Make Individual Collection lookup thread-safe by locking.

This commit is contained in:
Ottermandias 2023-04-03 12:14:43 +02:00
parent e9ab9a71a8
commit 5a817db069
4 changed files with 134 additions and 116 deletions

View file

@ -459,7 +459,7 @@ public class PenumbraApi : IDisposable, IPenumbraApi
if (!id.IsValid)
return (false, false, _collectionManager.Default.Name);
if (_collectionManager.Individuals.Individuals.TryGetValue(id, out var collection))
if (_collectionManager.Individuals.TryGetValue(id, out var collection))
return (true, true, collection.Name);
AssociatedCollection(gameObjectIdx, out collection);
@ -474,7 +474,7 @@ public class PenumbraApi : IDisposable, IPenumbraApi
if (!id.IsValid)
return (PenumbraApiEc.InvalidIdentifier, _collectionManager.Default.Name);
var oldCollection = _collectionManager.Individuals.Individuals.TryGetValue(id, out var c) ? c.Name : string.Empty;
var oldCollection = _collectionManager.Individuals.TryGetValue(id, out var c) ? c.Name : string.Empty;
if (collectionName.Length == 0)
{
@ -809,8 +809,8 @@ public class PenumbraApi : IDisposable, IPenumbraApi
if (!identifier.IsValid)
return (PenumbraApiEc.InvalidArgument, string.Empty);
if (!forceOverwriteCharacter && _collectionManager.Individuals.Individuals.ContainsKey(identifier)
|| _tempCollections.Collections.Individuals.ContainsKey(identifier))
if (!forceOverwriteCharacter && _collectionManager.Individuals.ContainsKey(identifier)
|| _tempCollections.Collections.ContainsKey(identifier))
return (PenumbraApiEc.CharacterCollectionExists, string.Empty);
var name = $"{tag}_{character}";
@ -855,11 +855,11 @@ public class PenumbraApi : IDisposable, IPenumbraApi
if (forceAssignment)
{
if (_tempCollections.Collections.Individuals.ContainsKey(identifier) && !_tempCollections.Collections.Delete(identifier))
if (_tempCollections.Collections.ContainsKey(identifier) && !_tempCollections.Collections.Delete(identifier))
return PenumbraApiEc.AssignmentDeletionFailed;
}
else if (_tempCollections.Collections.Individuals.ContainsKey(identifier)
|| _collectionManager.Individuals.Individuals.ContainsKey(identifier))
else if (_tempCollections.Collections.ContainsKey(identifier)
|| _collectionManager.Individuals.ContainsKey(identifier))
{
return PenumbraApiEc.CharacterCollectionExists;
}

View file

@ -114,6 +114,6 @@ public class TempCollectionManager : IDisposable
return false;
var identifier = Penumbra.Actors.CreatePlayer(byteString, worldId);
return Collections.Individuals.TryGetValue(identifier, out var collection) && RemoveTemporaryCollection(collection.Name);
return Collections.TryGetValue(identifier, out var collection) && RemoveTemporaryCollection(collection.Name);
}
}

View file

@ -58,7 +58,7 @@ public sealed partial class CollectionManager : ISavable
CollectionType.Default => Default,
CollectionType.Interface => Interface,
CollectionType.Current => Current,
CollectionType.Individual => identifier.IsValid && Individuals.Individuals.TryGetValue(identifier, out var c) ? c : null,
CollectionType.Individual => identifier.IsValid && Individuals.TryGetValue(identifier, out var c) ? c : null,
_ => null,
};
}

View file

@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Dalamud.Game.ClientState.Objects.Enums;
using OtterGui.Filesystem;
@ -11,18 +12,15 @@ namespace Penumbra.Collections;
public sealed partial class IndividualCollections
{
private readonly ActorManager _actorManager;
private readonly List< (string DisplayName, IReadOnlyList< ActorIdentifier > Identifiers, ModCollection Collection) > _assignments = new();
private readonly Dictionary< ActorIdentifier, ModCollection > _individuals = new();
private readonly ActorManager _actorManager;
private readonly List<(string DisplayName, IReadOnlyList<ActorIdentifier> Identifiers, ModCollection Collection)> _assignments = new();
private readonly Dictionary<ActorIdentifier, ModCollection> _individuals = new();
public IReadOnlyList< (string DisplayName, IReadOnlyList< ActorIdentifier > Identifiers, ModCollection Collection) > Assignments
public IReadOnlyList<(string DisplayName, IReadOnlyList<ActorIdentifier> Identifiers, ModCollection Collection)> Assignments
=> _assignments;
public IReadOnlyDictionary< ActorIdentifier, ModCollection > Individuals
=> _individuals;
// TODO
public IndividualCollections( ActorService actorManager )
public IndividualCollections(ActorService actorManager)
=> _actorManager = actorManager.AwaitedService;
public IndividualCollections(ActorManager actorManager)
@ -35,196 +33,216 @@ public sealed partial class IndividualCollections
Invalid,
}
public AddResult CanAdd( params ActorIdentifier[] identifiers )
public bool TryGetValue(ActorIdentifier identifier, [NotNullWhen(true)] out ModCollection? collection)
{
if( identifiers.Length == 0 )
lock (_individuals)
{
return AddResult.Invalid;
return _individuals.TryGetValue(identifier, out collection);
}
if( identifiers.Any( i => !i.IsValid ) )
{
return AddResult.Invalid;
}
if( identifiers.Any( Individuals.ContainsKey ) )
{
return AddResult.AlreadySet;
}
return AddResult.Valid;
}
public AddResult CanAdd( IdentifierType type, string name, ushort homeWorld, ObjectKind kind, IEnumerable< uint > dataIds, out ActorIdentifier[] identifiers )
public bool ContainsKey(ActorIdentifier identifier)
{
identifiers = Array.Empty< ActorIdentifier >();
lock (_individuals)
{
return _individuals.ContainsKey(identifier);
}
}
switch( type )
public AddResult CanAdd(params ActorIdentifier[] identifiers)
{
if (identifiers.Length == 0)
return AddResult.Invalid;
if (identifiers.Any(i => !i.IsValid))
return AddResult.Invalid;
bool set;
lock (_individuals)
{
set = identifiers.Any(_individuals.ContainsKey);
}
return set ? AddResult.AlreadySet : AddResult.Valid;
}
public AddResult CanAdd(IdentifierType type, string name, ushort homeWorld, ObjectKind kind, IEnumerable<uint> dataIds,
out ActorIdentifier[] identifiers)
{
identifiers = Array.Empty<ActorIdentifier>();
switch (type)
{
case IdentifierType.Player:
if( !ByteString.FromString( name, out var playerName ) )
{
if (!ByteString.FromString(name, out var playerName))
return AddResult.Invalid;
}
identifiers = new[] { _actorManager.CreatePlayer( playerName, homeWorld ) };
identifiers = new[]
{
_actorManager.CreatePlayer(playerName, homeWorld),
};
break;
case IdentifierType.Retainer:
if( !ByteString.FromString( name, out var retainerName ) )
{
if (!ByteString.FromString(name, out var retainerName))
return AddResult.Invalid;
}
identifiers = new[] { _actorManager.CreateRetainer( retainerName, 0 ) };
identifiers = new[]
{
_actorManager.CreateRetainer(retainerName, 0),
};
break;
case IdentifierType.Owned:
if( !ByteString.FromString( name, out var ownerName ) )
{
if (!ByteString.FromString(name, out var ownerName))
return AddResult.Invalid;
}
identifiers = dataIds.Select( id => _actorManager.CreateOwned( ownerName, homeWorld, kind, id ) ).ToArray();
identifiers = dataIds.Select(id => _actorManager.CreateOwned(ownerName, homeWorld, kind, id)).ToArray();
break;
case IdentifierType.Npc:
identifiers = dataIds.Select( id => _actorManager.CreateIndividual( IdentifierType.Npc, ByteString.Empty, ushort.MaxValue, kind, id ) ).ToArray();
identifiers = dataIds
.Select(id => _actorManager.CreateIndividual(IdentifierType.Npc, ByteString.Empty, ushort.MaxValue, kind, id)).ToArray();
break;
default:
identifiers = Array.Empty< ActorIdentifier >();
identifiers = Array.Empty<ActorIdentifier>();
break;
}
return CanAdd( identifiers );
return CanAdd(identifiers);
}
public ActorIdentifier[] GetGroup( ActorIdentifier identifier )
public ActorIdentifier[] GetGroup(ActorIdentifier identifier)
{
if( !identifier.IsValid )
{
return Array.Empty< ActorIdentifier >();
}
if (!identifier.IsValid)
return Array.Empty<ActorIdentifier>();
static ActorIdentifier[] CreateNpcs( ActorManager manager, ActorIdentifier identifier )
static ActorIdentifier[] CreateNpcs(ActorManager manager, ActorIdentifier identifier)
{
var name = manager.Data.ToName( identifier.Kind, identifier.DataId );
var name = manager.Data.ToName(identifier.Kind, identifier.DataId);
var table = identifier.Kind switch
{
ObjectKind.BattleNpc => manager.Data.BNpcs,
ObjectKind.EventNpc => manager.Data.ENpcs,
ObjectKind.Companion => manager.Data.Companions,
ObjectKind.MountType => manager.Data.Mounts,
( ObjectKind )15 => manager.Data.Ornaments,
(ObjectKind)15 => manager.Data.Ornaments,
_ => throw new NotImplementedException(),
};
return table.Where( kvp => kvp.Value == name )
.Select( kvp => manager.CreateIndividualUnchecked( identifier.Type, identifier.PlayerName, identifier.HomeWorld, identifier.Kind, kvp.Key ) ).ToArray();
return table.Where(kvp => kvp.Value == name)
.Select(kvp => manager.CreateIndividualUnchecked(identifier.Type, identifier.PlayerName, identifier.HomeWorld, identifier.Kind,
kvp.Key)).ToArray();
}
return identifier.Type switch
{
IdentifierType.Player => new[] { identifier.CreatePermanent() },
IdentifierType.Special => new[] { identifier },
IdentifierType.Retainer => new[] { identifier.CreatePermanent() },
IdentifierType.Owned => CreateNpcs( _actorManager, identifier.CreatePermanent() ),
IdentifierType.Npc => CreateNpcs( _actorManager, identifier ),
_ => Array.Empty< ActorIdentifier >(),
IdentifierType.Player => new[]
{
identifier.CreatePermanent(),
},
IdentifierType.Special => new[]
{
identifier,
},
IdentifierType.Retainer => new[]
{
identifier.CreatePermanent(),
},
IdentifierType.Owned => CreateNpcs(_actorManager, identifier.CreatePermanent()),
IdentifierType.Npc => CreateNpcs(_actorManager, identifier),
_ => Array.Empty<ActorIdentifier>(),
};
}
internal bool Add( ActorIdentifier[] identifiers, ModCollection collection )
internal bool Add(ActorIdentifier[] identifiers, ModCollection collection)
{
if( identifiers.Length == 0 || !identifiers[ 0 ].IsValid )
{
if (identifiers.Length == 0 || !identifiers[0].IsValid)
return false;
}
var name = DisplayString( identifiers[ 0 ] );
return Add( name, identifiers, collection );
var name = DisplayString(identifiers[0]);
return Add(name, identifiers, collection);
}
private bool Add( string displayName, ActorIdentifier[] identifiers, ModCollection collection )
private bool Add(string displayName, ActorIdentifier[] identifiers, ModCollection collection)
{
if( CanAdd( identifiers ) != AddResult.Valid
|| displayName.Length == 0
|| _assignments.Any( a => a.DisplayName.Equals( displayName, StringComparison.OrdinalIgnoreCase ) ) )
{
if (CanAdd(identifiers) != AddResult.Valid
|| displayName.Length == 0
|| _assignments.Any(a => a.DisplayName.Equals(displayName, StringComparison.OrdinalIgnoreCase)))
return false;
}
for( var i = 0; i < identifiers.Length; ++i )
for (var i = 0; i < identifiers.Length; ++i)
{
identifiers[ i ] = identifiers[ i ].CreatePermanent();
_individuals.Add( identifiers[ i ], collection );
identifiers[i] = identifiers[i].CreatePermanent();
lock (_individuals)
{
_individuals.Add(identifiers[i], collection);
}
}
_assignments.Add( ( displayName, identifiers, collection ) );
_assignments.Add((displayName, identifiers, collection));
return true;
}
internal bool ChangeCollection( ActorIdentifier identifier, ModCollection newCollection )
=> ChangeCollection( DisplayString( identifier ), newCollection );
internal bool ChangeCollection(ActorIdentifier identifier, ModCollection newCollection)
=> ChangeCollection(DisplayString(identifier), newCollection);
internal bool ChangeCollection( string displayName, ModCollection newCollection )
=> ChangeCollection( _assignments.FindIndex( t => t.DisplayName.Equals( displayName, StringComparison.OrdinalIgnoreCase ) ), newCollection );
internal bool ChangeCollection(string displayName, ModCollection newCollection)
=> ChangeCollection(_assignments.FindIndex(t => t.DisplayName.Equals(displayName, StringComparison.OrdinalIgnoreCase)), newCollection);
internal bool ChangeCollection( int displayIndex, ModCollection newCollection )
internal bool ChangeCollection(int displayIndex, ModCollection newCollection)
{
if( displayIndex < 0 || displayIndex >= _assignments.Count || _assignments[ displayIndex ].Collection == newCollection )
{
if (displayIndex < 0 || displayIndex >= _assignments.Count || _assignments[displayIndex].Collection == newCollection)
return false;
}
_assignments[ displayIndex ] = _assignments[ displayIndex ] with { Collection = newCollection };
foreach( var identifier in _assignments[ displayIndex ].Identifiers )
_assignments[displayIndex] = _assignments[displayIndex] with { Collection = newCollection };
lock (_individuals)
{
_individuals[ identifier ] = newCollection;
foreach (var identifier in _assignments[displayIndex].Identifiers)
_individuals[identifier] = newCollection;
}
return true;
}
internal bool Delete( ActorIdentifier identifier )
=> Delete( Index( identifier ) );
internal bool Delete(ActorIdentifier identifier)
=> Delete(Index(identifier));
internal bool Delete( string displayName )
=> Delete( Index( displayName ) );
internal bool Delete(string displayName)
=> Delete(Index(displayName));
internal bool Delete( int displayIndex )
internal bool Delete(int displayIndex)
{
if( displayIndex < 0 || displayIndex >= _assignments.Count )
{
if (displayIndex < 0 || displayIndex >= _assignments.Count)
return false;
}
var (name, identifiers, _) = _assignments[ displayIndex ];
_assignments.RemoveAt( displayIndex );
foreach( var identifier in identifiers )
var (name, identifiers, _) = _assignments[displayIndex];
_assignments.RemoveAt(displayIndex);
lock (_individuals)
{
_individuals.Remove( identifier );
foreach (var identifier in identifiers)
_individuals.Remove(identifier);
}
return true;
}
internal bool Move( int from, int to )
=> _assignments.Move( from, to );
internal bool Move(int from, int to)
=> _assignments.Move(from, to);
internal int Index( string displayName )
=> _assignments.FindIndex( t => t.DisplayName.Equals( displayName, StringComparison.OrdinalIgnoreCase ) );
internal int Index(string displayName)
=> _assignments.FindIndex(t => t.DisplayName.Equals(displayName, StringComparison.OrdinalIgnoreCase));
internal int Index( ActorIdentifier identifier )
=> identifier.IsValid ? Index( DisplayString( identifier ) ) : -1;
internal int Index(ActorIdentifier identifier)
=> identifier.IsValid ? Index(DisplayString(identifier)) : -1;
private string DisplayString( ActorIdentifier identifier )
private string DisplayString(ActorIdentifier identifier)
{
return identifier.Type switch
{
IdentifierType.Player => $"{identifier.PlayerName} ({_actorManager.Data.ToWorldName( identifier.HomeWorld )})",
IdentifierType.Player => $"{identifier.PlayerName} ({_actorManager.Data.ToWorldName(identifier.HomeWorld)})",
IdentifierType.Retainer => $"{identifier.PlayerName} (Retainer)",
IdentifierType.Owned =>
$"{identifier.PlayerName} ({_actorManager.Data.ToWorldName( identifier.HomeWorld )})'s {_actorManager.Data.ToName( identifier.Kind, identifier.DataId )}",
IdentifierType.Npc => $"{_actorManager.Data.ToName( identifier.Kind, identifier.DataId )} ({identifier.Kind.ToName()})",
$"{identifier.PlayerName} ({_actorManager.Data.ToWorldName(identifier.HomeWorld)})'s {_actorManager.Data.ToName(identifier.Kind, identifier.DataId)}",
IdentifierType.Npc => $"{_actorManager.Data.ToName(identifier.Kind, identifier.DataId)} ({identifier.Kind.ToName()})",
_ => string.Empty,
};
}
}
}