Files
2025-08-22 02:19:48 +01:00

148 lines
7.0 KiB
C#

using Dalamud.Game.ClientState.Objects.Types;
using Dalamud.Plugin;
using Dalamud.Plugin.Ipc;
using MareSynchronos.API.Dto.CharaData;
using MareSynchronos.Services;
using Microsoft.Extensions.Logging;
using System.Numerics;
using System.Text.Json.Nodes;
namespace MareSynchronos.Interop.Ipc;
public sealed class IpcCallerBrio : IIpcCaller
{
private readonly ILogger<IpcCallerBrio> _logger;
private readonly DalamudUtilService _dalamudUtilService;
private readonly ICallGateSubscriber<(int, int)> _brioApiVersion;
private readonly ICallGateSubscriber<bool, bool, bool, Task<IGameObject>> _brioSpawnActorAsync;
private readonly ICallGateSubscriber<IGameObject, bool> _brioDespawnActor;
private readonly ICallGateSubscriber<IGameObject, Vector3?, Quaternion?, Vector3?, bool, bool> _brioSetModelTransform;
private readonly ICallGateSubscriber<IGameObject, (Vector3?, Quaternion?, Vector3?)> _brioGetModelTransform;
private readonly ICallGateSubscriber<IGameObject, string> _brioGetPoseAsJson;
private readonly ICallGateSubscriber<IGameObject, string, bool, bool> _brioSetPoseFromJson;
private readonly ICallGateSubscriber<IGameObject, bool> _brioFreezeActor;
private readonly ICallGateSubscriber<bool> _brioFreezePhysics;
public bool APIAvailable { get; private set; }
public IpcCallerBrio(ILogger<IpcCallerBrio> logger, IDalamudPluginInterface dalamudPluginInterface,
DalamudUtilService dalamudUtilService)
{
_logger = logger;
_dalamudUtilService = dalamudUtilService;
_brioApiVersion = dalamudPluginInterface.GetIpcSubscriber<(int, int)>("Brio.ApiVersion");
_brioSpawnActorAsync = dalamudPluginInterface.GetIpcSubscriber<bool, bool, bool, Task<IGameObject>>("Brio.Actor.SpawnExAsync");
_brioDespawnActor = dalamudPluginInterface.GetIpcSubscriber<IGameObject, bool>("Brio.Actor.Despawn");
_brioSetModelTransform = dalamudPluginInterface.GetIpcSubscriber<IGameObject, Vector3?, Quaternion?, Vector3?, bool, bool>("Brio.Actor.SetModelTransform");
_brioGetModelTransform = dalamudPluginInterface.GetIpcSubscriber<IGameObject, (Vector3?, Quaternion?, Vector3?)>("Brio.Actor.GetModelTransform");
_brioGetPoseAsJson = dalamudPluginInterface.GetIpcSubscriber<IGameObject, string>("Brio.Actor.Pose.GetPoseAsJson");
_brioSetPoseFromJson = dalamudPluginInterface.GetIpcSubscriber<IGameObject, string, bool, bool>("Brio.Actor.Pose.LoadFromJson");
_brioFreezeActor = dalamudPluginInterface.GetIpcSubscriber<IGameObject, bool>("Brio.Actor.Freeze");
_brioFreezePhysics = dalamudPluginInterface.GetIpcSubscriber<bool>("Brio.FreezePhysics");
CheckAPI();
}
public void CheckAPI()
{
try
{
var version = _brioApiVersion.InvokeFunc();
APIAvailable = (version.Item1 == 2 && version.Item2 >= 0);
}
catch
{
APIAvailable = false;
}
}
public async Task<IGameObject?> SpawnActorAsync()
{
if (!APIAvailable) return null;
_logger.LogDebug("Spawning Brio Actor");
return await _brioSpawnActorAsync.InvokeFunc(false, false, true).ConfigureAwait(false);
}
public async Task<bool> DespawnActorAsync(nint address)
{
if (!APIAvailable) return false;
var gameObject = await _dalamudUtilService.CreateGameObjectAsync(address).ConfigureAwait(false);
if (gameObject == null) return false;
_logger.LogDebug("Despawning Brio Actor {actor}", gameObject.Name.TextValue);
return await _dalamudUtilService.RunOnFrameworkThread(() => _brioDespawnActor.InvokeFunc(gameObject)).ConfigureAwait(false);
}
public async Task<bool> ApplyTransformAsync(nint address, WorldData data)
{
if (!APIAvailable) return false;
var gameObject = await _dalamudUtilService.CreateGameObjectAsync(address).ConfigureAwait(false);
if (gameObject == null) return false;
_logger.LogDebug("Applying Transform to Actor {actor}", gameObject.Name.TextValue);
return await _dalamudUtilService.RunOnFrameworkThread(() => _brioSetModelTransform.InvokeFunc(gameObject,
new Vector3(data.PositionX, data.PositionY, data.PositionZ),
new Quaternion(data.RotationX, data.RotationY, data.RotationZ, data.RotationW),
new Vector3(data.ScaleX, data.ScaleY, data.ScaleZ), false)).ConfigureAwait(false);
}
public async Task<WorldData> GetTransformAsync(nint address)
{
if (!APIAvailable) return default;
var gameObject = await _dalamudUtilService.CreateGameObjectAsync(address).ConfigureAwait(false);
if (gameObject == null) return default;
var data = await _dalamudUtilService.RunOnFrameworkThread(() => _brioGetModelTransform.InvokeFunc(gameObject)).ConfigureAwait(false);
if (data.Item1 == null || data.Item2 == null || data.Item3 == null) return default;
//_logger.LogDebug("Getting Transform from Actor {actor}", gameObject.Name.TextValue);
return new WorldData()
{
PositionX = data.Item1.Value.X,
PositionY = data.Item1.Value.Y,
PositionZ = data.Item1.Value.Z,
RotationX = data.Item2.Value.X,
RotationY = data.Item2.Value.Y,
RotationZ = data.Item2.Value.Z,
RotationW = data.Item2.Value.W,
ScaleX = data.Item3.Value.X,
ScaleY = data.Item3.Value.Y,
ScaleZ = data.Item3.Value.Z
};
}
public async Task<string?> GetPoseAsync(nint address)
{
if (!APIAvailable) return null;
var gameObject = await _dalamudUtilService.CreateGameObjectAsync(address).ConfigureAwait(false);
if (gameObject == null) return null;
_logger.LogDebug("Getting Pose from Actor {actor}", gameObject.Name.TextValue);
return await _dalamudUtilService.RunOnFrameworkThread(() => _brioGetPoseAsJson.InvokeFunc(gameObject)).ConfigureAwait(false);
}
public async Task<bool> SetPoseAsync(nint address, string pose)
{
if (!APIAvailable) return false;
var gameObject = await _dalamudUtilService.CreateGameObjectAsync(address).ConfigureAwait(false);
if (gameObject == null) return false;
_logger.LogDebug("Setting Pose to Actor {actor}", gameObject.Name.TextValue);
var applicablePose = JsonNode.Parse(pose)!;
var currentPose = await _dalamudUtilService.RunOnFrameworkThread(() => _brioGetPoseAsJson.InvokeFunc(gameObject)).ConfigureAwait(false);
applicablePose["ModelDifference"] = JsonNode.Parse(JsonNode.Parse(currentPose)!["ModelDifference"]!.ToJsonString());
await _dalamudUtilService.RunOnFrameworkThread(() =>
{
_brioFreezeActor.InvokeFunc(gameObject);
_brioFreezePhysics.InvokeFunc();
}).ConfigureAwait(false);
return await _dalamudUtilService.RunOnFrameworkThread(() => _brioSetPoseFromJson.InvokeFunc(gameObject, applicablePose.ToJsonString(), false)).ConfigureAwait(false);
}
public void Dispose()
{
}
}