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160
GlamourerOld/Interop/ObjectManager.cs
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160
GlamourerOld/Interop/ObjectManager.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Dalamud.Game;
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using Dalamud.Game.ClientState;
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using Dalamud.Game.ClientState.Objects;
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using Glamourer.Services;
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using Penumbra.GameData.Actors;
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namespace Glamourer.Interop;
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public readonly struct ActorData
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{
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public readonly List<Actor> Objects;
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public readonly string Label;
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public bool Valid
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=> Objects.Count > 0;
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public ActorData(Actor actor, string label)
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{
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Objects = new List<Actor> { actor };
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Label = label;
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}
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public static readonly ActorData Invalid = new(false);
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private ActorData(bool _)
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{
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Objects = new List<Actor>(0);
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Label = string.Empty;
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}
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}
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public class ObjectManager : IReadOnlyDictionary<ActorIdentifier, ActorData>
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{
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private readonly Framework _framework;
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private readonly ClientState _clientState;
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private readonly ObjectTable _objects;
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private readonly ActorService _actors;
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public ObjectManager(Framework framework, ClientState clientState, ObjectTable objects, ActorService actors)
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{
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_framework = framework;
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_clientState = clientState;
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_objects = objects;
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_actors = actors;
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}
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public DateTime LastUpdate { get; private set; }
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public bool IsInGPose { get; private set; }
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public ushort World { get; private set; }
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private readonly Dictionary<ActorIdentifier, ActorData> _identifiers = new(200);
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private void HandleIdentifier(ActorIdentifier identifier, Actor character)
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{
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if (!character.DrawObject || !identifier.IsValid)
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return;
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if (!_identifiers.TryGetValue(identifier, out var data))
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{
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data = new ActorData(character, identifier.ToString());
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_identifiers[identifier] = data;
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}
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else
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{
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data.Objects.Add(character);
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}
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}
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public void Update()
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{
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var lastUpdate = _framework.LastUpdate;
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if (lastUpdate <= LastUpdate)
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return;
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LastUpdate = lastUpdate;
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World = (ushort)(_clientState.LocalPlayer?.CurrentWorld.Id ?? 0u);
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_identifiers.Clear();
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for (var i = 0; i < (int)ScreenActor.CutsceneStart; ++i)
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{
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Actor character = _objects.GetObjectAddress(i);
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if (character.Identifier(_actors.AwaitedService, out var identifier))
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HandleIdentifier(identifier, character);
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}
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for (var i = (int)ScreenActor.CutsceneStart; i < (int)ScreenActor.CutsceneEnd; ++i)
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{
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Actor character = _objects.GetObjectAddress(i);
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if (!character.Identifier(_actors.AwaitedService, out var identifier))
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break;
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HandleIdentifier(identifier, character);
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}
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void AddSpecial(ScreenActor idx, string label)
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{
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Actor actor = _objects.GetObjectAddress((int)idx);
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if (actor.Identifier(_actors.AwaitedService, out var ident))
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{
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var data = new ActorData(actor, label);
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_identifiers.Add(ident, data);
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}
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}
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AddSpecial(ScreenActor.CharacterScreen, "Character Screen Actor");
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AddSpecial(ScreenActor.ExamineScreen, "Examine Screen Actor");
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AddSpecial(ScreenActor.FittingRoom, "Fitting Room Actor");
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AddSpecial(ScreenActor.DyePreview, "Dye Preview Actor");
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AddSpecial(ScreenActor.Portrait, "Portrait Actor");
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AddSpecial(ScreenActor.Card6, "Card Actor 6");
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AddSpecial(ScreenActor.Card7, "Card Actor 7");
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AddSpecial(ScreenActor.Card8, "Card Actor 8");
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for (var i = (int)ScreenActor.ScreenEnd; i < _objects.Length; ++i)
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{
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Actor character = _objects.GetObjectAddress(i);
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if (character.Identifier(_actors.AwaitedService, out var identifier))
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HandleIdentifier(identifier, character);
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}
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var gPose = GPosePlayer;
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IsInGPose = gPose && gPose.Utf8Name.Length > 0;
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}
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public Actor GPosePlayer
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=> _objects.GetObjectAddress((int)ScreenActor.GPosePlayer);
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public Actor Player
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=> _objects.GetObjectAddress(0);
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public IEnumerator<KeyValuePair<ActorIdentifier, ActorData>> GetEnumerator()
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=> _identifiers.GetEnumerator();
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IEnumerator IEnumerable.GetEnumerator()
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=> GetEnumerator();
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public int Count
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=> _identifiers.Count;
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public bool ContainsKey(ActorIdentifier key)
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=> _identifiers.ContainsKey(key);
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public bool TryGetValue(ActorIdentifier key, out ActorData value)
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=> _identifiers.TryGetValue(key, out value);
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public ActorData this[ActorIdentifier key]
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=> _identifiers[key];
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public IEnumerable<ActorIdentifier> Keys
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=> _identifiers.Keys;
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public IEnumerable<ActorData> Values
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=> _identifiers.Values;
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}
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