mirror of
https://github.com/Ottermandias/Glamourer.git
synced 2025-12-15 05:04:16 +01:00
Remove PlayerWatch.
This commit is contained in:
parent
d70bc675f2
commit
e107870fbf
6 changed files with 0 additions and 710 deletions
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@ -1,145 +0,0 @@
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using System;
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using System.Runtime.InteropServices;
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using Dalamud.Game.ClientState.Objects.Types;
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using Penumbra.GameData.Structs;
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// Read the customization data regarding weapons and displayable equipment from an actor struct.
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// Stores the data in a 56 bytes, i.e. 7 longs for easier comparison.
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namespace Penumbra.PlayerWatch;
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public class CharacterEquipment
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{
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public const int MainWeaponOffset = 0x6E0;
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public const int OffWeaponOffset = 0x748;
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public const int EquipmentOffset = 0x818;
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public const int EquipmentSlots = 10;
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public const int WeaponSlots = 2;
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public CharacterWeapon MainHand;
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public CharacterWeapon OffHand;
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public CharacterArmor Head;
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public CharacterArmor Body;
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public CharacterArmor Hands;
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public CharacterArmor Legs;
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public CharacterArmor Feet;
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public CharacterArmor Ears;
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public CharacterArmor Neck;
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public CharacterArmor Wrists;
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public CharacterArmor RFinger;
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public CharacterArmor LFinger;
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public ushort IsSet; // Also fills struct size to 56, a multiple of 8.
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public CharacterEquipment()
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=> Clear();
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public CharacterEquipment(Character actor)
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: this(actor.Address)
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{ }
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public override string ToString()
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=> IsSet == 0
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? "(Not Set)"
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: $"({MainHand}) | ({OffHand}) | ({Head}) | ({Body}) | ({Hands}) | ({Legs}) | "
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+ $"({Feet}) | ({Ears}) | ({Neck}) | ({Wrists}) | ({LFinger}) | ({RFinger})";
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public bool Equal(Character rhs)
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=> CompareData(new CharacterEquipment(rhs));
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public bool Equal(CharacterEquipment rhs)
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=> CompareData(rhs);
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public bool CompareAndUpdate(Character rhs)
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=> CompareAndOverwrite(new CharacterEquipment(rhs));
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public bool CompareAndUpdate(CharacterEquipment rhs)
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=> CompareAndOverwrite(rhs);
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private unsafe CharacterEquipment(IntPtr actorAddress)
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{
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IsSet = 1;
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var actorPtr = (byte*)actorAddress.ToPointer();
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fixed (CharacterWeapon* main = &MainHand, off = &OffHand)
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{
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Buffer.MemoryCopy(actorPtr + MainWeaponOffset, main, sizeof(CharacterWeapon), sizeof(CharacterWeapon));
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Buffer.MemoryCopy(actorPtr + OffWeaponOffset, off, sizeof(CharacterWeapon), sizeof(CharacterWeapon));
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}
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fixed (CharacterArmor* equipment = &Head)
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{
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Buffer.MemoryCopy(actorPtr + EquipmentOffset, equipment, EquipmentSlots * sizeof(CharacterArmor),
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EquipmentSlots * sizeof(CharacterArmor));
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}
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}
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public unsafe void Clear()
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{
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fixed (CharacterWeapon* main = &MainHand)
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{
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var structSizeEights = (2 + EquipmentSlots * sizeof(CharacterArmor) + WeaponSlots * sizeof(CharacterWeapon)) / 8;
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for (ulong* ptr = (ulong*)main, end = ptr + structSizeEights; ptr != end; ++ptr)
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*ptr = 0;
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}
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}
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private unsafe bool CompareAndOverwrite(CharacterEquipment rhs)
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{
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var structSizeEights = (2 + EquipmentSlots * sizeof(CharacterArmor) + WeaponSlots * sizeof(CharacterWeapon)) / 8;
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var ret = true;
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fixed (CharacterWeapon* data1 = &MainHand, data2 = &rhs.MainHand)
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{
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var ptr1 = (ulong*)data1;
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var ptr2 = (ulong*)data2;
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for (var end = ptr1 + structSizeEights; ptr1 != end; ++ptr1, ++ptr2)
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{
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if (*ptr1 != *ptr2)
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{
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*ptr1 = *ptr2;
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ret = false;
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}
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}
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}
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return ret;
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}
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private unsafe bool CompareData(CharacterEquipment rhs)
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{
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var structSizeEights = (2 + EquipmentSlots * sizeof(CharacterArmor) + WeaponSlots * sizeof(CharacterWeapon)) / 8;
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fixed (CharacterWeapon* data1 = &MainHand, data2 = &rhs.MainHand)
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{
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var ptr1 = (ulong*)data1;
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var ptr2 = (ulong*)data2;
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for (var end = ptr1 + structSizeEights; ptr1 != end; ++ptr1, ++ptr2)
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{
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if (*ptr1 != *ptr2)
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return false;
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}
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}
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return true;
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}
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public unsafe void WriteBytes(byte[] array, int offset = 0)
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{
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fixed (CharacterWeapon* data = &MainHand)
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{
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Marshal.Copy(new IntPtr(data), array, offset, 56);
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}
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}
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public byte[] ToBytes()
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{
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var ret = new byte[56];
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WriteBytes(ret);
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return ret;
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}
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public unsafe void FromBytes(byte[] array, int offset = 0)
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{
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fixed (CharacterWeapon* data = &MainHand)
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{
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Marshal.Copy(array, offset, new IntPtr(data), 56);
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}
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}
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}
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@ -1,63 +0,0 @@
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using System;
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using System.Reflection;
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using Dalamud.Game.ClientState.Objects.Enums;
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using Dalamud.Game.ClientState.Objects.SubKinds;
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using Dalamud.Game.ClientState.Objects.Types;
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namespace Penumbra.PlayerWatch
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{
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public static class CharacterFactory
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{
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private static ConstructorInfo? _characterConstructor;
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private static void Initialize()
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{
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_characterConstructor ??= typeof( Character ).GetConstructor( BindingFlags.NonPublic | BindingFlags.Instance, null, new[]
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{
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typeof( IntPtr ),
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}, null )!;
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}
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private static Character Character( IntPtr address )
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{
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Initialize();
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return ( Character )_characterConstructor?.Invoke( new object[]
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{
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address,
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} )!;
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}
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public static Character? Convert( GameObject? actor )
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{
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if( actor == null )
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{
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return null;
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}
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return actor switch
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{
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PlayerCharacter p => p,
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BattleChara b => b,
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_ => actor.ObjectKind switch
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{
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ObjectKind.BattleNpc => Character( actor.Address ),
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ObjectKind.Companion => Character( actor.Address ),
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ObjectKind.Retainer => Character( actor.Address ),
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ObjectKind.EventNpc => Character( actor.Address ),
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_ => null,
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},
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};
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}
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}
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public static class GameObjectExtensions
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{
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private const int ModelTypeOffset = 0x01B4;
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public static unsafe int ModelType( this GameObject actor )
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=> *( int* )( actor.Address + ModelTypeOffset );
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public static unsafe void SetModelType( this GameObject actor, int value )
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=> *( int* )( actor.Address + ModelTypeOffset ) = value;
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}
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}
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using System;
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using System.Collections.Generic;
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using Dalamud.Game.ClientState.Objects.Types;
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using Penumbra.GameData.Structs;
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namespace Penumbra.PlayerWatch;
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public delegate void PlayerChange( Character actor );
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public interface IPlayerWatcherBase : IDisposable
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{
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public int Version { get; }
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public bool Valid { get; }
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}
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public interface IPlayerWatcher : IPlayerWatcherBase
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{
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public event PlayerChange? PlayerChanged;
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public bool Active { get; }
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public void Enable();
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public void Disable();
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public void SetStatus( bool enabled );
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public void AddPlayerToWatch( string playerName );
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public void RemovePlayerFromWatch( string playerName );
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public CharacterEquipment UpdatePlayerWithoutEvent( Character actor );
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public IEnumerable< (string, (ulong, CharacterEquipment)[]) > WatchedPlayers();
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}
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net6.0-windows</TargetFramework>
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<LangVersion>preview</LangVersion>
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<PlatformTarget>x64</PlatformTarget>
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<AssemblyTitle>Penumbra.PlayerWatch</AssemblyTitle>
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<Company>absolute gangstas</Company>
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<Product>Penumbra</Product>
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<Copyright>Copyright © 2020</Copyright>
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<FileVersion>1.0.0.0</FileVersion>
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<AssemblyVersion>1.0.0.0</AssemblyVersion>
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<OutputPath>bin\$(Configuration)\</OutputPath>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<Nullable>enable</Nullable>
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<ProduceReferenceAssembly>false</ProduceReferenceAssembly>
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<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugType>full</DebugType>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>pdbonly</DebugType>
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</PropertyGroup>
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<PropertyGroup>
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<MSBuildWarningsAsMessages>$(MSBuildWarningsAsMessages);MSB3277</MSBuildWarningsAsMessages>
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</PropertyGroup>
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<PropertyGroup>
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<DalamudLibPath>$(AppData)\XIVLauncher\addon\Hooks\dev\</DalamudLibPath>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="Dalamud">
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<HintPath>$(DalamudLibPath)Dalamud.dll</HintPath>
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<Private>False</Private>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\..\Penumbra\Penumbra.GameData\Penumbra.GameData.csproj" />
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</ItemGroup>
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</Project>
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using System;
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using System.Collections.Generic;
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using System.Linq;
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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 Dalamud.Game.ClientState.Objects.Enums;
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using Dalamud.Game.ClientState.Objects.Types;
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using Dalamud.Logging;
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using Penumbra.GameData.Structs;
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namespace Penumbra.PlayerWatch;
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internal readonly struct WatchedPlayer
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{
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public readonly Dictionary< ulong, CharacterEquipment > FoundActors;
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public readonly HashSet< PlayerWatcher > RegisteredWatchers;
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public WatchedPlayer( PlayerWatcher watcher )
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{
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FoundActors = new Dictionary< ulong, CharacterEquipment >( 4 );
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RegisteredWatchers = new HashSet< PlayerWatcher > { watcher };
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}
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}
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internal class PlayerWatchBase : IDisposable
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{
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public const int GPosePlayerIdx = 201;
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public const int GPoseTableEnd = GPosePlayerIdx + 40;
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private const int ObjectsPerFrame = 32;
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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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internal readonly HashSet< PlayerWatcher > RegisteredWatchers = new();
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internal readonly Dictionary< string, WatchedPlayer > Equip = new();
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internal HashSet< ulong > SeenActors;
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private int _frameTicker;
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private bool _inGPose;
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private bool _enabled;
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private bool _cancel;
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internal PlayerWatchBase( Framework framework, ClientState clientState, ObjectTable objects )
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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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SeenActors = new HashSet< ulong >( _objects.Length );
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}
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internal void RegisterWatcher( PlayerWatcher watcher )
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{
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RegisteredWatchers.Add( watcher );
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if( watcher.Active )
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{
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EnablePlayerWatch();
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}
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}
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internal void UnregisterWatcher( PlayerWatcher watcher )
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{
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if( RegisteredWatchers.Remove( watcher ) )
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{
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foreach( var (key, value) in Equip.ToArray() )
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{
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if( value.RegisteredWatchers.Remove( watcher ) && value.RegisteredWatchers.Count == 0 )
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{
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Equip.Remove( key );
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}
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}
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}
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CheckActiveStatus();
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}
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internal void CheckActiveStatus()
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{
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if( RegisteredWatchers.Any( w => w.Active ) )
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{
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EnablePlayerWatch();
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}
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else
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{
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DisablePlayerWatch();
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}
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}
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private static ulong GetId( GameObject actor )
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=> actor.ObjectId | ( ( ulong )actor.OwnerId << 32 );
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internal CharacterEquipment UpdatePlayerWithoutEvent( Character actor )
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{
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var name = actor.Name.ToString();
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var equipment = new CharacterEquipment( actor );
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if( Equip.TryGetValue( name, out var watched ) )
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{
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watched.FoundActors[ GetId( actor ) ] = equipment;
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}
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return equipment;
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}
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internal void AddPlayerToWatch( string playerName, PlayerWatcher watcher )
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{
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if( Equip.TryGetValue( playerName, out var items ) )
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{
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items.RegisteredWatchers.Add( watcher );
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}
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else
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{
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Equip[ playerName ] = new WatchedPlayer( watcher );
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}
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}
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public void RemovePlayerFromWatch( string playerName, PlayerWatcher watcher )
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{
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if( Equip.TryGetValue( playerName, out var items ) )
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{
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if( items.RegisteredWatchers.Remove( watcher ) && items.RegisteredWatchers.Count == 0 )
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{
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Equip.Remove( playerName );
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}
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|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
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.
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,103 +0,0 @@
|
||||||
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 );
|
|
||||||
}
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue