mirror of
https://github.com/goatcorp/Dalamud.git
synced 2025-12-12 18:27:23 +01:00
227 lines
7.4 KiB
C#
227 lines
7.4 KiB
C#
using System;
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using System.Runtime.InteropServices;
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using Dalamud.Data;
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using Dalamud.Game.ClientState.Aetherytes;
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using Dalamud.Game.ClientState.Buddy;
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using Dalamud.Game.ClientState.Fates;
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using Dalamud.Game.ClientState.GamePad;
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using Dalamud.Game.ClientState.JobGauge;
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using Dalamud.Game.ClientState.Keys;
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using Dalamud.Game.ClientState.Objects;
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using Dalamud.Game.ClientState.Objects.SubKinds;
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using Dalamud.Game.ClientState.Party;
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using Dalamud.Game.Gui;
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using Dalamud.Game.Network.Internal;
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using Dalamud.Hooking;
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using Dalamud.IoC;
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using Dalamud.IoC.Internal;
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using Dalamud.Utility;
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using Lumina.Excel.GeneratedSheets;
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using Serilog;
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namespace Dalamud.Game.ClientState
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{
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/// <summary>
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/// This class represents the state of the game client at the time of access.
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/// </summary>
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[PluginInterface]
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[InterfaceVersion("1.0")]
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public sealed class ClientState : IDisposable
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{
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private readonly ClientStateAddressResolver address;
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private readonly Hook<SetupTerritoryTypeDelegate> setupTerritoryTypeHook;
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private bool lastConditionNone = true;
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private bool lastFramePvP = false;
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/// <summary>
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/// Initializes a new instance of the <see cref="ClientState"/> class.
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/// Set up client state access.
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/// </summary>
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internal ClientState()
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{
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this.address = new ClientStateAddressResolver();
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this.address.Setup();
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Log.Verbose("===== C L I E N T S T A T E =====");
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this.ClientLanguage = Service<DalamudStartInfo>.Get().Language;
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Service<ObjectTable>.Set(this.address);
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Service<FateTable>.Set(this.address);
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Service<PartyList>.Set(this.address);
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Service<BuddyList>.Set(this.address);
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Service<JobGauges>.Set(this.address);
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Service<KeyState>.Set(this.address);
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Service<GamepadState>.Set(this.address);
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Service<Condition>.Set(this.address);
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Service<TargetManager>.Set(this.address);
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Service<AetheryteList>.Set(this.address);
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Log.Verbose($"SetupTerritoryType address 0x{this.address.SetupTerritoryType.ToInt64():X}");
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this.setupTerritoryTypeHook = new Hook<SetupTerritoryTypeDelegate>(this.address.SetupTerritoryType, this.SetupTerritoryTypeDetour);
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var framework = Service<Framework>.Get();
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framework.Update += this.FrameworkOnOnUpdateEvent;
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var networkHandlers = Service<NetworkHandlers>.Get();
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networkHandlers.CfPop += this.NetworkHandlersOnCfPop;
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}
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[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
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private delegate IntPtr SetupTerritoryTypeDelegate(IntPtr manager, ushort terriType);
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/// <summary>
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/// Event that gets fired when the current Territory changes.
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/// </summary>
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public event EventHandler<ushort> TerritoryChanged;
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/// <summary>
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/// Event that fires when a character is logging in.
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/// </summary>
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public event EventHandler Login;
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/// <summary>
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/// Event that fires when a character is logging out.
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/// </summary>
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public event EventHandler Logout;
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/// <summary>
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/// Event that fires when a character is entering PvP.
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/// </summary>
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public event System.Action EnterPvP;
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/// <summary>
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/// Event that fires when a character is leaving PvP.
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/// </summary>
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public event System.Action LeavePvP;
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/// <summary>
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/// Event that gets fired when a duty is ready.
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/// </summary>
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public event EventHandler<Lumina.Excel.GeneratedSheets.ContentFinderCondition> CfPop;
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/// <summary>
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/// Gets the language of the client.
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/// </summary>
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public ClientLanguage ClientLanguage { get; }
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/// <summary>
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/// Gets the current Territory the player resides in.
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/// </summary>
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public ushort TerritoryType { get; private set; }
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/// <summary>
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/// Gets the local player character, if one is present.
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/// </summary>
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public PlayerCharacter? LocalPlayer => Service<ObjectTable>.Get()[0] as PlayerCharacter;
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/// <summary>
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/// Gets the content ID of the local character.
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/// </summary>
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public ulong LocalContentId => (ulong)Marshal.ReadInt64(this.address.LocalContentId);
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/// <summary>
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/// Gets a value indicating whether a character is logged in.
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/// </summary>
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public bool IsLoggedIn { get; private set; }
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/// <summary>
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/// Gets a value indicating whether or not the user is playing PvP.
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/// </summary>
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public bool IsPvP { get; private set; }
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/// <summary>
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/// Enable this module.
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/// </summary>
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public void Enable()
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{
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Service<Conditions.Condition>.Get().Enable();
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Service<GamepadState>.Get().Enable();
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this.setupTerritoryTypeHook.Enable();
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}
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/// <summary>
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/// Dispose of managed and unmanaged resources.
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/// </summary>
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void IDisposable.Dispose()
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{
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this.setupTerritoryTypeHook.Dispose();
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Service<Conditions.Condition>.Get().ExplicitDispose();
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Service<GamepadState>.Get().ExplicitDispose();
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Service<Framework>.Get().Update -= this.FrameworkOnOnUpdateEvent;
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Service<NetworkHandlers>.Get().CfPop -= this.NetworkHandlersOnCfPop;
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}
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private IntPtr SetupTerritoryTypeDetour(IntPtr manager, ushort terriType)
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{
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this.TerritoryType = terriType;
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this.TerritoryChanged?.Invoke(this, terriType);
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Log.Debug("TerritoryType changed: {0}", terriType);
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return this.setupTerritoryTypeHook.Original(manager, terriType);
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}
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private void NetworkHandlersOnCfPop(object sender, Lumina.Excel.GeneratedSheets.ContentFinderCondition e)
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{
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this.CfPop?.Invoke(this, e);
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}
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private void FrameworkOnOnUpdateEvent(Framework framework)
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{
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var condition = Service<Conditions.Condition>.Get();
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var gameGui = Service<GameGui>.Get();
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var data = Service<DataManager>.Get();
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if (condition.Any() && this.lastConditionNone == true)
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{
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Log.Debug("Is login");
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this.lastConditionNone = false;
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this.IsLoggedIn = true;
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this.Login?.Invoke(this, null);
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gameGui.ResetUiHideState();
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}
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if (!condition.Any() && this.lastConditionNone == false)
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{
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Log.Debug("Is logout");
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this.lastConditionNone = true;
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this.IsLoggedIn = false;
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this.Logout?.Invoke(this, null);
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gameGui.ResetUiHideState();
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}
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if (this.TerritoryType != 0)
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{
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var terriRow = data.GetExcelSheet<TerritoryType>()!.GetRow(this.TerritoryType);
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this.IsPvP = terriRow?.Bg.RawString.StartsWith("ffxiv/pvp") ?? false;
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}
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if (this.IsPvP != this.lastFramePvP)
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{
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this.lastFramePvP = this.IsPvP;
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if (this.IsPvP)
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{
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this.EnterPvP?.Invoke();
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}
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else
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{
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this.LeavePvP?.Invoke();
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}
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}
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}
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}
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}
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