mirror of
https://github.com/goatcorp/Dalamud.git
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311 lines
9.4 KiB
C#
311 lines
9.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using Dalamud.Game.ClientState.Objects.Enums;
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using Dalamud.Game.ClientState.Objects.SubKinds;
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using Dalamud.Game.ClientState.Objects.Types;
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using Dalamud.Game.Player;
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using Dalamud.IoC;
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using Dalamud.IoC.Internal;
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using Dalamud.Plugin.Services;
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using Dalamud.Utility;
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using FFXIVClientStructs.Interop;
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using Microsoft.Extensions.ObjectPool;
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using CSGameObject = FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject;
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using CSGameObjectManager = FFXIVClientStructs.FFXIV.Client.Game.Object.GameObjectManager;
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namespace Dalamud.Game.ClientState.Objects;
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/// <summary>
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/// This collection represents the currently spawned FFXIV game objects.
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/// </summary>
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[PluginInterface]
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[ServiceManager.EarlyLoadedService]
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#pragma warning disable SA1015
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[ResolveVia<IObjectTable>]
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#pragma warning restore SA1015
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internal sealed partial class ObjectTable : IServiceType, IObjectTable
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{
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private static int objectTableLength;
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[ServiceManager.ServiceDependency]
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private readonly PlayerState playerState = Service<PlayerState>.Get();
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private readonly CachedEntry[] cachedObjectTable;
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private readonly Enumerator?[] frameworkThreadEnumerators = new Enumerator?[4];
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[ServiceManager.ServiceConstructor]
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private unsafe ObjectTable()
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{
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var nativeObjectTable = CSGameObjectManager.Instance()->Objects.IndexSorted;
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objectTableLength = nativeObjectTable.Length;
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this.cachedObjectTable = new CachedEntry[objectTableLength];
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for (var i = 0; i < this.cachedObjectTable.Length; i++)
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this.cachedObjectTable[i] = new(nativeObjectTable.GetPointer(i));
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for (var i = 0; i < this.frameworkThreadEnumerators.Length; i++)
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this.frameworkThreadEnumerators[i] = new(this, i);
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}
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/// <inheritdoc/>
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public unsafe nint Address
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{
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get
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{
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ThreadSafety.AssertMainThread();
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return (nint)(&CSGameObjectManager.Instance()->Objects);
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}
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}
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/// <inheritdoc/>
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public int Length => objectTableLength;
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/// <inheritdoc/>
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public IPlayerCharacter? LocalPlayer => this[0] as IPlayerCharacter;
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/// <inheritdoc/>
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public IEnumerable<IBattleChara> PlayerObjects => this.GetPlayerObjects();
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/// <inheritdoc/>
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public IEnumerable<IGameObject> CharacterManagerObjects => this.GetObjectsInRange(..199);
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/// <inheritdoc/>
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public IEnumerable<IGameObject> ClientObjects => this.GetObjectsInRange(200..448);
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/// <inheritdoc/>
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public IEnumerable<IGameObject> EventObjects => this.GetObjectsInRange(449..488);
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/// <inheritdoc/>
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public IEnumerable<IGameObject> StandObjects => this.GetObjectsInRange(489..628);
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/// <inheritdoc/>
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public IEnumerable<IGameObject> ReactionEventObjects => this.GetObjectsInRange(629..728);
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/// <inheritdoc/>
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public IGameObject? this[int index]
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{
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get
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{
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ThreadSafety.AssertMainThread();
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return (index >= objectTableLength || index < 0) ? null : this.cachedObjectTable[index].Update();
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}
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}
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/// <inheritdoc/>
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public IGameObject? SearchById(ulong gameObjectId)
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{
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ThreadSafety.AssertMainThread();
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if (gameObjectId is 0)
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return null;
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foreach (var e in this.cachedObjectTable)
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{
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if (e.Update() is { } o && o.GameObjectId == gameObjectId)
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return o;
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}
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return null;
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}
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/// <inheritdoc/>
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public IGameObject? SearchByEntityId(uint entityId)
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{
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ThreadSafety.AssertMainThread();
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if (entityId is 0 or 0xE0000000)
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return null;
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foreach (var e in this.cachedObjectTable)
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{
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if (e.Update() is { } o && o.EntityId == entityId)
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return o;
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}
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return null;
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}
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/// <inheritdoc/>
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public unsafe nint GetObjectAddress(int index)
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{
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ThreadSafety.AssertMainThread();
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return (index >= objectTableLength || index < 0) ? nint.Zero : (nint)this.cachedObjectTable[index].Address;
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}
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/// <inheritdoc/>
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public unsafe IGameObject? CreateObjectReference(nint address)
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{
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ThreadSafety.AssertMainThread();
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if (address == nint.Zero)
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return null;
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if (!this.playerState.IsLoaded)
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return null;
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var obj = (CSGameObject*)address;
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var objKind = (ObjectKind)obj->ObjectKind;
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return objKind switch
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{
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ObjectKind.Player => new PlayerCharacter(address),
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ObjectKind.BattleNpc => new BattleNpc(address),
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ObjectKind.EventNpc => new Npc(address),
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ObjectKind.Retainer => new Npc(address),
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ObjectKind.EventObj => new EventObj(address),
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ObjectKind.Companion => new Npc(address),
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ObjectKind.MountType => new Npc(address),
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ObjectKind.Ornament => new Npc(address),
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_ => new GameObject(address),
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};
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}
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private IEnumerable<IBattleChara> GetPlayerObjects()
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{
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for (var index = 0; index < 200; index += 2)
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{
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if (this[index] is IBattleChara { ObjectKind: ObjectKind.Player } gameObject)
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{
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yield return gameObject;
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}
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}
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}
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private IEnumerable<IGameObject> GetObjectsInRange(Range range)
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{
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for (var index = range.Start.Value; index <= range.End.Value; index++)
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{
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if (this[index] is { } gameObject)
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{
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yield return gameObject;
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}
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}
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}
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/// <summary>Stores an object table entry, with preallocated concrete types.</summary>
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/// <remarks>Initializes a new instance of the <see cref="CachedEntry"/> struct.</remarks>
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/// <param name="gameObjectPtr">A pointer to the object table entry this entry should be pointing to.</param>
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internal readonly unsafe struct CachedEntry(Pointer<CSGameObject>* gameObjectPtr)
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{
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private readonly PlayerCharacter playerCharacter = new(nint.Zero);
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private readonly BattleNpc battleNpc = new(nint.Zero);
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private readonly Npc npc = new(nint.Zero);
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private readonly EventObj eventObj = new(nint.Zero);
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private readonly GameObject gameObject = new(nint.Zero);
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/// <summary>Gets the address of the underlying native object. May be null.</summary>
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public CSGameObject* Address
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get => gameObjectPtr->Value;
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}
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/// <summary>Updates and gets the wrapped game object pointed by this struct.</summary>
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/// <returns>The pointed object, or <c>null</c> if no object exists at that slot.</returns>
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public GameObject? Update()
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{
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var address = this.Address;
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if (address is null)
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return null;
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var activeObject = (ObjectKind)address->ObjectKind switch
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{
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ObjectKind.Player => this.playerCharacter,
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ObjectKind.BattleNpc => this.battleNpc,
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ObjectKind.EventNpc => this.npc,
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ObjectKind.Retainer => this.npc,
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ObjectKind.EventObj => this.eventObj,
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ObjectKind.Companion => this.npc,
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ObjectKind.MountType => this.npc,
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ObjectKind.Ornament => this.npc,
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_ => this.gameObject,
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};
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activeObject.Address = (nint)address;
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return activeObject;
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}
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}
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}
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/// <summary>
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/// This collection represents the currently spawned FFXIV game objects.
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/// </summary>
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internal sealed partial class ObjectTable
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{
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/// <inheritdoc/>
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public IEnumerator<IGameObject> GetEnumerator()
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{
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ThreadSafety.AssertMainThread();
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// If we're on the framework thread, see if there's an already allocated enumerator available for use.
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foreach (ref var x in this.frameworkThreadEnumerators.AsSpan())
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{
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if (x is not null)
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{
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var t = x;
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x = null;
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t.Reset();
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return t;
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}
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}
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// No reusable enumerator is available; allocate a new temporary one.
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return new Enumerator(this, -1);
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}
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/// <inheritdoc/>
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IEnumerator IEnumerable.GetEnumerator() => this.GetEnumerator();
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private sealed class Enumerator(ObjectTable owner, int slotId) : IEnumerator<IGameObject>, IResettable
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{
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private ObjectTable? owner = owner;
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private int index = -1;
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public IGameObject Current { get; private set; } = null!;
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object IEnumerator.Current => this.Current;
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public bool MoveNext()
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{
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if (this.index == objectTableLength)
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return false;
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var cache = this.owner!.cachedObjectTable.AsSpan();
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for (this.index++; this.index < objectTableLength; this.index++)
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{
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if (cache[this.index].Update() is { } ao)
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{
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this.Current = ao;
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return true;
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}
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}
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return false;
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}
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public void Reset() => this.index = -1;
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public void Dispose()
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{
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if (this.owner is not { } o)
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return;
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if (slotId != -1)
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o.frameworkThreadEnumerators[slotId] = this;
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}
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public bool TryReset()
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{
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this.Reset();
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return true;
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}
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}
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}
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