Update to API4, use IPC instead of API-project. Replace Actor in most visible names with Object, Character or Player..

This commit is contained in:
Ottermandias 2021-08-27 17:51:51 +02:00
parent 3680d2b63f
commit 4dfc2cf665
60 changed files with 812 additions and 740 deletions

View file

@ -1,11 +1,11 @@
using System;
using System.Collections.Generic;
using Dalamud.Game.ClientState.Actors.Types;
using Dalamud.Game.ClientState.Objects.Types;
using Penumbra.GameData.Structs;
namespace Penumbra.PlayerWatch
{
public delegate void ActorChange( Actor actor );
public delegate void PlayerChange( Character actor );
public interface IPlayerWatcherBase : IDisposable
{
@ -15,7 +15,7 @@ namespace Penumbra.PlayerWatch
public interface IPlayerWatcher : IPlayerWatcherBase
{
public event ActorChange? ActorChanged;
public event PlayerChange? PlayerChanged;
public bool Active { get; }
public void Enable();
@ -24,8 +24,8 @@ namespace Penumbra.PlayerWatch
public void AddPlayerToWatch( string playerName );
public void RemovePlayerFromWatch( string playerName );
public ActorEquipment UpdateActorWithoutEvent( Actor actor );
public CharacterEquipment UpdatePlayerWithoutEvent( Character actor );
public IEnumerable< (string, ActorEquipment) > WatchedPlayers();
public IEnumerable< (string, CharacterEquipment) > WatchedPlayers();
}
}

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@ -1,7 +1,8 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net472</TargetFramework>
<TargetFramework>net5.0-windows</TargetFramework>
<LangVersion>preview</LangVersion>
<PlatformTarget>x64</PlatformTarget>
<AssemblyTitle>Penumbra.PlayerWatch</AssemblyTitle>
<Company>absolute gangstas</Company>
<Product>Penumbra</Product>

View file

@ -1,36 +1,45 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Dalamud.Game.ClientState.Actors;
using Dalamud.Game.ClientState.Actors.Types;
using Dalamud.Plugin;
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 class PlayerWatchBase : IDisposable
{
public const int GPosePlayerActorIdx = 201;
public const int GPoseActorEnd = GPosePlayerActorIdx + 48;
private const int ActorsPerFrame = 8;
public const int GPosePlayerIdx = 201;
public const int GPoseTableEnd = GPosePlayerIdx + 48;
private const int ObjectsPerFrame = 8;
private readonly DalamudPluginInterface _pi;
internal readonly HashSet< PlayerWatcher > RegisteredWatchers = new();
internal readonly Dictionary< string, (ActorEquipment, HashSet< PlayerWatcher >) > Equip = new();
private int _frameTicker;
private bool _inGPose = false;
private bool _enabled = false;
private bool _cancel = false;
private readonly Framework _framework;
private readonly ClientState _clientState;
private readonly ObjectTable _objects;
internal readonly HashSet< PlayerWatcher > RegisteredWatchers = new();
internal readonly Dictionary< string, (CharacterEquipment, HashSet< PlayerWatcher >) > Equip = new();
private int _frameTicker;
private bool _inGPose;
private bool _enabled;
private bool _cancel;
internal PlayerWatchBase( DalamudPluginInterface pi )
=> _pi = pi;
internal PlayerWatchBase( Framework framework, ClientState clientState, ObjectTable objects )
{
_framework = framework;
_clientState = clientState;
_objects = objects;
}
internal void RegisterWatcher( PlayerWatcher watcher )
{
RegisteredWatchers.Add( watcher );
if( watcher.Active )
{
EnableActorWatch();
EnablePlayerWatch();
}
}
@ -51,20 +60,20 @@ namespace Penumbra.PlayerWatch
{
if( RegisteredWatchers.Any( w => w.Active ) )
{
EnableActorWatch();
EnablePlayerWatch();
}
else
{
DisableActorWatch();
DisablePlayerWatch();
}
}
internal ActorEquipment UpdateActorWithoutEvent( Actor actor )
internal CharacterEquipment UpdatePlayerWithoutEvent( Character actor )
{
var equipment = new ActorEquipment( actor );
if( Equip.ContainsKey( actor.Name ) )
var equipment = new CharacterEquipment( actor );
if( Equip.ContainsKey( actor.Name.ToString() ) )
{
Equip[ actor.Name ] = ( equipment, Equip[ actor.Name ].Item2 );
Equip[ actor.Name.ToString() ] = ( equipment, Equip[ actor.Name.ToString() ].Item2 );
}
return equipment;
@ -78,7 +87,7 @@ namespace Penumbra.PlayerWatch
}
else
{
Equip[ playerName ] = ( new ActorEquipment(), new HashSet< PlayerWatcher > { watcher } );
Equip[ playerName ] = ( new CharacterEquipment(), new HashSet< PlayerWatcher > { watcher } );
}
}
@ -94,35 +103,35 @@ namespace Penumbra.PlayerWatch
}
}
internal void EnableActorWatch()
internal void EnablePlayerWatch()
{
if( !_enabled )
{
_enabled = true;
_pi.Framework.OnUpdateEvent += OnFrameworkUpdate;
_pi.ClientState.TerritoryChanged += OnTerritoryChange;
_pi.ClientState.OnLogout += OnLogout;
_enabled = true;
_framework.Update += OnFrameworkUpdate;
_clientState.TerritoryChanged += OnTerritoryChange;
_clientState.Logout += OnLogout;
}
}
internal void DisableActorWatch()
internal void DisablePlayerWatch()
{
if( _enabled )
{
_enabled = false;
_pi.Framework.OnUpdateEvent -= OnFrameworkUpdate;
_pi.ClientState.TerritoryChanged -= OnTerritoryChange;
_pi.ClientState.OnLogout -= OnLogout;
_enabled = false;
_framework.Update -= OnFrameworkUpdate;
_clientState.TerritoryChanged -= OnTerritoryChange;
_clientState.Logout -= OnLogout;
}
}
public void Dispose()
=> DisableActorWatch();
=> DisablePlayerWatch();
private void OnTerritoryChange( object _1, ushort _2 )
private void OnTerritoryChange( object? _1, ushort _2 )
=> Clear();
private void OnLogout( object _1, object _2 )
private void OnLogout( object? _1, object? _2 )
=> Clear();
internal void Clear()
@ -137,66 +146,66 @@ namespace Penumbra.PlayerWatch
_frameTicker = 0;
}
private static void TriggerEvents( IEnumerable< PlayerWatcher > watchers, Actor actor )
private static void TriggerEvents( IEnumerable< PlayerWatcher > watchers, Character player )
{
PluginLog.Debug( "Triggering events for {ActorName} at {Address}.", actor.Name, actor.Address );
PluginLog.Debug( "Triggering events for {PlayerName} at {Address}.", player.Name, player.Address );
foreach( var watcher in watchers.Where( w => w.Active ) )
{
watcher.Trigger( actor );
watcher.Trigger( player );
}
}
internal void TriggerGPose()
{
for( var i = GPosePlayerActorIdx; i < GPoseActorEnd; ++i )
for( var i = GPosePlayerIdx; i < GPoseTableEnd; ++i )
{
var actor = _pi.ClientState.Actors[ i ];
if( actor == null )
var player = _objects[ i ];
if( player == null )
{
return;
}
if( Equip.TryGetValue( actor.Name, out var watcher ) )
if( Equip.TryGetValue( player.Name.ToString(), out var watcher ) )
{
TriggerEvents( watcher.Item2, actor );
TriggerEvents( watcher.Item2, ( Character )player );
}
}
}
private Actor CheckGPoseActor( Actor actor )
private Character CheckGPoseObject( GameObject player )
{
if( !_inGPose )
{
return actor;
return ( Character )player;
}
for( var i = GPosePlayerActorIdx; i < GPoseActorEnd; ++i )
for( var i = GPosePlayerIdx; i < GPoseTableEnd; ++i )
{
var a = _pi.ClientState.Actors[ i ];
var a = _objects[ i ];
if( a == null )
{
return actor;
return ( Character )player;
}
if( a.Name == actor.Name )
if( a.Name == player.Name )
{
return a;
return ( Character )a;
}
}
return actor;
return ( Character )player;
}
private bool TryGetPlayer( GameObject gameObject, out (CharacterEquipment, HashSet< PlayerWatcher >) equip )
{
equip = default;
var name = gameObject.Name.ToString();
return name.Length != 0 && Equip.TryGetValue( name, out equip );
}
private void OnFrameworkUpdate( object framework )
{
if( _pi.ClientState.LocalPlayer == null )
{
return;
}
var actors = _pi.ClientState.Actors;
var newInGPose = actors[ GPosePlayerActorIdx ] != null;
var newInGPose = _objects[ GPosePlayerIdx ] != null;
if( newInGPose != _inGPose )
{
@ -212,28 +221,21 @@ namespace Penumbra.PlayerWatch
_inGPose = newInGPose;
}
for( var i = 0; i < ActorsPerFrame; ++i )
for( var i = 0; i < ObjectsPerFrame; ++i )
{
if( _pi.ClientState.LocalPlayer == null )
{
return;
}
_frameTicker = _frameTicker < actors.Length - 2
_frameTicker = _frameTicker < GPosePlayerIdx - 2
? _frameTicker + 2
: 0;
var actor = actors[ _frameTicker ];
if( actor == null
|| actor.ObjectKind != ObjectKind.Player
|| actor.Name == null
|| actor.Name.Length == 0
|| !Equip.TryGetValue( actor.Name, out var equip ) )
var actor = _objects[ _frameTicker ];
if( actor == null
|| actor.ObjectKind != ObjectKind.Player
|| !TryGetPlayer( actor, out var equip ) )
{
continue;
}
actor = CheckGPoseActor( actor );
var character = CheckGPoseObject( actor );
if( _cancel )
{
@ -241,10 +243,10 @@ namespace Penumbra.PlayerWatch
return;
}
PluginLog.Verbose( "Comparing Gear for {ActorName} at {Address}...", actor.Name, actor.Address );
if( !equip.Item1.CompareAndUpdate( actor ) )
PluginLog.Verbose( "Comparing Gear for {PlayerName} at {Address}...", character.Name, character.Address );
if( !equip.Item1.CompareAndUpdate( character ) )
{
TriggerEvents( equip.Item2, actor );
TriggerEvents( equip.Item2, character );
}
}
}

View file

@ -1,28 +1,30 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Dalamud.Game.ClientState.Actors.Types;
using Dalamud.Plugin;
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 { get; } = 1;
public int Version { get; } = 2;
private static PlayerWatchBase? _playerWatch;
public event ActorChange? ActorChanged;
public event PlayerChange? PlayerChanged;
public bool Active { get; set; } = true;
public bool Valid
=> _playerWatch != null;
internal PlayerWatcher( DalamudPluginInterface pi )
internal PlayerWatcher( Framework framework, ClientState clientState, ObjectTable objects )
{
_playerWatch ??= new PlayerWatchBase( pi );
_playerWatch ??= new PlayerWatchBase( framework, clientState, objects );
_playerWatch.RegisterWatcher( this );
}
@ -38,8 +40,8 @@ namespace Penumbra.PlayerWatch
_playerWatch?.CheckActiveStatus();
}
internal void Trigger( Actor actor )
=> ActorChanged?.Invoke( actor );
internal void Trigger( Character actor )
=> PlayerChanged?.Invoke( actor );
public void Dispose()
{
@ -48,8 +50,8 @@ namespace Penumbra.PlayerWatch
return;
}
Active = false;
ActorChanged = null;
Active = false;
PlayerChanged = null;
_playerWatch.UnregisterWatcher( this );
if( _playerWatch.RegisteredWatchers.Count == 0 )
{
@ -78,13 +80,13 @@ namespace Penumbra.PlayerWatch
_playerWatch!.RemovePlayerFromWatch( playerName, this );
}
public ActorEquipment UpdateActorWithoutEvent( Actor actor )
public CharacterEquipment UpdatePlayerWithoutEvent( Character actor )
{
CheckValidity();
return _playerWatch!.UpdateActorWithoutEvent( actor );
return _playerWatch!.UpdatePlayerWithoutEvent( actor );
}
public IEnumerable< (string, ActorEquipment) > WatchedPlayers()
public IEnumerable< (string, CharacterEquipment) > WatchedPlayers()
{
CheckValidity();
return _playerWatch!.Equip
@ -95,7 +97,7 @@ namespace Penumbra.PlayerWatch
public static class PlayerWatchFactory
{
public static IPlayerWatcher Create( DalamudPluginInterface pi )
=> new PlayerWatcher( pi );
public static IPlayerWatcher Create( Framework framework, ClientState clientState, ObjectTable objects )
=> new PlayerWatcher( framework, clientState, objects );
}
}