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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
216 lines
8.7 KiB
C#
216 lines
8.7 KiB
C#
using FFXIVClientStructs.FFXIV.Client.Game.Character;
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using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
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using FFXIVClientStructs.Havok.Animation;
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using FFXIVClientStructs.Havok.Common.Base.Types;
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using FFXIVClientStructs.Havok.Common.Serialize.Util;
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using LightlessSync.FileCache;
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using LightlessSync.Interop.GameModel;
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using LightlessSync.LightlessConfiguration;
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using LightlessSync.PlayerData.Handlers;
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using Microsoft.Extensions.Logging;
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using System.Runtime.InteropServices;
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namespace LightlessSync.Services;
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public sealed class XivDataAnalyzer
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{
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private readonly ILogger<XivDataAnalyzer> _logger;
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private readonly FileCacheManager _fileCacheManager;
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private readonly XivDataStorageService _configService;
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private readonly List<string> _failedCalculatedTris = [];
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public XivDataAnalyzer(ILogger<XivDataAnalyzer> logger, FileCacheManager fileCacheManager,
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XivDataStorageService configService)
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{
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_logger = logger;
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_fileCacheManager = fileCacheManager;
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_configService = configService;
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}
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public unsafe Dictionary<string, List<ushort>>? GetSkeletonBoneIndices(GameObjectHandler handler)
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{
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if (handler.Address == nint.Zero) return null;
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var chara = (CharacterBase*)(((Character*)handler.Address)->GameObject.DrawObject);
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if (chara->GetModelType() != CharacterBase.ModelType.Human) return null;
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var resHandles = chara->Skeleton->SkeletonResourceHandles;
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Dictionary<string, List<ushort>> outputIndices = [];
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try
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{
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for (int i = 0; i < chara->Skeleton->PartialSkeletonCount; i++)
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{
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var handle = *(resHandles + i);
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_logger.LogTrace("Iterating over SkeletonResourceHandle #{i}:{x}", i, ((nint)handle).ToString("X"));
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if ((nint)handle == nint.Zero) continue;
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var curBones = handle->BoneCount;
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// this is unrealistic, the filename shouldn't ever be that long
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if (handle->FileName.Length > 1024) continue;
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var skeletonName = handle->FileName.ToString();
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if (string.IsNullOrEmpty(skeletonName)) continue;
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outputIndices[skeletonName] = [];
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for (ushort boneIdx = 0; boneIdx < curBones; boneIdx++)
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{
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var boneName = handle->HavokSkeleton->Bones[boneIdx].Name.String;
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if (boneName == null) continue;
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outputIndices[skeletonName].Add((ushort)(boneIdx + 1));
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}
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}
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}
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catch (Exception ex)
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{
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_logger.LogWarning(ex, "Could not process skeleton data");
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}
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return (outputIndices.Count != 0 && outputIndices.Values.All(u => u.Count > 0)) ? outputIndices : null;
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}
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public unsafe Dictionary<string, List<ushort>>? GetBoneIndicesFromPap(string hash)
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{
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if (_configService.Current.BonesDictionary.TryGetValue(hash, out var bones)) return bones;
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var cacheEntity = _fileCacheManager.GetFileCacheByHash(hash);
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if (cacheEntity == null) return null;
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using BinaryReader reader = new(File.Open(cacheEntity.ResolvedFilepath, FileMode.Open, FileAccess.Read, FileShare.Read));
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// most of this shit is from vfxeditor, surely nothing will change in the pap format :copium:
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reader.ReadInt32(); // ignore
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reader.ReadInt32(); // ignore
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reader.ReadInt16(); // read 2 (num animations)
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reader.ReadInt16(); // read 2 (modelid)
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var type = reader.ReadByte();// read 1 (type)
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if (type != 0) return null; // it's not human, just ignore it, whatever
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reader.ReadByte(); // read 1 (variant)
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reader.ReadInt32(); // ignore
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var havokPosition = reader.ReadInt32();
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var footerPosition = reader.ReadInt32();
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var havokDataSize = footerPosition - havokPosition;
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reader.BaseStream.Position = havokPosition;
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var havokData = reader.ReadBytes(havokDataSize);
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if (havokData.Length <= 8) return null; // no havok data
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var output = new Dictionary<string, List<ushort>>(StringComparer.OrdinalIgnoreCase);
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var tempHavokDataPath = Path.Combine(Path.GetTempPath(), Path.GetRandomFileName()) + ".hkx";
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var tempHavokDataPathAnsi = Marshal.StringToHGlobalAnsi(tempHavokDataPath);
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try
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{
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File.WriteAllBytes(tempHavokDataPath, havokData);
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var loadoptions = stackalloc hkSerializeUtil.LoadOptions[1];
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loadoptions->TypeInfoRegistry = hkBuiltinTypeRegistry.Instance()->GetTypeInfoRegistry();
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loadoptions->ClassNameRegistry = hkBuiltinTypeRegistry.Instance()->GetClassNameRegistry();
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loadoptions->Flags = new hkFlags<hkSerializeUtil.LoadOptionBits, int>
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{
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Storage = (int)(hkSerializeUtil.LoadOptionBits.Default)
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};
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var resource = hkSerializeUtil.LoadFromFile((byte*)tempHavokDataPathAnsi, null, loadoptions);
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if (resource == null)
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{
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throw new InvalidOperationException("Resource was null after loading");
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}
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var rootLevelName = @"hkRootLevelContainer"u8;
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fixed (byte* n1 = rootLevelName)
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{
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var container = (hkRootLevelContainer*)resource->GetContentsPointer(n1, hkBuiltinTypeRegistry.Instance()->GetTypeInfoRegistry());
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var animationName = @"hkaAnimationContainer"u8;
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fixed (byte* n2 = animationName)
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{
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var animContainer = (hkaAnimationContainer*)container->findObjectByName(n2, null);
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for (int i = 0; i < animContainer->Bindings.Length; i++)
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{
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var binding = animContainer->Bindings[i].ptr;
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var boneTransform = binding->TransformTrackToBoneIndices;
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string name = binding->OriginalSkeletonName.String! + "_" + i;
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output[name] = [];
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for (int boneIdx = 0; boneIdx < boneTransform.Length; boneIdx++)
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{
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output[name].Add((ushort)boneTransform[boneIdx]);
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}
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output[name].Sort();
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}
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}
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}
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}
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catch (Exception ex)
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{
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_logger.LogWarning(ex, "Could not load havok file in {path}", tempHavokDataPath);
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}
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finally
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{
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Marshal.FreeHGlobal(tempHavokDataPathAnsi);
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File.Delete(tempHavokDataPath);
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}
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_configService.Current.BonesDictionary[hash] = output;
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_configService.Save();
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return output;
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}
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public async Task<long> GetTrianglesByHash(string hash)
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{
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if (_configService.Current.TriangleDictionary.TryGetValue(hash, out var cachedTris) && cachedTris > 0)
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return cachedTris;
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if (_failedCalculatedTris.Contains(hash, StringComparer.Ordinal))
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return 0;
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var path = _fileCacheManager.GetFileCacheByHash(hash);
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if (path == null || !path.ResolvedFilepath.EndsWith(".mdl", StringComparison.OrdinalIgnoreCase))
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return 0;
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var filePath = path.ResolvedFilepath;
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try
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{
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_logger.LogDebug("Detected Model File {path}, calculating Tris", filePath);
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var file = new MdlFile(filePath);
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if (file.LodCount <= 0)
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{
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_failedCalculatedTris.Add(hash);
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_configService.Current.TriangleDictionary[hash] = 0;
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_configService.Save();
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return 0;
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}
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long tris = 0;
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foreach (var lod in file.Lods)
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{
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try
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{
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var meshIdx = lod.MeshIndex;
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var meshCnt = lod.MeshCount;
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tris = file.Meshes.Skip(meshIdx).Take(meshCnt).Sum(p => p.IndexCount) / 3;
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}
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catch (Exception ex)
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{
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_logger.LogDebug(ex, "Could not load lod mesh {mesh} from path {path}", lod.MeshIndex, filePath);
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continue;
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}
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if (tris > 0)
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{
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_logger.LogDebug("TriAnalysis: {filePath} => {tris} triangles", filePath, tris);
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_configService.Current.TriangleDictionary[hash] = tris;
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_configService.Save();
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break;
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}
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}
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return tris;
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}
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catch (Exception e)
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{
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_failedCalculatedTris.Add(hash);
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_configService.Current.TriangleDictionary[hash] = 0;
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_configService.Save();
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_logger.LogWarning(e, "Could not parse file {file}", filePath);
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return 0;
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}
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}
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}
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