forked from Eauldane/SnowcloakClient
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147
MareSynchronos/Interop/Ipc/IpcCallerBrio.cs
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147
MareSynchronos/Interop/Ipc/IpcCallerBrio.cs
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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 MareSynchronos.API.Dto.CharaData;
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using MareSynchronos.Services;
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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 MareSynchronos.Interop.Ipc;
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public sealed class IpcCallerBrio : IIpcCaller
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{
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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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public bool APIAvailable { get; private set; }
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public IpcCallerBrio(ILogger<IpcCallerBrio> logger, IDalamudPluginInterface dalamudPluginInterface,
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DalamudUtilService dalamudUtilService)
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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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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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}
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public async Task<bool> DespawnActorAsync(nint address)
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{
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if (!APIAvailable) return false;
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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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}
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public async Task<bool> ApplyTransformAsync(nint address, WorldData data)
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{
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if (!APIAvailable) return false;
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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("Applying Transform to Actor {actor}", gameObject.Name.TextValue);
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return await _dalamudUtilService.RunOnFrameworkThread(() => _brioSetModelTransform.InvokeFunc(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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}
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public async Task<WorldData> GetTransformAsync(nint address)
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{
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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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if (data.Item1 == null || data.Item2 == null || data.Item3 == null) return default;
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//_logger.LogDebug("Getting Transform from Actor {actor}", gameObject.Name.TextValue);
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return new WorldData()
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{
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PositionX = data.Item1.Value.X,
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PositionY = data.Item1.Value.Y,
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PositionZ = data.Item1.Value.Z,
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RotationX = data.Item2.Value.X,
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RotationY = data.Item2.Value.Y,
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RotationZ = data.Item2.Value.Z,
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RotationW = data.Item2.Value.W,
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ScaleX = data.Item3.Value.X,
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ScaleY = data.Item3.Value.Y,
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ScaleZ = data.Item3.Value.Z
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};
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}
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public async Task<string?> GetPoseAsync(nint address)
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{
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if (!APIAvailable) return null;
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var gameObject = await _dalamudUtilService.CreateGameObjectAsync(address).ConfigureAwait(false);
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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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}
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public async Task<bool> SetPoseAsync(nint address, string pose)
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{
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if (!APIAvailable) return false;
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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("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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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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}).ConfigureAwait(false);
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return await _dalamudUtilService.RunOnFrameworkThread(() => _brioSetPoseFromJson.InvokeFunc(gameObject, applicablePose.ToJsonString(), false)).ConfigureAwait(false);
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}
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public void Dispose()
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{
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}
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}
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