Files
Daybreak/Daybreak.API/Services/CharacterSelectService.cs
T
amacocian 794afa6c2c Blazor UI Migration (#1085)
* Migrate to Fluent UI

* Setup window events for Blazor WebView

* Setup basic FluentUI styling

* FluentUI links

* Setup views and viewmodel infra

* Remove old navigation logic

* Prepare an example of iframe embed

* Style window + navigation menu

* Setup page based navigation

* Add some UI error handling

* Introduce UI resiliency to exceptions

* Setup settings menu dropdown

* Basic setup for options views

* Setup reusable OptionBase

* Setup options views

* Basic styling

* Setup scoped css files.
Split App into components

* Hook option updates to OptionProvider

* Fix option dropdowns

* Setup multiple themes

* Make fonts scalable

* Move ViewModels under Views

* Launch view + styling

* Setup FocusView base

* Finish BuildListView implementation

* Base for build views

* Setup build routing

* Implement single build editor

* Implement skill description on hover

* Scrape skill information from the wiki and cache it locally

* Scrape and fix Guild Wars wiki info

* Improve mouse hover performance by querying position only when needed

* Skill snippet snaps to edges

* Setup accounts and executables view

* Launch configurations view

* Fix build skill icons
Attach skill types to skills
Scrape upkeep from wiki

* Fix skilltype overflow

* Adjust navigation menu

* Setup privilege elevation flow

* Setup MSAL

* Options synchronization view

* Telemetry view

* Version management and update view

* Setup plugins view

* Setup notifications panel

* Base for logs view

* Finish LogView

* Setup metrics view

* Setup UI logging interop

* GuildWarsPartySearch view implementation

* Setup gitlab mirror job

* Eventviewer base

* Remove gitlab mirror

* Remove mirror pipeline

* Fix metricsview crashes

* Extract progress component

* Setup trade chat views

* Setup Download view

* Extract progress styling

* Setup guild wars copy view

* Setup trade alerts

* Fix team template view skill selection

* Setup basic onboarding view

* Overhaul asynchronous progress operations and remove redundant versioning code

* Setup modsview base

* Setup modsview with mod states

* Setup mod installation process

* Cleanup more ui migration
Remove price history #1076

* Screen selector manage view

* Upgrade to .net 10
Closes #1078

* gMod management view

* Trader message notification

* ReShade management

* Update for toolbox

* Setup focusview fetching

* Setup CharacterComponent

* Setup vanquishing component

* Setup TitleInformationComponent

* Closes #1082
Fix API project for Guild Wars Reforged

* Small fixes + attempts to get new exe version

* FileId fixes

* Current Map and Player Resources widgets

* Quest log widget

* BuildComponent implementation

* Closes #1075
Embed wwwroot into the executable

* Cleanup

* Fixes to slnx

* Fix test project
2025-12-08 22:39:48 +01:00

326 lines
13 KiB
C#

using Daybreak.API.Interop.GuildWars;
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 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;
}
//TODO: Re-enable login screen check once we have a reliable way to detect it
//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;
}
}