Penumbra/Penumbra/Interop/PathResolving/DrawObjectState.cs

164 lines
6.5 KiB
C#

using Dalamud.Plugin.Services;
using FFXIVClientStructs.FFXIV.Client.Game.Character;
using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
using OtterGui.Services;
using Penumbra.GameData.Interop;
using Object = FFXIVClientStructs.FFXIV.Client.Graphics.Scene.Object;
using Penumbra.GameData.Structs;
using Penumbra.Interop.Hooks.Objects;
namespace Penumbra.Interop.PathResolving;
public sealed class DrawObjectState : IDisposable, IReadOnlyDictionary<nint, (nint, bool)>, IService
{
private readonly ObjectManager _objects;
private readonly CreateCharacterBase _createCharacterBase;
private readonly WeaponReload _weaponReload;
private readonly CharacterBaseDestructor _characterBaseDestructor;
private readonly CharacterDestructor _characterDestructor;
private readonly GameState _gameState;
private readonly Dictionary<nint, (nint GameObject, bool IsChild)> _drawObjectToGameObject = [];
public nint LastGameObject
=> _gameState.LastGameObject;
public unsafe DrawObjectState(ObjectManager objects, CreateCharacterBase createCharacterBase, WeaponReload weaponReload,
CharacterBaseDestructor characterBaseDestructor, GameState gameState, IFramework framework, CharacterDestructor characterDestructor)
{
_objects = objects;
_createCharacterBase = createCharacterBase;
_weaponReload = weaponReload;
_characterBaseDestructor = characterBaseDestructor;
_gameState = gameState;
_characterDestructor = characterDestructor;
framework.RunOnFrameworkThread(InitializeDrawObjects);
_weaponReload.Subscribe(OnWeaponReloading, WeaponReload.Priority.DrawObjectState);
_weaponReload.Subscribe(OnWeaponReloaded, WeaponReload.PostEvent.Priority.DrawObjectState);
_createCharacterBase.Subscribe(OnCharacterBaseCreated, CreateCharacterBase.PostEvent.Priority.DrawObjectState);
_characterBaseDestructor.Subscribe(OnCharacterBaseDestructor, CharacterBaseDestructor.Priority.DrawObjectState);
_characterDestructor.Subscribe(OnCharacterDestructor, CharacterDestructor.Priority.DrawObjectState);
}
public bool ContainsKey(nint key)
=> _drawObjectToGameObject.ContainsKey(key);
public IEnumerator<KeyValuePair<nint, (nint, bool)>> GetEnumerator()
=> _drawObjectToGameObject.GetEnumerator();
IEnumerator IEnumerable.GetEnumerator()
=> GetEnumerator();
public int Count
=> _drawObjectToGameObject.Count;
public bool TryGetValue(nint drawObject, out (nint, bool) gameObject)
=> _drawObjectToGameObject.TryGetValue(drawObject, out gameObject);
public (nint, bool) this[nint key]
=> _drawObjectToGameObject[key];
public IEnumerable<nint> Keys
=> _drawObjectToGameObject.Keys;
public IEnumerable<(nint, bool)> Values
=> _drawObjectToGameObject.Values;
public unsafe void Dispose()
{
_weaponReload.Unsubscribe(OnWeaponReloading);
_weaponReload.Unsubscribe(OnWeaponReloaded);
_createCharacterBase.Unsubscribe(OnCharacterBaseCreated);
_characterBaseDestructor.Unsubscribe(OnCharacterBaseDestructor);
_characterDestructor.Unsubscribe(OnCharacterDestructor);
}
/// <remarks>
/// Seems like sometimes the draw object of a game object is destroyed in frames after the original game object is already destroyed.
/// So protect against outdated game object pointers in the dictionary.
/// </remarks>
private unsafe void OnCharacterDestructor(Character* a)
{
if (a is null)
return;
var character = (nint)a;
var delete = stackalloc nint[5];
var current = 0;
foreach (var (drawObject, (gameObject, _)) in _drawObjectToGameObject)
{
if (gameObject != character)
continue;
delete[current++] = drawObject;
if (current is 4)
break;
}
for (var ptr = delete; *ptr != nint.Zero; ++ptr)
{
_drawObjectToGameObject.Remove(*ptr, out var pair);
Penumbra.Log.Excessive($"[DrawObjectState] Removed draw object 0x{*ptr:X} -> 0x{(nint)a:X} (actual: 0x{pair.GameObject:X}, {pair.IsChild}).");
}
}
private unsafe void OnWeaponReloading(DrawDataContainer* _, Character* character, CharacterWeapon* _2)
=> _gameState.QueueGameObject((nint)character);
private unsafe void OnWeaponReloaded(DrawDataContainer* _, Character* character)
{
_gameState.DequeueGameObject();
IterateDrawObjectTree((Object*)character->GameObject.DrawObject, (nint)character, false, false);
}
private unsafe void OnCharacterBaseDestructor(CharacterBase* characterBase)
=> _drawObjectToGameObject.Remove((nint)characterBase);
private unsafe void OnCharacterBaseCreated(ModelCharaId modelCharaId, CustomizeArray* customize, CharacterArmor* equipment,
CharacterBase* drawObject)
{
var gameObject = LastGameObject;
if (gameObject != nint.Zero)
_drawObjectToGameObject[(nint)drawObject] = (gameObject, false);
}
/// <summary>
/// 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.
/// </summary>
private unsafe void InitializeDrawObjects()
{
foreach (var actor in _objects)
{
if (actor is { IsCharacter: true, Model.Valid: true })
IterateDrawObjectTree((Object*)actor.Model.Address, actor, false, false);
}
}
private unsafe void IterateDrawObjectTree(Object* drawObject, nint gameObject, bool isChild, bool iterate)
{
if (drawObject == null)
return;
_drawObjectToGameObject[(nint)drawObject] = (gameObject, isChild);
IterateDrawObjectTree(drawObject->ChildObject, gameObject, true, true);
if (!iterate)
return;
var nextSibling = drawObject->NextSiblingObject;
while (nextSibling != null && nextSibling != drawObject)
{
IterateDrawObjectTree(nextSibling, gameObject, true, false);
nextSibling = nextSibling->NextSiblingObject;
}
var prevSibling = drawObject->PreviousSiblingObject;
while (prevSibling != null && prevSibling != drawObject)
{
IterateDrawObjectTree(prevSibling, gameObject, true, false);
prevSibling = prevSibling->PreviousSiblingObject;
}
}
}