revert change generating character data on main thread
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@@ -40,7 +40,7 @@ public class CharacterDataFactory
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return playerPointer == IntPtr.Zero || ((Character*)playerPointer)->GameObject.GetDrawObject() == null;
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}
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public async Task<CharacterData> BuildCharacterData(CharacterData previousData, ObjectKind objectKind, IntPtr playerPointer, CancellationToken token)
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public CharacterData BuildCharacterData(CharacterData previousData, ObjectKind objectKind, IntPtr playerPointer, CancellationToken token)
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{
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if (!_ipcManager.Initialized)
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{
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@@ -72,7 +72,7 @@ public class CharacterDataFactory
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try
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{
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return await _dalamudUtil.RunOnFrameworkThread(() => CreateCharacterData(previousData, objectKind, playerPointer, token));
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return CreateCharacterData(previousData, objectKind, playerPointer, token);
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}
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catch (OperationCanceledException)
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{
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@@ -119,7 +119,7 @@ namespace MareSynchronos.Managers
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foreach (var unprocessedObject in playerRelatedObjects.Where(c => c.HasUnprocessedUpdate).ToList())
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{
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Logger.Verbose("Building Cache for " + unprocessedObject.ObjectKind);
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PermanentDataCache = await _characterDataFactory.BuildCharacterData(PermanentDataCache, unprocessedObject.ObjectKind, unprocessedObject.Address, token);
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PermanentDataCache = _characterDataFactory.BuildCharacterData(PermanentDataCache, unprocessedObject.ObjectKind, unprocessedObject.Address, token);
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if (!token.IsCancellationRequested)
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{
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unprocessedObject.HasUnprocessedUpdate = false;
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