Update for 6.2 without rework.

This commit is contained in:
Ottermandias 2022-08-25 13:34:10 +02:00
parent a36d1f1935
commit 8de1f56766
21 changed files with 902 additions and 169 deletions

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using System;
using System.Runtime.InteropServices;
using Dalamud.Game.ClientState.Objects.Types;
using Penumbra.GameData.Structs;
// Read the customization data regarding weapons and displayable equipment from an actor struct.
// Stores the data in a 56 bytes, i.e. 7 longs for easier comparison.
namespace Penumbra.PlayerWatch;
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public class CharacterEquipment
{
public const int MainWeaponOffset = 0x6E0;
public const int OffWeaponOffset = 0x748;
public const int EquipmentOffset = 0x818;
public const int EquipmentSlots = 10;
public const int WeaponSlots = 2;
public CharacterWeapon MainHand;
public CharacterWeapon OffHand;
public CharacterArmor Head;
public CharacterArmor Body;
public CharacterArmor Hands;
public CharacterArmor Legs;
public CharacterArmor Feet;
public CharacterArmor Ears;
public CharacterArmor Neck;
public CharacterArmor Wrists;
public CharacterArmor RFinger;
public CharacterArmor LFinger;
public ushort IsSet; // Also fills struct size to 56, a multiple of 8.
public CharacterEquipment()
=> Clear();
public CharacterEquipment(Character actor)
: this(actor.Address)
{ }
public override string ToString()
=> IsSet == 0
? "(Not Set)"
: $"({MainHand}) | ({OffHand}) | ({Head}) | ({Body}) | ({Hands}) | ({Legs}) | "
+ $"({Feet}) | ({Ears}) | ({Neck}) | ({Wrists}) | ({LFinger}) | ({RFinger})";
public bool Equal(Character rhs)
=> CompareData(new CharacterEquipment(rhs));
public bool Equal(CharacterEquipment rhs)
=> CompareData(rhs);
public bool CompareAndUpdate(Character rhs)
=> CompareAndOverwrite(new CharacterEquipment(rhs));
public bool CompareAndUpdate(CharacterEquipment rhs)
=> CompareAndOverwrite(rhs);
private unsafe CharacterEquipment(IntPtr actorAddress)
{
IsSet = 1;
var actorPtr = (byte*)actorAddress.ToPointer();
fixed (CharacterWeapon* main = &MainHand, off = &OffHand)
{
Buffer.MemoryCopy(actorPtr + MainWeaponOffset, main, sizeof(CharacterWeapon), sizeof(CharacterWeapon));
Buffer.MemoryCopy(actorPtr + OffWeaponOffset, off, sizeof(CharacterWeapon), sizeof(CharacterWeapon));
}
fixed (CharacterArmor* equipment = &Head)
{
Buffer.MemoryCopy(actorPtr + EquipmentOffset, equipment, EquipmentSlots * sizeof(CharacterArmor),
EquipmentSlots * sizeof(CharacterArmor));
}
}
public unsafe void Clear()
{
fixed (CharacterWeapon* main = &MainHand)
{
var structSizeEights = (2 + EquipmentSlots * sizeof(CharacterArmor) + WeaponSlots * sizeof(CharacterWeapon)) / 8;
for (ulong* ptr = (ulong*)main, end = ptr + structSizeEights; ptr != end; ++ptr)
*ptr = 0;
}
}
private unsafe bool CompareAndOverwrite(CharacterEquipment rhs)
{
var structSizeEights = (2 + EquipmentSlots * sizeof(CharacterArmor) + WeaponSlots * sizeof(CharacterWeapon)) / 8;
var ret = true;
fixed (CharacterWeapon* data1 = &MainHand, data2 = &rhs.MainHand)
{
var ptr1 = (ulong*)data1;
var ptr2 = (ulong*)data2;
for (var end = ptr1 + structSizeEights; ptr1 != end; ++ptr1, ++ptr2)
{
if (*ptr1 != *ptr2)
{
*ptr1 = *ptr2;
ret = false;
}
}
}
return ret;
}
private unsafe bool CompareData(CharacterEquipment rhs)
{
var structSizeEights = (2 + EquipmentSlots * sizeof(CharacterArmor) + WeaponSlots * sizeof(CharacterWeapon)) / 8;
fixed (CharacterWeapon* data1 = &MainHand, data2 = &rhs.MainHand)
{
var ptr1 = (ulong*)data1;
var ptr2 = (ulong*)data2;
for (var end = ptr1 + structSizeEights; ptr1 != end; ++ptr1, ++ptr2)
{
if (*ptr1 != *ptr2)
return false;
}
}
return true;
}
public unsafe void WriteBytes(byte[] array, int offset = 0)
{
fixed (CharacterWeapon* data = &MainHand)
{
Marshal.Copy(new IntPtr(data), array, offset, 56);
}
}
public byte[] ToBytes()
{
var ret = new byte[56];
WriteBytes(ret);
return ret;
}
public unsafe void FromBytes(byte[] array, int offset = 0)
{
fixed (CharacterWeapon* data = &MainHand)
{
Marshal.Copy(array, offset, new IntPtr(data), 56);
}
}
}

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using System;
using System.Reflection;
using Dalamud.Game.ClientState.Objects.Enums;
using Dalamud.Game.ClientState.Objects.SubKinds;
using Dalamud.Game.ClientState.Objects.Types;
namespace Penumbra.PlayerWatch
{
public static class CharacterFactory
{
private static ConstructorInfo? _characterConstructor;
private static void Initialize()
{
_characterConstructor ??= typeof( Character ).GetConstructor( BindingFlags.NonPublic | BindingFlags.Instance, null, new[]
{
typeof( IntPtr ),
}, null )!;
}
private static Character Character( IntPtr address )
{
Initialize();
return ( Character )_characterConstructor?.Invoke( new object[]
{
address,
} )!;
}
public static Character? Convert( GameObject? actor )
{
if( actor == null )
{
return null;
}
return actor switch
{
PlayerCharacter p => p,
BattleChara b => b,
_ => actor.ObjectKind switch
{
ObjectKind.BattleNpc => Character( actor.Address ),
ObjectKind.Companion => Character( actor.Address ),
ObjectKind.Retainer => Character( actor.Address ),
ObjectKind.EventNpc => Character( actor.Address ),
_ => null,
},
};
}
}
public static class GameObjectExtensions
{
private const int ModelTypeOffset = 0x01B4;
public static unsafe int ModelType( this GameObject actor )
=> *( int* )( actor.Address + ModelTypeOffset );
public static unsafe void SetModelType( this GameObject actor, int value )
=> *( int* )( actor.Address + ModelTypeOffset ) = value;
}
}

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using System;
using System.Collections.Generic;
using Dalamud.Game.ClientState.Objects.Types;
using Penumbra.GameData.Structs;
namespace Penumbra.PlayerWatch;
public delegate void PlayerChange( Character actor );
public interface IPlayerWatcherBase : IDisposable
{
public int Version { get; }
public bool Valid { get; }
}
public interface IPlayerWatcher : IPlayerWatcherBase
{
public event PlayerChange? PlayerChanged;
public bool Active { get; }
public void Enable();
public void Disable();
public void SetStatus( bool enabled );
public void AddPlayerToWatch( string playerName );
public void RemovePlayerFromWatch( string playerName );
public CharacterEquipment UpdatePlayerWithoutEvent( Character actor );
public IEnumerable< (string, (ulong, CharacterEquipment)[]) > WatchedPlayers();
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net6.0-windows</TargetFramework>
<LangVersion>preview</LangVersion>
<PlatformTarget>x64</PlatformTarget>
<AssemblyTitle>Penumbra.PlayerWatch</AssemblyTitle>
<Company>absolute gangstas</Company>
<Product>Penumbra</Product>
<Copyright>Copyright © 2020</Copyright>
<FileVersion>1.0.0.0</FileVersion>
<AssemblyVersion>1.0.0.0</AssemblyVersion>
<OutputPath>bin\$(Configuration)\</OutputPath>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<Nullable>enable</Nullable>
<ProduceReferenceAssembly>false</ProduceReferenceAssembly>
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugType>full</DebugType>
<DefineConstants>DEBUG;TRACE</DefineConstants>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
</PropertyGroup>
<PropertyGroup>
<MSBuildWarningsAsMessages>$(MSBuildWarningsAsMessages);MSB3277</MSBuildWarningsAsMessages>
</PropertyGroup>
<PropertyGroup>
<DalamudLibPath>$(AppData)\XIVLauncher\addon\Hooks\dev\</DalamudLibPath>
</PropertyGroup>
<ItemGroup>
<Reference Include="Dalamud">
<HintPath>$(DalamudLibPath)Dalamud.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\Penumbra\Penumbra.GameData\Penumbra.GameData.csproj" />
</ItemGroup>
</Project>

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using System;
using System.Collections.Generic;
using System.Linq;
using Dalamud.Game;
using Dalamud.Game.ClientState;
using Dalamud.Game.ClientState.Objects;
using Dalamud.Game.ClientState.Objects.Enums;
using Dalamud.Game.ClientState.Objects.Types;
using Dalamud.Logging;
using Penumbra.GameData.Structs;
namespace Penumbra.PlayerWatch;
internal readonly struct WatchedPlayer
{
public readonly Dictionary< ulong, CharacterEquipment > FoundActors;
public readonly HashSet< PlayerWatcher > RegisteredWatchers;
public WatchedPlayer( PlayerWatcher watcher )
{
FoundActors = new Dictionary< ulong, CharacterEquipment >( 4 );
RegisteredWatchers = new HashSet< PlayerWatcher > { watcher };
}
}
internal class PlayerWatchBase : IDisposable
{
public const int GPosePlayerIdx = 201;
public const int GPoseTableEnd = GPosePlayerIdx + 40;
private const int ObjectsPerFrame = 32;
private readonly Framework _framework;
private readonly ClientState _clientState;
private readonly ObjectTable _objects;
internal readonly HashSet< PlayerWatcher > RegisteredWatchers = new();
internal readonly Dictionary< string, WatchedPlayer > Equip = new();
internal HashSet< ulong > SeenActors;
private int _frameTicker;
private bool _inGPose;
private bool _enabled;
private bool _cancel;
internal PlayerWatchBase( Framework framework, ClientState clientState, ObjectTable objects )
{
_framework = framework;
_clientState = clientState;
_objects = objects;
SeenActors = new HashSet< ulong >( _objects.Length );
}
internal void RegisterWatcher( PlayerWatcher watcher )
{
RegisteredWatchers.Add( watcher );
if( watcher.Active )
{
EnablePlayerWatch();
}
}
internal void UnregisterWatcher( PlayerWatcher watcher )
{
if( RegisteredWatchers.Remove( watcher ) )
{
foreach( var (key, value) in Equip.ToArray() )
{
if( value.RegisteredWatchers.Remove( watcher ) && value.RegisteredWatchers.Count == 0 )
{
Equip.Remove( key );
}
}
}
CheckActiveStatus();
}
internal void CheckActiveStatus()
{
if( RegisteredWatchers.Any( w => w.Active ) )
{
EnablePlayerWatch();
}
else
{
DisablePlayerWatch();
}
}
private static ulong GetId( GameObject actor )
=> actor.ObjectId | ( ( ulong )actor.OwnerId << 32 );
internal CharacterEquipment UpdatePlayerWithoutEvent( Character actor )
{
var name = actor.Name.ToString();
var equipment = new CharacterEquipment( actor );
if( Equip.TryGetValue( name, out var watched ) )
{
watched.FoundActors[ GetId( actor ) ] = equipment;
}
return equipment;
}
internal void AddPlayerToWatch( string playerName, PlayerWatcher watcher )
{
if( Equip.TryGetValue( playerName, out var items ) )
{
items.RegisteredWatchers.Add( watcher );
}
else
{
Equip[ playerName ] = new WatchedPlayer( watcher );
}
}
public void RemovePlayerFromWatch( string playerName, PlayerWatcher watcher )
{
if( Equip.TryGetValue( playerName, out var items ) )
{
if( items.RegisteredWatchers.Remove( watcher ) && items.RegisteredWatchers.Count == 0 )
{
Equip.Remove( playerName );
}
}
}
internal void EnablePlayerWatch()
{
if( !_enabled )
{
_enabled = true;
_framework.Update += OnFrameworkUpdate;
_clientState.TerritoryChanged += OnTerritoryChange;
_clientState.Logout += OnLogout;
}
}
internal void DisablePlayerWatch()
{
if( _enabled )
{
_enabled = false;
_framework.Update -= OnFrameworkUpdate;
_clientState.TerritoryChanged -= OnTerritoryChange;
_clientState.Logout -= OnLogout;
}
}
public void Dispose()
=> DisablePlayerWatch();
private void OnTerritoryChange( object? _1, ushort _2 )
=> Clear();
private void OnLogout( object? _1, object? _2 )
=> Clear();
internal void Clear()
{
PluginLog.Debug( "Clearing PlayerWatcher Store." );
_cancel = true;
foreach( var kvp in Equip )
{
kvp.Value.FoundActors.Clear();
}
_frameTicker = 0;
}
private static void TriggerEvents( IEnumerable< PlayerWatcher > watchers, Character player )
{
PluginLog.Debug( "Triggering events for {PlayerName} at {Address}.", player.Name, player.Address );
foreach( var watcher in watchers.Where( w => w.Active ) )
{
watcher.Trigger( player );
}
}
internal void TriggerGPose()
{
for( var i = GPosePlayerIdx; i < GPoseTableEnd; ++i )
{
var player = _objects[ i ];
if( player == null )
{
return;
}
if( Equip.TryGetValue( player.Name.ToString(), out var watcher ) )
{
TriggerEvents( watcher.RegisteredWatchers, ( Character )player );
}
}
}
private Character? CheckGPoseObject( GameObject player )
{
if( !_inGPose )
{
return CharacterFactory.Convert( player );
}
for( var i = GPosePlayerIdx; i < GPoseTableEnd; ++i )
{
var a = _objects[ i ];
if( a == null )
{
return CharacterFactory.Convert( player );
}
if( a.Name == player.Name )
{
return CharacterFactory.Convert( a );
}
}
return CharacterFactory.Convert( player )!;
}
private bool TryGetPlayer( GameObject gameObject, out WatchedPlayer watch )
{
watch = default;
var name = gameObject.Name.ToString();
return name.Length != 0 && Equip.TryGetValue( name, out watch );
}
private static bool InvalidObjectKind( ObjectKind kind )
{
return kind switch
{
ObjectKind.BattleNpc => false,
ObjectKind.EventNpc => false,
ObjectKind.Player => false,
ObjectKind.Retainer => false,
_ => true,
};
}
private GameObject? GetNextObject()
{
if( _frameTicker == GPosePlayerIdx - 1 )
{
_frameTicker = GPoseTableEnd;
}
else if( _frameTicker == _objects.Length - 1 )
{
_frameTicker = 0;
foreach( var (_, equip) in Equip.Values.SelectMany( d => d.FoundActors.Where( p => !SeenActors.Contains( p.Key ) ) ) )
{
equip.Clear();
}
SeenActors.Clear();
}
else
{
++_frameTicker;
}
return _objects[ _frameTicker ];
}
private void OnFrameworkUpdate( object framework )
{
var newInGPose = _objects[ GPosePlayerIdx ] != null;
if( newInGPose != _inGPose )
{
if( newInGPose )
{
TriggerGPose();
}
else
{
Clear();
}
_inGPose = newInGPose;
}
for( var i = 0; i < ObjectsPerFrame; ++i )
{
var actor = GetNextObject();
if( actor == null
|| InvalidObjectKind( actor.ObjectKind )
|| !TryGetPlayer( actor, out var watch ) )
{
continue;
}
var character = CheckGPoseObject( actor );
if( _cancel )
{
_cancel = false;
return;
}
if( character == null || character.ModelType() != 0 )
{
continue;
}
var id = GetId( character );
SeenActors.Add( id );
#if DEBUG
PluginLog.Verbose( "Comparing Gear for {PlayerName:l} ({Id}) at 0x{Address:X}...", character.Name, id, character.Address.ToInt64() );
#endif
if( !watch.FoundActors.TryGetValue( id, out var equip ) )
{
equip = new CharacterEquipment( character );
watch.FoundActors[ id ] = equip;
TriggerEvents( watch.RegisteredWatchers, character );
}
else if( !equip.CompareAndUpdate( character ) )
{
TriggerEvents( watch.RegisteredWatchers, character );
}
break; // Only one comparison per frame.
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using Dalamud.Game;
using Dalamud.Game.ClientState;
using Dalamud.Game.ClientState.Objects;
using Dalamud.Game.ClientState.Objects.Types;
using Penumbra.GameData.Structs;
namespace Penumbra.PlayerWatch;
public class PlayerWatcher : IPlayerWatcher
{
public int Version
=> 3;
private static PlayerWatchBase? _playerWatch;
public event PlayerChange? PlayerChanged;
public bool Active { get; set; } = true;
public bool Valid
=> _playerWatch != null;
internal PlayerWatcher( Framework framework, ClientState clientState, ObjectTable objects )
{
_playerWatch ??= new PlayerWatchBase( framework, clientState, objects );
_playerWatch.RegisterWatcher( this );
}
public void Enable()
=> SetStatus( true );
public void Disable()
=> SetStatus( false );
public void SetStatus( bool enabled )
{
Active = enabled && Valid;
_playerWatch?.CheckActiveStatus();
}
internal void Trigger( Character actor )
=> PlayerChanged?.Invoke( actor );
public void Dispose()
{
if( _playerWatch == null )
{
return;
}
Active = false;
PlayerChanged = null;
_playerWatch.UnregisterWatcher( this );
if( _playerWatch.RegisteredWatchers.Count == 0 )
{
_playerWatch.Dispose();
_playerWatch = null;
}
}
private void CheckValidity()
{
if( !Valid )
{
throw new Exception( $"PlayerWatch was already disposed." );
}
}
public void AddPlayerToWatch( string name )
{
CheckValidity();
_playerWatch!.AddPlayerToWatch( name, this );
}
public void RemovePlayerFromWatch( string playerName )
{
CheckValidity();
_playerWatch!.RemovePlayerFromWatch( playerName, this );
}
public CharacterEquipment UpdatePlayerWithoutEvent( Character actor )
{
CheckValidity();
return _playerWatch!.UpdatePlayerWithoutEvent( actor );
}
public IEnumerable< (string, (ulong, CharacterEquipment)[]) > WatchedPlayers()
{
CheckValidity();
return _playerWatch!.Equip
.Where( kvp => kvp.Value.RegisteredWatchers.Contains( this ) )
.Select( kvp => ( kvp.Key, kvp.Value.FoundActors.Select( kvp2 => ( kvp2.Key, kvp2.Value ) ).ToArray() ) );
}
}
public static class PlayerWatchFactory
{
public static IPlayerWatcher Create( Framework framework, ClientState clientState, ObjectTable objects )
=> new PlayerWatcher( framework, clientState, objects );
}