From 8779f4b6893b6d472c71fb63d0f31ef947140424 Mon Sep 17 00:00:00 2001 From: Ottermandias Date: Mon, 20 Jan 2025 15:36:05 +0100 Subject: [PATCH] Add new cutscene ENPC tracking hooks. --- Penumbra.GameData | 2 +- Penumbra/Interop/GameState.cs | 3 +- Penumbra/Interop/Hooks/HookSettings.cs | 2 + .../Objects/ConstructCutsceneCharacter.cs | 70 +++++++++++++++++++ Penumbra/Interop/Hooks/Objects/EnableDraw.cs | 2 +- .../Interop/Hooks/Objects/SetupPlayerNpc.cs | 55 +++++++++++++++ .../Interop/PathResolving/CutsceneService.cs | 29 +++++--- 7 files changed, 152 insertions(+), 11 deletions(-) create mode 100644 Penumbra/Interop/Hooks/Objects/ConstructCutsceneCharacter.cs create mode 100644 Penumbra/Interop/Hooks/Objects/SetupPlayerNpc.cs diff --git a/Penumbra.GameData b/Penumbra.GameData index c5250722..5bac66e5 160000 --- a/Penumbra.GameData +++ b/Penumbra.GameData @@ -1 +1 @@ -Subproject commit c525072299d5febd2bb638ab229060b0073ba6a6 +Subproject commit 5bac66e5ad73e57919aff7f8b046606b75e191a2 diff --git a/Penumbra/Interop/GameState.cs b/Penumbra/Interop/GameState.cs index f80ef696..497be508 100644 --- a/Penumbra/Interop/GameState.cs +++ b/Penumbra/Interop/GameState.cs @@ -11,7 +11,8 @@ public class GameState : IService { #region Last Game Object - private readonly ThreadLocal> _lastGameObject = new(() => new Queue()); + private readonly ThreadLocal> _lastGameObject = new(() => new Queue()); + public readonly ThreadLocal CharacterAssociated = new(() => false); public nint LastGameObject => _lastGameObject.IsValueCreated && _lastGameObject.Value!.Count > 0 ? _lastGameObject.Value.Peek() : nint.Zero; diff --git a/Penumbra/Interop/Hooks/HookSettings.cs b/Penumbra/Interop/Hooks/HookSettings.cs index b95e5789..5a856764 100644 --- a/Penumbra/Interop/Hooks/HookSettings.cs +++ b/Penumbra/Interop/Hooks/HookSettings.cs @@ -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 diff --git a/Penumbra/Interop/Hooks/Objects/ConstructCutsceneCharacter.cs b/Penumbra/Interop/Hooks/Objects/ConstructCutsceneCharacter.cs new file mode 100644 index 00000000..5fa3de32 --- /dev/null +++ b/Penumbra/Interop/Hooks/Objects/ConstructCutsceneCharacter.cs @@ -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, IHookService +{ + private readonly GameState _gameState; + private readonly ObjectManager _objects; + + public enum Priority + { + /// + CutsceneService = 0, + } + + public ConstructCutsceneCharacter(GameState gameState, HookManager hooks, ObjectManager objects) + : base("ConstructCutsceneCharacter") + { + _gameState = gameState; + _objects = objects; + _task = hooks.CreateHook(Name, Sigs.ConstructCutsceneCharacter, Detour, !HookOverrides.Instance.Objects.ConstructCutsceneCharacter); + } + + private readonly Task> _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( + $"[{Name}] Created indirect copy of player character at 0x{(nint)character}, index {character->ObjectIndex}."); + } + _gameState.CharacterAssociated.Value = false; + } + + return ret; + } + + public IntPtr Address + => _task.Result.Address; + + public void Enable() + => _task.Result.Enable(); + + public void Disable() + => _task.Result.Disable(); + + public Task Awaiter + => _task; + + public bool Finished + => _task.IsCompletedSuccessfully; +} diff --git a/Penumbra/Interop/Hooks/Objects/EnableDraw.cs b/Penumbra/Interop/Hooks/Objects/EnableDraw.cs index 68bb28af..979cb87c 100644 --- a/Penumbra/Interop/Hooks/Objects/EnableDraw.cs +++ b/Penumbra/Interop/Hooks/Objects/EnableDraw.cs @@ -26,7 +26,7 @@ public sealed unsafe class EnableDraw : IHookService private void Detour(GameObject* gameObject) { _state.QueueGameObject(gameObject); - Penumbra.Log.Excessive($"[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(); } diff --git a/Penumbra/Interop/Hooks/Objects/SetupPlayerNpc.cs b/Penumbra/Interop/Hooks/Objects/SetupPlayerNpc.cs new file mode 100644 index 00000000..8f1226c3 --- /dev/null +++ b/Penumbra/Interop/Hooks/Objects/SetupPlayerNpc.cs @@ -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 +{ + private readonly GameState _gameState; + + public SetupPlayerNpc(GameState gameState, HookManager hooks) + { + _gameState = gameState; + Task = hooks.CreateHook("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**)s)[0][19](s); + } +} diff --git a/Penumbra/Interop/PathResolving/CutsceneService.cs b/Penumbra/Interop/PathResolving/CutsceneService.cs index 8e32dd76..6be19c46 100644 --- a/Penumbra/Interop/PathResolving/CutsceneService.cs +++ b/Penumbra/Interop/PathResolving/CutsceneService.cs @@ -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> 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; + } + /// Try to recover GPose actors on reloads into a running game. /// This is not 100% accurate due to world IDs, minions etc., but will be mostly sane. private void RecoverGPoseActors()