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Fix issue with Penumbra load order and visor state.
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parent
205a95b254
commit
5cf6b0eb75
3 changed files with 31 additions and 6 deletions
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@ -12,5 +12,8 @@ public sealed class PenumbraReloaded()
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{
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/// <seealso cref="Interop.ChangeCustomizeService.Restore"/>
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ChangeCustomizeService = 0,
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/// <seealso cref="Interop.VisorService.Restore"/>
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VisorService = 0,
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}
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}
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@ -9,17 +9,24 @@ namespace Glamourer.Interop;
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public class VisorService : IDisposable
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{
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private readonly PenumbraReloaded _penumbra;
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private readonly IGameInteropProvider _interop;
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public readonly VisorStateChanged Event;
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public unsafe VisorService(VisorStateChanged visorStateChanged, IGameInteropProvider interop)
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public VisorService(VisorStateChanged visorStateChanged, IGameInteropProvider interop, PenumbraReloaded penumbra)
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{
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_interop = interop;
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_penumbra = penumbra;
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Event = visorStateChanged;
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_setupVisorHook = interop.HookFromAddress<UpdateVisorDelegateInternal>((nint)Human.MemberFunctionPointers.SetupVisor, SetupVisorDetour);
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_setupVisorHook.Enable();
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_setupVisorHook = Create();
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_penumbra.Subscribe(Restore, PenumbraReloaded.Priority.VisorService);
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}
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public void Dispose()
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=> _setupVisorHook.Dispose();
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{
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_setupVisorHook.Dispose();
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_penumbra.Unsubscribe(Restore);
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}
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/// <summary> Obtain the current state of the Visor for the given draw object (true: toggled). </summary>
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public static unsafe bool GetVisorState(Model characterBase)
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@ -45,7 +52,7 @@ public class VisorService : IDisposable
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private delegate void UpdateVisorDelegateInternal(nint humanPtr, ushort modelId, byte on);
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private readonly Hook<UpdateVisorDelegateInternal> _setupVisorHook;
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private Hook<UpdateVisorDelegateInternal> _setupVisorHook;
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private void SetupVisorDetour(nint human, ushort modelId, byte value)
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{
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@ -72,4 +79,17 @@ public class VisorService : IDisposable
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human.AsCharacterBase->VisorToggled = on;
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_setupVisorHook.Original(human.Address, modelId, on ? (byte)1 : (byte)0);
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}
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private unsafe Hook<UpdateVisorDelegateInternal> Create()
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{
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var hook = _interop.HookFromAddress<UpdateVisorDelegateInternal>((nint)Human.MemberFunctionPointers.SetupVisor, SetupVisorDetour);
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hook.Enable();
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return hook;
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}
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private void Restore()
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{
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_setupVisorHook.Dispose();
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_setupVisorHook = Create();
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}
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}
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@ -578,6 +578,8 @@ public class StateListener : IDisposable
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// We do not need to handle fixed designs,
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// since a fixed design would already have established state-tracking.
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var actor = _penumbra.GameObjectFromDrawObject(model);
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if (!actor.IsCharacter)
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return;
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// Only actually change anything if the actor state changed,
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// when equipping headgear the method is called with the current draw object state,
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