Add some locking IPC

This commit is contained in:
Ottermandias 2023-07-26 18:12:04 +02:00
parent 65b65f572d
commit 4fee749954
5 changed files with 122 additions and 22 deletions

View file

@ -18,6 +18,13 @@ public partial class GlamourerIpc
public const string LabelApplyOnlyCustomization = "Glamourer.ApplyOnlyCustomization";
public const string LabelApplyOnlyCustomizationToCharacter = "Glamourer.ApplyOnlyCustomizationToCharacter";
public const string LabelApplyAllLock = "Glamourer.ApplyAllLock";
public const string LabelApplyAllToCharacterLock = "Glamourer.ApplyAllToCharacterLock";
public const string LabelApplyOnlyEquipmentLock = "Glamourer.ApplyOnlyEquipmentLock";
public const string LabelApplyOnlyEquipmentToCharacterLock = "Glamourer.ApplyOnlyEquipmentToCharacterLock";
public const string LabelApplyOnlyCustomizationLock = "Glamourer.ApplyOnlyCustomizationLock";
public const string LabelApplyOnlyCustomizationToCharacterLock = "Glamourer.ApplyOnlyCustomizationToCharacterLock";
private readonly ActionProvider<string, string> _applyAllProvider;
private readonly ActionProvider<string, Character?> _applyAllToCharacterProvider;
private readonly ActionProvider<string, string> _applyOnlyEquipmentProvider;
@ -25,6 +32,13 @@ public partial class GlamourerIpc
private readonly ActionProvider<string, string> _applyOnlyCustomizationProvider;
private readonly ActionProvider<string, Character?> _applyOnlyCustomizationToCharacterProvider;
private readonly ActionProvider<string, string, uint> _applyAllProviderLock;
private readonly ActionProvider<string, Character?, uint> _applyAllToCharacterProviderLock;
private readonly ActionProvider<string, string, uint> _applyOnlyEquipmentProviderLock;
private readonly ActionProvider<string, Character?, uint> _applyOnlyEquipmentToCharacterProviderLock;
private readonly ActionProvider<string, string, uint> _applyOnlyCustomizationProviderLock;
private readonly ActionProvider<string, Character?, uint> _applyOnlyCustomizationToCharacterProviderLock;
public static ActionSubscriber<string, string> ApplyAllSubscriber(DalamudPluginInterface pi)
=> new(pi, LabelApplyAll);
@ -43,26 +57,45 @@ public partial class GlamourerIpc
public static ActionSubscriber<string, Character?> ApplyOnlyCustomizationToCharacterSubscriber(DalamudPluginInterface pi)
=> new(pi, LabelApplyOnlyCustomizationToCharacter);
public void ApplyAll(string base64, string characterName)
=> ApplyDesign(_designConverter.FromBase64(base64, true, true, out var version), FindActors(characterName), version);
=> ApplyDesign(_designConverter.FromBase64(base64, true, true, out var version), FindActors(characterName), version, 0);
public void ApplyAllToCharacter(string base64, Character? character)
=> ApplyDesign(_designConverter.FromBase64(base64, true, true, out var version), FindActors(character), version);
=> ApplyDesign(_designConverter.FromBase64(base64, true, true, out var version), FindActors(character), version, 0);
public void ApplyOnlyEquipment(string base64, string characterName)
=> ApplyDesign(_designConverter.FromBase64(base64, false, true, out var version), FindActors(characterName), version);
=> ApplyDesign(_designConverter.FromBase64(base64, false, true, out var version), FindActors(characterName), version, 0);
public void ApplyOnlyEquipmentToCharacter(string base64, Character? character)
=> ApplyDesign(_designConverter.FromBase64(base64, false, true, out var version), FindActors(character), version);
=> ApplyDesign(_designConverter.FromBase64(base64, false, true, out var version), FindActors(character), version, 0);
public void ApplyOnlyCustomization(string base64, string characterName)
=> ApplyDesign(_designConverter.FromBase64(base64, true, false, out var version), FindActors(characterName), version);
=> ApplyDesign(_designConverter.FromBase64(base64, true, false, out var version), FindActors(characterName), version, 0);
public void ApplyOnlyCustomizationToCharacter(string base64, Character? character)
=> ApplyDesign(_designConverter.FromBase64(base64, true, false, out var version), FindActors(character), version);
=> ApplyDesign(_designConverter.FromBase64(base64, true, false, out var version), FindActors(character), version, 0);
private void ApplyDesign(DesignBase? design, IEnumerable<ActorIdentifier> actors, byte version)
public void ApplyAllLock(string base64, string characterName, uint lockCode)
=> ApplyDesign(_designConverter.FromBase64(base64, true, true, out var version), FindActors(characterName), version, lockCode);
public void ApplyAllToCharacterLock(string base64, Character? character, uint lockCode)
=> ApplyDesign(_designConverter.FromBase64(base64, true, true, out var version), FindActors(character), version, lockCode);
public void ApplyOnlyEquipmentLock(string base64, string characterName, uint lockCode)
=> ApplyDesign(_designConverter.FromBase64(base64, false, true, out var version), FindActors(characterName), version, lockCode);
public void ApplyOnlyEquipmentToCharacterLock(string base64, Character? character, uint lockCode)
=> ApplyDesign(_designConverter.FromBase64(base64, false, true, out var version), FindActors(character), version, lockCode);
public void ApplyOnlyCustomizationLock(string base64, string characterName, uint lockCode)
=> ApplyDesign(_designConverter.FromBase64(base64, true, false, out var version), FindActors(characterName), version, lockCode);
public void ApplyOnlyCustomizationToCharacterLock(string base64, Character? character, uint lockCode)
=> ApplyDesign(_designConverter.FromBase64(base64, true, false, out var version), FindActors(character), version, lockCode);
private void ApplyDesign(DesignBase? design, IEnumerable<ActorIdentifier> actors, byte version, uint lockCode)
{
if (design == null)
return;
@ -78,10 +111,10 @@ public partial class GlamourerIpc
continue;
}
if ((hasModelId || state.ModelData.ModelId == 0) &&state.CanUnlock(0xDEADBEEF))
if ((hasModelId || state.ModelData.ModelId == 0) && state.CanUnlock(lockCode))
{
_stateManager.ApplyDesign(design, state, StateChanged.Source.Ipc, 0xDEADBEEF);
state.Lock(0xDEADBEEF);
_stateManager.ApplyDesign(design, state, StateChanged.Source.Ipc, lockCode);
state.Lock(lockCode);
}
}
}