async waitwhilecharacterisdrawing
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@@ -131,7 +131,7 @@ public class CharacterDataFactory : MediatorSubscriberBase
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}
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// wait until chara is not drawing and present so nothing spontaneously explodes
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_dalamudUtil.WaitWhileCharacterIsDrawing(_logger, playerRelatedObject, Guid.NewGuid(), 30000, ct: token);
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await _dalamudUtil.WaitWhileCharacterIsDrawing(_logger, playerRelatedObject, Guid.NewGuid(), 30000, ct: token).ConfigureAwait(false);
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int totalWaitTime = 10000;
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while (!DalamudUtil.IsObjectPresent(_dalamudUtil.CreateGameObject(charaPointer)) && totalWaitTime > 0)
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{
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@@ -11,16 +11,18 @@ public class GameObjectHandlerFactory
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private readonly ILoggerFactory _loggerFactory;
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private readonly MareMediator _mediator;
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private readonly PerformanceCollector _performanceCollector;
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private readonly DalamudUtil _dalamudUtil;
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public GameObjectHandlerFactory(ILoggerFactory loggerFactory, MareMediator mediator, PerformanceCollector performanceCollector)
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public GameObjectHandlerFactory(ILoggerFactory loggerFactory, MareMediator mediator, PerformanceCollector performanceCollector, DalamudUtil dalamudUtil)
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{
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_loggerFactory = loggerFactory;
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_mediator = mediator;
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_performanceCollector = performanceCollector;
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_dalamudUtil = dalamudUtil;
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}
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public GameObjectHandler Create(ObjectKind objectKind, Func<IntPtr> getAddress, bool isWatched)
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{
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return new GameObjectHandler(_loggerFactory.CreateLogger<GameObjectHandler>(), _performanceCollector, _mediator, objectKind, getAddress, isWatched);
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return new GameObjectHandler(_loggerFactory.CreateLogger<GameObjectHandler>(), _performanceCollector, _mediator, _dalamudUtil, objectKind, getAddress, isWatched);
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}
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}
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