add api to mare, change all to file scoped namespace
This commit is contained in:
@@ -5,132 +5,131 @@ using System.Runtime.InteropServices;
|
||||
using MareSynchronos.Utils;
|
||||
using Penumbra.GameData.ByteString;
|
||||
|
||||
namespace MareSynchronos.Models
|
||||
namespace MareSynchronos.Models;
|
||||
|
||||
public class PlayerRelatedObject
|
||||
{
|
||||
public class PlayerRelatedObject
|
||||
private readonly Func<IntPtr> getAddress;
|
||||
|
||||
public unsafe Character* Character => (Character*)Address;
|
||||
|
||||
private string _name;
|
||||
|
||||
public ObjectKind ObjectKind { get; }
|
||||
public IntPtr Address { get; set; }
|
||||
public IntPtr DrawObjectAddress { get; set; }
|
||||
|
||||
public IntPtr CurrentAddress
|
||||
{
|
||||
private readonly Func<IntPtr> getAddress;
|
||||
|
||||
public unsafe Character* Character => (Character*)Address;
|
||||
|
||||
private string _name;
|
||||
|
||||
public ObjectKind ObjectKind { get; }
|
||||
public IntPtr Address { get; set; }
|
||||
public IntPtr DrawObjectAddress { get; set; }
|
||||
|
||||
public IntPtr CurrentAddress
|
||||
get
|
||||
{
|
||||
get
|
||||
try
|
||||
{
|
||||
try
|
||||
{
|
||||
return getAddress.Invoke();
|
||||
}
|
||||
catch
|
||||
{ return IntPtr.Zero; }
|
||||
return getAddress.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
public PlayerRelatedObject(ObjectKind objectKind, IntPtr address, IntPtr drawObjectAddress, Func<IntPtr> getAddress)
|
||||
{
|
||||
ObjectKind = objectKind;
|
||||
Address = address;
|
||||
DrawObjectAddress = drawObjectAddress;
|
||||
this.getAddress = getAddress;
|
||||
_name = string.Empty;
|
||||
}
|
||||
|
||||
public byte[] EquipSlotData { get; set; } = new byte[40];
|
||||
public byte[] CustomizeData { get; set; } = new byte[26];
|
||||
public byte? HatState { get; set; }
|
||||
public byte? VisorWeaponState { get; set; }
|
||||
|
||||
public bool HasTransientsUpdate { get; set; } = false;
|
||||
public bool HasUnprocessedUpdate { get; set; } = false;
|
||||
public bool DoNotSendUpdate { get; set; } = false;
|
||||
public bool IsProcessing { get; set; } = false;
|
||||
|
||||
public unsafe void CheckAndUpdateObject()
|
||||
{
|
||||
var curPtr = CurrentAddress;
|
||||
if (curPtr != IntPtr.Zero)
|
||||
{
|
||||
var chara = (Character*)curPtr;
|
||||
bool addr = Address == IntPtr.Zero || Address != curPtr;
|
||||
bool equip = CompareAndUpdateByteData(chara->EquipSlotData, chara->CustomizeData);
|
||||
bool drawObj = (IntPtr)chara->GameObject.DrawObject != DrawObjectAddress;
|
||||
var name = new Utf8String(chara->GameObject.Name).ToString();
|
||||
bool nameChange = (name != _name);
|
||||
if (addr || equip || drawObj || nameChange)
|
||||
{
|
||||
_name = name;
|
||||
Logger.Verbose($"{ObjectKind} changed: {_name}, now: {curPtr:X}, {(IntPtr)chara->GameObject.DrawObject:X}");
|
||||
|
||||
Address = curPtr;
|
||||
DrawObjectAddress = (IntPtr)chara->GameObject.DrawObject;
|
||||
HasUnprocessedUpdate = true;
|
||||
}
|
||||
}
|
||||
else if (Address != IntPtr.Zero || DrawObjectAddress != IntPtr.Zero)
|
||||
{
|
||||
Address = IntPtr.Zero;
|
||||
DrawObjectAddress = IntPtr.Zero;
|
||||
Logger.Verbose(ObjectKind + " Changed: " + _name + ", now: " + Address + ", " + DrawObjectAddress);
|
||||
}
|
||||
}
|
||||
|
||||
private unsafe bool CompareAndUpdateByteData(byte* equipSlotData, byte* customizeData)
|
||||
{
|
||||
bool hasChanges = false;
|
||||
DoNotSendUpdate = false;
|
||||
for (int i = 0; i < EquipSlotData.Length; i++)
|
||||
{
|
||||
var data = Marshal.ReadByte((IntPtr)equipSlotData, i);
|
||||
if (EquipSlotData[i] != data)
|
||||
{
|
||||
EquipSlotData[i] = data;
|
||||
hasChanges = true;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < CustomizeData.Length; i++)
|
||||
{
|
||||
var data = Marshal.ReadByte((IntPtr)customizeData, i);
|
||||
if (CustomizeData[i] != data)
|
||||
{
|
||||
CustomizeData[i] = data;
|
||||
hasChanges = true;
|
||||
}
|
||||
}
|
||||
|
||||
var newHatState = Marshal.ReadByte((IntPtr)customizeData + 30, 0);
|
||||
var newWeaponOrVisorState = Marshal.ReadByte((IntPtr)customizeData + 31, 0);
|
||||
if (newHatState != HatState)
|
||||
{
|
||||
if (HatState != null && !hasChanges && !HasUnprocessedUpdate)
|
||||
{
|
||||
Logger.Debug("Not Sending Update, only Hat changed");
|
||||
DoNotSendUpdate = true;
|
||||
}
|
||||
HatState = newHatState;
|
||||
hasChanges = true;
|
||||
}
|
||||
|
||||
newWeaponOrVisorState &= 0b1101; // ignore drawing weapon
|
||||
|
||||
if (newWeaponOrVisorState != VisorWeaponState)
|
||||
{
|
||||
if (VisorWeaponState != null && !hasChanges && !HasUnprocessedUpdate)
|
||||
{
|
||||
Logger.Debug("Not Sending Update, only Visor/Weapon changed");
|
||||
DoNotSendUpdate = true;
|
||||
}
|
||||
VisorWeaponState = newWeaponOrVisorState;
|
||||
hasChanges = true;
|
||||
}
|
||||
|
||||
return hasChanges;
|
||||
catch
|
||||
{ return IntPtr.Zero; }
|
||||
}
|
||||
}
|
||||
|
||||
public PlayerRelatedObject(ObjectKind objectKind, IntPtr address, IntPtr drawObjectAddress, Func<IntPtr> getAddress)
|
||||
{
|
||||
ObjectKind = objectKind;
|
||||
Address = address;
|
||||
DrawObjectAddress = drawObjectAddress;
|
||||
this.getAddress = getAddress;
|
||||
_name = string.Empty;
|
||||
}
|
||||
|
||||
public byte[] EquipSlotData { get; set; } = new byte[40];
|
||||
public byte[] CustomizeData { get; set; } = new byte[26];
|
||||
public byte? HatState { get; set; }
|
||||
public byte? VisorWeaponState { get; set; }
|
||||
|
||||
public bool HasTransientsUpdate { get; set; } = false;
|
||||
public bool HasUnprocessedUpdate { get; set; } = false;
|
||||
public bool DoNotSendUpdate { get; set; } = false;
|
||||
public bool IsProcessing { get; set; } = false;
|
||||
|
||||
public unsafe void CheckAndUpdateObject()
|
||||
{
|
||||
var curPtr = CurrentAddress;
|
||||
if (curPtr != IntPtr.Zero)
|
||||
{
|
||||
var chara = (Character*)curPtr;
|
||||
bool addr = Address == IntPtr.Zero || Address != curPtr;
|
||||
bool equip = CompareAndUpdateByteData(chara->EquipSlotData, chara->CustomizeData);
|
||||
bool drawObj = (IntPtr)chara->GameObject.DrawObject != DrawObjectAddress;
|
||||
var name = new Utf8String(chara->GameObject.Name).ToString();
|
||||
bool nameChange = (name != _name);
|
||||
if (addr || equip || drawObj || nameChange)
|
||||
{
|
||||
_name = name;
|
||||
Logger.Verbose($"{ObjectKind} changed: {_name}, now: {curPtr:X}, {(IntPtr)chara->GameObject.DrawObject:X}");
|
||||
|
||||
Address = curPtr;
|
||||
DrawObjectAddress = (IntPtr)chara->GameObject.DrawObject;
|
||||
HasUnprocessedUpdate = true;
|
||||
}
|
||||
}
|
||||
else if (Address != IntPtr.Zero || DrawObjectAddress != IntPtr.Zero)
|
||||
{
|
||||
Address = IntPtr.Zero;
|
||||
DrawObjectAddress = IntPtr.Zero;
|
||||
Logger.Verbose(ObjectKind + " Changed: " + _name + ", now: " + Address + ", " + DrawObjectAddress);
|
||||
}
|
||||
}
|
||||
|
||||
private unsafe bool CompareAndUpdateByteData(byte* equipSlotData, byte* customizeData)
|
||||
{
|
||||
bool hasChanges = false;
|
||||
DoNotSendUpdate = false;
|
||||
for (int i = 0; i < EquipSlotData.Length; i++)
|
||||
{
|
||||
var data = Marshal.ReadByte((IntPtr)equipSlotData, i);
|
||||
if (EquipSlotData[i] != data)
|
||||
{
|
||||
EquipSlotData[i] = data;
|
||||
hasChanges = true;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < CustomizeData.Length; i++)
|
||||
{
|
||||
var data = Marshal.ReadByte((IntPtr)customizeData, i);
|
||||
if (CustomizeData[i] != data)
|
||||
{
|
||||
CustomizeData[i] = data;
|
||||
hasChanges = true;
|
||||
}
|
||||
}
|
||||
|
||||
var newHatState = Marshal.ReadByte((IntPtr)customizeData + 30, 0);
|
||||
var newWeaponOrVisorState = Marshal.ReadByte((IntPtr)customizeData + 31, 0);
|
||||
if (newHatState != HatState)
|
||||
{
|
||||
if (HatState != null && !hasChanges && !HasUnprocessedUpdate)
|
||||
{
|
||||
Logger.Debug("Not Sending Update, only Hat changed");
|
||||
DoNotSendUpdate = true;
|
||||
}
|
||||
HatState = newHatState;
|
||||
hasChanges = true;
|
||||
}
|
||||
|
||||
newWeaponOrVisorState &= 0b1101; // ignore drawing weapon
|
||||
|
||||
if (newWeaponOrVisorState != VisorWeaponState)
|
||||
{
|
||||
if (VisorWeaponState != null && !hasChanges && !HasUnprocessedUpdate)
|
||||
{
|
||||
Logger.Debug("Not Sending Update, only Visor/Weapon changed");
|
||||
DoNotSendUpdate = true;
|
||||
}
|
||||
VisorWeaponState = newWeaponOrVisorState;
|
||||
hasChanges = true;
|
||||
}
|
||||
|
||||
return hasChanges;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user