Updated .editorconfig to set indent_style=space and indent_size=4 for C# files. Reformat all .cs files to apply the new indentation settings. No code logic changes, just whitespace reformatting. also updated some comments in files in shorter and Precise way. No logic changes, just comment rewording for clarity and conciseness.
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+12
-29
@@ -79,7 +79,7 @@ public static class EmoteCache
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Done,
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}
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// All of this data is uninitalized while State is not `LoadingState.Done`
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// All fields below are uninitialised while State != Done.
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public static LoadingState State = LoadingState.Unloaded;
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private static readonly Dictionary<string, Emote> Cache = new();
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@@ -87,15 +87,11 @@ public static class EmoteCache
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public static string[] SortedCodeArray = [];
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// Plugin-scoped cancellation source for in-flight emote loads. Dispose
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// cancels every running download/texture-create so the workers don't
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// touch a torn-down TextureProvider on plugin reload. Replaced with a
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// fresh source on the next LoadData() call so a re-enable still works.
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// Cancelled on Dispose to stop in-flight downloads; replaced on re-enable.
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private static CancellationTokenSource Cts = new();
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internal static CancellationToken Token => Cts.Token;
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// Drain target for in-flight loads on Dispose; without this an orphan
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// continuation could still write to a torn-down Texture/Frames field.
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// Tracks in-flight loads so Dispose can drain them before teardown.
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private static readonly ConcurrentBag<Task> PendingLoads = new();
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internal static void TrackLoad(Task loadTask, string emoteCode)
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@@ -117,8 +113,7 @@ public static class EmoteCache
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if (State is not LoadingState.Unloaded)
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return;
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// Refresh the CTS in case Dispose was called and we're being re-enabled
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// in the same process (Dalamud /xlplugins toggle).
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// Reset CTS if Dispose was called and the plugin is being re-enabled.
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if (Cts.IsCancellationRequested)
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Cts = new CancellationTokenSource();
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@@ -140,11 +135,8 @@ public static class EmoteCache
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var topList = await top.Content.ReadAsStringAsync(ct);
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var jsonList = JsonSerializer.Deserialize<List<Top100>>(topList)!;
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// BetterTTV occasionally returns entries with a null Code; the
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// upstream code passed those straight into Dictionary.TryAdd
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// and tripped ArgumentNullException, killing the whole emote
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// load. Skip them defensively so a single bad row no longer
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// breaks the cache for everyone else.
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// BetterTTV occasionally returns entries with a null Code;
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// skip them so a single bad row doesn't break the whole cache.
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foreach (var emote in jsonList)
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if (
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!string.IsNullOrEmpty(emote.Emote.Code)
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@@ -160,16 +152,11 @@ public static class EmoteCache
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}
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catch (OperationCanceledException)
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{
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// Plugin disposed while the cache was loading; leave State on
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// Loading so a subsequent re-enable can re-issue LoadData with
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// a fresh CTS (handled above).
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// Plugin disposed mid-load; State stays on Loading so re-enable can retry.
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}
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catch (Exception ex)
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{
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// Reset to Unloaded so a later trigger (e.g. the user reopening
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// the Emotes tab after the network recovers) can retry. Without
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// this the State stays on Loading and the early-out at the top
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// of LoadData blocks every further attempt until plugin reload.
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// Reset to Unloaded so a later trigger can retry without a plugin reload.
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State = LoadingState.Unloaded;
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Plugin.Log.Error(ex, "BetterTTV cache wasn't initialized");
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}
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@@ -248,11 +235,8 @@ public static class EmoteCache
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internal async Task<byte[]> LoadAsync(Emote emote, CancellationToken ct)
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{
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// BetterTTV-supplied Id and ImageType are interpolated straight
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// into the filename. HTTPS protects the wire, but a compromised
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// upstream could still hand us "../foo" and write into the
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// pluginConfigs root (or worse). Resolve the candidate path and
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// refuse anything that escapes the cache directory.
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// Path-traversal guard: resolve and verify the candidate path stays
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// inside the cache directory before reading or writing.
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var dir = Path.GetFullPath(
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Path.Join(Plugin.Interface.ConfigDirectory.FullName, "EmoteCacheV1")
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);
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@@ -397,7 +381,7 @@ public static class EmoteCache
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var delay = frame.Metadata.GetGifMetadata().FrameDelay / 100f;
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// Follows the same pattern as browsers, anything under 0.02s delay will be rounded up to 0.1s
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// Match browser behaviour: anything under 20ms rounds up to 100ms.
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if (delay < 0.02f)
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delay = 0.1f;
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@@ -416,8 +400,7 @@ public static class EmoteCache
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}
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catch (OperationCanceledException)
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{
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// Plugin disposed mid-load; partial frames are released by
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// InnerDispose on the next dispose pass.
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// Plugin disposed mid-load; release any partial frames.
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foreach (var f in Frames)
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f.Texture.Dispose();
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Frames = [];
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