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Add keeping track of seen players to player watcher.
This commit is contained in:
parent
906e057943
commit
743f83d12e
3 changed files with 340 additions and 333 deletions
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@ -9,303 +9,311 @@ 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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{
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internal readonly struct WatchedPlayer
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{
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public readonly Dictionary< uint, CharacterEquipment > FoundActors;
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public readonly HashSet< PlayerWatcher > RegisteredWatchers;
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namespace Penumbra.PlayerWatch;
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public WatchedPlayer( PlayerWatcher watcher )
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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 + 48;
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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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FoundActors = new Dictionary< uint, CharacterEquipment >(4);
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RegisteredWatchers = new HashSet< PlayerWatcher >{ watcher };
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EnablePlayerWatch();
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}
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}
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internal class PlayerWatchBase : IDisposable
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internal void UnregisterWatcher( PlayerWatcher watcher )
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{
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public const int GPosePlayerIdx = 201;
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public const int GPoseTableEnd = GPosePlayerIdx + 48;
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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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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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if( RegisteredWatchers.Remove( watcher ) )
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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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}
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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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foreach( var (key, value) in Equip.ToArray() )
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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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if( value.RegisteredWatchers.Remove( watcher ) && value.RegisteredWatchers.Count == 0 )
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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 uint GetId( GameObject actor )
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=> actor.ObjectId ^ actor.OwnerId;
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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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Equip.Remove( key );
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}
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}
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}
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internal void EnablePlayerWatch()
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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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if( !_enabled )
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{
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_enabled = true;
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_framework.Update += OnFrameworkUpdate;
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_clientState.TerritoryChanged += OnTerritoryChange;
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_clientState.Logout += OnLogout;
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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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internal void DisablePlayerWatch()
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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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if( _enabled )
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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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_enabled = false;
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_framework.Update -= OnFrameworkUpdate;
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_clientState.TerritoryChanged -= OnTerritoryChange;
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_clientState.Logout -= OnLogout;
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Equip.Remove( playerName );
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}
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}
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}
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public void Dispose()
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=> DisablePlayerWatch();
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private void OnTerritoryChange( object? _1, ushort _2 )
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=> Clear();
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private void OnLogout( object? _1, object? _2 )
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=> Clear();
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internal void Clear()
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internal void EnablePlayerWatch()
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{
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if( !_enabled )
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{
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PluginLog.Debug( "Clearing PlayerWatcher Store." );
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_cancel = true;
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foreach( var kvp in Equip )
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{
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kvp.Value.FoundActors.Clear();
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}
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_enabled = true;
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_framework.Update += OnFrameworkUpdate;
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_clientState.TerritoryChanged += OnTerritoryChange;
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_clientState.Logout += OnLogout;
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}
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}
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_frameTicker = 0;
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internal void DisablePlayerWatch()
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{
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if( _enabled )
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{
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_enabled = false;
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_framework.Update -= OnFrameworkUpdate;
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_clientState.TerritoryChanged -= OnTerritoryChange;
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_clientState.Logout -= OnLogout;
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}
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}
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public void Dispose()
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=> DisablePlayerWatch();
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private void OnTerritoryChange( object? _1, ushort _2 )
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=> Clear();
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private void OnLogout( object? _1, object? _2 )
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=> Clear();
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internal void Clear()
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{
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PluginLog.Debug( "Clearing PlayerWatcher Store." );
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_cancel = true;
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foreach( var kvp in Equip )
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{
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kvp.Value.FoundActors.Clear();
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}
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private static void TriggerEvents( IEnumerable< PlayerWatcher > watchers, Character player )
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_frameTicker = 0;
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}
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private static void TriggerEvents( IEnumerable< PlayerWatcher > watchers, Character player )
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{
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PluginLog.Debug( "Triggering events for {PlayerName} at {Address}.", player.Name, player.Address );
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foreach( var watcher in watchers.Where( w => w.Active ) )
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{
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PluginLog.Debug( "Triggering events for {PlayerName} at {Address}.", player.Name, player.Address );
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foreach( var watcher in watchers.Where( w => w.Active ) )
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watcher.Trigger( player );
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}
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}
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internal void TriggerGPose()
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{
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for( var i = GPosePlayerIdx; i < GPoseTableEnd; ++i )
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{
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var player = _objects[ i ];
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if( player == null )
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{
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watcher.Trigger( player );
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return;
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}
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if( Equip.TryGetValue( player.Name.ToString(), out var watcher ) )
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{
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TriggerEvents( watcher.RegisteredWatchers, ( Character )player );
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}
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}
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}
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internal void TriggerGPose()
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private Character? CheckGPoseObject( GameObject player )
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{
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if( !_inGPose )
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{
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for( var i = GPosePlayerIdx; i < GPoseTableEnd; ++i )
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{
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var player = _objects[ i ];
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if( player == null )
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{
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return;
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}
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if( Equip.TryGetValue( player.Name.ToString(), out var watcher ) )
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{
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TriggerEvents( watcher.RegisteredWatchers, ( Character )player );
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}
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}
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return CharacterFactory.Convert( player );
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}
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private Character? CheckGPoseObject( GameObject player )
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for( var i = GPosePlayerIdx; i < GPoseTableEnd; ++i )
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{
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if( !_inGPose )
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var a = _objects[ i ];
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if( a == null )
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{
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return CharacterFactory.Convert( player );
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}
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for( var i = GPosePlayerIdx; i < GPoseTableEnd; ++i )
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if( a.Name == player.Name )
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{
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var a = _objects[ i ];
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if( a == null )
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{
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return CharacterFactory.Convert( player );
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}
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return CharacterFactory.Convert( a );
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}
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}
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if( a.Name == player.Name )
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{
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return CharacterFactory.Convert( a );
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}
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return CharacterFactory.Convert( player )!;
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}
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private bool TryGetPlayer( GameObject gameObject, out WatchedPlayer watch )
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{
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watch = default;
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var name = gameObject.Name.ToString();
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return name.Length != 0 && Equip.TryGetValue( name, out watch );
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}
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private static bool InvalidObjectKind( ObjectKind kind )
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{
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return kind switch
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{
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ObjectKind.BattleNpc => false,
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ObjectKind.EventNpc => false,
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ObjectKind.Player => false,
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ObjectKind.Retainer => false,
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_ => true,
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};
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}
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private GameObject? GetNextObject()
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{
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if( _frameTicker == GPosePlayerIdx - 1 )
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{
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_frameTicker = GPoseTableEnd;
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}
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else if( _frameTicker == _objects.Length - 1 )
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{
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_frameTicker = 0;
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foreach( var (_, equip) in Equip.Values.SelectMany( d => d.FoundActors.Where( p => !SeenActors.Contains( p.Key ) ) ) )
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{
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equip.Clear();
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}
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return CharacterFactory.Convert( player )!;
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SeenActors.Clear();
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}
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else
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{
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++_frameTicker;
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}
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private bool TryGetPlayer( GameObject gameObject, out WatchedPlayer watch )
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{
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watch = default;
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var name = gameObject.Name.ToString();
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return name.Length != 0 && Equip.TryGetValue( name, out watch );
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}
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return _objects[ _frameTicker ];
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}
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private static bool InvalidObjectKind( ObjectKind kind )
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{
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return kind switch
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{
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ObjectKind.BattleNpc => false,
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ObjectKind.EventNpc => false,
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ObjectKind.Player => false,
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ObjectKind.Retainer => false,
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_ => true,
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};
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}
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private void OnFrameworkUpdate( object framework )
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{
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var newInGPose = _objects[ GPosePlayerIdx ] != null;
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private GameObject? GetNextObject()
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if( newInGPose != _inGPose )
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{
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if( _frameTicker == GPosePlayerIdx - 1 )
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if( newInGPose )
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{
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_frameTicker = GPoseTableEnd;
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}
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else if( _frameTicker == _objects.Length - 1 )
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{
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_frameTicker = 0;
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TriggerGPose();
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}
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else
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{
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++_frameTicker;
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Clear();
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}
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return _objects[ _frameTicker ];
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_inGPose = newInGPose;
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}
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private void OnFrameworkUpdate( object framework )
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for( var i = 0; i < ObjectsPerFrame; ++i )
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{
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var newInGPose = _objects[ GPosePlayerIdx ] != null;
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if( newInGPose != _inGPose )
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var actor = GetNextObject();
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if( actor == null
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|| InvalidObjectKind( actor.ObjectKind )
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|| !TryGetPlayer( actor, out var watch ) )
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{
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if( newInGPose )
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{
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TriggerGPose();
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}
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else
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{
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Clear();
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}
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_inGPose = newInGPose;
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continue;
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}
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for( var i = 0; i < ObjectsPerFrame; ++i )
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var character = CheckGPoseObject( actor );
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if( _cancel )
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{
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var actor = GetNextObject();
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if( actor == null
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|| InvalidObjectKind( actor.ObjectKind )
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|| !TryGetPlayer( actor, out var watch ) )
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{
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continue;
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}
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var character = CheckGPoseObject( actor );
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if( _cancel )
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{
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_cancel = false;
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return;
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}
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if( character == null || character.ModelType() != 0 )
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{
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continue;
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}
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var id = GetId( character );
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PluginLog.Verbose( "Comparing Gear for {PlayerName} ({Id}) at {Address}...", character.Name, id, character.Address);
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if( !watch.FoundActors.TryGetValue( id, out var equip ) )
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{
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equip = new CharacterEquipment( character );
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watch.FoundActors[ id ] = equip;
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TriggerEvents( watch.RegisteredWatchers, character );
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}
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else if (!equip.CompareAndUpdate( character ))
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{
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TriggerEvents( watch.RegisteredWatchers, character );
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}
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break; // Only one comparison per frame.
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_cancel = false;
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return;
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}
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if( character == null || character.ModelType() != 0 )
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{
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continue;
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}
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var id = GetId( character );
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SeenActors.Add( id );
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PluginLog.Verbose( "Comparing Gear for {PlayerName} ({Id}) at {Address}...", character.Name, id, character.Address );
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if( !watch.FoundActors.TryGetValue( id, out var equip ) )
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{
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equip = new CharacterEquipment( character );
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watch.FoundActors[ id ] = equip;
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TriggerEvents( watch.RegisteredWatchers, character );
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}
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else if( !equip.CompareAndUpdate( character ) )
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{
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TriggerEvents( watch.RegisteredWatchers, character );
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}
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|
||||
break; // Only one comparison per frame.
|
||||
}
|
||||
}
|
||||
}
|
||||
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Add table
Add a link
Reference in a new issue