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* Add IInternal/PublicDisposableService Plugins are exposed interfaces that are not inherited from `IDisposable`, but services implementing plugin interfaces often implement `IDisposable`. Some plugins may try to call `IDisposable.Dispose` on everything provided, and it also is possible to use `using` clause too eagerly while working on Dalamud itself, such as writing `using var smth = await Service<SomeService>.GetAsync();`. Such behaviors often lead to a difficult-to-debug errors, and making those services either not an `IDisposable` or making `IDisposable.Dispose` do nothing if the object has been loaded would prevent such errors. As `ServiceManager` must be the only class dealing with construction and disposal of services, `IInternalDisposableService` has been added to limit who can dispose the object. `IPublicDisposableService` also has been added to classes that can be constructed and accessed directly by plugins; for those, `Dispose` will be ignored if the instance is a service instance, and only `DisposeService` will respond. In addition, `DalamudPluginInterface` and `UiBuilder` also have been changed so that their `IDisposable.Dispose` no longer respond, and instead, internal functions have been added to only allow disposal from Dalamud. * Cleanup * Postmerge fixes * More explanation on RunOnFrameworkThread(ClearHooks) * Mark ReliableFileStorage public ctor obsolete --------- Co-authored-by: goat <16760685+goaaats@users.noreply.github.com>
174 lines
5.9 KiB
C#
174 lines
5.9 KiB
C#
using System.Runtime.InteropServices;
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using Dalamud.Configuration.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.Plugin.Services;
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using Dalamud.Utility;
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using Serilog;
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namespace Dalamud.Game.Network;
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/// <summary>
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/// This class handles interacting with game network events.
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/// </summary>
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[InterfaceVersion("1.0")]
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[ServiceManager.BlockingEarlyLoadedService]
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internal sealed class GameNetwork : IInternalDisposableService, IGameNetwork
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{
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private readonly GameNetworkAddressResolver address;
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private readonly Hook<ProcessZonePacketDownDelegate> processZonePacketDownHook;
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private readonly Hook<ProcessZonePacketUpDelegate> processZonePacketUpHook;
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private readonly HitchDetector hitchDetectorUp;
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private readonly HitchDetector hitchDetectorDown;
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[ServiceManager.ServiceDependency]
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private readonly DalamudConfiguration configuration = Service<DalamudConfiguration>.Get();
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private IntPtr baseAddress;
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[ServiceManager.ServiceConstructor]
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private GameNetwork(TargetSigScanner sigScanner)
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{
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this.hitchDetectorUp = new HitchDetector("GameNetworkUp", this.configuration.GameNetworkUpHitch);
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this.hitchDetectorDown = new HitchDetector("GameNetworkDown", this.configuration.GameNetworkDownHitch);
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this.address = new GameNetworkAddressResolver();
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this.address.Setup(sigScanner);
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Log.Verbose("===== G A M E N E T W O R K =====");
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Log.Verbose($"ProcessZonePacketDown address 0x{this.address.ProcessZonePacketDown.ToInt64():X}");
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Log.Verbose($"ProcessZonePacketUp address 0x{this.address.ProcessZonePacketUp.ToInt64():X}");
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this.processZonePacketDownHook = Hook<ProcessZonePacketDownDelegate>.FromAddress(this.address.ProcessZonePacketDown, this.ProcessZonePacketDownDetour);
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this.processZonePacketUpHook = Hook<ProcessZonePacketUpDelegate>.FromAddress(this.address.ProcessZonePacketUp, this.ProcessZonePacketUpDetour);
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this.processZonePacketDownHook.Enable();
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this.processZonePacketUpHook.Enable();
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}
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[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
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private delegate void ProcessZonePacketDownDelegate(IntPtr a, uint targetId, IntPtr dataPtr);
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[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
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private delegate byte ProcessZonePacketUpDelegate(IntPtr a1, IntPtr dataPtr, IntPtr a3, byte a4);
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/// <inheritdoc/>
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public event IGameNetwork.OnNetworkMessageDelegate? NetworkMessage;
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/// <inheritdoc/>
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void IInternalDisposableService.DisposeService()
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{
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this.processZonePacketDownHook.Dispose();
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this.processZonePacketUpHook.Dispose();
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}
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private void ProcessZonePacketDownDetour(IntPtr a, uint targetId, IntPtr dataPtr)
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{
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this.baseAddress = a;
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this.hitchDetectorDown.Start();
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// Go back 0x10 to get back to the start of the packet header
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dataPtr -= 0x10;
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try
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{
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// Call events
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this.NetworkMessage?.Invoke(dataPtr + 0x20, (ushort)Marshal.ReadInt16(dataPtr, 0x12), 0, targetId, NetworkMessageDirection.ZoneDown);
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this.processZonePacketDownHook.Original(a, targetId, dataPtr + 0x10);
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}
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catch (Exception ex)
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{
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string header;
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try
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{
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var data = new byte[32];
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Marshal.Copy(dataPtr, data, 0, 32);
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header = BitConverter.ToString(data);
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}
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catch (Exception)
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{
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header = "failed";
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}
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Log.Error(ex, "Exception on ProcessZonePacketDown hook. Header: " + header);
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this.processZonePacketDownHook.Original(a, targetId, dataPtr + 0x10);
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}
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this.hitchDetectorDown.Stop();
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}
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private byte ProcessZonePacketUpDetour(IntPtr a1, IntPtr dataPtr, IntPtr a3, byte a4)
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{
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this.hitchDetectorUp.Start();
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try
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{
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// Call events
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// TODO: Implement actor IDs
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this.NetworkMessage?.Invoke(dataPtr + 0x20, (ushort)Marshal.ReadInt16(dataPtr), 0x0, 0x0, NetworkMessageDirection.ZoneUp);
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}
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catch (Exception ex)
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{
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string header;
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try
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{
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var data = new byte[32];
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Marshal.Copy(dataPtr, data, 0, 32);
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header = BitConverter.ToString(data);
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}
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catch (Exception)
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{
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header = "failed";
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}
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Log.Error(ex, "Exception on ProcessZonePacketUp hook. Header: " + header);
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}
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this.hitchDetectorUp.Stop();
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return this.processZonePacketUpHook.Original(a1, dataPtr, a3, a4);
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}
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}
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/// <summary>
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/// Plugin-scoped version of a AddonLifecycle service.
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/// </summary>
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[PluginInterface]
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[InterfaceVersion("1.0")]
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[ServiceManager.ScopedService]
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#pragma warning disable SA1015
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[ResolveVia<IGameNetwork>]
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#pragma warning restore SA1015
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internal class GameNetworkPluginScoped : IInternalDisposableService, IGameNetwork
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{
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[ServiceManager.ServiceDependency]
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private readonly GameNetwork gameNetworkService = Service<GameNetwork>.Get();
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/// <summary>
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/// Initializes a new instance of the <see cref="GameNetworkPluginScoped"/> class.
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/// </summary>
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internal GameNetworkPluginScoped()
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{
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this.gameNetworkService.NetworkMessage += this.NetworkMessageForward;
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}
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/// <inheritdoc/>
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public event IGameNetwork.OnNetworkMessageDelegate? NetworkMessage;
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/// <inheritdoc/>
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void IInternalDisposableService.DisposeService()
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{
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this.gameNetworkService.NetworkMessage -= this.NetworkMessageForward;
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this.NetworkMessage = null;
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}
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private void NetworkMessageForward(nint dataPtr, ushort opCode, uint sourceActorId, uint targetActorId, NetworkMessageDirection direction)
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=> this.NetworkMessage?.Invoke(dataPtr, opCode, sourceActorId, targetActorId, direction);
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}
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