.GetNullable()?.Dispose();
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Service<HookManager>.GetNullable()?.Dispose();
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var sigScanner = Service<SigScanner>.Get();
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sigScanner.Save();
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sigScanner.Dispose();
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SerilogEventSink.Instance.LogLine -= SerilogOnLogLine;
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this.processMonoHook?.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 releaseSig = "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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var releaseFilter = Service<SigScanner>.Get().ScanText(releaseSig);
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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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private static void SerilogOnLogLine(object? sender, (string Line, LogEventLevel Level, DateTimeOffset TimeStamp, Exception? Exception) e)
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{
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if (e.Exception == null)
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return;
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Troubleshooting.LogException(e.Exception, e.Line);
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}
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}
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}
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