Dalamud/Dalamud/Dalamud.cs

365 lines
12 KiB
C#

using System;
using System.IO;
using System.Runtime.CompilerServices;
using System.Threading;
using Dalamud.Configuration.Internal;
using Dalamud.Data;
using Dalamud.Game;
using Dalamud.Game.ClientState;
using Dalamud.Game.Command;
using Dalamud.Game.Gui;
using Dalamud.Game.Gui.Internal;
using Dalamud.Game.Internal;
using Dalamud.Game.Network;
using Dalamud.Game.Network.Internal;
using Dalamud.Game.Text.SeStringHandling;
using Dalamud.Hooking.Internal;
using Dalamud.Interface.Internal;
using Dalamud.IoC.Internal;
using Dalamud.Plugin;
using Dalamud.Plugin.Internal;
using Serilog;
using Serilog.Core;
#if DEBUG
[assembly: InternalsVisibleTo("Dalamud.CorePlugin")]
#endif
[assembly: InternalsVisibleTo("Dalamud.Test")]
namespace Dalamud
{
/// <summary>
/// The main Dalamud class containing all subsystems.
/// </summary>
internal sealed class Dalamud : IDisposable
{
#region Internals
private readonly ManualResetEvent unloadSignal;
private readonly ManualResetEvent finishUnloadSignal;
private bool hasDisposedPlugins = false;
#endregion
/// <summary>
/// Initializes a new instance of the <see cref="Dalamud"/> class.
/// </summary>
/// <param name="info">DalamudStartInfo instance.</param>
/// <param name="loggingLevelSwitch">LoggingLevelSwitch to control Serilog level.</param>
/// <param name="finishSignal">Signal signalling shutdown.</param>
/// <param name="configuration">The Dalamud configuration.</param>
public Dalamud(DalamudStartInfo info, LoggingLevelSwitch loggingLevelSwitch, ManualResetEvent finishSignal, DalamudConfiguration configuration)
{
Service<Dalamud>.Set(this);
Service<DalamudStartInfo>.Set(info);
Service<DalamudConfiguration>.Set(configuration);
this.LogLevelSwitch = loggingLevelSwitch;
this.unloadSignal = new ManualResetEvent(false);
this.unloadSignal.Reset();
this.finishUnloadSignal = finishSignal;
this.finishUnloadSignal.Reset();
}
/// <summary>
/// Gets LoggingLevelSwitch for Dalamud and Plugin logs.
/// </summary>
internal LoggingLevelSwitch LogLevelSwitch { get; private set; }
/// <summary>
/// Gets a value indicating whether Dalamud was successfully loaded.
/// </summary>
internal bool IsReady { get; private set; }
/// <summary>
/// Gets a value indicating whether the plugin system is loaded.
/// </summary>
internal bool IsLoadedPluginSystem => Service<PluginManager>.GetNullable() != null;
/// <summary>
/// Gets location of stored assets.
/// </summary>
internal DirectoryInfo AssetDirectory => new(Service<DalamudStartInfo>.Get().AssetDirectory);
/// <summary>
/// Runs tier 1 of the Dalamud initialization process.
/// </summary>
public void LoadTier1()
{
try
{
Service<ServiceContainer>.Set();
// Initialize the process information.
Service<SigScanner>.Set(new SigScanner(true));
Service<HookManager>.Set();
// Initialize FFXIVClientStructs function resolver
FFXIVClientStructs.Resolver.Initialize();
Log.Information("[T1] FFXIVClientStructs initialized!");
// Initialize game subsystem
var framework = Service<Framework>.Set();
Log.Information("[T1] Framework OK!");
Service<GameNetwork>.Set();
Service<GameGui>.Set();
framework.Enable();
Log.Information("[T1] Framework ENABLE!");
}
catch (Exception ex)
{
Log.Error(ex, "Tier 1 load failed.");
this.Unload();
}
}
/// <summary>
/// Runs tier 2 of the Dalamud initialization process.
/// </summary>
public void LoadTier2()
{
try
{
var configuration = Service<DalamudConfiguration>.Get();
var antiDebug = Service<AntiDebug>.Set();
if (configuration.IsAntiAntiDebugEnabled)
antiDebug.Enable();
#if DEBUG
if (!antiDebug.IsEnabled)
antiDebug.Enable();
#endif
Log.Information("[T2] AntiDebug OK!");
Service<WinSockHandlers>.Set();
Log.Information("[T2] WinSock OK!");
Service<NetworkHandlers>.Set();
Log.Information("[T2] NH OK!");
var clientState = Service<ClientState>.Set();
Log.Information("[T2] CS OK!");
var localization = Service<Localization>.Set(new Localization(Path.Combine(this.AssetDirectory.FullName, "UIRes", "loc", "dalamud"), "dalamud_"));
if (!string.IsNullOrEmpty(configuration.LanguageOverride))
{
localization.SetupWithLangCode(configuration.LanguageOverride);
}
else
{
localization.SetupWithUiCulture();
}
Log.Information("[T2] LOC OK!");
if (!bool.Parse(Environment.GetEnvironmentVariable("DALAMUD_NOT_HAVE_INTERFACE") ?? "false"))
{
try
{
Service<InterfaceManager>.Set().Enable();
Log.Information("[T2] IM OK!");
}
catch (Exception e)
{
Log.Information(e, "Could not init interface.");
}
}
try
{
Service<DalamudIME>.Set();
Log.Information("[T2] IME OK!");
}
catch (Exception e)
{
Log.Information(e, "Could not init IME.");
}
try
{
Service<DataManager>.Set().Initialize(this.AssetDirectory.FullName);
}
catch (Exception e)
{
Log.Error(e, "Could not initialize DataManager.");
this.Unload();
return;
}
Log.Information("[T2] Data OK!");
// Initialize managers. Basically handlers for the logic
Service<CommandManager>.Set();
Service<DalamudCommands>.Set().SetupCommands();
Log.Information("[T2] CM OK!");
Service<ChatHandlers>.Set();
Log.Information("[T2] CH OK!");
clientState.Enable();
Log.Information("[T2] CS ENABLE!");
Service<DalamudSystemMenu>.Set().Enable();
this.IsReady = true;
}
catch (Exception ex)
{
Log.Error(ex, "Tier 2 load failed.");
this.Unload();
}
}
/// <summary>
/// Runs tier 3 of the Dalamud initialization process.
/// </summary>
public void LoadTier3()
{
try
{
Log.Information("[T3] START!");
if (!bool.Parse(Environment.GetEnvironmentVariable("DALAMUD_NOT_HAVE_PLUGINS") ?? "false"))
{
try
{
Service<CallGate>.Set();
var pluginManager = Service<PluginManager>.Set();
pluginManager.OnInstalledPluginsChanged += () =>
Troubleshooting.LogTroubleshooting();
Log.Information("[T3] PM OK!");
pluginManager.CleanupPlugins();
Log.Information("[T3] PMC OK!");
pluginManager.LoadAllPlugins();
Log.Information("[T3] PML OK!");
}
catch (Exception ex)
{
Log.Error(ex, "Plugin load failed.");
}
}
Service<DalamudInterface>.Set();
Log.Information("[T3] DUI OK!");
Troubleshooting.LogTroubleshooting();
Log.Information("Dalamud is ready.");
}
catch (Exception ex)
{
Log.Error(ex, "Tier 3 load failed.");
this.Unload();
}
}
/// <summary>
/// Queue an unload of Dalamud when it gets the chance.
/// </summary>
public void Unload()
{
Log.Information("Trigger unload");
this.unloadSignal.Set();
}
/// <summary>
/// Wait for an unload request to start.
/// </summary>
public void WaitForUnload()
{
this.unloadSignal.WaitOne();
}
/// <summary>
/// Wait for a queued unload to be finalized.
/// </summary>
public void WaitForUnloadFinish()
{
this.finishUnloadSignal?.WaitOne();
}
/// <summary>
/// Dispose subsystems related to plugin handling.
/// </summary>
public void DisposePlugins()
{
this.hasDisposedPlugins = true;
// this must be done before unloading interface manager, in order to do rebuild
// the correct cascaded WndProc (IME -> RawDX11Scene -> Game). Otherwise the game
// will not receive any windows messages
Service<DalamudIME>.GetNullable()?.Dispose();
// this must be done before unloading plugins, or it can cause a race condition
// due to rendering happening on another thread, where a plugin might receive
// a render call after it has been disposed, which can crash if it attempts to
// use any resources that it freed in its own Dispose method
Service<InterfaceManager>.GetNullable()?.Dispose();
Service<DalamudInterface>.GetNullable()?.Dispose();
Service<PluginManager>.GetNullable()?.Dispose();
}
/// <summary>
/// Dispose Dalamud subsystems.
/// </summary>
public void Dispose()
{
try
{
if (!this.hasDisposedPlugins)
{
this.DisposePlugins();
Thread.Sleep(100);
}
Service<Framework>.GetNullable()?.Dispose();
Service<ClientState>.GetNullable()?.Dispose();
this.unloadSignal?.Dispose();
Service<WinSockHandlers>.GetNullable()?.Dispose();
Service<DataManager>.GetNullable()?.Dispose();
Service<AntiDebug>.GetNullable()?.Dispose();
Service<DalamudSystemMenu>.GetNullable()?.Dispose();
Service<HookManager>.GetNullable()?.Dispose();
Service<SigScanner>.GetNullable()?.Dispose();
Log.Debug("Dalamud::Dispose() OK!");
}
catch (Exception ex)
{
Log.Error(ex, "Dalamud::Dispose() failed.");
}
}
/// <summary>
/// Replace the built-in exception handler with a debug one.
/// </summary>
internal void ReplaceExceptionHandler()
{
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 ?? ?? ?? ?? ??";
var releaseFilter = Service<SigScanner>.Get().ScanText(releaseSig);
Log.Debug($"SE debug filter at {releaseFilter.ToInt64():X}");
var oldFilter = NativeFunctions.SetUnhandledExceptionFilter(releaseFilter);
Log.Debug("Reset ExceptionFilter, old: {0}", oldFilter);
}
}
}