mirror of
https://github.com/xivdev/Penumbra.git
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89 lines
4.2 KiB
C#
89 lines
4.2 KiB
C#
using Dalamud.Hooking;
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using Dalamud.Plugin.Services;
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using Dalamud.Utility.Signatures;
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using OtterGui.Services;
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using Penumbra.GameData;
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using Penumbra.Interop.Structs;
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using Penumbra.Util;
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namespace Penumbra.Interop.Hooks.ResourceLoading;
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public unsafe class FileReadService : IDisposable, IRequiredService
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{
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public FileReadService(PerformanceTracker performance, ResourceManagerService resourceManager, IGameInteropProvider interop)
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{
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_resourceManager = resourceManager;
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_performance = performance;
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interop.InitializeFromAttributes(this);
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if (!HookOverrides.Instance.ResourceLoading.ReadSqPack)
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_readSqPackHook.Enable();
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}
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/// <summary> Invoked when a file is supposed to be read from SqPack. </summary>
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/// <param name="fileDescriptor">The file descriptor containing what file to read.</param>
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/// <param name="priority">The games priority. Should not generally be changed.</param>
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/// <param name="isSync">Whether the file needs to be loaded synchronously. Should not generally be changed.</param>
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/// <param name="returnValue">The return value. If this is set, original will not be called.</param>
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public delegate void ReadSqPackDelegate(SeFileDescriptor* fileDescriptor, ref int priority, ref bool isSync, ref byte? returnValue);
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/// <summary>
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/// <inheritdoc cref="ReadSqPackDelegate"/> <para/>
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/// Subscribers should be exception-safe.
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/// </summary>
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public event ReadSqPackDelegate? ReadSqPack;
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/// <summary>
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/// Use the games ReadFile function to read a file from the hard drive instead of an SqPack.
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/// </summary>
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/// <param name="fileDescriptor">The file to load.</param>
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/// <param name="priority">The games priority.</param>
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/// <param name="isSync">Whether the file needs to be loaded synchronously.</param>
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/// <returns>Unknown, not directly success/failure.</returns>
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public byte ReadFile(SeFileDescriptor* fileDescriptor, int priority, bool isSync)
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=> _readFile.Invoke(GetResourceManager(), fileDescriptor, priority, isSync);
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public byte ReadDefaultSqPack(SeFileDescriptor* fileDescriptor, int priority, bool isSync)
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=> _readSqPackHook.Original(GetResourceManager(), fileDescriptor, priority, isSync);
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public void Dispose()
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{
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_readSqPackHook.Dispose();
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}
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private readonly PerformanceTracker _performance;
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private readonly ResourceManagerService _resourceManager;
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private delegate byte ReadSqPackPrototype(nint resourceManager, SeFileDescriptor* pFileDesc, int priority, bool isSync);
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[Signature(Sigs.ReadSqPack, DetourName = nameof(ReadSqPackDetour))]
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private readonly Hook<ReadSqPackPrototype> _readSqPackHook = null!;
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private byte ReadSqPackDetour(nint resourceManager, SeFileDescriptor* fileDescriptor, int priority, bool isSync)
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{
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using var performance = _performance.Measure(PerformanceType.ReadSqPack);
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byte? ret = null;
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_lastFileThreadResourceManager.Value = resourceManager;
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ReadSqPack?.Invoke(fileDescriptor, ref priority, ref isSync, ref ret);
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_lastFileThreadResourceManager.Value = nint.Zero;
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return ret ?? _readSqPackHook.Original(resourceManager, fileDescriptor, priority, isSync);
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}
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private delegate byte ReadFileDelegate(nint resourceManager, SeFileDescriptor* fileDescriptor, int priority,
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bool isSync);
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/// We need to use the ReadFile function to load local, uncompressed files instead of loading them from the SqPacks.
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[Signature(Sigs.ReadFile)]
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private readonly ReadFileDelegate _readFile = null!;
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private readonly ThreadLocal<nint> _lastFileThreadResourceManager = new(true);
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/// <summary>
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/// Usually files are loaded using the resource manager as a first pointer, but it seems some rare cases are using something else.
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/// So we keep track of them per thread and use them.
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/// </summary>
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private nint GetResourceManager()
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=> !_lastFileThreadResourceManager.IsValueCreated || _lastFileThreadResourceManager.Value == nint.Zero
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? (nint)_resourceManager.ResourceManager
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: _lastFileThreadResourceManager.Value;
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}
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