Files
Daybreak/Daybreak.API/Services/CharacterSelectService.cs
T
amacocian 9dd39c0d93 Rework character select (#1201)
* Rework character select

* Change index by frames

* Fixes

---------

Co-authored-by: Alexandru Macocian <amacocian@microsoft.com>
2026-01-02 20:15:00 +02:00

335 lines
13 KiB
C#

using Daybreak.API.Interop.GuildWars;
using Daybreak.API.Models;
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));
}
// TODO: Reforged sometimes returns Zero UUID even when in-game, need to investigate why
if (currentUuid != Uuid.Zero.ToString())
{
var currentCharacter = availableChars.FirstOrDefault(c => c.Uuid == currentUuid);
return new CharacterSelectInformation(currentCharacter, availableChars);
}
else
{
var currentCharacter = availableChars.FirstOrDefault();
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 selectResult = await this.WaitForCharSelectAndSelectCharacter(characterName, cancellationToken);
if (!selectResult)
{
scopedLogger.LogError("Failed to select character {name}", characterName);
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 selectResult = await this.WaitForCharSelectAndSelectCharacter(desiredCharName, cancellationToken);
if (!selectResult)
{
scopedLogger.LogError("Failed to select character {name} with uuid {uuid}", desiredCharName, uuid);
return false;
}
return true;
}
private async Task<bool> SelectCharacterToPlay(string characterName, bool play, CancellationToken cancellationToken)
{
var scopedLogger = this.logger.CreateScopedLogger();
return await this.gameThreadService.QueueOnGameThread(() =>
{
unsafe
{
var selectorFrame = this.GetCharSelectorFrame();
if (selectorFrame is null)
{
scopedLogger.LogError("Character selector frame not found");
return false;
}
var ctx = this.uiContextService.GetFrameContext<CharSelectorContext>(selectorFrame);
if (ctx.IsNull)
{
scopedLogger.LogError("Character selector context not found");
return false;
}
var panesFrame = this.uiContextService.GetChildFrame(selectorFrame, 0);
if (panesFrame.IsNull)
{
scopedLogger.LogError("Character panes frame not found");
return false;
}
// Get current selected index
var selectedIdx = 0;
this.uiContextService.SendFrameUIMessage(panesFrame, UIMessage.FrameMessage_QuerySelectedIndex, null, &selectedIdx);
var chosen = false;
for (uint i = 0; !chosen && i < ctx.Pointer->Chars.Size; i++)
{
var c = ctx.Pointer->Chars.Buffer[i];
var charNameSpan = c.Pointer->Name.AsSpan();
var nullIdx = charNameSpan.IndexOf('\0');
if (nullIdx <= 0)
{
continue;
}
var charName = new string(charNameSpan[..nullIdx]);
if (!charName.StartsWith(characterName, StringComparison.OrdinalIgnoreCase))
{
continue;
}
while (selectedIdx != i)
{
var keyAction = new UIPackets.KeyAction(0x1c);
this.uiContextService.SendFrameUIMessage(panesFrame, UIMessage.KeyDown, &keyAction);
var newIdx = selectedIdx;
this.uiContextService.SendFrameUIMessage(panesFrame, UIMessage.FrameMessage_QuerySelectedIndex, null, &newIdx);
if (newIdx == selectedIdx)
{
break; // This shouldn't happen - the character should have changed
}
selectedIdx = newIdx;
}
chosen = selectedIdx == i;
break;
}
if (!chosen)
{
scopedLogger.LogError("Failed to select character {name}", characterName);
return false;
}
// TODO: This needs to be reworked to use UI messages to click on Play
var hwnd = this.platformContextService.GetWindowHandle();
if (!hwnd.HasValue)
{
scopedLogger.LogError("Failed to get game window handle");
return false;
}
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;
}
}, cancellationToken);
}
private async Task<bool> WaitForCharSelectAndSelectCharacter(string characterName, CancellationToken cancellationToken)
{
var scopedLogger = this.logger.CreateScopedLogger();
// Wait for character select to be ready
while (!cancellationToken.IsCancellationRequested)
{
try
{
if (await this.gameThreadService.QueueOnGameThread(this.IsCharSelectReady, cancellationToken))
{
break;
}
await Task.Delay(100, cancellationToken);
}
catch(Exception e)
{
scopedLogger.LogError(e, "Error while waiting for character select to be ready");
throw;
}
}
if (cancellationToken.IsCancellationRequested)
{
return false;
}
scopedLogger.LogInformation("Character select ready, selecting {name}", characterName);
return await this.SelectCharacterToPlay(characterName, play: true, cancellationToken);
}
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, 1); // Changed to 1 for character select
unsafe
{
this.uiContextService.SendMessage(Models.UIMessage.Logout, (uint)&logoutMessage, 0);
}
}, cancellationToken);
}
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 unsafe bool IsCharSelectReady()
{
return this.GetCharSelectorFrame() is not null;
}
private unsafe Frame* GetCharSelectorFrame()
{
var selectorFrame = this.uiContextService.GetFrameByLabel("Selector");
if (selectorFrame.IsNull)
{
return null;
}
return selectorFrame.Pointer;
}
}