Add new cutscene ENPC tracking hooks.

This commit is contained in:
Ottermandias 2025-01-20 15:36:05 +01:00
parent 7b517390b6
commit 8779f4b689
7 changed files with 152 additions and 11 deletions

@ -1 +1 @@
Subproject commit c525072299d5febd2bb638ab229060b0073ba6a6
Subproject commit 5bac66e5ad73e57919aff7f8b046606b75e191a2

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@ -11,7 +11,8 @@ public class GameState : IService
{
#region Last Game Object
private readonly ThreadLocal<Queue<nint>> _lastGameObject = new(() => new Queue<nint>());
private readonly ThreadLocal<Queue<nint>> _lastGameObject = new(() => new Queue<nint>());
public readonly ThreadLocal<bool> CharacterAssociated = new(() => false);
public nint LastGameObject
=> _lastGameObject.IsValueCreated && _lastGameObject.Value!.Count > 0 ? _lastGameObject.Value.Peek() : nint.Zero;

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@ -76,6 +76,8 @@ public class HookOverrides
public bool CreateCharacterBase;
public bool EnableDraw;
public bool WeaponReload;
public bool SetupPlayerNpc;
public bool ConstructCutsceneCharacter;
}
public struct PostProcessingHooks

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@ -0,0 +1,70 @@
using Dalamud.Hooking;
using FFXIVClientStructs.FFXIV.Client.Game.Character;
using OtterGui.Classes;
using OtterGui.Services;
using Penumbra.GameData;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Interop;
namespace Penumbra.Interop.Hooks.Objects;
public sealed unsafe class ConstructCutsceneCharacter : EventWrapperPtr<Character, ConstructCutsceneCharacter.Priority>, IHookService
{
private readonly GameState _gameState;
private readonly ObjectManager _objects;
public enum Priority
{
/// <seealso cref="PathResolving.CutsceneService.OnSetupPlayerNpc"/>
CutsceneService = 0,
}
public ConstructCutsceneCharacter(GameState gameState, HookManager hooks, ObjectManager objects)
: base("ConstructCutsceneCharacter")
{
_gameState = gameState;
_objects = objects;
_task = hooks.CreateHook<Delegate>(Name, Sigs.ConstructCutsceneCharacter, Detour, !HookOverrides.Instance.Objects.ConstructCutsceneCharacter);
}
private readonly Task<Hook<Delegate>> _task;
public delegate int Delegate(SetupPlayerNpc.SchedulerStruct* scheduler);
public int Detour(SetupPlayerNpc.SchedulerStruct* scheduler)
{
// This is the function that actually creates the new game object
// and fills it into the object table at a free index etc.
var ret = _task.Result.Original(scheduler);
// Check for the copy state from SetupPlayerNpc.
if (_gameState.CharacterAssociated.Value)
{
// If the newly created character exists, invoke the event.
var character = _objects[ret + (int)ScreenActor.CutsceneStart].AsCharacter;
if (character != null)
{
Invoke(character);
Penumbra.Log.Verbose(
$"[{Name}] Created indirect copy of player character at 0x{(nint)character}, index {character->ObjectIndex}.");
}
_gameState.CharacterAssociated.Value = false;
}
return ret;
}
public IntPtr Address
=> _task.Result.Address;
public void Enable()
=> _task.Result.Enable();
public void Disable()
=> _task.Result.Disable();
public Task Awaiter
=> _task;
public bool Finished
=> _task.IsCompletedSuccessfully;
}

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@ -26,7 +26,7 @@ public sealed unsafe class EnableDraw : IHookService
private void Detour(GameObject* gameObject)
{
_state.QueueGameObject(gameObject);
Penumbra.Log.Excessive($"[Enable Draw] Invoked on 0x{(nint)gameObject:X}.");
Penumbra.Log.Excessive($"[Enable Draw] Invoked on 0x{(nint)gameObject:X} at {gameObject->ObjectIndex}.");
_task.Result.Original.Invoke(gameObject);
_state.DequeueGameObject();
}

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@ -0,0 +1,55 @@
using FFXIVClientStructs.FFXIV.Client.Game.Character;
using OtterGui.Services;
using Penumbra.GameData;
namespace Penumbra.Interop.Hooks.Objects;
public sealed unsafe class SetupPlayerNpc : FastHook<SetupPlayerNpc.Delegate>
{
private readonly GameState _gameState;
public SetupPlayerNpc(GameState gameState, HookManager hooks)
{
_gameState = gameState;
Task = hooks.CreateHook<Delegate>("SetupPlayerNPC", Sigs.SetupPlayerNpc, Detour,
!HookOverrides.Instance.Objects.SetupPlayerNpc);
}
public delegate SchedulerStruct* Delegate(byte* npcType, nint unk, NpcSetupData* setupData);
public SchedulerStruct* Detour(byte* npcType, nint unk, NpcSetupData* setupData)
{
// This function actually seems to generate all NPC.
// If an ENPC is being created, check the creation parameters.
// If CopyPlayerCustomize is true, the event NPC gets a timeline that copies its customize and glasses from the local player.
// Keep track of this, so we can associate the actor to be created for this with the player character, see ConstructCutsceneCharacter.
if (setupData->CopyPlayerCustomize && npcType != null && *npcType is 8)
_gameState.CharacterAssociated.Value = true;
var ret = Task.Result.Original.Invoke(npcType, unk, setupData);
Penumbra.Log.Excessive(
$"[Setup Player NPC] Invoked for type {*npcType} with 0x{unk:X} and Copy Player Customize: {setupData->CopyPlayerCustomize}.");
return ret;
}
[StructLayout(LayoutKind.Explicit)]
public struct NpcSetupData
{
[FieldOffset(0x0B)]
private byte _copyPlayerCustomize;
public bool CopyPlayerCustomize
{
get => _copyPlayerCustomize != 0;
set => _copyPlayerCustomize = value ? (byte)1 : (byte)0;
}
}
[StructLayout(LayoutKind.Explicit)]
public struct SchedulerStruct
{
public static Character* GetCharacter(SchedulerStruct* s)
=> ((delegate* unmanaged<SchedulerStruct*, Character*>**)s)[0][19](s);
}
}

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@ -15,10 +15,11 @@ public sealed class CutsceneService : IRequiredService, IDisposable
public const int CutsceneEndIdx = (int)ScreenActor.CutsceneEnd;
public const int CutsceneSlots = CutsceneEndIdx - CutsceneStartIdx;
private readonly ObjectManager _objects;
private readonly CopyCharacter _copyCharacter;
private readonly CharacterDestructor _characterDestructor;
private readonly short[] _copiedCharacters = Enumerable.Repeat((short)-1, CutsceneSlots).ToArray();
private readonly ObjectManager _objects;
private readonly CopyCharacter _copyCharacter;
private readonly CharacterDestructor _characterDestructor;
private readonly ConstructCutsceneCharacter _constructCutsceneCharacter;
private readonly short[] _copiedCharacters = Enumerable.Repeat((short)-1, CutsceneSlots).ToArray();
public IEnumerable<KeyValuePair<int, IGameObject>> Actors
=> Enumerable.Range(CutsceneStartIdx, CutsceneSlots)
@ -26,13 +27,15 @@ public sealed class CutsceneService : IRequiredService, IDisposable
.Select(i => KeyValuePair.Create(i, this[i] ?? _objects.GetDalamudObject(i)!));
public unsafe CutsceneService(ObjectManager objects, CopyCharacter copyCharacter, CharacterDestructor characterDestructor,
IClientState clientState)
ConstructCutsceneCharacter constructCutsceneCharacter, IClientState clientState)
{
_objects = objects;
_copyCharacter = copyCharacter;
_characterDestructor = characterDestructor;
_objects = objects;
_copyCharacter = copyCharacter;
_characterDestructor = characterDestructor;
_constructCutsceneCharacter = constructCutsceneCharacter;
_copyCharacter.Subscribe(OnCharacterCopy, CopyCharacter.Priority.CutsceneService);
_characterDestructor.Subscribe(OnCharacterDestructor, CharacterDestructor.Priority.CutsceneService);
_constructCutsceneCharacter.Subscribe(OnSetupPlayerNpc, ConstructCutsceneCharacter.Priority.CutsceneService);
if (clientState.IsGPosing)
RecoverGPoseActors();
}
@ -87,6 +90,7 @@ public sealed class CutsceneService : IRequiredService, IDisposable
{
_copyCharacter.Unsubscribe(OnCharacterCopy);
_characterDestructor.Unsubscribe(OnCharacterDestructor);
_constructCutsceneCharacter.Unsubscribe(OnSetupPlayerNpc);
}
private unsafe void OnCharacterDestructor(Character* character)
@ -124,6 +128,15 @@ public sealed class CutsceneService : IRequiredService, IDisposable
_copiedCharacters[idx] = (short)(source != null ? source->GameObject.ObjectIndex : -1);
}
private unsafe void OnSetupPlayerNpc(Character* npc)
{
if (npc == null || npc->ObjectIndex is < CutsceneStartIdx or >= CutsceneEndIdx)
return;
var idx = npc->GameObject.ObjectIndex - CutsceneStartIdx;
_copiedCharacters[idx] = 0;
}
/// <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 void RecoverGPoseActors()