Penumbra/Penumbra.PlayerWatch/PlayerWatchBase.cs
Det c66a09dea3 PluginLog at OnFrameworkUpdate
When using Fixed Designs with Glamourer, this line goes really wild for being on OnFrameworkUpdate, so I thought it would be nice to have it only when debugging.
2022-06-30 19:06:54 -03:00

323 lines
No EOL
9.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Dalamud.Game;
using Dalamud.Game.ClientState;
using Dalamud.Game.ClientState.Objects;
using Dalamud.Game.ClientState.Objects.Enums;
using Dalamud.Game.ClientState.Objects.Types;
using Dalamud.Logging;
using Penumbra.GameData.Structs;
namespace Penumbra.PlayerWatch;
internal readonly struct WatchedPlayer
{
public readonly Dictionary< ulong, CharacterEquipment > FoundActors;
public readonly HashSet< PlayerWatcher > RegisteredWatchers;
public WatchedPlayer( PlayerWatcher watcher )
{
FoundActors = new Dictionary< ulong, CharacterEquipment >( 4 );
RegisteredWatchers = new HashSet< PlayerWatcher > { watcher };
}
}
internal class PlayerWatchBase : IDisposable
{
public const int GPosePlayerIdx = 201;
public const int GPoseTableEnd = GPosePlayerIdx + 40;
private const int ObjectsPerFrame = 32;
private readonly Framework _framework;
private readonly ClientState _clientState;
private readonly ObjectTable _objects;
internal readonly HashSet< PlayerWatcher > RegisteredWatchers = new();
internal readonly Dictionary< string, WatchedPlayer > Equip = new();
internal HashSet< ulong > SeenActors;
private int _frameTicker;
private bool _inGPose;
private bool _enabled;
private bool _cancel;
internal PlayerWatchBase( Framework framework, ClientState clientState, ObjectTable objects )
{
_framework = framework;
_clientState = clientState;
_objects = objects;
SeenActors = new HashSet< ulong >( _objects.Length );
}
internal void RegisterWatcher( PlayerWatcher watcher )
{
RegisteredWatchers.Add( watcher );
if( watcher.Active )
{
EnablePlayerWatch();
}
}
internal void UnregisterWatcher( PlayerWatcher watcher )
{
if( RegisteredWatchers.Remove( watcher ) )
{
foreach( var (key, value) in Equip.ToArray() )
{
if( value.RegisteredWatchers.Remove( watcher ) && value.RegisteredWatchers.Count == 0 )
{
Equip.Remove( key );
}
}
}
CheckActiveStatus();
}
internal void CheckActiveStatus()
{
if( RegisteredWatchers.Any( w => w.Active ) )
{
EnablePlayerWatch();
}
else
{
DisablePlayerWatch();
}
}
private static ulong GetId( GameObject actor )
=> actor.ObjectId | ( ( ulong )actor.OwnerId << 32 );
internal CharacterEquipment UpdatePlayerWithoutEvent( Character actor )
{
var name = actor.Name.ToString();
var equipment = new CharacterEquipment( actor );
if( Equip.TryGetValue( name, out var watched ) )
{
watched.FoundActors[ GetId( actor ) ] = equipment;
}
return equipment;
}
internal void AddPlayerToWatch( string playerName, PlayerWatcher watcher )
{
if( Equip.TryGetValue( playerName, out var items ) )
{
items.RegisteredWatchers.Add( watcher );
}
else
{
Equip[ playerName ] = new WatchedPlayer( watcher );
}
}
public void RemovePlayerFromWatch( string playerName, PlayerWatcher watcher )
{
if( Equip.TryGetValue( playerName, out var items ) )
{
if( items.RegisteredWatchers.Remove( watcher ) && items.RegisteredWatchers.Count == 0 )
{
Equip.Remove( playerName );
}
}
}
internal void EnablePlayerWatch()
{
if( !_enabled )
{
_enabled = true;
_framework.Update += OnFrameworkUpdate;
_clientState.TerritoryChanged += OnTerritoryChange;
_clientState.Logout += OnLogout;
}
}
internal void DisablePlayerWatch()
{
if( _enabled )
{
_enabled = false;
_framework.Update -= OnFrameworkUpdate;
_clientState.TerritoryChanged -= OnTerritoryChange;
_clientState.Logout -= OnLogout;
}
}
public void Dispose()
=> DisablePlayerWatch();
private void OnTerritoryChange( object? _1, ushort _2 )
=> Clear();
private void OnLogout( object? _1, object? _2 )
=> Clear();
internal void Clear()
{
PluginLog.Debug( "Clearing PlayerWatcher Store." );
_cancel = true;
foreach( var kvp in Equip )
{
kvp.Value.FoundActors.Clear();
}
_frameTicker = 0;
}
private static void TriggerEvents( IEnumerable< PlayerWatcher > watchers, Character player )
{
PluginLog.Debug( "Triggering events for {PlayerName} at {Address}.", player.Name, player.Address );
foreach( var watcher in watchers.Where( w => w.Active ) )
{
watcher.Trigger( player );
}
}
internal void TriggerGPose()
{
for( var i = GPosePlayerIdx; i < GPoseTableEnd; ++i )
{
var player = _objects[ i ];
if( player == null )
{
return;
}
if( Equip.TryGetValue( player.Name.ToString(), out var watcher ) )
{
TriggerEvents( watcher.RegisteredWatchers, ( Character )player );
}
}
}
private Character? CheckGPoseObject( GameObject player )
{
if( !_inGPose )
{
return CharacterFactory.Convert( player );
}
for( var i = GPosePlayerIdx; i < GPoseTableEnd; ++i )
{
var a = _objects[ i ];
if( a == null )
{
return CharacterFactory.Convert( player );
}
if( a.Name == player.Name )
{
return CharacterFactory.Convert( a );
}
}
return CharacterFactory.Convert( player )!;
}
private bool TryGetPlayer( GameObject gameObject, out WatchedPlayer watch )
{
watch = default;
var name = gameObject.Name.ToString();
return name.Length != 0 && Equip.TryGetValue( name, out watch );
}
private static bool InvalidObjectKind( ObjectKind kind )
{
return kind switch
{
ObjectKind.BattleNpc => false,
ObjectKind.EventNpc => false,
ObjectKind.Player => false,
ObjectKind.Retainer => false,
_ => true,
};
}
private GameObject? GetNextObject()
{
if( _frameTicker == GPosePlayerIdx - 1 )
{
_frameTicker = GPoseTableEnd;
}
else if( _frameTicker == _objects.Length - 1 )
{
_frameTicker = 0;
foreach( var (_, equip) in Equip.Values.SelectMany( d => d.FoundActors.Where( p => !SeenActors.Contains( p.Key ) ) ) )
{
equip.Clear();
}
SeenActors.Clear();
}
else
{
++_frameTicker;
}
return _objects[ _frameTicker ];
}
private void OnFrameworkUpdate( object framework )
{
var newInGPose = _objects[ GPosePlayerIdx ] != null;
if( newInGPose != _inGPose )
{
if( newInGPose )
{
TriggerGPose();
}
else
{
Clear();
}
_inGPose = newInGPose;
}
for( var i = 0; i < ObjectsPerFrame; ++i )
{
var actor = GetNextObject();
if( actor == null
|| InvalidObjectKind( actor.ObjectKind )
|| !TryGetPlayer( actor, out var watch ) )
{
continue;
}
var character = CheckGPoseObject( actor );
if( _cancel )
{
_cancel = false;
return;
}
if( character == null || character.ModelType() != 0 )
{
continue;
}
var id = GetId( character );
SeenActors.Add( id );
#if DEBUG
PluginLog.Verbose( "Comparing Gear for {PlayerName:l} ({Id}) at 0x{Address:X}...", character.Name, id, character.Address.ToInt64() );
#endif
if( !watch.FoundActors.TryGetValue( id, out var equip ) )
{
equip = new CharacterEquipment( character );
watch.FoundActors[ id ] = equip;
TriggerEvents( watch.RegisteredWatchers, character );
}
else if( !equip.CompareAndUpdate( character ) )
{
TriggerEvents( watch.RegisteredWatchers, character );
}
break; // Only one comparison per frame.
}
}
}