2.0.0 (#92)
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2.0.0 Changes:

- Reworked shell finder UI with compact or list view with profile tags showing with the listing, allowing moderators to broadcast the syncshell as well to have it be used more.
- Reworked user list in syncshell admin screen to have filter visible and moved away from table to its own thing, allowing to copy uid/note/alias when clicking on the name.
- Reworked download bars and download box to make it look more modern, removed the jitter around, so it shouldn't vibrate around much.
- Chat has been added to the top menu, working in Zone or in Syncshells to be used there.
- Paired system has been revamped to make pausing and unpausing faster, and loading people should be faster as well.
- Moved to the internal object table to have faster load times for users; people should load in faster
- Compactor is running on a multi-threaded level instead of single-threaded; this should increase the speed of compacting files
- Nameplate Service has been reworked so it wouldn't use the nameplate handler anymore.
- Files can be resized when downloading to reduce load on users if they aren't compressed. (can be toggled to resize all).
- Penumbra Collections are now only made when people are visible, reducing the load on boot-up when having many syncshells in your list.
- Lightfinder plates have been moved away from using Nameplates, but will use an overlay.
- Main UI has been changed a bit with a gradient, and on hover will glow up now.
- Reworked Profile UI for Syncshell and Users to be more user-facing with more customizable items.
- Reworked Settings UI to look more modern.
- Performance should be better due to new systems that would dispose of the collections and better caching of items.

Co-authored-by: defnotken <itsdefnotken@gmail.com>
Co-authored-by: azyges <aaaaaa@aaa.aaa>
Co-authored-by: choco <choco@patat.nl>
Co-authored-by: cake <admin@cakeandbanana.nl>
Co-authored-by: Minmoose <KennethBohr@outlook.com>
Reviewed-on: #92
This commit was merged in pull request #92.
This commit is contained in:
2025-12-21 17:19:34 +00:00
parent 906f401940
commit 835a0a637d
191 changed files with 32636 additions and 8841 deletions

View File

@@ -1,69 +1,63 @@
using Dalamud.Game.ClientState.Objects.Types;
using Brio.API;
using Dalamud.Game.ClientState.Objects.Types;
using Dalamud.Plugin;
using Dalamud.Plugin.Ipc;
using LightlessSync.API.Dto.CharaData;
using LightlessSync.Interop.Ipc.Framework;
using LightlessSync.Services;
using LightlessSync.Services.Mediator;
using Microsoft.Extensions.Logging;
using System.Numerics;
using System.Text.Json.Nodes;
namespace LightlessSync.Interop.Ipc;
public sealed class IpcCallerBrio : IIpcCaller
public sealed class IpcCallerBrio : IpcServiceBase
{
private static readonly IpcServiceDescriptor BrioDescriptor = new("Brio", "Brio", new Version(0, 0, 0, 0));
private readonly ILogger<IpcCallerBrio> _logger;
private readonly DalamudUtilService _dalamudUtilService;
private readonly ICallGateSubscriber<(int, int)> _brioApiVersion;
private readonly ICallGateSubscriber<bool, bool, bool, Task<IGameObject>> _brioSpawnActorAsync;
private readonly ICallGateSubscriber<IGameObject, bool> _brioDespawnActor;
private readonly ICallGateSubscriber<IGameObject, Vector3?, Quaternion?, Vector3?, bool, bool> _brioSetModelTransform;
private readonly ICallGateSubscriber<IGameObject, (Vector3?, Quaternion?, Vector3?)> _brioGetModelTransform;
private readonly ICallGateSubscriber<IGameObject, string> _brioGetPoseAsJson;
private readonly ICallGateSubscriber<IGameObject, string, bool, bool> _brioSetPoseFromJson;
private readonly ICallGateSubscriber<IGameObject, bool> _brioFreezeActor;
private readonly ICallGateSubscriber<bool> _brioFreezePhysics;
private readonly ApiVersion _apiVersion;
private readonly SpawnActor _spawnActor;
private readonly DespawnActor _despawnActor;
private readonly SetModelTransform _setModelTransform;
private readonly GetModelTransform _getModelTransform;
public bool APIAvailable { get; private set; }
private readonly GetPoseAsJson _getPoseAsJson;
private readonly LoadPoseFromJson _setPoseFromJson;
private readonly FreezeActor _freezeActor;
private readonly FreezePhysics _freezePhysics;
public IpcCallerBrio(ILogger<IpcCallerBrio> logger, IDalamudPluginInterface dalamudPluginInterface,
DalamudUtilService dalamudUtilService)
DalamudUtilService dalamudUtilService, LightlessMediator mediator) : base(logger, mediator, dalamudPluginInterface, BrioDescriptor)
{
_logger = logger;
_dalamudUtilService = dalamudUtilService;
_brioApiVersion = dalamudPluginInterface.GetIpcSubscriber<(int, int)>("Brio.ApiVersion");
_brioSpawnActorAsync = dalamudPluginInterface.GetIpcSubscriber<bool, bool, bool, Task<IGameObject>>("Brio.Actor.SpawnExAsync");
_brioDespawnActor = dalamudPluginInterface.GetIpcSubscriber<IGameObject, bool>("Brio.Actor.Despawn");
_brioSetModelTransform = dalamudPluginInterface.GetIpcSubscriber<IGameObject, Vector3?, Quaternion?, Vector3?, bool, bool>("Brio.Actor.SetModelTransform");
_brioGetModelTransform = dalamudPluginInterface.GetIpcSubscriber<IGameObject, (Vector3?, Quaternion?, Vector3?)>("Brio.Actor.GetModelTransform");
_brioGetPoseAsJson = dalamudPluginInterface.GetIpcSubscriber<IGameObject, string>("Brio.Actor.Pose.GetPoseAsJson");
_brioSetPoseFromJson = dalamudPluginInterface.GetIpcSubscriber<IGameObject, string, bool, bool>("Brio.Actor.Pose.LoadFromJson");
_brioFreezeActor = dalamudPluginInterface.GetIpcSubscriber<IGameObject, bool>("Brio.Actor.Freeze");
_brioFreezePhysics = dalamudPluginInterface.GetIpcSubscriber<bool>("Brio.FreezePhysics");
_apiVersion = new ApiVersion(dalamudPluginInterface);
_spawnActor = new SpawnActor(dalamudPluginInterface);
_despawnActor = new DespawnActor(dalamudPluginInterface);
_setModelTransform = new SetModelTransform(dalamudPluginInterface);
_getModelTransform = new GetModelTransform(dalamudPluginInterface);
_getPoseAsJson = new GetPoseAsJson(dalamudPluginInterface);
_setPoseFromJson = new LoadPoseFromJson(dalamudPluginInterface);
_freezeActor = new FreezeActor(dalamudPluginInterface);
_freezePhysics = new FreezePhysics(dalamudPluginInterface);
CheckAPI();
}
public void CheckAPI()
{
try
{
var version = _brioApiVersion.InvokeFunc();
APIAvailable = (version.Item1 == 2 && version.Item2 >= 0);
}
catch
{
APIAvailable = false;
}
}
public async Task<IGameObject?> SpawnActorAsync()
{
if (!APIAvailable) return null;
_logger.LogDebug("Spawning Brio Actor");
return await _brioSpawnActorAsync.InvokeFunc(false, false, true).ConfigureAwait(false);
return await _dalamudUtilService.RunOnFrameworkThread(() => _spawnActor.Invoke(Brio.API.Enums.SpawnFlags.Default, true)).ConfigureAwait(false);
}
public async Task<bool> DespawnActorAsync(nint address)
@@ -72,7 +66,7 @@ public sealed class IpcCallerBrio : IIpcCaller
var gameObject = await _dalamudUtilService.CreateGameObjectAsync(address).ConfigureAwait(false);
if (gameObject == null) return false;
_logger.LogDebug("Despawning Brio Actor {actor}", gameObject.Name.TextValue);
return await _dalamudUtilService.RunOnFrameworkThread(() => _brioDespawnActor.InvokeFunc(gameObject)).ConfigureAwait(false);
return await _dalamudUtilService.RunOnFrameworkThread(() => _despawnActor.Invoke(gameObject)).ConfigureAwait(false);
}
public async Task<bool> ApplyTransformAsync(nint address, WorldData data)
@@ -82,7 +76,7 @@ public sealed class IpcCallerBrio : IIpcCaller
if (gameObject == null) return false;
_logger.LogDebug("Applying Transform to Actor {actor}", gameObject.Name.TextValue);
return await _dalamudUtilService.RunOnFrameworkThread(() => _brioSetModelTransform.InvokeFunc(gameObject,
return await _dalamudUtilService.RunOnFrameworkThread(() => _setModelTransform.Invoke(gameObject,
new Vector3(data.PositionX, data.PositionY, data.PositionZ),
new Quaternion(data.RotationX, data.RotationY, data.RotationZ, data.RotationW),
new Vector3(data.ScaleX, data.ScaleY, data.ScaleZ), false)).ConfigureAwait(false);
@@ -93,8 +87,7 @@ public sealed class IpcCallerBrio : IIpcCaller
if (!APIAvailable) return default;
var gameObject = await _dalamudUtilService.CreateGameObjectAsync(address).ConfigureAwait(false);
if (gameObject == null) return default;
var data = await _dalamudUtilService.RunOnFrameworkThread(() => _brioGetModelTransform.InvokeFunc(gameObject)).ConfigureAwait(false);
//_logger.LogDebug("Getting Transform from Actor {actor}", gameObject.Name.TextValue);
var data = await _dalamudUtilService.RunOnFrameworkThread(() => _getModelTransform.Invoke(gameObject)).ConfigureAwait(false);
return new WorldData()
{
@@ -118,7 +111,7 @@ public sealed class IpcCallerBrio : IIpcCaller
if (gameObject == null) return null;
_logger.LogDebug("Getting Pose from Actor {actor}", gameObject.Name.TextValue);
return await _dalamudUtilService.RunOnFrameworkThread(() => _brioGetPoseAsJson.InvokeFunc(gameObject)).ConfigureAwait(false);
return await _dalamudUtilService.RunOnFrameworkThread(() => _getPoseAsJson.Invoke(gameObject)).ConfigureAwait(false);
}
public async Task<bool> SetPoseAsync(nint address, string pose)
@@ -129,18 +122,41 @@ public sealed class IpcCallerBrio : IIpcCaller
_logger.LogDebug("Setting Pose to Actor {actor}", gameObject.Name.TextValue);
var applicablePose = JsonNode.Parse(pose)!;
var currentPose = await _dalamudUtilService.RunOnFrameworkThread(() => _brioGetPoseAsJson.InvokeFunc(gameObject)).ConfigureAwait(false);
var currentPose = await _dalamudUtilService.RunOnFrameworkThread(() => _getPoseAsJson.Invoke(gameObject)).ConfigureAwait(false);
applicablePose["ModelDifference"] = JsonNode.Parse(JsonNode.Parse(currentPose)!["ModelDifference"]!.ToJsonString());
await _dalamudUtilService.RunOnFrameworkThread(() =>
{
_brioFreezeActor.InvokeFunc(gameObject);
_brioFreezePhysics.InvokeFunc();
_freezeActor.Invoke(gameObject);
_freezePhysics.Invoke();
}).ConfigureAwait(false);
return await _dalamudUtilService.RunOnFrameworkThread(() => _brioSetPoseFromJson.InvokeFunc(gameObject, applicablePose.ToJsonString(), false)).ConfigureAwait(false);
return await _dalamudUtilService.RunOnFrameworkThread(() => _setPoseFromJson.Invoke(gameObject, applicablePose.ToJsonString(), false)).ConfigureAwait(false);
}
public void Dispose()
protected override IpcConnectionState EvaluateState()
{
var state = base.EvaluateState();
if (state != IpcConnectionState.Available)
{
return state;
}
try
{
var version = _apiVersion.Invoke();
return version.Breaking == 3 && version.Feature >= 0
? IpcConnectionState.Available
: IpcConnectionState.VersionMismatch;
}
catch (Exception ex)
{
_logger.LogDebug(ex, "Failed to query Brio IPC version");
return IpcConnectionState.Error;
}
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
}
}