2.0.0 (#92)
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Tag and Release Lightless / tag-and-release (push) Successful in 2m27s
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:
@@ -1,69 +1,63 @@
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using Dalamud.Game.ClientState.Objects.Types;
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using Brio.API;
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using Dalamud.Game.ClientState.Objects.Types;
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using Dalamud.Plugin;
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using Dalamud.Plugin.Ipc;
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using LightlessSync.API.Dto.CharaData;
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using LightlessSync.Interop.Ipc.Framework;
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using LightlessSync.Services;
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using LightlessSync.Services.Mediator;
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using Microsoft.Extensions.Logging;
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using System.Numerics;
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using System.Text.Json.Nodes;
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namespace LightlessSync.Interop.Ipc;
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public sealed class IpcCallerBrio : IIpcCaller
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public sealed class IpcCallerBrio : IpcServiceBase
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{
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private static readonly IpcServiceDescriptor BrioDescriptor = new("Brio", "Brio", new Version(0, 0, 0, 0));
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private readonly ILogger<IpcCallerBrio> _logger;
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private readonly DalamudUtilService _dalamudUtilService;
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private readonly ICallGateSubscriber<(int, int)> _brioApiVersion;
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private readonly ICallGateSubscriber<bool, bool, bool, Task<IGameObject>> _brioSpawnActorAsync;
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private readonly ICallGateSubscriber<IGameObject, bool> _brioDespawnActor;
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private readonly ICallGateSubscriber<IGameObject, Vector3?, Quaternion?, Vector3?, bool, bool> _brioSetModelTransform;
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private readonly ICallGateSubscriber<IGameObject, (Vector3?, Quaternion?, Vector3?)> _brioGetModelTransform;
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private readonly ICallGateSubscriber<IGameObject, string> _brioGetPoseAsJson;
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private readonly ICallGateSubscriber<IGameObject, string, bool, bool> _brioSetPoseFromJson;
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private readonly ICallGateSubscriber<IGameObject, bool> _brioFreezeActor;
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private readonly ICallGateSubscriber<bool> _brioFreezePhysics;
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private readonly ApiVersion _apiVersion;
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private readonly SpawnActor _spawnActor;
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private readonly DespawnActor _despawnActor;
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private readonly SetModelTransform _setModelTransform;
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private readonly GetModelTransform _getModelTransform;
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public bool APIAvailable { get; private set; }
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private readonly GetPoseAsJson _getPoseAsJson;
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private readonly LoadPoseFromJson _setPoseFromJson;
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private readonly FreezeActor _freezeActor;
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private readonly FreezePhysics _freezePhysics;
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public IpcCallerBrio(ILogger<IpcCallerBrio> logger, IDalamudPluginInterface dalamudPluginInterface,
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DalamudUtilService dalamudUtilService)
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DalamudUtilService dalamudUtilService, LightlessMediator mediator) : base(logger, mediator, dalamudPluginInterface, BrioDescriptor)
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{
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_logger = logger;
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_dalamudUtilService = dalamudUtilService;
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_brioApiVersion = dalamudPluginInterface.GetIpcSubscriber<(int, int)>("Brio.ApiVersion");
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_brioSpawnActorAsync = dalamudPluginInterface.GetIpcSubscriber<bool, bool, bool, Task<IGameObject>>("Brio.Actor.SpawnExAsync");
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_brioDespawnActor = dalamudPluginInterface.GetIpcSubscriber<IGameObject, bool>("Brio.Actor.Despawn");
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_brioSetModelTransform = dalamudPluginInterface.GetIpcSubscriber<IGameObject, Vector3?, Quaternion?, Vector3?, bool, bool>("Brio.Actor.SetModelTransform");
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_brioGetModelTransform = dalamudPluginInterface.GetIpcSubscriber<IGameObject, (Vector3?, Quaternion?, Vector3?)>("Brio.Actor.GetModelTransform");
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_brioGetPoseAsJson = dalamudPluginInterface.GetIpcSubscriber<IGameObject, string>("Brio.Actor.Pose.GetPoseAsJson");
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_brioSetPoseFromJson = dalamudPluginInterface.GetIpcSubscriber<IGameObject, string, bool, bool>("Brio.Actor.Pose.LoadFromJson");
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_brioFreezeActor = dalamudPluginInterface.GetIpcSubscriber<IGameObject, bool>("Brio.Actor.Freeze");
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_brioFreezePhysics = dalamudPluginInterface.GetIpcSubscriber<bool>("Brio.FreezePhysics");
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_apiVersion = new ApiVersion(dalamudPluginInterface);
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_spawnActor = new SpawnActor(dalamudPluginInterface);
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_despawnActor = new DespawnActor(dalamudPluginInterface);
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_setModelTransform = new SetModelTransform(dalamudPluginInterface);
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_getModelTransform = new GetModelTransform(dalamudPluginInterface);
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_getPoseAsJson = new GetPoseAsJson(dalamudPluginInterface);
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_setPoseFromJson = new LoadPoseFromJson(dalamudPluginInterface);
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_freezeActor = new FreezeActor(dalamudPluginInterface);
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_freezePhysics = new FreezePhysics(dalamudPluginInterface);
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CheckAPI();
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}
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public void CheckAPI()
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{
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try
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{
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var version = _brioApiVersion.InvokeFunc();
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APIAvailable = (version.Item1 == 2 && version.Item2 >= 0);
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}
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catch
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{
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APIAvailable = false;
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}
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}
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public async Task<IGameObject?> SpawnActorAsync()
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{
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if (!APIAvailable) return null;
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_logger.LogDebug("Spawning Brio Actor");
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return await _brioSpawnActorAsync.InvokeFunc(false, false, true).ConfigureAwait(false);
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return await _dalamudUtilService.RunOnFrameworkThread(() => _spawnActor.Invoke(Brio.API.Enums.SpawnFlags.Default, true)).ConfigureAwait(false);
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}
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public async Task<bool> DespawnActorAsync(nint address)
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@@ -72,7 +66,7 @@ public sealed class IpcCallerBrio : IIpcCaller
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var gameObject = await _dalamudUtilService.CreateGameObjectAsync(address).ConfigureAwait(false);
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if (gameObject == null) return false;
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_logger.LogDebug("Despawning Brio Actor {actor}", gameObject.Name.TextValue);
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return await _dalamudUtilService.RunOnFrameworkThread(() => _brioDespawnActor.InvokeFunc(gameObject)).ConfigureAwait(false);
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return await _dalamudUtilService.RunOnFrameworkThread(() => _despawnActor.Invoke(gameObject)).ConfigureAwait(false);
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}
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public async Task<bool> ApplyTransformAsync(nint address, WorldData data)
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@@ -82,7 +76,7 @@ public sealed class IpcCallerBrio : IIpcCaller
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if (gameObject == null) return false;
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_logger.LogDebug("Applying Transform to Actor {actor}", gameObject.Name.TextValue);
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return await _dalamudUtilService.RunOnFrameworkThread(() => _brioSetModelTransform.InvokeFunc(gameObject,
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return await _dalamudUtilService.RunOnFrameworkThread(() => _setModelTransform.Invoke(gameObject,
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new Vector3(data.PositionX, data.PositionY, data.PositionZ),
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new Quaternion(data.RotationX, data.RotationY, data.RotationZ, data.RotationW),
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new Vector3(data.ScaleX, data.ScaleY, data.ScaleZ), false)).ConfigureAwait(false);
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@@ -93,8 +87,7 @@ public sealed class IpcCallerBrio : IIpcCaller
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if (!APIAvailable) return default;
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var gameObject = await _dalamudUtilService.CreateGameObjectAsync(address).ConfigureAwait(false);
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if (gameObject == null) return default;
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var data = await _dalamudUtilService.RunOnFrameworkThread(() => _brioGetModelTransform.InvokeFunc(gameObject)).ConfigureAwait(false);
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//_logger.LogDebug("Getting Transform from Actor {actor}", gameObject.Name.TextValue);
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var data = await _dalamudUtilService.RunOnFrameworkThread(() => _getModelTransform.Invoke(gameObject)).ConfigureAwait(false);
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return new WorldData()
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{
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@@ -118,7 +111,7 @@ public sealed class IpcCallerBrio : IIpcCaller
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if (gameObject == null) return null;
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_logger.LogDebug("Getting Pose from Actor {actor}", gameObject.Name.TextValue);
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return await _dalamudUtilService.RunOnFrameworkThread(() => _brioGetPoseAsJson.InvokeFunc(gameObject)).ConfigureAwait(false);
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return await _dalamudUtilService.RunOnFrameworkThread(() => _getPoseAsJson.Invoke(gameObject)).ConfigureAwait(false);
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}
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public async Task<bool> SetPoseAsync(nint address, string pose)
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@@ -129,18 +122,41 @@ public sealed class IpcCallerBrio : IIpcCaller
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_logger.LogDebug("Setting Pose to Actor {actor}", gameObject.Name.TextValue);
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var applicablePose = JsonNode.Parse(pose)!;
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var currentPose = await _dalamudUtilService.RunOnFrameworkThread(() => _brioGetPoseAsJson.InvokeFunc(gameObject)).ConfigureAwait(false);
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var currentPose = await _dalamudUtilService.RunOnFrameworkThread(() => _getPoseAsJson.Invoke(gameObject)).ConfigureAwait(false);
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applicablePose["ModelDifference"] = JsonNode.Parse(JsonNode.Parse(currentPose)!["ModelDifference"]!.ToJsonString());
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await _dalamudUtilService.RunOnFrameworkThread(() =>
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{
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_brioFreezeActor.InvokeFunc(gameObject);
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_brioFreezePhysics.InvokeFunc();
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_freezeActor.Invoke(gameObject);
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_freezePhysics.Invoke();
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}).ConfigureAwait(false);
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return await _dalamudUtilService.RunOnFrameworkThread(() => _brioSetPoseFromJson.InvokeFunc(gameObject, applicablePose.ToJsonString(), false)).ConfigureAwait(false);
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return await _dalamudUtilService.RunOnFrameworkThread(() => _setPoseFromJson.Invoke(gameObject, applicablePose.ToJsonString(), false)).ConfigureAwait(false);
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}
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public void Dispose()
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protected override IpcConnectionState EvaluateState()
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{
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var state = base.EvaluateState();
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if (state != IpcConnectionState.Available)
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{
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return state;
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}
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try
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{
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var version = _apiVersion.Invoke();
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return version.Breaking == 3 && version.Feature >= 0
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? IpcConnectionState.Available
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: IpcConnectionState.VersionMismatch;
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}
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catch (Exception ex)
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{
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_logger.LogDebug(ex, "Failed to query Brio IPC version");
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return IpcConnectionState.Error;
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}
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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}
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}
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