Files
HellionChat/HellionChat/AutoTellTabsService.cs
T
JonKazama-Hellion 16557213cd chore: comments, second pass -- the task codes the first pass missed
The first sweep matched a character class that swallowed the digit, so a bare
B1 slipped through while B1-2 was caught. Searching the whole A-Z space instead
of guessing prefixes turned up 130-odd more: B0 through B6, C2, C3, D1, H2, M6,
P7, P8, T2, W2, plus GP-04, KB-01, OD-1, PM-1, PM-3, SEC-01, TR-4, TR-7, UI-11,
UI-12, XC-8 and API-3.

Kept deliberately: 41 B4 01 is a byte signature, "N0" a format string,
#L119-L128 a source anchor, LS4/LS6 are linkshells, and A=FF B=0C G=41 R=C2
explains a colour-channel order. Those look like codes and are not.

Also translated the eight German comments left in the theme files and
ImGuiUtil. Seven of them described what a palette does to which channel, which
is worth reading -- just not in a second language in an otherwise English
codebase.
2026-08-19 22:03:12 +02:00

649 lines
24 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using Dalamud.Game.Text;
using Dalamud.Game.Text.SeStringHandling;
using Dalamud.Interface.ImGuiNotification;
using HellionChat.Code;
using HellionChat.GameFunctions.Types;
using HellionChat.Resources;
using HellionChat.Util;
using Microsoft.Extensions.Logging;
namespace HellionChat;
// Auto-Tell-Tabs: spawns session-only tabs per /tell partner.
// Subscribes to MessageManager.MessageProcessed and ClientState.Logout.
internal sealed class AutoTellTabsService : IDisposable
{
private readonly Plugin _plugin;
private readonly MessageManager _messageManager;
private readonly MessageStore _store;
private readonly ILogger<AutoTellTabsService> _logger;
// Tabs-list structure lock now lives on Plugin (neutral owner) so the
// MessageManager refilter can share it. See Plugin.TabsListLock.
private object TabsListLock => _plugin.TabsListLock;
// Bumped whenever something wipes unpinned temp tabs wholesale (logout).
// HandleTell reads it before releasing the lock and re-checks after, so a
// tab built in between is discarded instead of outliving the wipe.
private int _tabGeneration;
// Hard cap on pinned TempTabs so the sidebar doesn't inflate over years
// of usage. Separate pool from AutoTellTabsLimit (15) — pinned tabs live
// in their own bucket. A configurable cap is a vault-backlog anchor for
// a later cycle if tester feedback demands it.
internal const int MaxPinnedTempTabs = 5;
private bool _initialized;
// Set when Initialize ran before a character was available; cleared once the
// history has actually been loaded.
private bool _rehydratePending;
internal AutoTellTabsService(
Plugin plugin,
MessageManager messageManager,
MessageStore store,
ILogger<AutoTellTabsService> logger
)
{
_plugin = plugin;
_messageManager = messageManager;
_store = store;
_logger = logger;
}
// Derived from the tab list on read. Pin/Unpin/Promote/Logout simply
// mutate IsPinned or remove tabs — the count adapts automatically.
// Replaces an Interlocked counter: the pin-state transitions are cold-path
// and don't need lock-free reads.
internal int ActiveTempTabCount =>
Plugin.Config.Tabs.Count(TabLifecycleHelpers.IsInUnpinnedPool);
internal int PinnedTempTabCount => Plugin.Config.Tabs.Count(TabLifecycleHelpers.IsInPinnedPool);
internal void Initialize()
{
if (_initialized)
{
return;
}
// Pinned tabs come out of the JSON with TellTarget set but
// CurrentChannel reset (NonSerialized). Without re-seeding, the chat
// input has no tell-target on the active pinned tab, and the
// game-side channel hook only repaints CurrentChannel once the user
// triggers a /tell or channel switch.
RehydratePinnedTabs();
_messageManager.MessageProcessed += HandleTell;
Plugin.ClientState.Login += OnLogin;
Plugin.ClientState.Logout += OnLogout;
_initialized = true;
}
// Deferred when the plugin starts before a character is logged in, which is
// the normal case: the game loads plugins at boot. CurrentContentId is 0
// until then, so the history query would look up tells for character zero,
// find none, and leave every pinned tab blank for the whole session.
//
// Only visible to someone who actually pins a tell tab AND starts the game
// with the plugin already installed. Reloading the plugin in a running
// session -- what a developer does all day -- hides it completely.
private void RehydratePinnedTabs()
{
if (_messageManager.CurrentContentId == 0)
{
_logger.LogDebug("[Pin] Rehydrate deferred: no character yet, waiting for login");
_rehydratePending = true;
return;
}
_rehydratePending = false;
var pinned = Plugin.Config.Tabs.Count(TabLifecycleHelpers.IsInPinnedPool);
_logger.LogDebug($"[Pin] Rehydrate scan: {pinned} pinned tab(s) found");
foreach (var tab in Plugin.Config.Tabs)
{
if (!TabLifecycleHelpers.IsInPinnedPool(tab))
continue;
if (tab.TellTarget is null || !tab.TellTarget.IsSet())
{
_logger.LogWarning(
$"[Pin] Pinned tab '{tab.Name}' has no usable TellTarget "
+ $"(Name={tab.TellTarget?.Name ?? "<null>"} World={tab.TellTarget?.World ?? 0}). "
+ "Chat input on this tab will be empty until the partner sends a tell or you /tell manually."
);
continue;
}
tab.Channel ??= InputChannel.Tell;
tab.CurrentChannel.Channel = InputChannel.Tell;
tab.CurrentChannel.TellTarget = tab.TellTarget.Clone();
// MessageList is NonSerialized so pinned tabs come back empty.
// Preload the same history window the spawn path uses so the user
// sees the recent conversation, not a blank tab.
PreloadHistory(tab, tab.TellTarget.Name, tab.TellTarget.World, Guid.Empty);
_logger.LogDebug(
$"[Pin] Rehydrated '{tab.Name}' -> Tell target {tab.TellTarget.Name}@{tab.TellTarget.World}"
);
}
}
public void Dispose()
{
if (!_initialized)
{
return;
}
Plugin.ClientState.Login -= OnLogin;
Plugin.ClientState.Logout -= OnLogout;
_messageManager.MessageProcessed -= HandleTell;
_initialized = false;
}
internal void HandleTell(Message message)
{
if (!Plugin.Config.EnableAutoTellTabs)
{
return;
}
if (
message.Code.Type != ChatType.TellIncoming
&& message.Code.Type != ChatType.TellOutgoing
)
{
return;
}
var partner = ExtractTellPartner(message);
if (partner == null)
{
// Diagnostics: helps detect regressions (FFXIV payload changes, new edge cases)
_logger.LogWarning(
$"[AutoTellTabs] Could not extract tell partner. type={message.Code.Type}, "
+ $"senderChunks={message.Sender.Count}, contentChunks={message.Content.Count}, "
+ $"senderSourcePayloads={message.SenderSource?.Payloads?.Count ?? 0}, "
+ $"contentSourcePayloads={message.ContentSource?.Payloads?.Count ?? 0}"
);
return;
}
// Three steps, because building the tab pulls history out of the store and
// that must not happen under TabsListLock (the query sorts the whole
// receiver history). Step 1 and 3 are locked, step 2 is not.
int generation;
lock (TabsListLock)
{
var existing = FindTempTab(partner.Value.Name, partner.Value.World);
if (existing != null)
{
// Already routed via MessageManager pipeline — no AddMessage here,
// HandleTell runs after the delivery loop. Repair the tell-target if
// the fallback hit a pinned tab whose TellTarget didn't survive a
// previous round-trip — keeps FindTempTab fast on the next message.
if (
existing.IsPinned
&& (existing.TellTarget is null || !existing.TellTarget.IsSet())
)
{
existing.TellTarget = new TellTarget(
partner.Value.Name,
partner.Value.World,
0,
TellReason.Direct
);
_plugin.SaveConfig();
}
return;
}
generation = _tabGeneration;
}
var tab = BuildTempTabWithHistory(partner.Value, message);
lock (TabsListLock)
{
// A logout in between wiped the unpinned pool; committing now would
// resurrect a tab for a character we already left.
if (generation != _tabGeneration)
return;
// Someone else (self-test, UI) may have created the tab while we built
// ours. Hand the message to theirs and drop what we built — unlike the
// early return above, this tab appeared after the delivery loop ran.
var raced = FindTempTab(partner.Value.Name, partner.Value.World);
if (raced != null)
{
raced.AddMessage(message, unread: true);
return;
}
CommitTempTab(tab);
}
}
private (string Name, uint World)? ExtractTellPartner(Message message)
{
if (message.Code.Type == ChatType.TellIncoming)
{
// Sender is the partner; check chunks first, then raw SeString as fallback
var fromSender =
ChunkUtil.TryGetPlayerPayload(message.Sender)
?? ChunkUtil.TryGetPlayerPayload(message.SenderSource);
if (fromSender != null)
{
return (fromSender.PlayerName, fromSender.World.RowId);
}
return null;
}
// Outgoing tell: check content first, then channels's TellTarget as fallback
var fromContent =
ChunkUtil.TryGetPlayerPayload(message.Content)
?? ChunkUtil.TryGetPlayerPayload(message.ContentSource)
?? ChunkUtil.TryGetPlayerPayload(message.Sender)
?? ChunkUtil.TryGetPlayerPayload(message.SenderSource);
if (fromContent != null)
{
return (fromContent.PlayerName, fromContent.World.RowId);
}
var current =
_plugin.CurrentTab.CurrentChannel.TellTarget
?? _plugin.CurrentTab.CurrentChannel.TempTellTarget;
if (current != null && current.IsSet())
{
return (current.Name, current.World);
}
return null;
}
internal static Tab? FindTempTab(string name, uint world)
{
var byTarget = Plugin.Config.Tabs.FirstOrDefault(t =>
t.IsTempTab
&& t.TellTarget != null
&& string.Equals(t.TellTarget.Name, name, StringComparison.OrdinalIgnoreCase)
&& t.TellTarget.World == world
);
if (byTarget != null)
return byTarget;
// Fallback: match by tab name. Pinned tabs are named via
// FormatTabName(player, world) at spawn time, so the name is a
// stable secondary key when TellTarget didn't survive a save/load
// (older configs from a renamed pin, malformed migrations, etc.).
var expectedName = FormatTabName(name, world);
return Plugin.Config.Tabs.FirstOrDefault(t =>
t.IsTempTab && string.Equals(t.Name, expectedName, StringComparison.OrdinalIgnoreCase)
);
}
// Lock-protected lookup for the framework-thread caller (TellRouterService).
// Config.Tabs is mutated under the shared Plugin.TabsListLock on the worker thread,
// so a framework-tick reader must take the same lock to avoid enumerating the list
// mid-mutation.
internal Tab? FindTempTabSafe(string name, uint world)
{
lock (TabsListLock)
return FindTempTab(name, world);
}
internal void DropOldestTempTab()
{
// Lock the list-structure ops so the (currently caller-less) Unpin path
// can't race the worker; re-entrant when HandleTell already holds the lock.
lock (TabsListLock)
{
// Pinned tabs live in their own bucket (MaxPinnedTempTabs) and are
// never drop candidates. They leave the bucket only via Unpin or
// PromoteToPermanent.
var victim = Plugin
.Config.Tabs.Select((tab, idx) => (Tab: tab, Index: idx))
.Where(t => TabLifecycleHelpers.IsInUnpinnedPool(t.Tab))
.OrderByDescending(t => t.Tab.IsGreeted)
.ThenBy(t => t.Tab.LastActivity)
.FirstOrDefault();
if (victim.Tab == null)
{
return;
}
var dropped = victim.Tab;
// By reference, not by index: the index came from a Select() earlier in
// this block and would point at the wrong tab if anything shifted the list.
Plugin.Config.Tabs.Remove(dropped);
// Re-anchor the UI selection if it pointed at the dropped tab, and close any
// pop-out window the dropped tab owned. Both run on the PendingMessage worker
// thread and touch window state the Draw path reads (OnTabActivated re-seed +
// the pool's Unbind), so marshal onto the framework thread to serialize with
// Draw (reference_dalamud_framework_thread). TryClose is idempotent: a tab that
// was never popped is a silent no-op.
Plugin.Framework.RunOnFrameworkThread(() =>
{
_plugin.ChannelPopoutPool.TryClose(dropped.Identifier);
_plugin.MainWindow?.ResetActiveTabIfRemoved(dropped);
});
}
}
// Runs WITHOUT TabsListLock: PreloadHistory hits the store, which used to hold
// the lock across a query that sorted the whole receiver history. The tab is not
// public until CommitTempTab adds it, so building it unlocked is safe.
private Tab BuildTempTabWithHistory((string Name, uint World) partner, Message currentMessage)
{
var tab = BuildTempTab(partner.Name, partner.World);
// Preload history: chronological order with current message already persisted
PreloadHistory(tab, partner.Name, partner.World, currentMessage.Id);
tab.AddMessage(currentMessage, unread: true);
// Flag the tab as a pop-out if configured; the marshalled TryOpen below reads
// that flag to open the real window.
if (Plugin.Config.AutoTellTabsOpenAsPopout)
{
tab.PopOut = true;
}
return tab;
}
// Caller MUST hold TabsListLock.
private void CommitTempTab(Tab tab)
{
if (ActiveTempTabCount >= Plugin.Config.AutoTellTabsLimit)
{
DropOldestTempTab();
}
Plugin.Config.Tabs.Add(tab);
// Actually open the pop-out window for the flagged tab — without this the
// flag was dead (a PopOut tab with no window). CommitTempTab runs on the
// PendingMessage worker thread under Plugin.TabsListLock; TryOpen does
// OnTabActivated + Bind (window state Draw reads), so marshal onto the
// framework thread. If the pool is full, drop the flag so it never claims a
// window it didn't get (flag/window parity).
if (tab.PopOut)
{
Plugin.Framework.RunOnFrameworkThread(() =>
{
if (!_plugin.ChannelPopoutPool.TryOpen(tab))
tab.PopOut = false;
});
}
}
private static Tab BuildTempTab(string playerName, uint worldRowId)
{
return new Tab
{
Name = FormatTabName(playerName, worldRowId),
NameCameFromPartner = true,
IsTempTab = true,
AllSenderMessages = true,
TellTarget = new TellTarget(playerName, worldRowId, 0, TellReason.Direct),
Channel = InputChannel.Tell,
DisplayTimestamp = true,
UnreadMode = UnreadMode.Unseen,
HideWhenInactive = false,
SelectedChannels = new Dictionary<ChatType, (ChatSource, ChatSource)>
{
[ChatType.TellIncoming] = (ChatSourceExt.All, ChatSourceExt.All),
[ChatType.TellOutgoing] = (ChatSourceExt.All, ChatSourceExt.All),
},
};
}
private static string FormatTabName(string playerName, uint worldRowId)
{
if (Sheets.WorldSheet.TryGetRow(worldRowId, out var worldRow))
{
return $"{playerName}@{worldRow.Name}";
}
// Fallback if world lookup misses (rare; only for unseen worlds)
return $"{playerName}@World{worldRowId}";
}
private void PreloadHistory(Tab tab, string senderName, uint senderWorld, Guid currentMessageId)
{
var preloadCount = Plugin.Config.AutoTellTabsHistoryPreload;
if (preloadCount <= 0)
{
return;
}
try
{
// Pull one extra row: current message is already in store and would eat a preload slot
var history = _store.GetTellHistoryWithSender(
_messageManager.CurrentContentId,
senderName,
senderWorld,
preloadCount + 1
);
var historicMessages = history
.Where(m => m.Id != currentMessageId)
.Take(preloadCount)
.ToList();
if (historicMessages.Count == 0)
{
// No prior tells; leave tab empty to avoid orphaned "history loaded" marker
return;
}
// History is oldest-first; add in order for chronological display
foreach (var message in historicMessages)
{
tab.Messages.AddPrune(message, MessageManager.MessageDisplayLimit);
}
// Separator between history and live tell (sorts after history but before current)
tab.Messages.AddPrune(
MakeSystemMarker(HellionStrings.AutoTellTabs_HistorySeparator),
MessageManager.MessageDisplayLimit
);
}
catch (Exception ex)
{
// Non-fatal: tab still spawns with visible error notice instead of silent history loss
_logger.LogError(ex, "[AutoTellTabs] History preload failed");
tab.Messages.AddPrune(
MakeSystemMarker(HellionStrings.AutoTellTabs_HistoryLoadError),
MessageManager.MessageDisplayLimit
);
}
}
private static Message MakeSystemMarker(string text)
{
var seString = new SeStringBuilder().AddText(text).Build();
var chunks = ChunkUtil.ToChunks(seString, ChunkSource.Content, ChatType.System).ToList();
var code = new ChatCode((XivChatType)ChatType.System, 0, 0);
return Message.FakeMessage(chunks, code);
}
internal void MarkGreeted(Tab tab)
{
SetGreeted(tab, true);
}
internal void UnmarkGreeted(Tab tab)
{
SetGreeted(tab, false);
}
internal bool IsGreeted(Tab tab)
{
return tab.IsGreeted;
}
private void SetGreeted(Tab tab, bool greeted)
{
if (tab == null)
{
return;
}
lock (TabsListLock)
{
// Guard against frame-race: sidebar might render a tab already removed by LRU or logout
if (!Plugin.Config.Tabs.Contains(tab))
{
return;
}
tab.IsGreeted = greeted;
}
}
// Fires on the login that follows a boot-time start, and on every character
// switch after one. Guarded by the pending flag so a switch does not append
// a second copy of the history to tabs that already have it.
private void OnLogin()
{
if (!_rehydratePending)
return;
RehydratePinnedTabs();
}
private void OnLogout(int type, int code)
{
lock (TabsListLock)
{
// Pinned TempTabs must survive char-switch — that's the whole point
// of pinning. Only unpinned ones get stripped.
var active = _plugin.MainWindow?.ActiveTab;
var poppedTempTabIds = Plugin
.Config.Tabs.Where(t =>
TabLifecycleHelpers.IsInUnpinnedPool(t)
&& _plugin.ChannelPopoutPool.IsOpen(t.Identifier)
)
.Select(t => t.Identifier)
.ToList();
// Close any pop-out window an unpinned temp tab owns before the tabs leave
// the list. Filtering on the live pool (not the PopOut flag) also catches
// manually right-clicked pop-outs, which never set the flag.
foreach (var id in poppedTempTabIds)
_plugin.ChannelPopoutPool.TryClose(id);
Plugin.Config.Tabs.RemoveAll(TabLifecycleHelpers.IsInUnpinnedPool);
// HandleTell builds a tab outside the lock; bumping here lets it detect
// that the world moved on and drop what it built. Read and compared under
// the same lock, so no volatile needed.
_tabGeneration++;
// Re-anchor the UI selection if the active tab was one of the stripped
// unpinned temp tabs (reference predicate, not an index). Logout is a
// framework-thread event, so this is already serialized with Draw — no
// marshalling needed here, unlike the worker-thread eviction path.
if (active is { } a && TabLifecycleHelpers.IsInUnpinnedPool(a))
{
_plugin.MainWindow?.ResetActiveTabIfRemoved(a);
}
}
}
internal bool TryPin(Tab tab)
{
if (!tab.IsTempTab || tab.IsPinned)
{
_logger.LogDebug(
$"[Pin] TryPin skipped: IsTempTab={tab.IsTempTab} IsPinned={tab.IsPinned}"
);
return false;
}
// Count and flag under one lock so the cap can't be raced. SaveConfig stays
// OUTSIDE -- holding TabsListLock across a save would put an fsync on the
// click path, which is what a later cycle just removed elsewhere.
lock (TabsListLock)
{
if (PinnedTempTabCount >= MaxPinnedTempTabs)
{
WrapperUtil.AddNotification(
string.Format(HellionStrings.PinTab_LimitReached, MaxPinnedTempTabs),
NotificationType.Warning
);
return false;
}
tab.IsPinned = true;
}
_logger.LogDebug(
$"[Pin] Pinned tab '{tab.Name}' target={tab.TellTarget?.Name}@{tab.TellTarget?.World}"
);
_plugin.SaveConfig();
return true;
}
internal void Unpin(Tab tab)
{
if (!tab.IsPinned)
{
return;
}
// If the unpinned pool is already full, dropping the oldest before
// flipping the flag avoids counting the just-unpinned tab as a drop
// candidate. Under lock, since DropOldestTempTab mutates the list.
// SaveConfig stays outside, see TryPin.
lock (TabsListLock)
{
if (ActiveTempTabCount >= Plugin.Config.AutoTellTabsLimit)
{
DropOldestTempTab();
}
tab.IsPinned = false;
}
_logger.LogDebug("[Pin] Unpinned tab '{TabName}'", tab.Name);
_plugin.SaveConfig();
}
internal void PromoteToPermanent(Tab tab)
{
if (!tab.IsTempTab)
{
return;
}
// Drops the temp/pin flags, the persisted tell target AND the runtime
// channel's tell state. The runtime-channel clear is the CORR-1 guard —
// see StripTellBindingOnPromote; clearing Tab.TellTarget alone would leave
// CurrentChannel.Channel == Tell + a stale target and route a typed line
// silently as /tell to the old partner.
// Flips IsTempTab/IsPinned, which decide pool membership and whether a save
// strips the tab. Under lock so a concurrent save sees one or the other, never
// half. SaveConfig stays outside, see TryPin.
lock (TabsListLock)
TabLifecycleHelpers.StripTellBindingOnPromote(tab);
_logger.LogDebug($"[Pin] Promoted tab '{tab.Name}' to permanent (tell-binding dropped)");
_plugin.SaveConfig();
}
}