Inventory: full_inventory, inventory_delta, equipment_cantrip_state
The backend's inventory views and mana panel are fed by three streams the original sent: the whole inventory after login, at logoff and on /mm sendinventory; an add, update or remove per item as it enters, changes in or leaves the packs; and the per-item cantrip state of worn and wielded gear. This ports all three onto the host's object events, with the frames built exactly as the original built them. Behaviour kept: adds and removes go out at once, changes are coalesced into one update per item on a two-to-five-minute timer re-rolled per flush; the first login appraises everything worth appraising and waits before sending; later logins merge in the saved appraisal data (kept in the character's storage, as the original kept a file per character); the mana panel debounces a quarter second and projects mana down between reports. Adapted to the host: appraisals go through a tick-driven queue, one at a time, retrying while the host's single slot is busy; the login upload waits for the inventory to stop arriving and for the socket, so it is not written into a closed socket; the logoff upload subscribes ahead of the root so the socket is still open; enchantment changes are polled once a second (the host has no event); an item-cast enchantment is the one that never runs out. A request the server never answers no longer holds the upload back for good. The Prismatic Taper count telemetry reads is InventoryFeature.PrismaticTaperCount. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
f4a44bd9fc
commit
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11 changed files with 2206 additions and 2 deletions
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@ -1,4 +1,5 @@
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using OpenAC.MosswartMassacre.Backend;
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using OpenAC.MosswartMassacre.Inventory;
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namespace OpenAC.MosswartMassacre;
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@ -10,8 +11,13 @@ internal static class FeatureCatalog
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{
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public static void AddFeatures(MmContext context, BackendSession session, List<IMmFeature> features)
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{
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_ = context;
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_ = session;
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_ = features;
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// Inventory: full_inventory, inventory_delta, equipment_cantrip_state,
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// and the taper count telemetry reads (InventoryFeature.PrismaticTaperCount).
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var inventoryReader = new InventoryReader(context, HostItemHeaderSource.Instance);
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var identifyQueue = new IdentifyQueue(() => context.Automation);
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features.Add(new InventoryFeature(context, inventoryReader, identifyQueue));
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features.Add(new EquipmentCantripStateFeature(context, inventoryReader));
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}
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}
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@ -0,0 +1,425 @@
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using AcDream.Plugin.Abstractions;
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using OpenAC.MosswartMassacre.Backend;
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namespace OpenAC.MosswartMassacre.Inventory;
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/// <summary>
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/// The backend's mana panel: for every spell-bearing item the character
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/// wears or wields, whether its spells are running, its mana and how long
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/// that mana lasts, sent as <c>equipment_cantrip_state</c> a quarter second
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/// after the last relevant change.
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/// </summary>
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/// <remarks>
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/// <para>
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/// An item is <c>unknown</c> until appraised, <c>not_activatable</c> (and left
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/// out) without spells or mana, <c>not_active</c> when out of mana or when
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/// one of its beneficial spells is neither running on the item nor matched
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/// by an equal-or-stronger item spell on the character, and <c>active</c>
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/// otherwise. The mana of an active item is projected down from the moment
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/// its mana was last reported, at one point per burn interval.
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/// </para>
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/// <para>
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/// The item is read through its item record, so every value is taken from
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/// the same keys the original read. The host raises no event when the
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/// character's enchantments change, so they are compared once a second.
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/// </para>
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/// </remarks>
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internal sealed class EquipmentCantripStateFeature : IMmFeature
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{
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public static readonly TimeSpan Debounce = TimeSpan.FromMilliseconds(250);
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public static readonly TimeSpan EnchantmentPoll = TimeSpan.FromSeconds(1);
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private const int CloakSlot = 134217728;
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private const int AmmoSlot = 8388608;
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private readonly MmContext _context;
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private readonly InventoryReader _reader;
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private readonly Action<PluginObjectChange> _onObjectChanged;
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private readonly Action<double> _onTick;
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private readonly Dictionary<uint, DateTime> _lastManaUpdateByItemId = [];
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private readonly Dictionary<uint, int> _lastSeenMana = [];
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private IDisposable? _debounce;
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private bool _active;
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private double _enchantmentPollSeconds;
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private string _enchantmentSignature = string.Empty;
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public EquipmentCantripStateFeature(MmContext context, InventoryReader reader)
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{
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_context = context;
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_reader = reader;
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_onObjectChanged = OnObjectChanged;
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_onTick = OnTick;
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_context.Host.Events.ObjectChanged += _onObjectChanged;
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_context.Host.Events.Tick += _onTick;
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}
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public void OnLogin()
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{
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Cleanup();
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_active = true;
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try
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{
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foreach (PluginInventoryItem item in _reader.CaptureOwned())
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RememberManaSnapshotTime(item.ObjectId);
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_enchantmentSignature = EnchantmentSignature();
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RequestRefresh();
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}
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catch (Exception ex)
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{
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_context.Host.Log.Warn($"[EquipCantrip] Initialize error: {ex.Message}");
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}
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}
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public void OnLogoff()
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{
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_active = false;
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Cleanup();
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}
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public void Dispose()
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{
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_context.Host.Events.ObjectChanged -= _onObjectChanged;
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_context.Host.Events.Tick -= _onTick;
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Cleanup();
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}
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private void Cleanup()
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{
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_debounce?.Dispose();
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_debounce = null;
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_lastManaUpdateByItemId.Clear();
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_lastSeenMana.Clear();
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_enchantmentPollSeconds = 0d;
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_enchantmentSignature = string.Empty;
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}
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private void OnTick(double deltaSeconds)
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{
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if (!_active)
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return;
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_enchantmentPollSeconds += deltaSeconds;
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if (_enchantmentPollSeconds < EnchantmentPoll.TotalSeconds)
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return;
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_enchantmentPollSeconds = 0d;
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string signature = EnchantmentSignature();
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if (signature != _enchantmentSignature)
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{
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_enchantmentSignature = signature;
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RequestRefresh();
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}
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}
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private string EnchantmentSignature() =>
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string.Join(',', _context.Automation.Character.ActiveEnchantments.Select(e => e.SpellId).Order());
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private void OnObjectChanged(PluginObjectChange change)
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{
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if (!_active)
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return;
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try
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{
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switch (change.Kind)
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{
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case PluginObjectChangeKind.Created:
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if (change.Current is { } created && IsPotentiallyRelevant(created))
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{
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RememberManaSnapshotTime(created.ObjectId);
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RequestRefresh();
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}
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break;
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case PluginObjectChangeKind.Released:
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bool wasTracked = _lastManaUpdateByItemId.Remove(change.ObjectId);
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_lastSeenMana.Remove(change.ObjectId);
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if (wasTracked || (change.Current is { } released && IsPotentiallyRelevant(released)))
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RequestRefresh();
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break;
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default:
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if (change.Current is not { } changed)
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break;
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bool manaChanged = IsPotentiallyRelevant(changed) && ManaChanged(changed.ObjectId);
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if (change.Kind == PluginObjectChangeKind.IdentReceived || manaChanged)
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RememberManaSnapshotTime(changed.ObjectId);
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if (IsPotentiallyRelevant(changed))
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RequestRefresh();
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break;
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}
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}
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catch (Exception ex)
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{
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_context.Host.Log.Warn($"[EquipCantrip] Change error: {ex.Message}");
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}
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}
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/// <summary>The host has no mana-change event; a changed current-mana value is one.</summary>
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private bool ManaChanged(uint objectId)
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{
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int mana = CurrentMana(objectId);
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return _lastSeenMana.TryGetValue(objectId, out int previous) && previous != mana;
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}
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private int CurrentMana(uint objectId) =>
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_context.Automation.Items.TryCaptureProperties(objectId, out PluginItemProperties properties)
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&& properties.Ints is { } ints
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&& ints.TryGetValue(DecalKeys.RawCurrentMana, out int mana)
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? mana
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: 0;
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private void RememberManaSnapshotTime(uint objectId)
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{
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_lastManaUpdateByItemId[objectId] = _context.Clock.UtcNow;
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_lastSeenMana[objectId] = CurrentMana(objectId);
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}
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private bool IsPotentiallyRelevant(PluginWorldObject wo) =>
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(wo.WielderObjectId != 0u && wo.WielderObjectId == _reader.CharacterId)
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|| _lastManaUpdateByItemId.ContainsKey(wo.ObjectId);
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private void RequestRefresh()
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{
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_debounce?.Dispose();
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_debounce = _context.Scheduler.Delay(Debounce, SendSnapshot);
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}
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internal void SendSnapshot()
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{
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_debounce = null;
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try
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{
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if (!_active || !_context.Settings.Current.WebSocketEnabled)
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return;
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object[] items = BuildSnapshotItems().ToArray();
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_context.Send(new
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{
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type = "equipment_cantrip_state",
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timestamp = Wire.Timestamp(_context.Clock),
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character_name = _context.CharacterName,
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items = items,
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});
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}
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catch (Exception ex)
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{
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_context.Host.Log.Warn($"[EquipCantrip] Send error: {ex.Message}");
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}
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}
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private List<object> BuildSnapshotItems()
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{
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var snapshotItems = new List<object>();
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List<PluginSpellInfo> activeCharacterSpells = GetActiveCharacterItemSpellData();
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foreach (PluginInventoryItem item in _reader.CaptureOwned())
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{
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if (item.EquippedLocation == 0u)
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continue;
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MyWorldObject wo = _reader.Build(item);
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if (!ShouldDisplayInManaPanel(wo, item))
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continue;
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object? snapshot = BuildItemSnapshot(wo, activeCharacterSpells);
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if (snapshot is not null)
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snapshotItems.Add(snapshot);
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}
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return snapshotItems;
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}
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/// <summary>
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/// The character's item-cast enchantments, the ones with no end. The host
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/// reports those as never running out.
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/// </summary>
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private List<PluginSpellInfo> GetActiveCharacterItemSpellData()
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{
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var activeSpells = new List<PluginSpellInfo>();
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foreach (PluginActiveEnchantment enchantment in _context.Automation.Character.ActiveEnchantments)
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{
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if (!double.IsPositiveInfinity(enchantment.SecondsRemaining) && enchantment.SecondsRemaining > 0d)
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continue;
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if (_context.Automation.Spells.TryGet(enchantment.SpellId, out PluginSpellInfo spell))
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activeSpells.Add(spell);
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}
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return activeSpells;
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}
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private object? BuildItemSnapshot(MyWorldObject wo, List<PluginSpellInfo> activeCharacterSpells)
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{
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ItemState itemState = RecalculateState(wo, activeCharacterSpells);
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if (itemState == ItemState.NotActivatable)
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return null;
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int maximumMana = Int(wo, DecalKeys.RawMaximumMana, 0);
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int currentMana = itemState == ItemState.Unknown ? 0 : CalculateCurrentMana(wo, itemState);
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double? manaTimeRemainingSeconds = null;
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if (itemState == ItemState.Active)
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{
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TimeSpan remaining = CalculateManaTimeRemaining(wo, currentMana);
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manaTimeRemainingSeconds = remaining.TotalSeconds;
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}
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return new
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{
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item_id = wo.Id,
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state = ToWireState(itemState),
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current_mana = itemState == ItemState.Unknown ? (int?)null : currentMana,
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max_mana = itemState == ItemState.Unknown ? (int?)null : maximumMana,
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mana_time_remaining_seconds = manaTimeRemainingSeconds,
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};
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}
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private ItemState RecalculateState(MyWorldObject wo, List<PluginSpellInfo> activeCharacterSpells)
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{
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if (!wo.HasIdData)
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return ItemState.Unknown;
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if (Int(wo, DecalKeys.SpellCount, 0) == 0 || Int(wo, DecalKeys.RawMaximumMana, 0) == 0)
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return ItemState.NotActivatable;
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if (Int(wo, DecalKeys.RawCurrentMana, 0) == 0)
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return ItemState.NotActive;
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foreach (int spellOnItemId in wo.Spells)
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{
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if (wo.IntValues.TryGetValue(DecalKeys.SpellDid, out int associated) && associated == spellOnItemId)
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continue;
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if (!_context.Automation.Spells.TryGet(unchecked((uint)spellOnItemId), out PluginSpellInfo spellOnItem))
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continue;
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if (spellOnItem.IsDebuff || spellOnItem.IsOffensive)
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continue;
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bool thisSpellIsActive = false;
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foreach (int activeSpellId in wo.ActiveSpells)
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{
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if (_context.Automation.Spells.TryGet(unchecked((uint)activeSpellId), out PluginSpellInfo activeSpellOnItem)
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&& SpellMatchesOrSurpasses(activeSpellOnItem, spellOnItem))
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{
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thisSpellIsActive = true;
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break;
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}
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}
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if (thisSpellIsActive)
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continue;
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foreach (PluginSpellInfo activeSpellOnChar in activeCharacterSpells)
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{
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if (SpellMatchesOrSurpasses(activeSpellOnChar, spellOnItem))
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{
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thisSpellIsActive = true;
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break;
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}
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}
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if (!thisSpellIsActive)
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return ItemState.NotActive;
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}
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return ItemState.Active;
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}
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private static bool SpellMatchesOrSurpasses(PluginSpellInfo activeSpell, PluginSpellInfo requiredSpell) =>
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activeSpell.Family == requiredSpell.Family && activeSpell.Difficulty >= requiredSpell.Difficulty;
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private int CalculateCurrentMana(MyWorldObject wo, ItemState itemState)
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{
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if (itemState == ItemState.Unknown || itemState == ItemState.NotActivatable)
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return 0;
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if (itemState == ItemState.NotActive)
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return Int(wo, DecalKeys.RawCurrentMana, 0);
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double secondsPerBurn = GetSecondsPerBurn(wo);
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if (secondsPerBurn <= 0)
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return Int(wo, DecalKeys.RawCurrentMana, 0);
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uint objectId = unchecked((uint)wo.Id);
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DateTime now = _context.Clock.UtcNow;
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if (!_lastManaUpdateByItemId.TryGetValue(objectId, out DateTime lastUpdate))
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{
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lastUpdate = now;
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_lastManaUpdateByItemId[objectId] = lastUpdate;
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}
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TimeSpan timeSinceLastUpdate = now - lastUpdate;
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int burnedMana = (int)(timeSinceLastUpdate.TotalSeconds / secondsPerBurn);
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int currentMana = Int(wo, DecalKeys.RawCurrentMana, 0);
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if (burnedMana > currentMana)
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burnedMana = currentMana;
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return Math.Max(currentMana - burnedMana, 0);
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}
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private static TimeSpan CalculateManaTimeRemaining(MyWorldObject wo, int calculatedCurrentMana)
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{
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double secondsPerBurn = GetSecondsPerBurn(wo);
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if (secondsPerBurn <= 0)
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return new TimeSpan(99, 99, 0);
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return TimeSpan.FromSeconds(calculatedCurrentMana * secondsPerBurn);
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}
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private static double GetSecondsPerBurn(MyWorldObject wo)
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{
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if (!wo.HasIdData)
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return 0;
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double manaRateOfChange = wo.DoubleValues.TryGetValue(DecalKeys.RawManaRate, out double rate) ? rate : 0;
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if (manaRateOfChange == 0)
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return 0;
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return ((int)Math.Ceiling(-0.2 / manaRateOfChange)) * 5;
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}
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private bool ShouldDisplayInManaPanel(MyWorldObject wo, in PluginInventoryItem item)
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{
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if (!ItemIsEquippedByMe(wo, item))
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return false;
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if (!string.IsNullOrEmpty(wo.Name) && wo.Name.Contains("Aetheria", StringComparison.OrdinalIgnoreCase))
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return false;
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if (Int(wo, DecalKeys.EquipableSlots, 0) == CloakSlot)
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return false;
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if (Int(wo, DecalKeys.RawEquippedSlots, 0) == AmmoSlot)
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return false;
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return true;
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}
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/// <summary>
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/// Worn or wielded by this character. The framework's slot key read -1
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/// for anything not in a pack slot, and then the container decided.
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/// </summary>
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private bool ItemIsEquippedByMe(MyWorldObject wo, in PluginInventoryItem item)
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{
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int equippedSlots = Int(wo, DecalKeys.RawEquippedSlots, 0);
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if (equippedSlots <= 0)
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return false;
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if (item.ContainerSlot == -1)
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return wo.ContainerId == unchecked((int)_reader.CharacterId);
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return true;
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}
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private static int Int(MyWorldObject wo, int key, int defaultValue) =>
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wo.IntValues.TryGetValue(key, out int value) ? value : defaultValue;
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private static string ToWireState(ItemState itemState) => itemState switch
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{
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ItemState.Active => "active",
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ItemState.NotActive => "not_active",
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ItemState.NotActivatable => "not_activatable",
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_ => "unknown",
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};
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private enum ItemState
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{
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Unknown,
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NotActivatable,
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Active,
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NotActive,
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}
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}
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123
src/OpenAC.MosswartMassacre/Inventory/IdentifyQueue.cs
Normal file
123
src/OpenAC.MosswartMassacre/Inventory/IdentifyQueue.cs
Normal file
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@ -0,0 +1,123 @@
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using AcDream.Plugin.Abstractions;
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namespace OpenAC.MosswartMassacre.Inventory;
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/// <summary>
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/// Appraises the player's items one at a time. The original fired an
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/// appraisal request for every item at once and its framework queued them;
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/// the host here has a single appraisal slot and answers
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/// <see cref="PluginItemCommandStatus.Busy"/> while it is taken, so the queue
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/// asks again on a later tick instead.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// A request is finished when the host reports it answered, gave up on it,
|
||||
/// or when it has been outstanding for <see cref="Timeout"/>. The owner
|
||||
/// pumps the queue from the tick; nothing here runs on another thread.
|
||||
/// </remarks>
|
||||
internal sealed class IdentifyQueue
|
||||
{
|
||||
/// <summary>How long one request may stay unanswered before it is given up.</summary>
|
||||
public static readonly TimeSpan Timeout = TimeSpan.FromSeconds(10);
|
||||
|
||||
private readonly Func<IAutomationSurface> _automation;
|
||||
private readonly LinkedList<uint> _pending = new();
|
||||
private readonly HashSet<uint> _queued = [];
|
||||
private uint _inFlight;
|
||||
private double _inFlightSeconds;
|
||||
private long _appraisalRevisionAtRequest;
|
||||
|
||||
public IdentifyQueue(Func<IAutomationSurface> automation)
|
||||
{
|
||||
_automation = automation;
|
||||
}
|
||||
|
||||
/// <summary>Raised with the item id and whether the appraisal arrived, once per finished request.</summary>
|
||||
public event Action<uint, bool>? Finished;
|
||||
|
||||
/// <summary>True when nothing is waiting and nothing is outstanding.</summary>
|
||||
public bool IsIdle => _inFlight == 0u && _pending.Count == 0;
|
||||
|
||||
/// <summary>Requests queued or outstanding.</summary>
|
||||
public int Count => _pending.Count + (_inFlight != 0u ? 1 : 0);
|
||||
|
||||
/// <summary>Queues one item unless it is already queued or outstanding.</summary>
|
||||
public void Enqueue(uint objectId)
|
||||
{
|
||||
if (objectId == 0u || objectId == _inFlight || !_queued.Add(objectId))
|
||||
return;
|
||||
_pending.AddLast(objectId);
|
||||
}
|
||||
|
||||
/// <summary>Drops everything, for a logoff.</summary>
|
||||
public void Clear()
|
||||
{
|
||||
_pending.Clear();
|
||||
_queued.Clear();
|
||||
_inFlight = 0u;
|
||||
_inFlightSeconds = 0d;
|
||||
}
|
||||
|
||||
/// <summary>The host delivered appraisal data for an object.</summary>
|
||||
public void OnIdentReceived(uint objectId)
|
||||
{
|
||||
if (objectId != 0u && objectId == _inFlight)
|
||||
Finish(success: true);
|
||||
}
|
||||
|
||||
/// <summary>Advances the queue; call once per tick.</summary>
|
||||
public void Pump(double deltaSeconds)
|
||||
{
|
||||
if (_inFlight != 0u)
|
||||
{
|
||||
_inFlightSeconds += Math.Max(0d, deltaSeconds);
|
||||
PluginAppraisalState state = _automation().Loot.Appraisal;
|
||||
if (state.Revision != _appraisalRevisionAtRequest)
|
||||
{
|
||||
if (state.CurrentObjectId == _inFlight)
|
||||
{
|
||||
Finish(success: true);
|
||||
}
|
||||
else if (state.LastAbandonedObjectId == _inFlight)
|
||||
{
|
||||
Finish(success: false);
|
||||
}
|
||||
}
|
||||
if (_inFlight != 0u && _inFlightSeconds >= Timeout.TotalSeconds)
|
||||
Finish(success: false);
|
||||
if (_inFlight != 0u)
|
||||
return;
|
||||
}
|
||||
|
||||
while (_pending.First is { } next)
|
||||
{
|
||||
uint objectId = next.Value;
|
||||
IAutomationSurface automation = _automation();
|
||||
PluginItemCommandResult result = automation.Objects.Identify(objectId);
|
||||
if (result.Status == PluginItemCommandStatus.Busy)
|
||||
return;
|
||||
|
||||
_pending.RemoveFirst();
|
||||
_queued.Remove(objectId);
|
||||
if (result.Status == PluginItemCommandStatus.Started)
|
||||
{
|
||||
_inFlight = objectId;
|
||||
_inFlightSeconds = 0d;
|
||||
// Read after the request, so the request's own change to the
|
||||
// slot is not taken for its answer.
|
||||
_appraisalRevisionAtRequest = automation.Loot.Appraisal.Revision;
|
||||
return;
|
||||
}
|
||||
|
||||
// Refused outright: the item is gone or cannot be appraised.
|
||||
Finished?.Invoke(objectId, false);
|
||||
}
|
||||
}
|
||||
|
||||
private void Finish(bool success)
|
||||
{
|
||||
uint objectId = _inFlight;
|
||||
_inFlight = 0u;
|
||||
_inFlightSeconds = 0d;
|
||||
Finished?.Invoke(objectId, success);
|
||||
}
|
||||
}
|
||||
602
src/OpenAC.MosswartMassacre/Inventory/InventoryFeature.cs
Normal file
602
src/OpenAC.MosswartMassacre/Inventory/InventoryFeature.cs
Normal file
|
|
@ -0,0 +1,602 @@
|
|||
using AcDream.Plugin.Abstractions;
|
||||
using Newtonsoft.Json;
|
||||
using OpenAC.MosswartMassacre.Backend;
|
||||
|
||||
namespace OpenAC.MosswartMassacre.Inventory;
|
||||
|
||||
/// <summary>
|
||||
/// The player's inventory on the backend: the whole inventory
|
||||
/// (<c>full_inventory</c>) after login, at logoff and on
|
||||
/// <c>/mm sendinventory</c>; every item entering, changing in or leaving it
|
||||
/// (<c>inventory_delta</c>); and the Prismatic Taper count the telemetry
|
||||
/// frame carries.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <para>
|
||||
/// Adds and removes go out at once. Changes to an item already tracked are
|
||||
/// coalesced and sent as one <c>update</c> per changed item on a randomized
|
||||
/// two-to-five-minute timer, re-rolled after every flush so a fleet of
|
||||
/// clients never flushes in step.
|
||||
/// </para>
|
||||
/// <para>
|
||||
/// Login waits until the inventory has stopped arriving (no new owned item
|
||||
/// for <see cref="SettleQuiet"/>) and, while streaming, for the socket, so
|
||||
/// the login inventory is not written into a closed socket. Until then new
|
||||
/// items are tracked silently, as the original's login stream arrived before
|
||||
/// its socket was open. Items worth appraising are appraised one at a time
|
||||
/// through <see cref="IdentifyQueue"/>; the original asked for all of them at
|
||||
/// once.
|
||||
/// </para>
|
||||
/// <para>
|
||||
/// A copy of the last inventory sent is kept in the character's storage, as
|
||||
/// the original kept a file per character. It decides whether a login first
|
||||
/// appraises everything and waits, and it keeps appraisal data from an
|
||||
/// earlier session for items not yet appraised in this one.
|
||||
/// </para>
|
||||
/// </remarks>
|
||||
internal sealed class InventoryFeature : IMmFeature
|
||||
{
|
||||
public const string CacheKey = "inventory.json";
|
||||
|
||||
/// <summary>How long no new owned item must arrive before login counts the inventory as complete.</summary>
|
||||
public static readonly TimeSpan SettleQuiet = TimeSpan.FromSeconds(3);
|
||||
|
||||
/// <summary>The longest login waits for the inventory to stop arriving.</summary>
|
||||
public static readonly TimeSpan SettleLimit = TimeSpan.FromSeconds(20);
|
||||
|
||||
/// <summary>The longest the login inventory waits for the socket before it is written anyway.</summary>
|
||||
public static readonly TimeSpan ConnectLimit = TimeSpan.FromSeconds(30);
|
||||
|
||||
public const int FlushBaseMs = 120000;
|
||||
public const int FlushJitterMs = 180000;
|
||||
|
||||
private readonly MmContext _context;
|
||||
private readonly InventoryReader _reader;
|
||||
private readonly IdentifyQueue _identify;
|
||||
private readonly Random _rng;
|
||||
private readonly Action<PluginObjectChange> _onObjectChanged;
|
||||
private readonly Action<double> _onTick;
|
||||
private readonly Action _onHostLogoff;
|
||||
|
||||
// Live tracking (the original's live inventory tracker).
|
||||
private readonly HashSet<uint> _tracked = [];
|
||||
private readonly HashSet<uint> _dirty = [];
|
||||
private IDisposable? _flushTimer;
|
||||
|
||||
// Whole-inventory uploads (the original's inventory logger).
|
||||
private readonly HashSet<uint> _requested = [];
|
||||
private bool _waitingForLoginIds;
|
||||
private bool _waitingForForcedIds;
|
||||
|
||||
private bool _active;
|
||||
private bool _settled;
|
||||
private bool _loginUploadPending;
|
||||
private double _quietSeconds;
|
||||
private double _settleSeconds;
|
||||
private double _connectSeconds;
|
||||
|
||||
private bool _taperDirty = true;
|
||||
private int _taperCount;
|
||||
|
||||
public InventoryFeature(MmContext context, InventoryReader reader, IdentifyQueue identify, Random? rng = null)
|
||||
{
|
||||
_context = context;
|
||||
_reader = reader;
|
||||
_identify = identify;
|
||||
_rng = rng ?? new Random();
|
||||
IsBackendReady = () => context.Backend.IsConnected;
|
||||
_onObjectChanged = OnObjectChanged;
|
||||
_onTick = OnTick;
|
||||
_onHostLogoff = OnHostLogoff;
|
||||
_context.Host.Events.ObjectChanged += _onObjectChanged;
|
||||
_context.Host.Events.Tick += _onTick;
|
||||
// Subscribed while the root builds its features, which is before the
|
||||
// root subscribes its own logoff; so this runs while the socket is
|
||||
// still open, and the logoff inventory can still be sent.
|
||||
_context.Host.Events.Logoff += _onHostLogoff;
|
||||
|
||||
context.Commands.Register("sendinventory", _ => ForceInventoryUpload(), "Force full inventory upload");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The Prismatic Tapers in the packs, for the telemetry frame's
|
||||
/// <c>prismatic_taper_count</c>. Read it on the tick thread; it recounts
|
||||
/// only after an item changed.
|
||||
/// </summary>
|
||||
public int PrismaticTaperCount
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_active && _taperDirty)
|
||||
{
|
||||
_taperCount = _reader.CountPrismaticTapers();
|
||||
_taperDirty = false;
|
||||
}
|
||||
return _taperCount;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>True when the backend can take the login inventory. Tests replace it.</summary>
|
||||
internal Func<bool> IsBackendReady { get; set; }
|
||||
|
||||
internal bool IsSettled => _settled;
|
||||
|
||||
internal int TrackedCount => _tracked.Count;
|
||||
|
||||
internal int DirtyCount => _dirty.Count;
|
||||
|
||||
public void OnLogin()
|
||||
{
|
||||
ResetState();
|
||||
_active = true;
|
||||
_reader.Reset();
|
||||
_taperDirty = true;
|
||||
|
||||
// The original's item events were wired before login, so every item
|
||||
// of the login stream that was worth appraising was asked for.
|
||||
foreach (PluginInventoryItem item in _reader.CaptureOwned())
|
||||
{
|
||||
_tracked.Add(item.ObjectId);
|
||||
if (InventoryReader.NeedsIdent(item.ObjectClass, item.Name) && !_reader.IsIdentified(item.ObjectId))
|
||||
_identify.Enqueue(item.ObjectId);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnLogoff()
|
||||
{
|
||||
_active = false;
|
||||
ResetState();
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
_context.Host.Events.ObjectChanged -= _onObjectChanged;
|
||||
_context.Host.Events.Tick -= _onTick;
|
||||
_context.Host.Events.Logoff -= _onHostLogoff;
|
||||
ResetState();
|
||||
}
|
||||
|
||||
private void ResetState()
|
||||
{
|
||||
_flushTimer?.Dispose();
|
||||
_flushTimer = null;
|
||||
_tracked.Clear();
|
||||
_dirty.Clear();
|
||||
_requested.Clear();
|
||||
_identify.Clear();
|
||||
_waitingForLoginIds = false;
|
||||
_waitingForForcedIds = false;
|
||||
_settled = false;
|
||||
_loginUploadPending = false;
|
||||
_quietSeconds = 0d;
|
||||
_settleSeconds = 0d;
|
||||
_connectSeconds = 0d;
|
||||
}
|
||||
|
||||
private bool InventoryLog => _context.Settings.Current.InventoryLog;
|
||||
|
||||
private void OnTick(double deltaSeconds)
|
||||
{
|
||||
if (!_active)
|
||||
return;
|
||||
|
||||
_identify.Pump(deltaSeconds);
|
||||
|
||||
if (!_settled)
|
||||
{
|
||||
_quietSeconds += deltaSeconds;
|
||||
_settleSeconds += deltaSeconds;
|
||||
if (_quietSeconds >= SettleQuiet.TotalSeconds || _settleSeconds >= SettleLimit.TotalSeconds)
|
||||
Settle();
|
||||
return;
|
||||
}
|
||||
|
||||
if (_loginUploadPending)
|
||||
{
|
||||
_connectSeconds += deltaSeconds;
|
||||
if (!_context.Settings.Current.WebSocketEnabled || IsBackendReady() || _connectSeconds >= ConnectLimit.TotalSeconds)
|
||||
{
|
||||
_loginUploadPending = false;
|
||||
RunLoginUpload();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if ((_waitingForLoginIds || _waitingForForcedIds) && _identify.IsIdle)
|
||||
CompleteWaitingUpload();
|
||||
}
|
||||
|
||||
/// <summary>The inventory has arrived: start live tracking and the login upload.</summary>
|
||||
private void Settle()
|
||||
{
|
||||
_settled = true;
|
||||
foreach (PluginInventoryItem item in _reader.CaptureOwned())
|
||||
_tracked.Add(item.ObjectId);
|
||||
ArmFlushTimer();
|
||||
_loginUploadPending = true;
|
||||
_connectSeconds = 0d;
|
||||
}
|
||||
|
||||
/// <summary>The original's inventory logger at login.</summary>
|
||||
private void RunLoginUpload()
|
||||
{
|
||||
if (!InventoryLog)
|
||||
return;
|
||||
|
||||
if (ReadCache() is null)
|
||||
{
|
||||
_context.Chat.Write("Requesting id information for all armor/weapon inventory. This will take a few minutes...");
|
||||
foreach (PluginInventoryItem item in _reader.CaptureOwned())
|
||||
{
|
||||
if (!_reader.IsIdentified(item.ObjectId) && InventoryReader.NeedsIdent(item.ObjectClass, item.Name))
|
||||
_identify.Enqueue(item.ObjectId);
|
||||
}
|
||||
_waitingForLoginIds = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
DumpInventory(requestIdsIfMissing: true);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Every appraisal asked for has finished. The original waited until
|
||||
/// every item worth appraising had been appraised, so one item the server
|
||||
/// would not appraise held the upload back for good; this sends once the
|
||||
/// requests have all been answered or given up.
|
||||
/// </summary>
|
||||
private void CompleteWaitingUpload()
|
||||
{
|
||||
bool wasForceUpload = _waitingForForcedIds;
|
||||
_waitingForLoginIds = false;
|
||||
_waitingForForcedIds = false;
|
||||
DumpInventory();
|
||||
if (wasForceUpload)
|
||||
_context.Chat.Write("[INV] All items identified. Inventory upload completed.");
|
||||
else
|
||||
_context.Chat.Write("Requesting id information for all armor/weapon inventory completed. Log file written.");
|
||||
}
|
||||
|
||||
/// <summary><c>/mm sendinventory</c>: appraise what needs it, wait, then send everything.</summary>
|
||||
internal void ForceInventoryUpload()
|
||||
{
|
||||
try
|
||||
{
|
||||
if (!InventoryLog)
|
||||
{
|
||||
_context.Chat.Write("[INV] Inventory logging is disabled");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_context.Settings.Current.WebSocketEnabled)
|
||||
{
|
||||
_context.Chat.Write("[INV] WebSocket streaming is disabled");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_active)
|
||||
{
|
||||
_context.Chat.Write("[INV] Inventory system not initialized");
|
||||
return;
|
||||
}
|
||||
|
||||
int needsId = 0;
|
||||
int totalItems = 0;
|
||||
foreach (PluginInventoryItem item in _reader.CaptureOwned())
|
||||
{
|
||||
totalItems++;
|
||||
if (!_reader.IsIdentified(item.ObjectId) && InventoryReader.NeedsIdent(item.ObjectClass, item.Name))
|
||||
{
|
||||
_identify.Enqueue(item.ObjectId);
|
||||
needsId++;
|
||||
}
|
||||
}
|
||||
|
||||
if (needsId > 0)
|
||||
{
|
||||
_waitingForForcedIds = true;
|
||||
_context.Chat.Write($"[INV] Scanning {totalItems} items, requesting ID for {needsId}. Waiting for identification...");
|
||||
}
|
||||
else
|
||||
{
|
||||
_context.Chat.Write($"[INV] All {totalItems} items already identified. Sending...");
|
||||
DumpInventory();
|
||||
_context.Chat.Write("[INV] Inventory upload completed");
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_context.Chat.Write($"[INV] Force upload failed: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
private void OnHostLogoff()
|
||||
{
|
||||
if (!_active || !InventoryLog)
|
||||
return;
|
||||
try
|
||||
{
|
||||
DumpInventory();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_context.Chat.Write($"[INV] {ex}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The original's inventory dump: every owned item, merged with what the
|
||||
/// saved copy knew about it, saved, and sent as <c>full_inventory</c>.
|
||||
/// </summary>
|
||||
internal void DumpInventory(bool requestIdsIfMissing = false)
|
||||
{
|
||||
List<MyWorldObject> previouslySaved = ReadCache() ?? [];
|
||||
|
||||
var currentList = new List<MyWorldObject>();
|
||||
foreach (PluginInventoryItem item in _reader.CaptureOwned())
|
||||
{
|
||||
MyWorldObject current = _reader.Build(item);
|
||||
bool needsId = requestIdsIfMissing
|
||||
&& !current.HasIdData
|
||||
&& InventoryReader.NeedsIdent(item.ObjectClass, item.Name);
|
||||
|
||||
MyWorldObject? previous = previouslySaved.Find(
|
||||
prev => prev.Id == current.Id && prev.ObjectClass == current.ObjectClass);
|
||||
if (previous is not null)
|
||||
{
|
||||
if (needsId && !previous.HasIdData)
|
||||
{
|
||||
_identify.Enqueue(item.ObjectId);
|
||||
currentList.Add(current);
|
||||
}
|
||||
else
|
||||
{
|
||||
currentList.Add(DecalItemBuilder.Combine(previous, current));
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
if (needsId)
|
||||
_identify.Enqueue(item.ObjectId);
|
||||
currentList.Add(current);
|
||||
}
|
||||
|
||||
WriteCache(currentList);
|
||||
|
||||
if (_context.Settings.Current.WebSocketEnabled)
|
||||
{
|
||||
_context.Send(new
|
||||
{
|
||||
type = "full_inventory",
|
||||
timestamp = Wire.Timestamp(_context.Clock),
|
||||
character_name = _context.CharacterName,
|
||||
item_count = currentList.Count,
|
||||
items = currentList,
|
||||
});
|
||||
_context.Chat.Write("Inventory sent to MosswartOverlord");
|
||||
}
|
||||
}
|
||||
|
||||
private List<MyWorldObject>? ReadCache()
|
||||
{
|
||||
IPluginStorage? scope = CacheScope();
|
||||
string? text = scope?.ReadText(CacheKey);
|
||||
if (text is null)
|
||||
return null;
|
||||
try
|
||||
{
|
||||
return JsonConvert.DeserializeObject<List<MyWorldObject>>(text) ?? [];
|
||||
}
|
||||
catch (JsonException)
|
||||
{
|
||||
_context.Chat.Write("Inventory file is corrupt.");
|
||||
return [];
|
||||
}
|
||||
}
|
||||
|
||||
private void WriteCache(List<MyWorldObject> items)
|
||||
{
|
||||
IPluginStorage? scope = CacheScope();
|
||||
if (scope is null)
|
||||
return;
|
||||
try
|
||||
{
|
||||
scope.WriteText(CacheKey, JsonConvert.SerializeObject(items, Formatting.Indented));
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_context.Host.Log.Warn($"The inventory copy could not be saved: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
private IPluginStorage? CacheScope()
|
||||
{
|
||||
IPluginStorage storage = _context.Host.Storage;
|
||||
return storage.IsAvailable
|
||||
? storage.OpenScope(PluginStorageScope.Character(_context.CharacterName))
|
||||
: null;
|
||||
}
|
||||
|
||||
private void OnObjectChanged(PluginObjectChange change)
|
||||
{
|
||||
if (!_active)
|
||||
return;
|
||||
try
|
||||
{
|
||||
if (change.Kind == PluginObjectChangeKind.IdentReceived)
|
||||
_identify.OnIdentReceived(change.ObjectId);
|
||||
|
||||
PluginWorldObject? current = change.Current;
|
||||
if (change.Kind == PluginObjectChangeKind.Released
|
||||
|| current is null
|
||||
|| string.Equals(current.Value.Name, InventoryReader.PrismaticTaper, StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
_taperDirty = true;
|
||||
}
|
||||
|
||||
if (change.Kind == PluginObjectChangeKind.Released)
|
||||
{
|
||||
OnRelease(change.ObjectId);
|
||||
return;
|
||||
}
|
||||
if (current is not { } wo)
|
||||
return;
|
||||
|
||||
if (!_settled)
|
||||
{
|
||||
OnLoginStreamItem(wo);
|
||||
return;
|
||||
}
|
||||
|
||||
if (change.Kind == PluginObjectChangeKind.Created)
|
||||
OnCreate(wo);
|
||||
else
|
||||
OnChange(wo);
|
||||
|
||||
RequestIdForMainPackItem(wo);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_context.Host.Log.Warn($"[LiveInv] Error handling an item change: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>An item of the login stream: tracked without an add, appraised if worth it.</summary>
|
||||
private void OnLoginStreamItem(PluginWorldObject wo)
|
||||
{
|
||||
if (!_reader.IsPlayerInventory(wo.ContainerObjectId, wo.WielderObjectId))
|
||||
return;
|
||||
if (_tracked.Add(wo.ObjectId))
|
||||
_quietSeconds = 0d;
|
||||
if (!IsIdentified(wo) && InventoryReader.NeedsIdent(wo.ObjectClass, wo.Name))
|
||||
_identify.Enqueue(wo.ObjectId);
|
||||
}
|
||||
|
||||
private void OnCreate(PluginWorldObject wo)
|
||||
{
|
||||
if (!_reader.IsPlayerInventory(wo.ContainerObjectId, wo.WielderObjectId))
|
||||
return;
|
||||
if (_tracked.Contains(wo.ObjectId))
|
||||
return;
|
||||
AddTracked(wo);
|
||||
}
|
||||
|
||||
private void OnChange(PluginWorldObject wo)
|
||||
{
|
||||
if (!_reader.IsPlayerInventory(wo.ContainerObjectId, wo.WielderObjectId))
|
||||
{
|
||||
// The item left the inventory.
|
||||
if (_tracked.Remove(wo.ObjectId))
|
||||
SendRemove(wo.ObjectId);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_tracked.Contains(wo.ObjectId))
|
||||
AddTracked(wo);
|
||||
else
|
||||
_dirty.Add(wo.ObjectId);
|
||||
}
|
||||
|
||||
private void OnRelease(uint objectId)
|
||||
{
|
||||
if (!_settled)
|
||||
{
|
||||
_tracked.Remove(objectId);
|
||||
return;
|
||||
}
|
||||
if (_tracked.Remove(objectId))
|
||||
SendRemove(objectId);
|
||||
}
|
||||
|
||||
private void AddTracked(PluginWorldObject wo)
|
||||
{
|
||||
_tracked.Add(wo.ObjectId);
|
||||
if (InventoryReader.TryFind(_reader.CaptureOwned(), wo.ObjectId, out PluginInventoryItem item))
|
||||
SendDelta("add", _reader.Build(item));
|
||||
|
||||
if (!IsIdentified(wo) && InventoryReader.NeedsIdent(wo.ObjectClass, wo.Name))
|
||||
_identify.Enqueue(wo.ObjectId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The inventory logger's own request: an unappraised item that lands in
|
||||
/// the main pack (or is wielded) is appraised once.
|
||||
/// </summary>
|
||||
private void RequestIdForMainPackItem(PluginWorldObject wo)
|
||||
{
|
||||
if (!InventoryLog || _waitingForLoginIds || _waitingForForcedIds)
|
||||
return;
|
||||
uint container = wo.ContainerObjectId != 0u ? wo.ContainerObjectId : wo.WielderObjectId;
|
||||
if (!IsIdentified(wo)
|
||||
&& InventoryReader.NeedsIdent(wo.ObjectClass, wo.Name)
|
||||
&& container == _reader.CharacterId
|
||||
&& _requested.Add(wo.ObjectId))
|
||||
{
|
||||
_identify.Enqueue(wo.ObjectId);
|
||||
}
|
||||
}
|
||||
|
||||
private static bool IsIdentified(PluginWorldObject wo) => wo.HasAppraisalData && wo.LastIdTime != 0;
|
||||
|
||||
private void ArmFlushTimer()
|
||||
{
|
||||
_flushTimer?.Dispose();
|
||||
_flushTimer = _context.Scheduler.Delay(TimeSpan.FromMilliseconds(NextFlushIntervalMs()), FlushDirtyItems);
|
||||
}
|
||||
|
||||
/// <summary>Two minutes plus up to three more, re-rolled for every flush.</summary>
|
||||
internal int NextFlushIntervalMs() => FlushBaseMs + _rng.Next(0, FlushJitterMs + 1);
|
||||
|
||||
/// <summary>Sends the current state of every item that changed since the last flush.</summary>
|
||||
internal void FlushDirtyItems()
|
||||
{
|
||||
if (!_active)
|
||||
return;
|
||||
ArmFlushTimer();
|
||||
if (_dirty.Count == 0)
|
||||
return;
|
||||
|
||||
var ids = new List<uint>(_dirty);
|
||||
_dirty.Clear();
|
||||
IReadOnlyList<PluginInventoryItem> owned = _reader.CaptureOwned();
|
||||
foreach (uint id in ids)
|
||||
{
|
||||
try
|
||||
{
|
||||
// An item that left since it was marked has had its remove.
|
||||
if (!_tracked.Contains(id))
|
||||
continue;
|
||||
if (!InventoryReader.TryFind(owned, id, out PluginInventoryItem item)
|
||||
|| !_reader.IsPlayerInventory(item.ContainerObjectId, item.WielderObjectId))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
SendDelta("update", _reader.Build(item));
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_context.Host.Log.Warn($"[LiveInv] Error flushing item {id}: {ex.Message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void SendDelta(string action, MyWorldObject item) =>
|
||||
_context.Send(new
|
||||
{
|
||||
type = "inventory_delta",
|
||||
timestamp = Wire.Timestamp(_context.Clock),
|
||||
character_name = _context.CharacterName,
|
||||
action = action,
|
||||
item = item,
|
||||
});
|
||||
|
||||
private void SendRemove(uint objectId) =>
|
||||
_context.Send(new
|
||||
{
|
||||
type = "inventory_delta",
|
||||
timestamp = Wire.Timestamp(_context.Clock),
|
||||
character_name = _context.CharacterName,
|
||||
action = "remove",
|
||||
item_id = unchecked((int)objectId),
|
||||
});
|
||||
}
|
||||
136
src/OpenAC.MosswartMassacre/Inventory/InventoryReader.cs
Normal file
136
src/OpenAC.MosswartMassacre/Inventory/InventoryReader.cs
Normal file
|
|
@ -0,0 +1,136 @@
|
|||
using AcDream.Plugin.Abstractions;
|
||||
|
||||
namespace OpenAC.MosswartMassacre.Inventory;
|
||||
|
||||
/// <summary>
|
||||
/// Reads the player's items from the host and turns them into item records.
|
||||
/// Tick thread only, like every host read.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The original's appraisal time was the wall clock in Unix seconds when the
|
||||
/// appraisal arrived. The host keeps its own session clock instead, so the
|
||||
/// reader stamps the wall clock the first time it sees each new appraisal of
|
||||
/// an item and reports that stamp from then on.
|
||||
/// </remarks>
|
||||
internal sealed class InventoryReader
|
||||
{
|
||||
public const string PrismaticTaper = "Prismatic Taper";
|
||||
|
||||
private readonly MmContext _context;
|
||||
private readonly IItemHeaderSource _headers;
|
||||
private readonly Dictionary<uint, (int HostTime, int UnixSeconds)> _idStamps = [];
|
||||
|
||||
public InventoryReader(MmContext context, IItemHeaderSource headers)
|
||||
{
|
||||
_context = context;
|
||||
_headers = headers;
|
||||
}
|
||||
|
||||
public uint CharacterId => _context.Automation.Character.ObjectId;
|
||||
|
||||
/// <summary>Forgets the appraisal stamps, for a new login.</summary>
|
||||
public void Reset() => _idStamps.Clear();
|
||||
|
||||
public IReadOnlyList<PluginInventoryItem> CaptureOwned() =>
|
||||
_context.Automation.Items.CaptureOwnedItems();
|
||||
|
||||
public static bool TryFind(IReadOnlyList<PluginInventoryItem> items, uint objectId, out PluginInventoryItem item)
|
||||
{
|
||||
foreach (PluginInventoryItem candidate in items)
|
||||
{
|
||||
if (candidate.ObjectId != objectId)
|
||||
continue;
|
||||
item = candidate;
|
||||
return true;
|
||||
}
|
||||
item = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// True once the item has been appraised this session. Any property data
|
||||
/// makes the host report appraisal data, so the appraisal time is what
|
||||
/// tells a real appraisal from a lone property update.
|
||||
/// </summary>
|
||||
public bool IsIdentified(uint objectId) =>
|
||||
_context.Automation.Objects.TryGet(objectId, out PluginWorldObject world)
|
||||
&& world.HasAppraisalData
|
||||
&& world.LastIdTime != 0;
|
||||
|
||||
/// <summary>The item record for one owned item, as it stands now.</summary>
|
||||
public MyWorldObject Build(in PluginInventoryItem item)
|
||||
{
|
||||
bool identified = false;
|
||||
int lastIdTime = 0;
|
||||
if (_context.Automation.Objects.TryGet(item.ObjectId, out PluginWorldObject world)
|
||||
&& world.HasAppraisalData
|
||||
&& world.LastIdTime != 0)
|
||||
{
|
||||
identified = true;
|
||||
lastIdTime = Stamp(item.ObjectId, world.LastIdTime);
|
||||
}
|
||||
|
||||
PluginItemProperties? properties =
|
||||
_context.Automation.Items.TryCaptureProperties(item.ObjectId, out PluginItemProperties captured)
|
||||
? captured
|
||||
: null;
|
||||
|
||||
return DecalItemBuilder.Create(new ItemSource(
|
||||
item, properties, identified, lastIdTime, _headers.Read(item)));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The original's test for an item worth appraising: armor, clothing,
|
||||
/// weapons, casters, jewelry, Aetheria and summoning essences.
|
||||
/// </summary>
|
||||
public static bool NeedsIdent(PluginObjectClass objectClass, string? name) =>
|
||||
objectClass == PluginObjectClass.Armor
|
||||
|| objectClass == PluginObjectClass.Clothing
|
||||
|| objectClass == PluginObjectClass.MeleeWeapon
|
||||
|| objectClass == PluginObjectClass.MissileWeapon
|
||||
|| objectClass == PluginObjectClass.WandStaffOrb
|
||||
|| objectClass == PluginObjectClass.Jewelry
|
||||
|| (objectClass == PluginObjectClass.Gem && !string.IsNullOrEmpty(name) && name.Contains("Aetheria", StringComparison.Ordinal))
|
||||
|| (objectClass == PluginObjectClass.Misc && !string.IsNullOrEmpty(name) && name.Contains("Essence", StringComparison.Ordinal));
|
||||
|
||||
/// <summary>
|
||||
/// The original's inventory test: the item sits in (or is wielded by) the
|
||||
/// character, or sits in a pack the character holds.
|
||||
/// </summary>
|
||||
public bool IsPlayerInventory(uint containerObjectId, uint wielderObjectId)
|
||||
{
|
||||
uint characterId = CharacterId;
|
||||
uint container = containerObjectId != 0u ? containerObjectId : wielderObjectId;
|
||||
if (characterId == 0u || container == 0u)
|
||||
return false;
|
||||
if (container == characterId)
|
||||
return true;
|
||||
return _context.Automation.Objects.TryGet(container, out PluginWorldObject pack)
|
||||
&& pack.ObjectClass == PluginObjectClass.Container
|
||||
&& pack.ContainerObjectId == characterId;
|
||||
}
|
||||
|
||||
/// <summary>The number of Prismatic Tapers in the packs.</summary>
|
||||
public int CountPrismaticTapers()
|
||||
{
|
||||
int count = 0;
|
||||
foreach (PluginInventoryItem item in CaptureOwned())
|
||||
{
|
||||
if (string.Equals(item.Name, PrismaticTaper, StringComparison.OrdinalIgnoreCase)
|
||||
&& IsPlayerInventory(item.ContainerObjectId, 0u))
|
||||
{
|
||||
count += item.StackSize;
|
||||
}
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
private int Stamp(uint objectId, int hostTime)
|
||||
{
|
||||
if (_idStamps.TryGetValue(objectId, out var stamp) && stamp.HostTime == hostTime)
|
||||
return stamp.UnixSeconds;
|
||||
int unix = unchecked((int)new DateTimeOffset(_context.Clock.UtcNow).ToUnixTimeSeconds());
|
||||
_idStamps[objectId] = (hostTime, unix);
|
||||
return unix;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue