Updated submodules

This commit is contained in:
RisaDev
2024-03-26 00:26:02 +03:00
parent abb92e741e
commit ec0914a8a1
8 changed files with 45 additions and 67 deletions

View File

@@ -1,28 +1,29 @@
using CustomizePlus.GameData.Data;
using Dalamud.Game.ClientState.Objects;
using Dalamud.Plugin;
using Dalamud.Plugin.Services;
using FFXIVClientStructs.FFXIV.Client.Game.Control;
using FFXIVClientStructs.FFXIV.Client.UI.Agent;
using OtterGui.Log;
using Penumbra.GameData.Actors;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Interop;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace CustomizePlus.GameData.Services;
public class ObjectManager(IFramework framework, IClientState clientState, global::Penumbra.GameData.Interop.ObjectManager objects, ActorManager actorManager, ITargetManager targetManager)
: IReadOnlyDictionary<ActorIdentifier, ActorData>
public class ObjectManager(
IFramework framework,
IClientState clientState,
IObjectTable objects,
DalamudPluginInterface pi,
Logger log,
ActorManager actors,
ITargetManager targets)
: global::Penumbra.GameData.Interop.ObjectManager(pi, log, framework, objects)
{
public global::Penumbra.GameData.Interop.ObjectManager Objects
=> objects;
public DateTime LastUpdate { get; private set; }
public DateTime LastUpdate
=> LastFrame;
private DateTime _identifierUpdate;
public bool IsInGPose { get; private set; }
public ushort World { get; private set; }
@@ -33,41 +34,27 @@ public class ObjectManager(IFramework framework, IClientState clientState, globa
public IReadOnlyDictionary<ActorIdentifier, ActorData> Identifiers
=> _identifiers;
public void Update()
public override bool Update()
{
var lastUpdate = framework.LastUpdate;
if (lastUpdate <= LastUpdate)
return;
if (!base.Update() && _identifierUpdate >= LastUpdate)
return false;
LastUpdate = lastUpdate;
World = (ushort)(clientState.LocalPlayer?.CurrentWorld.Id ?? 0u);
_identifierUpdate = LastUpdate;
World = (ushort)(this[0].Valid ? this[0].HomeWorld : 0);
_identifiers.Clear();
_allWorldIdentifiers.Clear();
_nonOwnedIdentifiers.Clear();
for (var i = 0; i < (int)ScreenActor.CutsceneStart; ++i)
foreach (var actor in BattleNpcs.Concat(CutsceneCharacters))
{
Actor character = objects[i];
if (character.Identifier(actorManager, out var identifier))
HandleIdentifier(identifier, character);
}
for (var i = (int)ScreenActor.CutsceneStart; i < (int)ScreenActor.CutsceneEnd; ++i)
{
Actor character = objects[i];
// Technically the game does not create holes in cutscenes or GPose.
// But for Brio compatibility, we allow holes in GPose.
// Since GPose always has the event actor in the first cutscene slot, we can still optimize in this case.
if (!character.Valid && i == (int)ScreenActor.CutsceneStart)
break;
HandleIdentifier(character.GetIdentifier(actorManager), character);
if (actor.Identifier(actors, out var identifier))
HandleIdentifier(identifier, actor);
}
void AddSpecial(ScreenActor idx, string label)
{
Actor actor = objects[(int)idx];
if (actor.Identifier(actorManager, out var ident))
var actor = this[(int)idx];
if (actor.Identifier(actors, out var ident))
{
var data = new ActorData(actor, label);
_identifiers.Add(ident, data);
@@ -83,15 +70,15 @@ public class ObjectManager(IFramework framework, IClientState clientState, globa
AddSpecial(ScreenActor.Card7, "Card Actor 7");
AddSpecial(ScreenActor.Card8, "Card Actor 8");
for (var i = (int)ScreenActor.ScreenEnd; i < objects.Count; ++i)
foreach (var actor in EventNpcs)
{
Actor character = objects[i];
if (character.Identifier(actorManager, out var identifier))
HandleIdentifier(identifier, character);
if (actor.Identifier(actors, out var identifier))
HandleIdentifier(identifier, actor);
}
var gPose = GPosePlayer;
IsInGPose = gPose.Utf8Name.Length > 0;
return true;
}
private void HandleIdentifier(ActorIdentifier identifier, Actor character)
@@ -111,7 +98,7 @@ public class ObjectManager(IFramework framework, IClientState clientState, globa
if (identifier.Type is IdentifierType.Player or IdentifierType.Owned)
{
var allWorld = actorManager.CreateIndividualUnchecked(identifier.Type, identifier.PlayerName, ushort.MaxValue,
var allWorld = actors.CreateIndividualUnchecked(identifier.Type, identifier.PlayerName, ushort.MaxValue,
identifier.Kind,
identifier.DataId);
@@ -128,7 +115,7 @@ public class ObjectManager(IFramework framework, IClientState clientState, globa
if (identifier.Type is IdentifierType.Owned)
{
var nonOwned = actorManager.CreateNpc(identifier.Kind, identifier.DataId);
var nonOwned = actors.CreateNpc(identifier.Kind, identifier.DataId);
if (!_nonOwnedIdentifiers.TryGetValue(nonOwned, out var nonOwnedData))
{
nonOwnedData = new ActorData(character, nonOwned.ToString());
@@ -142,26 +129,26 @@ public class ObjectManager(IFramework framework, IClientState clientState, globa
}
public Actor GPosePlayer
=> objects[(int)ScreenActor.GPosePlayer];
=> this[(int)ScreenActor.GPosePlayer];
public Actor Player
=> objects[0];
=> this[0];
public unsafe Actor Target
=> clientState.IsGPosing ? TargetSystem.Instance()->GPoseTarget : TargetSystem.Instance()->Target;
public Actor Focus
=> targetManager.FocusTarget?.Address ?? nint.Zero;
=> targets.FocusTarget?.Address ?? nint.Zero;
public Actor MouseOver
=> targetManager.MouseOverTarget?.Address ?? nint.Zero;
=> targets.MouseOverTarget?.Address ?? nint.Zero;
public (ActorIdentifier Identifier, ActorData Data) PlayerData
{
get
{
Update();
return Player.Identifier(actorManager, out var ident) && _identifiers.TryGetValue(ident, out var data)
return Player.Identifier(actors, out var ident) && _identifiers.TryGetValue(ident, out var data)
? (ident, data)
: (ident, ActorData.Invalid);
}
@@ -172,21 +159,12 @@ public class ObjectManager(IFramework framework, IClientState clientState, globa
get
{
Update();
return Target.Identifier(actorManager, out var ident) && _identifiers.TryGetValue(ident, out var data)
return Target.Identifier(actors, out var ident) && _identifiers.TryGetValue(ident, out var data)
? (ident, data)
: (ident, ActorData.Invalid);
}
}
public IEnumerator<KeyValuePair<ActorIdentifier, ActorData>> GetEnumerator()
=> Identifiers.GetEnumerator();
IEnumerator IEnumerable.GetEnumerator()
=> GetEnumerator();
public int Count
=> Identifiers.Count;
/// <summary> Also handles All Worlds players and non-owned NPCs. </summary>
public bool ContainsKey(ActorIdentifier key)
=> Identifiers.ContainsKey(key) || _allWorldIdentifiers.ContainsKey(key) || _nonOwnedIdentifiers.ContainsKey(key);

View File

@@ -139,7 +139,7 @@ public unsafe sealed class ArmatureManager : IDisposable
return null;
}
foreach (var obj in _objectManager)
foreach (var obj in _objectManager.Identifiers)
{
var actorIdentifier = obj.Key.CreatePermanent();
if (!Armatures.ContainsKey(actorIdentifier))

View File

@@ -50,7 +50,7 @@ public class GameObjectService
/// <returns></returns>
public IEnumerable<(ActorIdentifier, Actor)> FindActorsByName(string name)
{
foreach (var kvPair in _objectManager)
foreach (var kvPair in _objectManager.Identifiers)
{
var identifier = kvPair.Key;

View File

@@ -88,7 +88,7 @@ public class StateMonitoringTab
private void DrawObjectManager()
{
foreach (var kvPair in _objectManager)
foreach (var kvPair in _objectManager.Identifiers)
{
var show = ImGui.CollapsingHeader($"{kvPair.Key} ({kvPair.Value.Objects.Count} objects)###object-{kvPair.Key}");