mirror of
https://github.com/goatcorp/Dalamud.git
synced 2026-02-12 19:14:36 +01:00
491 lines
18 KiB
C#
491 lines
18 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Threading;
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using System.Threading.Tasks;
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using Dalamud.Game.Gui;
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using Dalamud.Game.Gui.Toast;
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using Dalamud.Game.Libc;
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using Dalamud.Game.Network;
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using Dalamud.Hooking;
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using Dalamud.Interface.Internal;
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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 Serilog;
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namespace Dalamud.Game
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{
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/// <summary>
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/// This class represents the Framework of the native game client and grants access to various subsystems.
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/// </summary>
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[PluginInterface]
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[InterfaceVersion("1.0")]
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public sealed class Framework : IDisposable
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{
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private static Stopwatch statsStopwatch = new();
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private readonly List<RunOnNextTickTaskBase> runOnNextTickTaskList = new();
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private readonly Stopwatch updateStopwatch = new();
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private bool tier2Initialized = false;
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private bool tier3Initialized = false;
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private bool tierInitError = false;
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private Hook<OnUpdateDetour> updateHook;
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private Hook<OnDestroyDetour> destroyHook;
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private Hook<OnRealDestroyDelegate> realDestroyHook;
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private Thread? frameworkUpdateThread;
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/// <summary>
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/// Initializes a new instance of the <see cref="Framework"/> class.
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/// </summary>
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internal Framework()
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{
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this.Address = new FrameworkAddressResolver();
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this.Address.Setup();
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Log.Verbose($"Framework address 0x{this.Address.BaseAddress.ToInt64():X}");
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if (this.Address.BaseAddress == IntPtr.Zero)
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{
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throw new InvalidOperationException("Framework is not initalized yet.");
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}
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// Hook virtual functions
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this.HookVTable();
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}
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/// <summary>
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/// A delegate type used with the <see cref="Update"/> event.
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/// </summary>
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/// <param name="framework">The Framework instance.</param>
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public delegate void OnUpdateDelegate(Framework framework);
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/// <summary>
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/// A delegate type used during the native Framework::destroy.
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/// </summary>
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/// <param name="framework">The native Framework address.</param>
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/// <returns>A value indicating if the call was successful.</returns>
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public delegate bool OnRealDestroyDelegate(IntPtr framework);
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/// <summary>
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/// A delegate type used during the native Framework::free.
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/// </summary>
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/// <returns>The native Framework address.</returns>
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public delegate IntPtr OnDestroyDelegate();
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[UnmanagedFunctionPointer(CallingConvention.ThisCall)]
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private delegate bool OnUpdateDetour(IntPtr framework);
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private delegate IntPtr OnDestroyDetour(); // OnDestroyDelegate
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/// <summary>
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/// Event that gets fired every time the game framework updates.
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/// </summary>
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public event OnUpdateDelegate Update;
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/// <summary>
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/// Gets or sets a value indicating whether the collection of stats is enabled.
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/// </summary>
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public static bool StatsEnabled { get; set; }
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/// <summary>
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/// Gets the stats history mapping.
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/// </summary>
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public static Dictionary<string, List<double>> StatsHistory { get; } = new();
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/// <summary>
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/// Gets a raw pointer to the instance of Client::Framework.
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/// </summary>
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public FrameworkAddressResolver Address { get; }
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/// <summary>
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/// Gets the last time that the Framework Update event was triggered.
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/// </summary>
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public DateTime LastUpdate { get; private set; } = DateTime.MinValue;
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/// <summary>
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/// Gets the last time in UTC that the Framework Update event was triggered.
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/// </summary>
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public DateTime LastUpdateUTC { get; private set; } = DateTime.MinValue;
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/// <summary>
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/// Gets the delta between the last Framework Update and the currently executing one.
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/// </summary>
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public TimeSpan UpdateDelta { get; private set; } = TimeSpan.Zero;
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/// <summary>
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/// Gets a value indicating whether currently executing code is running in the game's framework update thread.
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/// </summary>
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public bool IsInFrameworkUpdateThread => Thread.CurrentThread == this.frameworkUpdateThread;
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/// <summary>
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/// Gets or sets a value indicating whether to dispatch update events.
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/// </summary>
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internal bool DispatchUpdateEvents { get; set; } = true;
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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<LibcFunction>.Set();
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Service<GameGui>.Get().Enable();
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Service<GameNetwork>.Get().Enable();
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this.updateHook.Enable();
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this.destroyHook.Enable();
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this.realDestroyHook.Enable();
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}
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/// <summary>
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/// Run given function right away if this function has been called from game's Framework.Update thread, or otherwise run on next Framework.Update call.
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/// </summary>
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/// <typeparam name="T">Return type.</typeparam>
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/// <param name="func">Function to call.</param>
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/// <returns>Task representing the pending or already completed function.</returns>
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public Task<T> RunOnFrameworkThread<T>(Func<T> func) => this.IsInFrameworkUpdateThread ? Task.FromResult(func()) : this.RunOnTick(func);
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/// <summary>
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/// Run given function right away if this function has been called from game's Framework.Update thread, or otherwise run on next Framework.Update call.
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/// </summary>
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/// <param name="action">Function to call.</param>
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/// <returns>Task representing the pending or already completed function.</returns>
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public Task RunOnFrameworkThread(Action action)
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{
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if (this.IsInFrameworkUpdateThread)
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{
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try
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{
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action();
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return Task.CompletedTask;
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}
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catch (Exception ex)
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{
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return Task.FromException(ex);
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}
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}
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else
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{
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return this.RunOnTick(action);
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}
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}
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/// <summary>
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/// Run given function in upcoming Framework.Tick call.
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/// </summary>
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/// <typeparam name="T">Return type.</typeparam>
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/// <param name="func">Function to call.</param>
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/// <param name="delay">Wait for given timespan before calling this function.</param>
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/// <param name="delayTicks">Count given number of Framework.Tick calls before calling this function. This takes precedence over delay parameter.</param>
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/// <param name="cancellationToken">Cancellation token which will prevent the execution of this function if wait conditions are not met.</param>
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/// <returns>Task representing the pending function.</returns>
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public Task<T> RunOnTick<T>(Func<T> func, TimeSpan delay = default, int delayTicks = default, CancellationToken cancellationToken = default)
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{
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var tcs = new TaskCompletionSource<T>();
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this.runOnNextTickTaskList.Add(new RunOnNextTickTaskFunc<T>()
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{
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RemainingTicks = delayTicks,
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RunAfterTickCount = Environment.TickCount64 + (long)Math.Ceiling(delay.TotalMilliseconds),
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CancellationToken = cancellationToken,
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TaskCompletionSource = tcs,
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Func = func,
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});
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return tcs.Task;
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}
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/// <summary>
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/// Run given function in upcoming Framework.Tick call.
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/// </summary>
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/// <typeparam name="T">Return type.</typeparam>
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/// <param name="action">Function to call.</param>
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/// <param name="delay">Wait for given timespan before calling this function.</param>
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/// <param name="delayTicks">Count given number of Framework.Tick calls before calling this function. This takes precedence over delay parameter.</param>
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/// <param name="cancellationToken">Cancellation token which will prevent the execution of this function if wait conditions are not met.</param>
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/// <returns>Task representing the pending function.</returns>
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public Task RunOnTick(Action action, TimeSpan delay = default, int delayTicks = default, CancellationToken cancellationToken = default)
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{
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var tcs = new TaskCompletionSource();
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this.runOnNextTickTaskList.Add(new RunOnNextTickTaskAction()
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{
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RemainingTicks = delayTicks,
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RunAfterTickCount = Environment.TickCount64 + (long)Math.Ceiling(delay.TotalMilliseconds),
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CancellationToken = cancellationToken,
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TaskCompletionSource = tcs,
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Action = action,
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});
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return tcs.Task;
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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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Service<GameGui>.GetNullable()?.ExplicitDispose();
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Service<GameNetwork>.GetNullable()?.ExplicitDispose();
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this.updateHook?.Disable();
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this.destroyHook?.Disable();
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this.realDestroyHook?.Disable();
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Thread.Sleep(500);
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this.updateHook?.Dispose();
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this.destroyHook?.Dispose();
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this.realDestroyHook?.Dispose();
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this.updateStopwatch.Reset();
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statsStopwatch.Reset();
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}
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private void HookVTable()
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{
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var vtable = Marshal.ReadIntPtr(this.Address.BaseAddress);
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// Virtual function layout:
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// .rdata:00000001411F1FE0 dq offset Xiv__Framework___dtor
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// .rdata:00000001411F1FE8 dq offset Xiv__Framework__init
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// .rdata:00000001411F1FF0 dq offset Xiv__Framework__destroy
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// .rdata:00000001411F1FF8 dq offset Xiv__Framework__free
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// .rdata:00000001411F2000 dq offset Xiv__Framework__update
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var pUpdate = Marshal.ReadIntPtr(vtable, IntPtr.Size * 4);
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this.updateHook = new Hook<OnUpdateDetour>(pUpdate, this.HandleFrameworkUpdate);
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var pDestroy = Marshal.ReadIntPtr(vtable, IntPtr.Size * 3);
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this.destroyHook = new Hook<OnDestroyDetour>(pDestroy, this.HandleFrameworkDestroy);
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var pRealDestroy = Marshal.ReadIntPtr(vtable, IntPtr.Size * 2);
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this.realDestroyHook = new Hook<OnRealDestroyDelegate>(pRealDestroy, this.HandleRealDestroy);
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}
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private bool HandleFrameworkUpdate(IntPtr framework)
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{
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// If any of the tier loads failed, just go to the original code.
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if (this.tierInitError)
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goto original;
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this.frameworkUpdateThread ??= Thread.CurrentThread;
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var dalamud = Service<Dalamud>.Get();
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// If this is the first time we are running this loop, we need to init Dalamud subsystems synchronously
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if (!this.tier2Initialized)
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{
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this.tier2Initialized = dalamud.LoadTier2();
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if (!this.tier2Initialized)
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this.tierInitError = true;
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goto original;
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}
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// Plugins expect the interface to be available and ready, so we need to wait with plugins until we have init'd ImGui
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if (!this.tier3Initialized && Service<InterfaceManager>.GetNullable()?.IsReady == true)
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{
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this.tier3Initialized = dalamud.LoadTier3();
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if (!this.tier3Initialized)
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this.tierInitError = true;
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goto original;
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}
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try
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{
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Service<ChatGui>.Get().UpdateQueue();
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Service<ToastGui>.Get().UpdateQueue();
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Service<GameNetwork>.Get().UpdateQueue();
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}
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catch (Exception ex)
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{
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Log.Error(ex, "Exception while handling Framework::Update hook.");
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}
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if (this.DispatchUpdateEvents)
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{
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this.updateStopwatch.Stop();
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this.UpdateDelta = TimeSpan.FromMilliseconds(this.updateStopwatch.ElapsedMilliseconds);
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this.updateStopwatch.Restart();
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this.LastUpdate = DateTime.Now;
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this.LastUpdateUTC = DateTime.UtcNow;
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try
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{
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this.runOnNextTickTaskList.RemoveAll(x => x.Run());
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if (StatsEnabled && this.Update != null)
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{
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// Stat Tracking for Framework Updates
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var invokeList = this.Update.GetInvocationList();
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var notUpdated = StatsHistory.Keys.ToList();
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// Individually invoke OnUpdate handlers and time them.
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foreach (var d in invokeList)
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{
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statsStopwatch.Restart();
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d.Method.Invoke(d.Target, new object[] { this });
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statsStopwatch.Stop();
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var key = $"{d.Target}::{d.Method.Name}";
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if (notUpdated.Contains(key))
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notUpdated.Remove(key);
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if (!StatsHistory.ContainsKey(key))
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StatsHistory.Add(key, new List<double>());
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StatsHistory[key].Add(statsStopwatch.Elapsed.TotalMilliseconds);
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if (StatsHistory[key].Count > 1000)
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{
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StatsHistory[key].RemoveRange(0, StatsHistory[key].Count - 1000);
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}
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}
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// Cleanup handlers that are no longer being called
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foreach (var key in notUpdated)
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{
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if (StatsHistory[key].Count > 0)
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{
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StatsHistory[key].RemoveAt(0);
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}
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else
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{
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StatsHistory.Remove(key);
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}
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}
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}
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else
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{
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this.Update?.Invoke(this);
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}
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}
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catch (Exception ex)
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{
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Log.Error(ex, "Exception while dispatching Framework::Update event.");
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}
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}
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original:
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return this.updateHook.Original(framework);
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}
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private bool HandleRealDestroy(IntPtr framework)
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{
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if (this.DispatchUpdateEvents)
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{
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Log.Information("Framework::Destroy!");
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var dalamud = Service<Dalamud>.Get();
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dalamud.DisposePlugins();
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Log.Information("Framework::Destroy OK!");
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}
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this.DispatchUpdateEvents = false;
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return this.realDestroyHook.Original(framework);
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}
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private IntPtr HandleFrameworkDestroy()
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{
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Log.Information("Framework::Free!");
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// Store the pointer to the original trampoline location
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var originalPtr = Marshal.GetFunctionPointerForDelegate(this.destroyHook.Original);
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var dalamud = Service<Dalamud>.Get();
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dalamud.Unload();
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dalamud.WaitForUnloadFinish();
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Log.Information("Framework::Free OK!");
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// Return the original trampoline location to cleanly exit
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return originalPtr;
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}
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private abstract class RunOnNextTickTaskBase
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{
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internal int RemainingTicks { get; set; }
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internal long RunAfterTickCount { get; init; }
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internal CancellationToken CancellationToken { get; init; }
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internal bool Run()
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{
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if (this.CancellationToken.IsCancellationRequested)
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{
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this.CancelImpl();
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return true;
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}
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if (this.RemainingTicks > 0)
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this.RemainingTicks -= 1;
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if (this.RemainingTicks > 0)
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return false;
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if (this.RunAfterTickCount > Environment.TickCount64)
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return false;
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this.RunImpl();
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return true;
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}
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protected abstract void RunImpl();
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protected abstract void CancelImpl();
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}
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private class RunOnNextTickTaskFunc<T> : RunOnNextTickTaskBase
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{
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internal TaskCompletionSource<T> TaskCompletionSource { get; init; }
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internal Func<T> Func { get; init; }
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protected override void RunImpl()
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{
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try
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{
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this.TaskCompletionSource.SetResult(this.Func());
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}
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catch (Exception ex)
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{
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this.TaskCompletionSource.SetException(ex);
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}
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}
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protected override void CancelImpl()
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{
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this.TaskCompletionSource.SetCanceled();
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}
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}
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private class RunOnNextTickTaskAction : RunOnNextTickTaskBase
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{
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internal TaskCompletionSource TaskCompletionSource { get; init; }
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internal Action Action { get; init; }
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protected override void RunImpl()
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{
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try
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{
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this.Action();
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this.TaskCompletionSource.SetResult();
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}
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catch (Exception ex)
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{
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this.TaskCompletionSource.SetException(ex);
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}
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}
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protected override void CancelImpl()
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{
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this.TaskCompletionSource.SetCanceled();
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}
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}
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}
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}
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