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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
90 lines
2.7 KiB
C#
90 lines
2.7 KiB
C#
using Dalamud.Plugin;
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using LightlessSync.Interop.Ipc.Framework;
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using LightlessSync.PlayerData.Handlers;
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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.Helpers;
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using Penumbra.Api.IpcSubscribers;
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namespace LightlessSync.Interop.Ipc.Penumbra;
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public sealed class PenumbraRedraw : PenumbraBase
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{
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private readonly RedrawManager _redrawManager;
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private readonly RedrawObject _penumbraRedraw;
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private readonly EventSubscriber<nint, int> _penumbraObjectIsRedrawn;
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public PenumbraRedraw(
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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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RedrawManager redrawManager) : base(logger, pluginInterface, dalamudUtil, mediator)
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{
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_redrawManager = redrawManager;
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_penumbraRedraw = new RedrawObject(pluginInterface);
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_penumbraObjectIsRedrawn = GameObjectRedrawn.Subscriber(pluginInterface, HandlePenumbraRedrawEvent);
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}
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public override string Name => "Penumbra.Redraw";
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public void CancelPendingRedraws()
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=> _redrawManager.Cancel();
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public void RequestImmediateRedraw(int objectIndex, RedrawType redrawType)
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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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_penumbraRedraw.Invoke(objectIndex, redrawType);
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}
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public async Task RedrawAsync(ILogger logger, GameObjectHandler handler, Guid applicationId, CancellationToken token)
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{
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if (!IsAvailable || DalamudUtil.IsZoning)
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{
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return;
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}
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var redrawSemaphore = _redrawManager.RedrawSemaphore;
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var semaphoreAcquired = false;
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try
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{
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await redrawSemaphore.WaitAsync(token).ConfigureAwait(false);
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semaphoreAcquired = true;
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await _redrawManager.PenumbraRedrawInternalAsync(logger, handler, applicationId, chara =>
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{
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logger.LogDebug("[{ApplicationId}] Calling on IPC: PenumbraRedraw", applicationId);
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_penumbraRedraw.Invoke(chara.ObjectIndex, RedrawType.Redraw);
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}, token).ConfigureAwait(false);
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}
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finally
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{
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if (semaphoreAcquired)
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{
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redrawSemaphore.Release();
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}
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}
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}
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private void HandlePenumbraRedrawEvent(IntPtr objectAddress, int objectTableIndex)
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=> Mediator.Publish(new PenumbraRedrawMessage(objectAddress, objectTableIndex, false));
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protected override void HandleStateChange(IpcConnectionState previous, IpcConnectionState current)
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{
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}
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public override void Dispose()
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{
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base.Dispose();
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_penumbraObjectIsRedrawn.Dispose();
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}
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}
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