Penumbra/Penumbra/Interop/Resolver/PathResolver.DrawObjectState.cs
2022-10-08 02:02:44 +02:00

257 lines
No EOL
10 KiB
C#

using Dalamud.Hooking;
using Dalamud.Utility.Signatures;
using Penumbra.Collections;
using System;
using System.Collections.Generic;
using System.Linq;
using FFXIVClientStructs.FFXIV.Client.Game.Object;
using Penumbra.Api;
using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
using OtterGui.Classes;
using Penumbra.GameData.ByteString;
using Penumbra.GameData.Enums;
namespace Penumbra.Interop.Resolver;
public unsafe partial class PathResolver
{
public class DrawObjectState
{
public static event CreatingCharacterBaseDelegate? CreatingCharacterBase;
public static event CreatedCharacterBaseDelegate? CreatedCharacterBase;
public IEnumerable< KeyValuePair< IntPtr, (ResolveData, int) > > DrawObjects
=> _drawObjectToObject;
public int Count
=> _drawObjectToObject.Count;
public bool TryGetValue( IntPtr drawObject, out (ResolveData, int) value, out GameObject* gameObject )
{
gameObject = null;
if( !_drawObjectToObject.TryGetValue( drawObject, out value ) )
{
return false;
}
var gameObjectIdx = value.Item2;
return VerifyEntry( drawObject, gameObjectIdx, out gameObject );
}
// Set and update a parent object if it exists and a last game object is set.
public ResolveData CheckParentDrawObject( IntPtr drawObject, IntPtr parentObject )
{
if( parentObject == IntPtr.Zero && LastGameObject != null )
{
var collection = IdentifyCollection( LastGameObject );
_drawObjectToObject[ drawObject ] = ( collection, LastGameObject->ObjectIndex );
return collection;
}
return ResolveData.Invalid;
}
public bool HandleDecalFile( ResourceType type, Utf8GamePath gamePath, out ResolveData resolveData )
{
if( type == ResourceType.Tex
&& LastCreatedCollection.Valid
&& gamePath.Path.Substring( "chara/common/texture/".Length ).StartsWith( 'd', 'e', 'c', 'a', 'l' ) )
{
resolveData = LastCreatedCollection;
return true;
}
resolveData = ResolveData.Invalid;
return false;
}
public ResolveData LastCreatedCollection
=> _lastCreatedCollection;
public GameObject* LastGameObject { get; private set; }
public DrawObjectState()
{
SignatureHelper.Initialise( this );
}
public void Enable()
{
_characterBaseCreateHook.Enable();
_characterBaseDestructorHook.Enable();
_enableDrawHook.Enable();
_weaponReloadHook.Enable();
InitializeDrawObjects();
Penumbra.CollectionManager.CollectionChanged += CheckCollections;
}
public void Disable()
{
_characterBaseCreateHook.Disable();
_characterBaseDestructorHook.Disable();
_enableDrawHook.Disable();
_weaponReloadHook.Disable();
Penumbra.CollectionManager.CollectionChanged -= CheckCollections;
}
public void Dispose()
{
Disable();
_characterBaseCreateHook.Dispose();
_characterBaseDestructorHook.Dispose();
_enableDrawHook.Dispose();
_weaponReloadHook.Dispose();
}
// Check that a linked DrawObject still corresponds to the correct actor and that it still exists, otherwise remove it.
private bool VerifyEntry( IntPtr drawObject, int gameObjectIdx, out GameObject* gameObject )
{
gameObject = ( GameObject* )Dalamud.Objects.GetObjectAddress( gameObjectIdx );
var draw = ( DrawObject* )drawObject;
if( gameObject != null
&& ( gameObject->DrawObject == draw || draw != null && gameObject->DrawObject == draw->Object.ParentObject ) )
{
return true;
}
gameObject = null;
_drawObjectToObject.Remove( drawObject );
return false;
}
// This map links DrawObjects directly to Actors (by ObjectTable index) and their collections.
// It contains any DrawObjects that correspond to a human actor, even those without specific collections.
private readonly Dictionary< IntPtr, (ResolveData, int) > _drawObjectToObject = new();
private ResolveData _lastCreatedCollection = ResolveData.Invalid;
// Keep track of created DrawObjects that are CharacterBase,
// and use the last game object that called EnableDraw to link them.
private delegate IntPtr CharacterBaseCreateDelegate( uint a, IntPtr b, IntPtr c, byte d );
[Signature( "E8 ?? ?? ?? ?? 48 85 C0 74 21 C7 40", DetourName = nameof( CharacterBaseCreateDetour ) )]
private readonly Hook< CharacterBaseCreateDelegate > _characterBaseCreateHook = null!;
private IntPtr CharacterBaseCreateDetour( uint a, IntPtr b, IntPtr c, byte d )
{
var meta = DisposableContainer.Empty;
if( LastGameObject != null )
{
_lastCreatedCollection = IdentifyCollection( LastGameObject );
// Change the transparent or 1.0 Decal if necessary.
var decal = new CharacterUtility.DecalReverter( _lastCreatedCollection.ModCollection, UsesDecal( a, c ) );
// Change the rsp parameters if necessary.
meta = new DisposableContainer( _lastCreatedCollection.ModCollection != Penumbra.CollectionManager.Default
? _lastCreatedCollection.ModCollection.TemporarilySetCmpFile()
: null, decal );
try
{
var modelPtr = &a;
CreatingCharacterBase?.Invoke( ( IntPtr )LastGameObject, _lastCreatedCollection!.ModCollection.Name, ( IntPtr )modelPtr, b, c );
}
catch( Exception e )
{
Penumbra.Log.Error( $"Unknown Error during CreatingCharacterBase:\n{e}" );
}
}
var ret = _characterBaseCreateHook.Original( a, b, c, d );
using( meta )
{
if( LastGameObject != null && ret != IntPtr.Zero )
{
_drawObjectToObject[ ret ] = ( _lastCreatedCollection!, LastGameObject->ObjectIndex );
CreatedCharacterBase?.Invoke( ( IntPtr )LastGameObject, _lastCreatedCollection!.ModCollection.Name, ret );
}
return ret;
}
}
// Check the customize array for the FaceCustomization byte and the last bit of that.
// Also check for humans.
public static bool UsesDecal( uint modelId, IntPtr customizeData )
=> modelId == 0 && ( ( byte* )customizeData )[ 12 ] > 0x7F;
// Remove DrawObjects from the list when they are destroyed.
private delegate void CharacterBaseDestructorDelegate( IntPtr drawBase );
[Signature( "E8 ?? ?? ?? ?? 40 F6 C7 01 74 3A 40 F6 C7 04 75 27 48 85 DB 74 2F 48 8B 05 ?? ?? ?? ?? 48 8B D3 48 8B 48 30",
DetourName = nameof( CharacterBaseDestructorDetour ) )]
private readonly Hook< CharacterBaseDestructorDelegate > _characterBaseDestructorHook = null!;
private void CharacterBaseDestructorDetour( IntPtr drawBase )
{
_drawObjectToObject.Remove( drawBase );
_characterBaseDestructorHook!.Original.Invoke( drawBase );
}
// EnableDraw is what creates DrawObjects for gameObjects,
// so we always keep track of the current GameObject to be able to link it to the DrawObject.
private delegate void EnableDrawDelegate( IntPtr gameObject, IntPtr b, IntPtr c, IntPtr d );
[Signature( "E8 ?? ?? ?? ?? 48 8B 8B ?? ?? ?? ?? 48 85 C9 74 33 45 33 C0", DetourName = nameof( EnableDrawDetour ) )]
private readonly Hook< EnableDrawDelegate > _enableDrawHook = null!;
private void EnableDrawDetour( IntPtr gameObject, IntPtr b, IntPtr c, IntPtr d )
{
var oldObject = LastGameObject;
LastGameObject = ( GameObject* )gameObject;
_enableDrawHook!.Original.Invoke( gameObject, b, c, d );
LastGameObject = oldObject;
}
// Not fully understood. The game object the weapon is loaded for is seemingly found at a1 + 8,
// so we use that.
private delegate void WeaponReloadFunc( IntPtr a1, uint a2, IntPtr a3, byte a4, byte a5, byte a6, byte a7 );
[Signature( "E8 ?? ?? ?? ?? 44 8B 9F", DetourName = nameof( WeaponReloadDetour ) )]
private readonly Hook< WeaponReloadFunc > _weaponReloadHook = null!;
public void WeaponReloadDetour( IntPtr a1, uint a2, IntPtr a3, byte a4, byte a5, byte a6, byte a7 )
{
var oldGame = LastGameObject;
LastGameObject = *( GameObject** )( a1 + 8 );
_weaponReloadHook!.Original( a1, a2, a3, a4, a5, a6, a7 );
LastGameObject = oldGame;
}
// Update collections linked to Game/DrawObjects due to a change in collection configuration.
private void CheckCollections( CollectionType type, ModCollection? _1, ModCollection? _2, string? name )
{
if( type is CollectionType.Inactive or CollectionType.Current )
{
return;
}
foreach( var (key, (_, idx)) in _drawObjectToObject.ToArray() )
{
if( !VerifyEntry( key, idx, out var obj ) )
{
_drawObjectToObject.Remove( key );
}
var newCollection = IdentifyCollection( obj );
_drawObjectToObject[ key ] = ( newCollection, idx );
}
}
// Find all current DrawObjects used in the GameObject table.
// We do not iterate the Dalamud table because it does not work when not logged in.
private void InitializeDrawObjects()
{
for( var i = 0; i < Dalamud.Objects.Length; ++i )
{
var ptr = ( GameObject* )Dalamud.Objects.GetObjectAddress( i );
if( ptr != null && ptr->IsCharacter() && ptr->DrawObject != null )
{
_drawObjectToObject[ ( IntPtr )ptr->DrawObject ] = ( IdentifyCollection( ptr ), ptr->ObjectIndex );
}
}
}
}
}