Files
Daybreak/Daybreak.API/Services/CharacterSelectService.cs
T

314 lines
12 KiB
C#

using Daybreak.API.Services.Interop;
using Daybreak.Shared.Models.Api;
using System.Core.Extensions;
using System.Extensions.Core;
using System.Runtime.InteropServices;
using ZLinq;
namespace Daybreak.API.Services;
public sealed class CharacterSelectService(
InstanceContextService instanceContextService,
PlatformContextService platformContextService,
UIContextService uiContextService,
GameThreadService gameThreadService,
GameContextService gameContextService,
ILogger<CharacterSelectService> logger)
{
[StructLayout(LayoutKind.Sequential, Pack = 1)]
private readonly struct LogOutMessage(uint unknown, uint characterSelect)
{
public readonly uint Unknown = unknown;
public readonly uint CharacterSelect = characterSelect;
}
private readonly InstanceContextService instanceContextService = instanceContextService.ThrowIfNull();
private readonly PlatformContextService platformContextService = platformContextService.ThrowIfNull();
private readonly UIContextService uiContextService = uiContextService.ThrowIfNull();
private readonly GameThreadService gameThreadService = gameThreadService.ThrowIfNull();
private readonly GameContextService gameContextService = gameContextService.ThrowIfNull();
private readonly ILogger<CharacterSelectService> logger = logger.ThrowIfNull();
public Task<CharacterSelectInformation?> GetCharacterSelectInformation(CancellationToken cancellationToken)
{
var scopedLogger = this.logger.CreateScopedLogger();
return this.gameThreadService.QueueOnGameThread(() =>
{
unsafe
{
var gameContext = this.gameContextService.GetGameContext();
if (gameContext.IsNull ||
gameContext.Pointer->WorldContext is null)
{
scopedLogger.LogError("Game context is not initialized");
return default;
}
var availableCharsContext = this.gameContextService.GetAvailableChars();
if (availableCharsContext.IsNull)
{
scopedLogger.LogError("Available characters context is not initialized");
return default;
}
var currentUuid = gameContext.Pointer->CharContext->PlayerUuid.ToString();
var availableChars = new List<CharacterSelectEntry>((int)availableCharsContext.Pointer->Size);
foreach(var charContext in *availableCharsContext.Pointer)
{
var nameSpan = charContext.Name.AsSpan();
var name = new string(nameSpan[..nameSpan.IndexOf('\0')]);
availableChars.Add(new CharacterSelectEntry(
charContext.Uuid.ToString(),
name,
charContext.Primary,
charContext.Secondary,
charContext.Campaign,
charContext.MapId,
charContext.Level,
charContext.IsPvp));
}
var currentCharacter = availableChars.FirstOrDefault(c => c.Uuid == currentUuid);
return new CharacterSelectInformation(currentCharacter, availableChars);
}
}, cancellationToken);
}
public async Task<bool> ChangeCharacterByName(string characterName, CancellationToken cancellationToken)
{
var scopedLogger = this.logger.CreateScopedLogger();
if (await this.ValidateState(cancellationToken) is false)
{
scopedLogger.LogError("Cannot change character while in loading state");
return false;
}
await this.TriggerLogOut(cancellationToken);
var indexResult = await this.WaitForLoginScreenAndGetCurrentAndDesiredIndex(characterName, cancellationToken);
if (indexResult is null)
{
scopedLogger.LogError("Failed to find index by name {name}", characterName);
return false;
}
var currentIndex = indexResult.Value.CurrentIndex;
var desiredIndex = indexResult.Value.DesiredIndex;
scopedLogger.LogInformation("Changing character to {name} with index {index}", characterName, desiredIndex);
var navigateResult = await this.NavigateToCharAndPlay(currentIndex, desiredIndex, cancellationToken);
if (!navigateResult)
{
scopedLogger.LogError("Failed to navigate to character {name} with index {index}", characterName, desiredIndex);
return false;
}
return true;
}
public async Task<bool> ChangeCharacterByUuid(string uuid, CancellationToken cancellationToken)
{
var scopedLogger = this.logger.CreateScopedLogger();
if (await this.ValidateState(cancellationToken) is false)
{
scopedLogger.LogError("Cannot change character while in loading state");
return false;
}
var desiredCharName = await this.GetCharNameByUuid(uuid, cancellationToken);
if (desiredCharName is null)
{
scopedLogger.LogError("Failed to find character with UUID: {uuid}", uuid);
return false;
}
await this.TriggerLogOut(cancellationToken);
var indexResult = await this.WaitForLoginScreenAndGetCurrentAndDesiredIndex(desiredCharName, cancellationToken);
if (indexResult is null)
{
scopedLogger.LogError("Resolved character by uuid {uuid} but failed to find index by name {name}", uuid, desiredCharName);
return false;
}
var currentIndex = indexResult.Value.CurrentIndex;
var desiredIndex = indexResult.Value.DesiredIndex;
scopedLogger.LogInformation("Changing character to {name} with index {index} and uuid {uuid}", desiredCharName, desiredIndex, uuid);
var navigateResult = await this.NavigateToCharAndPlay(currentIndex, desiredIndex, cancellationToken);
if (!navigateResult)
{
scopedLogger.LogError("Failed to navigate to character {name} with index {index} and uuid {uuid}", desiredCharName, desiredIndex, uuid);
return false;
}
return true;
}
private async Task<bool> ValidateState(CancellationToken cancellationToken)
{
return await this.gameThreadService.QueueOnGameThread(() =>
{
return this.instanceContextService.GetInstanceType() is not API.Interop.GuildWars.InstanceType.Loading;
}, cancellationToken);
}
private async Task<bool> NavigateToCharAndPlay(uint currentIndex, uint desiredIndex, CancellationToken cancellationToken)
{
var scopedLogger = this.logger.CreateScopedLogger();
while (!cancellationToken.IsCancellationRequested)
{
await Task.Delay(100, cancellationToken);
var result = await this.gameThreadService.QueueOnGameThread(() =>
{
unsafe
{
var preGameContext = this.gameContextService.GetPreGameContext();
if (preGameContext.IsNull)
{
scopedLogger.LogError("Pre-game context is not initialized");
return false;
}
var hwnd = this.platformContextService.GetWindowHandle();
if (hwnd is null or 0)
{
scopedLogger.LogError("Failed to get window handle");
return false;
}
if (preGameContext.Pointer->Index1 == currentIndex)
{
return false; //Not moved yet
}
if (preGameContext.Pointer->Index1 == desiredIndex)
{
// We're on the desired character. Trigger play
NativeMethods.SendMessageW((nint)hwnd.Value, NativeMethods.WM_KEYDOWN, 0x50, 0x00190001);
NativeMethods.SendMessageW((nint)hwnd.Value, NativeMethods.WM_CHAR, 0x70, 0x00190001);
NativeMethods.SendMessageW((nint)hwnd.Value, NativeMethods.WM_KEYUP, 0x50, 0x00190001);
return true;
}
currentIndex = preGameContext.Pointer->Index1;
NativeMethods.SendMessageW((nint)hwnd.Value, NativeMethods.WM_KEYDOWN, NativeMethods.VK_RIGHT, 0x014D0001);
NativeMethods.SendMessageW((nint)hwnd.Value, NativeMethods.WM_KEYUP, NativeMethods.VK_RIGHT, 0x014D0001);
return false;
}
}, cancellationToken);
if (result)
{
return true;
}
}
return false;
}
private async Task<string?> GetCharNameByUuid(string uuid, CancellationToken cancellationToken)
{
var scopedLogger = this.logger.CreateScopedLogger();
return await this.gameThreadService.QueueOnGameThread(() =>
{
unsafe
{
var gameContext = this.gameContextService.GetGameContext();
if (gameContext.IsNull)
{
scopedLogger.LogError("Game context is not initialized");
return default;
}
var availableCharsContext = this.gameContextService.GetAvailableChars();
if (availableCharsContext.IsNull)
{
scopedLogger.LogError("Available characters context is not initialized");
return default;
}
foreach (var charContext in *availableCharsContext.Pointer)
{
if (charContext.Uuid.ToString() != uuid)
{
continue;
}
var nameSpan = charContext.Name.AsSpan();
var name = new string(nameSpan[..nameSpan.IndexOf('\0')]);
return name;
}
return default;
}
}, cancellationToken);
}
private async Task TriggerLogOut(CancellationToken cancellationToken)
{
await this.gameThreadService.QueueOnGameThread(() =>
{
var logoutMessage = new LogOutMessage(0, 0);
unsafe
{
this.uiContextService.SendMessage(Models.UIMessage.Logout, (uint)&logoutMessage, 0);
}
}, cancellationToken);
}
private async Task<(uint DesiredIndex, uint CurrentIndex)?> WaitForLoginScreenAndGetCurrentAndDesiredIndex(string desiredCharName, CancellationToken cancellationToken)
{
uint? desiredIndex = default;
uint? currentIndex = default;
while (!cancellationToken.IsCancellationRequested)
{
await Task.Delay(100, cancellationToken);
var ready = await this.gameThreadService.QueueOnGameThread(() =>
{
unsafe
{
var preGameContext = this.gameContextService.GetPreGameContext();
if (preGameContext.IsNull)
{
return false;
}
var uiState = 10U;
this.uiContextService.SendMessage(Models.UIMessage.CheckUIState, 0, (uint)&uiState);
var loginScreen = uiState == 2;
if (!loginScreen)
{
return false;
}
for (var i = 0U; i < preGameContext.Pointer->LoginCharacters.Size; i++)
{
var loginCharacter = preGameContext.Pointer->LoginCharacters.Buffer[i];
var charNameSpan = loginCharacter.CharacterName.AsSpan();
var charName = new string(charNameSpan[..charNameSpan.IndexOf('\0')]);
if (charName == desiredCharName)
{
desiredIndex = i;
currentIndex = 0xffffffdd;
return true;
}
}
return false;
}
}, cancellationToken);
if (ready)
{
break;
}
}
if (desiredIndex is not null && currentIndex is not null)
{
return (desiredIndex.Value, currentIndex.Value);
}
return default;
}
}