Some improvements of the cutscene service.

This commit is contained in:
Ottermandias 2024-01-22 16:53:13 +01:00
parent b5a71ed7b3
commit 363b220613

View file

@ -1,8 +1,10 @@
using Dalamud.Plugin.Services;
using FFXIVClientStructs.FFXIV.Client.Game.Character;
using FFXIVClientStructs.FFXIV.Client.Game.Object;
using OtterGui.Services;
using Penumbra.GameData.Enums;
using Penumbra.Interop.Hooks.Objects;
using Penumbra.String;
namespace Penumbra.Interop.PathResolving;
@ -22,15 +24,19 @@ public sealed class CutsceneService : IService, IDisposable
.Where(i => _objects[i] != null)
.Select(i => KeyValuePair.Create(i, this[i] ?? _objects[i]!));
public unsafe CutsceneService(IObjectTable objects, CopyCharacter copyCharacter, CharacterDestructor characterDestructor)
public unsafe CutsceneService(IObjectTable objects, CopyCharacter copyCharacter, CharacterDestructor characterDestructor,
IClientState clientState)
{
_objects = objects;
_copyCharacter = copyCharacter;
_characterDestructor = characterDestructor;
_copyCharacter.Subscribe(OnCharacterCopy, CopyCharacter.Priority.CutsceneService);
_characterDestructor.Subscribe(OnCharacterDestructor, CharacterDestructor.Priority.CutsceneService);
if (clientState.IsGPosing)
RecoverGPoseActors();
}
/// <summary>
/// Get the related actor to a cutscene actor.
/// Does not check for valid input index.
@ -66,11 +72,28 @@ public sealed class CutsceneService : IService, IDisposable
private unsafe void OnCharacterDestructor(Character* character)
{
if (character->GameObject.ObjectIndex is < CutsceneStartIdx or >= CutsceneEndIdx)
return;
if (character->GameObject.ObjectIndex < CutsceneStartIdx)
{
// Remove all associations for now non-existing actor.
for (var i = 0; i < _copiedCharacters.Length; ++i)
{
if (_copiedCharacters[i] == character->GameObject.ObjectIndex)
{
// A hack to deal with GPose actors leaving and thus losing the link, we just set the home world instead.
// I do not think this breaks anything?
var address = (GameObject*)_objects.GetObjectAddress(i + CutsceneStartIdx);
if (address != null && address->GetObjectKind() is (byte)ObjectKind.Pc)
((Character*)address)->HomeWorld = character->HomeWorld;
var idx = character->GameObject.ObjectIndex - CutsceneStartIdx;
_copiedCharacters[idx] = -1;
_copiedCharacters[i] = -1;
}
}
}
else if (character->GameObject.ObjectIndex < CutsceneEndIdx)
{
var idx = character->GameObject.ObjectIndex - CutsceneStartIdx;
_copiedCharacters[idx] = -1;
}
}
private unsafe void OnCharacterCopy(Character* target, Character* source)
@ -81,4 +104,45 @@ public sealed class CutsceneService : IService, IDisposable
var idx = target->GameObject.ObjectIndex - CutsceneStartIdx;
_copiedCharacters[idx] = (short)(source != null ? source->GameObject.ObjectIndex : -1);
}
/// <summary> Try to recover GPose actors on reloads into a running game. </summary>
/// <remarks> This is not 100% accurate due to world IDs, minions etc., but will be mostly sane. </remarks>
private unsafe void RecoverGPoseActors()
{
Dictionary<ByteString, short>? actors = null;
for (var i = CutsceneStartIdx; i < CutsceneEndIdx; ++i)
{
if (!TryGetName(i, out var name))
continue;
if ((actors ??= CreateActors()).TryGetValue(name, out var idx))
_copiedCharacters[i - CutsceneStartIdx] = idx;
}
return;
bool TryGetName(int idx, out ByteString name)
{
name = ByteString.Empty;
var address = (GameObject*)_objects.GetObjectAddress(idx);
if (address == null)
return false;
name = new ByteString(address->Name);
return !name.IsEmpty;
}
Dictionary<ByteString, short> CreateActors()
{
var ret = new Dictionary<ByteString, short>();
for (short i = 0; i < CutsceneStartIdx; ++i)
{
if (TryGetName(i, out var name))
ret.TryAdd(name, i);
}
return ret;
}
}
}