Files
ClubPenguinClient/MareSynchronos/Models/PlayerRelatedObject.cs
rootdarkarchon b2276a1883 Client rework for API change and paradigm shift (#39)
* most of the groups refactoring on client

* register OnMethods for group stuff

* start implementing client (still pretty broken)

* finish implementing new api first iteration

* idk rework everything for pair shit (still WIP); goal is to remove PairedClients and GroupPairClients from ApiController

* move everything to PairManager, remove dictionaries from APiController

* remove admin stuff from client, cleanup

* adjust reconnection handling, add new settings, todo still to remove access from old stuff that's marked obsolete from config

* add back adding servers, fix intro ui

* fix obsolete calls

* adjust config namespace

* add UI for setting animation/sound permissions to syncshells

* add ConfigurationService to hot reload config on change from external

* move transient data cache to configuration

* add deleting service to ui

* fix saving of transient resources

* fix group pair user assignments

* halt scanner when penumbra inactive, add visible/online/offline split to individual pairs and tags

* add presence to syncshell ui

* move fullpause from config to server config

* fixes in code style

* more codestyle

* show info icon on player in shells, don't show icon when no changes from default state are made, add online notifs

* fixes to intro UI

---------

Co-authored-by: rootdarkarchon <root.darkarchon@outlook.com>
2023-01-29 15:13:53 +01:00

135 lines
4.4 KiB
C#

using FFXIVClientStructs.FFXIV.Client.Game.Character;
using System.Runtime.InteropServices;
using MareSynchronos.Utils;
using Penumbra.String;
using MareSynchronos.API.Data.Enum;
namespace MareSynchronos.Models;
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
{
get
{
try
{
return getAddress.Invoke();
}
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 ByteString(chara->GameObject.Name).ToString();
bool nameChange = (!string.Equals(name, _name, StringComparison.Ordinal));
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;
}
}