work done on the ipc
This commit is contained in:
121
LightlessSync/Interop/Ipc/Penumbra/PenumbraTexture.cs
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121
LightlessSync/Interop/Ipc/Penumbra/PenumbraTexture.cs
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using Dalamud.Plugin;
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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 Penumbra.Api.Enums;
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using Penumbra.Api.IpcSubscribers;
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namespace LightlessSync.Interop.Ipc.Penumbra;
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public sealed class PenumbraTexture : PenumbraBase
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{
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private readonly PenumbraRedraw _redrawFeature;
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private readonly ConvertTextureFile _convertTextureFile;
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public PenumbraTexture(
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ILogger logger,
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IDalamudPluginInterface pluginInterface,
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DalamudUtilService dalamudUtil,
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LightlessMediator mediator,
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PenumbraRedraw redrawFeature) : base(logger, pluginInterface, dalamudUtil, mediator)
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{
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_redrawFeature = redrawFeature;
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_convertTextureFile = new ConvertTextureFile(pluginInterface);
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}
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public override string Name => "Penumbra.Textures";
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public async Task ConvertTextureFilesAsync(ILogger logger, IReadOnlyList<TextureConversionJob> jobs, IProgress<TextureConversionProgress>? progress, CancellationToken token)
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{
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if (!IsAvailable || jobs.Count == 0)
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{
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return;
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}
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Mediator.Publish(new HaltScanMessage(nameof(ConvertTextureFilesAsync)));
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var totalJobs = jobs.Count;
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var completedJobs = 0;
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try
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{
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foreach (var job in jobs)
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{
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if (token.IsCancellationRequested)
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{
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break;
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}
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progress?.Report(new TextureConversionProgress(completedJobs, totalJobs, job));
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await ConvertSingleJobAsync(logger, job, token).ConfigureAwait(false);
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completedJobs++;
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}
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}
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finally
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{
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Mediator.Publish(new ResumeScanMessage(nameof(ConvertTextureFilesAsync)));
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}
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if (completedJobs > 0 && !token.IsCancellationRequested)
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{
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await DalamudUtil.RunOnFrameworkThread(async () =>
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{
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var player = await DalamudUtil.GetPlayerPointerAsync().ConfigureAwait(false);
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if (player == null)
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{
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return;
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}
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var gameObject = await DalamudUtil.CreateGameObjectAsync(player).ConfigureAwait(false);
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if (gameObject == null)
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{
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return;
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}
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_redrawFeature.RequestImmediateRedraw(gameObject.ObjectIndex, RedrawType.Redraw);
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}).ConfigureAwait(false);
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}
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}
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public async Task ConvertTextureFileDirectAsync(TextureConversionJob job, CancellationToken token)
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{
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if (!IsAvailable)
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{
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return;
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}
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await ConvertSingleJobAsync(Logger, job, token).ConfigureAwait(false);
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}
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private async Task ConvertSingleJobAsync(ILogger logger, TextureConversionJob job, CancellationToken token)
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{
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token.ThrowIfCancellationRequested();
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logger.LogInformation("Converting texture {Input} -> {Output} ({Target})", job.InputFile, job.OutputFile, job.TargetType);
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var convertTask = _convertTextureFile.Invoke(job.InputFile, job.OutputFile, job.TargetType, job.IncludeMipMaps);
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await convertTask.ConfigureAwait(false);
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if (!convertTask.IsCompletedSuccessfully || job.DuplicateTargets is not { Count: > 0 })
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{
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return;
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}
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foreach (var duplicate in job.DuplicateTargets)
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{
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try
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{
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logger.LogInformation("Synchronizing duplicate {Duplicate}", duplicate);
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File.Copy(job.OutputFile, duplicate, overwrite: true);
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}
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catch (Exception ex)
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{
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logger.LogError(ex, "Failed to copy duplicate {Duplicate}", duplicate);
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}
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}
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}
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protected override void HandleStateChange(IpcConnectionState previous, IpcConnectionState current)
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{
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}
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}
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