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Small fixes.
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fb2f212970
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4 changed files with 10 additions and 4 deletions
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@ -111,12 +111,17 @@ namespace Penumbra.Interop
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+ $"{ResourceToPath( ( byte* )pResources[ i ] )}" );
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UnloadCharacterResource( oldResources[ i ] );
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// Temporary fix against crashes?
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// Easiest way to actually remove a file from the resource manager.
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// Not doing this keeps them in memory for some reason,
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// and then corrupts the state when entering a loading screen that is not a teleport.
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// This increases the references of all loaded files by one temporarily, but there is extra logic for 0-references,
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// and they get loaded anew with GetResourceAsync, but this gets redirected and thus the modded resource reference is increased twice.
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// Then it reduces the refcount of all reduces by 1 again, but this time for real, so the resource gets ref count -1, leading to problems.
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if( handle->RefCount <= 0 )
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{
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handle->RefCount = 1;
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handle->IncRef();
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handle->RefCount = 1;
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handle->DecRef();
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}
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}
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}
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@ -171,7 +171,7 @@ namespace Penumbra.UI
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.GetField( "_changedSettings", BindingFlags.Instance | BindingFlags.NonPublic )
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?.GetValue( _penumbra.ObjectReloader );
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var currentObjectId = ( int? )_penumbra.ObjectReloader.GetType()
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var currentObjectId = ( uint? )_penumbra.ObjectReloader.GetType()
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.GetField( "_currentObjectId", BindingFlags.Instance | BindingFlags.NonPublic )
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?.GetValue( _penumbra.ObjectReloader );
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@ -115,6 +115,7 @@ namespace Penumbra.UI
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{
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_config.IsEnabled = enabled;
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_configChanged = true;
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Service<ResidentResources>.Get().ReloadPlayerResources();
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_base._penumbra.ObjectReloader.RedrawAll( enabled ? RedrawType.WithSettings : RedrawType.WithoutSettings );
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if( _config.EnablePlayerWatch )
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{
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