a1f2b22b19
Migrations: all current users are on schema v16, the v9 to v16 migration chain ran in v1.2.1 and earlier. Replace the seven in-LoadAsync migration blocks with a hard schema-gate in the Phase-1 ctor; older configs trigger a clear "install v1.4.2 first" error. Code-hygiene change, fast-path saving is negligible. Remove the now-unused TryReadPreV13ThemeOpacity helper that only served the v13 to v14 block. AutoTranslate.PreloadCache: was sync ~300 ms in LoadAsync. Move to Task.Run so plugin-load returns ~300 ms earlier. Trade-off: first auto-translate use of a session may have a sub-second hitch if the cache hasn't finished warming. Acceptable, it is first-use cost instead of every-load cost.
724 lines
33 KiB
C#
Executable File
724 lines
33 KiB
C#
Executable File
using System.Diagnostics;
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using System.Diagnostics.CodeAnalysis;
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using System.Globalization;
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using System.IO;
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using System.Runtime.ExceptionServices;
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using HellionChat.Ipc;
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using HellionChat.Resources;
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using HellionChat.Ui;
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using HellionChat.Util;
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using Dalamud.Game.ClientState.Conditions;
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using Dalamud.Interface.Windowing;
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using Dalamud.IoC;
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using Dalamud.Plugin;
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using Dalamud.Plugin.Services;
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using Dalamud.Bindings.ImGui;
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using Dalamud.Interface.ImGuiFileDialog;
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namespace HellionChat;
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// ReSharper disable once ClassNeverInstantiated.Global
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public sealed class Plugin : IAsyncDalamudPlugin
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{
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public const string PluginName = "Hellion Chat";
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[PluginService] public static IPluginLog Log { get; private set; } = null!;
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[PluginService] public static IDalamudPluginInterface Interface { get; private set; } = null!;
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[PluginService] public static IChatGui ChatGui { get; private set; } = null!;
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[PluginService] public static IClientState ClientState { get; private set; } = null!;
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[PluginService] public static ICommandManager CommandManager { get; private set; } = null!;
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[PluginService] public static ICondition Condition { get; private set; } = null!;
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[PluginService] public static IDataManager DataManager { get; private set; } = null!;
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[PluginService] public static IFramework Framework { get; private set; } = null!;
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[PluginService] public static IGameGui GameGui { get; private set; } = null!;
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[PluginService] public static IKeyState KeyState { get; private set; } = null!;
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[PluginService] public static IObjectTable ObjectTable { get; private set; } = null!;
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[PluginService] public static IPartyList PartyList { get; private set; } = null!;
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[PluginService] public static ITargetManager TargetManager { get; private set; } = null!;
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[PluginService] public static ITextureProvider TextureProvider { get; private set; } = null!;
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[PluginService] public static IGameInteropProvider GameInteropProvider { get; private set; } = null!;
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[PluginService] public static IGameConfig GameConfig { get; private set; } = null!;
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[PluginService] public static INotificationManager Notification { get; private set; } = null!;
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[PluginService] public static IAddonLifecycle AddonLifecycle { get; private set; } = null!;
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[PluginService] public static IPlayerState PlayerState { get; private set; } = null!;
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[PluginService] public static ISeStringEvaluator Evaluator { get; private set; } = null!;
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[PluginService] public static ISelfTestRegistry SelfTestRegistry { get; private set; } = null!;
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public static Configuration Config = null!;
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public static FileDialogManager FileDialogManager { get; private set; } = null!;
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public readonly WindowSystem WindowSystem = new(PluginName);
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// v1.4.3: properties moved from { get; } to { get; private set; } = null!;
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// because LoadAsync now owns construction of the Phase-2 services.
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// Phase-1 services use the same shape for consistency, even though
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// they're still allocated in the ctor.
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public SettingsWindow SettingsWindow { get; private set; } = null!;
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public ChatLogWindow ChatLogWindow { get; private set; } = null!;
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public DbViewer DbViewer { get; private set; } = null!;
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public InputPreview InputPreview { get; private set; } = null!;
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public CommandHelpWindow CommandHelpWindow { get; private set; } = null!;
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public SeStringDebugger SeStringDebugger { get; private set; } = null!;
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public FirstRunWizard FirstRunWizard { get; private set; } = null!;
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public DebuggerWindow DebuggerWindow { get; private set; } = null!;
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internal Commands Commands { get; private set; } = null!;
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internal GameFunctions.GameFunctions Functions { get; private set; } = null!;
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internal MessageManager MessageManager { get; private set; } = null!;
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internal AutoTellTabsService AutoTellTabsService { get; private set; } = null!;
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internal IpcManager Ipc { get; private set; } = null!;
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internal ExtraChat ExtraChat { get; private set; } = null!;
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internal TypingIpc TypingIpc { get; private set; } = null!;
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internal FontManager FontManager { get; private set; } = null!;
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internal Themes.ThemeRegistry ThemeRegistry { get; private set; } = null!;
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internal Ui.StatusBar StatusBar { get; private set; } = null!;
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internal Integrations.HonorificService HonorificService { get; private set; } = null!;
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// (B3) Lightless idempotency guard — Dalamud may fire DisposeAsync twice
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// in a reload race; second call short-circuits.
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private int _disposeStarted;
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internal int DeferredSaveFrames = -1;
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// Serialises retention sweeps. The 24h auto-sweep on plugin load and
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// the manual button in the Privacy tab both run on background threads;
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// without this gate, hitting the manual button moments after a fresh
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// plugin start would launch two sweeps in parallel and the second one
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// would just re-do work the first one already finished. The lock guards
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// the flag — the flag check itself bails before we touch the database.
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// Volatile because the ImGui thread reads the flag outside the lock to
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// gate the manual button; without it the JIT may cache the value in a
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// register and miss the background-thread update.
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internal readonly object RetentionSweepLock = new();
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internal volatile bool RetentionSweepRunning;
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internal DateTime GameStarted { get; }
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// Tab management needs to happen outside the chatlog window class for access reasons
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internal int LastTab { get; set; }
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internal int? WantedTab { get; set; }
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internal Tab CurrentTab
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{
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get
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{
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var i = LastTab;
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return i > -1 && i < Config.Tabs.Count ? Config.Tabs[i] : new Tab();
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}
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}
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public Plugin()
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{
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// Phase-1 ctor stays minimal: bootstrap-essentials only (conflict
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// gate, config load, language + ImGui init, WindowSystem skeleton).
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// Schema migrations and every service / window allocation moved to
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// LoadAsync so the sync ctor returns fast. On failure here nothing
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// is initialized yet, so just throw — there is nothing to clean up.
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// Refuse to start if upstream Chat 2 is loaded — prevents IPC
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// channel collisions and double-replacement of the in-game chat
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// window. Throwing here makes Dalamud abort the load cleanly with
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// our localized message instead of crashing FFXIV mid-frame.
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ChatTwoConflictDetector.ThrowIfChatTwoIsLoaded(Interface);
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GameStarted = Process.GetCurrentProcess().StartTime.ToUniversalTime();
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// Hellion Chat: take over config + database from upstream ChatTwo
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// before Dalamud loads our plugin config. Idempotent: only acts on
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// the first start where the legacy paths exist and ours don't.
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MigrateFromChatTwoLayout();
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Config = Interface.GetPluginConfig() as Configuration ?? new Configuration();
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// Schema-gate: v1.4.3 only supports config schema v16. Older configs
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// went through their migrations in v1.2.1 (v15→v16) and earlier; users
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// who skipped past those releases need to install v1.4.2 first to run
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// the migration chain, then upgrade to v1.4.3.
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if (Config.Version < 16)
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{
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throw new InvalidOperationException(
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$"HellionChat v1.4.3 requires config schema v16, got v{Config.Version}. " +
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"Please install v1.4.2 first to migrate the configuration, then upgrade to v1.4.3.");
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}
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// Hellion Chat — Auto-Tell-Tabs Defense-in-Depth. SaveConfig
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// already strips temp tabs before persistence, but a previous
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// crash or external write could have left them in the JSON.
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// Drop them on load to guarantee the session-only invariant.
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Config.Tabs.RemoveAll(t => t.IsTempTab);
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LanguageChanged(Interface.UiLanguage);
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ImGuiUtil.Initialize(this);
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DeferredSaveFrames = -1;
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// WindowSystem skeleton is initialised by the readonly field above —
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// no AddWindow yet; window construction lives in LoadAsync.
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}
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public async Task LoadAsync(CancellationToken cancellationToken)
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{
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cancellationToken.ThrowIfCancellationRequested();
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try
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{
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// Hellion v1.0.0 default tab layout. Five thematically separated
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// tabs: General catches the immediate-surroundings public chat
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// (Say/Yell/Shout) only; System absorbs the rest of the technical
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// and gameplay-event noise; FreeCompany, Group and Linkshell each
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// own their respective channel set. Tells are not in a static
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// tab anymore — Auto-Tell-Tabs spawns dedicated per-conversation
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// tabs on demand. Novice-Network gets no preset tab; users who
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// want it can add HellionBeginner from Settings → Tabs.
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if (Config.Tabs.Count == 0)
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{
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Config.Tabs.Add(TabsUtil.VanillaGeneral);
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Config.Tabs.Add(TabsUtil.HellionSystem);
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Config.Tabs.Add(TabsUtil.HellionFreeCompany);
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Config.Tabs.Add(TabsUtil.HellionParty);
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Config.Tabs.Add(TabsUtil.HellionLinkshell);
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}
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cancellationToken.ThrowIfCancellationRequested();
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// Sync allocation + handle registration. BuildFonts() registers
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// IFontHandles with Dalamud's UiBuilder.FontAtlas — registration
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// itself is non-blocking (handles stored, lambdas queued). Dalamud
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// rebuilds the atlas on its own pipeline a few frames later; first
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// frames render with the default font until the rebuild lands and
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// ImGui switches to Hellion-Exo2 / NotoSans (visible "font-pop").
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// Mirrors ChatTwo Plugin.cs:152.
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FontManager = new FontManager();
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FontManager.BuildFonts();
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// Theme init stays sync on the LoadAsync continuation — cheap,
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// and Active is read every Draw frame, so the registry must be
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// wired before the first hook fires.
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var customThemesDir = Path.Combine(Interface.ConfigDirectory.FullName, "themes");
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Directory.CreateDirectory(customThemesDir);
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SeedExampleThemeIfEmpty(customThemesDir);
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ThemeRegistry = new Themes.ThemeRegistry(customThemesDir);
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ThemeRegistry.Switch(Config.Theme);
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cancellationToken.ThrowIfCancellationRequested();
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// Service allocations: order encodes dependencies. Commands is
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// alloc-only here; Initialise() runs after windows exist so the
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// slash-commands can toggle their visibility. HonorificService
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// registers IPC subscribers up-front so Ready/Disposing events
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// are caught from the very first frame.
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FileDialogManager = new FileDialogManager();
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Commands = new Commands();
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Functions = new GameFunctions.GameFunctions(this);
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Ipc = new IpcManager();
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TypingIpc = new TypingIpc(this);
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ExtraChat = new ExtraChat();
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HonorificService = new Integrations.HonorificService(Interface, Log, Framework);
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StatusBar = new Ui.StatusBar();
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MessageManager = new MessageManager(this);
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// Auto-Tell-Tabs subscribes to MessageManager.MessageProcessed for
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// live tells and to ClientState.Logout for cleanup; needs the live
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// store handed in at construction.
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AutoTellTabsService = new AutoTellTabsService(this, MessageManager, MessageManager.Store);
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AutoTellTabsService.Initialize();
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// SelfTest steps poll Active per frame and need the registry wired.
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SelfTestRegistry.RegisterTestSteps([
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new SelfTests.ThemeSwitchSelfTestStep(this),
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]);
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ChatLogWindow = new ChatLogWindow(this);
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SettingsWindow = new SettingsWindow(this);
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DbViewer = new DbViewer(this);
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InputPreview = new InputPreview(ChatLogWindow);
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CommandHelpWindow = new CommandHelpWindow(ChatLogWindow);
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SeStringDebugger = new SeStringDebugger(this);
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DebuggerWindow = new DebuggerWindow(this);
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FirstRunWizard = new FirstRunWizard(this);
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WindowSystem.AddWindow(ChatLogWindow);
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WindowSystem.AddWindow(SettingsWindow);
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WindowSystem.AddWindow(DbViewer);
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WindowSystem.AddWindow(InputPreview);
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WindowSystem.AddWindow(CommandHelpWindow);
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WindowSystem.AddWindow(SeStringDebugger);
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WindowSystem.AddWindow(DebuggerWindow);
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WindowSystem.AddWindow(FirstRunWizard);
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// Open the wizard on a fresh install. Existing ChatTwo users have
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// FirstRunCompleted set to true by the v6→v7 migration above.
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if (!Config.FirstRunCompleted)
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FirstRunWizard.IsOpen = true;
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cancellationToken.ThrowIfCancellationRequested();
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// let all the other components register, then initialize commands
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Commands.Initialise();
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// Daily retention sweep, fire-and-forget. Skips itself when
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// disabled or when it already ran within the past 24 hours.
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RunRetentionSweepIfDue();
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if (Config.ShowEmotes)
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_ = EmoteCache.LoadData(); // Fire-and-forget, exceptions caught inside
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if (Interface.Reason is not PluginLoadReason.Boot)
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MessageManager.FilterAllTabsAsync();
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Interface.UiBuilder.DisableCutsceneUiHide = true;
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Interface.UiBuilder.DisableGposeUiHide = true;
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#if !DEBUG
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// Fire-and-forget on a worker thread. The first auto-translate use of
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// a session may have a sub-second hitch if the cache hasn't filled yet,
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// but that's preferable to making every user wait ~300 ms during
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// plugin load for a cache they may never touch. ChatTwo (upstream)
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// does this sync; we trade load-time for first-use latency.
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_ = Task.Run(AutoTranslate.PreloadCache, cancellationToken);
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#endif
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cancellationToken.ThrowIfCancellationRequested();
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// (B1) Hooks last: every service and window must be live before
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// Dalamud fires our first Draw / FrameworkUpdate tick. Anything
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// earlier risks rendering against null FontManager / ThemeRegistry.
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Framework.Update += FrameworkUpdate;
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Interface.UiBuilder.Draw += Draw;
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Interface.LanguageChanged += LanguageChanged;
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// Hellion Chat — surface a "main UI" entry point so Dalamud's
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// plugin list shows the Open-Plugin button. Settings is the
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// most useful landing place; OpenConfigUi is already wired to
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// the same toggle inside SettingsWindow.
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Interface.UiBuilder.OpenMainUi += OpenMainUi;
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}
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catch
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{
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// Mirror the v1.4.0 load-failure recovery: hand off to DisposeAsync
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// so partially-built services are torn down. Swallow the cleanup
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// exception so the original load failure stays the visible cause.
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try { await DisposeAsync().ConfigureAwait(false); }
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catch { /* keep original failure */ }
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throw;
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}
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}
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// Suppressing this warning because DisposeAsync may run after a partial
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// LoadAsync, so some properties may not be initialized.
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[SuppressMessage("ReSharper", "ConditionalAccessQualifierIsNonNullableAccordingToAPIContract")]
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public async ValueTask DisposeAsync()
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{
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// (B3) Idempotency guard — Dalamud may reload-race us; second
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// call short-circuits so we don't double-dispose services.
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if (Interlocked.Exchange(ref _disposeStarted, 1) != 0)
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return;
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Exception? failure = null;
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// Hooks unsubscribe FIRST so no Draw / FrameworkUpdate / LanguageChanged
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// tick can fire while we're tearing services down. Mirrors the
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// hooks-last subscribe order in LoadAsync.
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failure = CaptureFailure(failure, () => Interface.UiBuilder.OpenMainUi -= OpenMainUi);
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failure = CaptureFailure(failure, () => Interface.LanguageChanged -= LanguageChanged);
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failure = CaptureFailure(failure, () => Interface.UiBuilder.Draw -= Draw);
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failure = CaptureFailure(failure, () => Framework.Update -= FrameworkUpdate);
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// v1.4.0 F5.3 — flush a pending DeferredSave before service teardown,
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// since FrameworkUpdate just got unsubscribed and won't fire it.
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failure = CaptureFailure(failure, () =>
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{
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if (DeferredSaveFrames >= 0)
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{
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SaveConfig();
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DeferredSaveFrames = -1;
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}
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});
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// Auto-Tell-Tabs unsubscribes from MessageProcessed before MessageManager
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// goes away. Pure-memory cleanup, no framework-thread requirement.
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failure = CaptureFailure(failure, () => AutoTellTabsService?.Dispose());
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// v1.4.0 F6.2 — MessageManager has its own async dispose path
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// (DB flush, pending-message thread shutdown). Run it before the
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// framework-block so the worker threads are quiesced first.
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if (MessageManager is not null)
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{
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failure = await CaptureFailureAsync(failure, () => MessageManager.DisposeAsync().AsTask())
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.ConfigureAwait(false);
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}
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// (B4) Game-Function / IPC / UI-Window cleanup MUST run on the
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// framework thread. WindowSystem mutations and IPC subscriber
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// disposes touch Dalamud state that's only safe from the framework.
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// Worker-thread DisposeAsync would race the next Draw tick.
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// Per-line CaptureFailure so a single throw can't strand the lines
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// behind it; mirrors Lightless DisposeFrameworkBoundServicesAsync.
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try
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{
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await Framework.RunOnFrameworkThread(() =>
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{
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// Game-Functions first — other services may still query
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// chat-interactable state during their Dispose.
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failure = CaptureFailure(failure, () => GameFunctions.GameFunctions.SetChatInteractable(true));
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// IPC subscribers — dispose before windows so any final
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// event firing from the IPC source can't reach a half-torn
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// ChatLogWindow.
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failure = CaptureFailure(failure, () => HonorificService?.Dispose());
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failure = CaptureFailure(failure, () => TypingIpc?.Dispose());
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failure = CaptureFailure(failure, () => ExtraChat?.Dispose());
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failure = CaptureFailure(failure, () => Ipc?.Dispose());
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// Windows — RemoveAllWindows first, then per-window Dispose.
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// Order matches the pre-v1.4.3 Dispose body byte-for-byte.
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// CommandHelpWindow and FirstRunWizard don't implement
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// IDisposable; their resources are reclaimed via WindowSystem.
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failure = CaptureFailure(failure, () => WindowSystem?.RemoveAllWindows());
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failure = CaptureFailure(failure, () => ChatLogWindow?.Dispose());
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failure = CaptureFailure(failure, () => DbViewer?.Dispose());
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failure = CaptureFailure(failure, () => InputPreview?.Dispose());
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failure = CaptureFailure(failure, () => SettingsWindow?.Dispose());
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failure = CaptureFailure(failure, () => DebuggerWindow?.Dispose());
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failure = CaptureFailure(failure, () => SeStringDebugger?.Dispose());
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}).ConfigureAwait(false);
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}
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catch (Exception ex)
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{
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failure ??= ex;
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}
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// Pure-memory cleanups — no Framework / UI / IPC touch, so they
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// run on whatever thread DisposeAsync resumes on.
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failure = CaptureFailure(failure, () => Functions?.Dispose());
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failure = CaptureFailure(failure, () => Commands?.Dispose());
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failure = CaptureFailure(failure, () => EmoteCache.Dispose());
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if (failure is not null)
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ExceptionDispatchInfo.Capture(failure).Throw();
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}
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// Lightless-pattern capture helpers: run cleanup, remember the FIRST
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// exception, keep going. Without these one mid-teardown failure would
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// skip every cleanup behind it and leave services half-torn.
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private static Exception? CaptureFailure(Exception? failure, Action action)
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{
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try { action(); }
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catch (Exception ex) { failure ??= ex; }
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return failure;
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}
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private static async ValueTask<Exception?> CaptureFailureAsync(Exception? failure, Func<Task> action)
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{
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try { await action().ConfigureAwait(false); }
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catch (Exception ex) { failure ??= ex; }
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return failure;
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}
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private static void MigrateFromChatTwoLayout()
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{
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var pluginConfigsDir = Interface.ConfigDirectory.Parent?.FullName;
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if (pluginConfigsDir is null)
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return;
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var legacyConfigFile = Path.Combine(pluginConfigsDir, "ChatTwo.json");
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var legacyConfigDir = Path.Combine(pluginConfigsDir, "ChatTwo");
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var ourConfigFile = Path.Combine(pluginConfigsDir, "HellionChat.json");
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var ourConfigDir = Interface.ConfigDirectory.FullName;
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// Track whether anything legitimately blocked us. The most common
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// cause is upstream Chat 2 still being loaded — its SQLite handle
|
|
// keeps chat-sqlite.db locked and File.Move throws IOException.
|
|
var lockedBlocker = false;
|
|
|
|
try
|
|
{
|
|
if (!File.Exists(ourConfigFile) && File.Exists(legacyConfigFile))
|
|
{
|
|
File.Move(legacyConfigFile, ourConfigFile);
|
|
Log.Information($"HellionChat: migrated config file {legacyConfigFile} → {ourConfigFile}");
|
|
}
|
|
}
|
|
catch (IOException e)
|
|
{
|
|
Log.Warning(e, $"HellionChat: config file move blocked, leaving {legacyConfigFile} in place");
|
|
lockedBlocker = true;
|
|
}
|
|
|
|
// The plugin's ConfigDirectory may already exist on first load
|
|
// (Dalamud creates it), so check at the file level instead of
|
|
// skipping when the directory is present. Move every legacy
|
|
// entry whose target name is not occupied yet, then remove the
|
|
// source dir if it ends up empty. Each move is wrapped on its
|
|
// own so a single locked file (the SQLite db while ChatTwo still
|
|
// runs) does not abandon the rest of the migration.
|
|
if (!Directory.Exists(legacyConfigDir))
|
|
return;
|
|
|
|
try
|
|
{
|
|
Directory.CreateDirectory(ourConfigDir);
|
|
|
|
foreach (var file in Directory.EnumerateFiles(legacyConfigDir))
|
|
{
|
|
var target = Path.Combine(ourConfigDir, Path.GetFileName(file));
|
|
if (File.Exists(target))
|
|
continue;
|
|
try
|
|
{
|
|
File.Move(file, target);
|
|
Log.Information($"HellionChat: migrated file {file} → {target}");
|
|
}
|
|
catch (IOException e)
|
|
{
|
|
Log.Warning(e, $"HellionChat: file move blocked for {file}, will retry on next load");
|
|
lockedBlocker = true;
|
|
}
|
|
}
|
|
|
|
foreach (var dir in Directory.EnumerateDirectories(legacyConfigDir))
|
|
{
|
|
var target = Path.Combine(ourConfigDir, Path.GetFileName(dir));
|
|
if (Directory.Exists(target))
|
|
continue;
|
|
try
|
|
{
|
|
Directory.Move(dir, target);
|
|
Log.Information($"HellionChat: migrated subdir {dir} → {target}");
|
|
}
|
|
catch (IOException e)
|
|
{
|
|
Log.Warning(e, $"HellionChat: subdir move blocked for {dir}, will retry on next load");
|
|
lockedBlocker = true;
|
|
}
|
|
}
|
|
|
|
if (!Directory.EnumerateFileSystemEntries(legacyConfigDir).Any())
|
|
{
|
|
Directory.Delete(legacyConfigDir);
|
|
Log.Information($"HellionChat: removed empty legacy dir {legacyConfigDir}");
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Log.Error(e, "HellionChat: layout migration failed, continuing with whatever exists");
|
|
}
|
|
|
|
if (lockedBlocker)
|
|
{
|
|
// Surface the most common cause to the user as a notification
|
|
// so they don't think Hellion Chat lost their history when in
|
|
// fact upstream Chat 2 was still holding the database file.
|
|
Notification.AddNotification(new Dalamud.Interface.ImGuiNotification.Notification
|
|
{
|
|
Title = "Hellion Chat",
|
|
Content = "Could not migrate the Chat 2 database — the file appears to be in use. " +
|
|
"Disable Chat 2, fully close the game, then start it again. " +
|
|
"See the README troubleshooting section if the issue persists.",
|
|
Type = Dalamud.Interface.ImGuiNotification.NotificationType.Warning,
|
|
InitialDuration = TimeSpan.FromSeconds(30),
|
|
});
|
|
}
|
|
}
|
|
|
|
private void OpenMainUi()
|
|
{
|
|
// Settings is the most useful landing surface — same target as the
|
|
// Configure button. SettingsWindow.Toggle is internal and already
|
|
// wired to OpenConfigUi, so re-using IsOpen keeps both entry points
|
|
// behaviourally identical.
|
|
SettingsWindow.IsOpen = !SettingsWindow.IsOpen;
|
|
}
|
|
|
|
private void RunRetentionSweepIfDue()
|
|
{
|
|
if (!Config.RetentionEnabled)
|
|
return;
|
|
if (DateTimeOffset.UtcNow - Config.RetentionLastRunAt < TimeSpan.FromHours(24))
|
|
return;
|
|
|
|
// Snapshot the policy so the user can edit settings while we run.
|
|
// Spec defaults form the baseline; explicit user overrides win.
|
|
var policy = new Dictionary<int, int>();
|
|
foreach (var (type, days) in Privacy.PrivacyDefaults.DefaultRetentionDays)
|
|
policy[(int)(ushort)type] = days;
|
|
foreach (var (type, days) in Config.RetentionPerChannelDays)
|
|
policy[(int)(ushort)type] = days;
|
|
var defaultDays = Config.RetentionDefaultDays;
|
|
|
|
// IsBackground = true for the same reason as PendingMessageThread:
|
|
// a stuck sweep must never block plugin unload. RunRetentionSweepIfDue
|
|
// guards the run-frequency, and the sweep itself uses the framework's
|
|
// cooperative cancellation pattern. The background flag is the safety
|
|
// net if the sweep ever takes longer than expected.
|
|
new Thread(() =>
|
|
{
|
|
// Bail out cheaply if a manual sweep is already in flight; the
|
|
// lock around the actual work would queue us up otherwise and
|
|
// we would just re-do whatever the manual run already did.
|
|
lock (RetentionSweepLock)
|
|
{
|
|
if (RetentionSweepRunning)
|
|
return;
|
|
RetentionSweepRunning = true;
|
|
}
|
|
|
|
try
|
|
{
|
|
var deleted = MessageManager.Store.DeleteByRetentionPolicy(policy, defaultDays);
|
|
Config.RetentionLastRunAt = DateTimeOffset.UtcNow;
|
|
SaveConfig();
|
|
|
|
if (deleted > 0)
|
|
{
|
|
Log.Information($"Retention sweep deleted {deleted} expired messages.");
|
|
// Run the clear+refilter synchronously on the framework thread.
|
|
// Earlier this called FilterAllTabsAsync(), which is fire-and-forget
|
|
// — the .Wait() here would return as soon as the inner Task.Run was
|
|
// dispatched, racing the next sweep cycle against the still-running
|
|
// filter pass. See AUDIT-2026-05-05 [QUAL-02].
|
|
Framework.Run(() =>
|
|
{
|
|
MessageManager.ClearAllTabs();
|
|
MessageManager.FilterAllTabs();
|
|
}).Wait();
|
|
}
|
|
else
|
|
{
|
|
Log.Information("Retention sweep ran, nothing expired.");
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Log.Error(e, "Retention sweep failed");
|
|
}
|
|
finally
|
|
{
|
|
lock (RetentionSweepLock)
|
|
RetentionSweepRunning = false;
|
|
}
|
|
}) { IsBackground = true }.Start();
|
|
}
|
|
|
|
private void Draw()
|
|
{
|
|
// Theme-Engine ist ab v14 immer aktiv; Klassik ist jetzt ein eigenes
|
|
// Theme statt einem deaktivierten Hellion-Theme. Active wird einmal
|
|
// pro Frame aus der Registry gelesen.
|
|
using IDisposable _style = HellionStyle.PushGlobal(ThemeRegistry.Active, Config.WindowOpacity);
|
|
|
|
ChatLogWindow.BeginFrame();
|
|
|
|
if (Config.HideInLoadingScreens && Condition[ConditionFlag.BetweenAreas])
|
|
{
|
|
ChatLogWindow.FinalizeFrame();
|
|
TypingIpc.Update();
|
|
return;
|
|
}
|
|
|
|
// v1.0.2 — global skip while the New Game+ menu (QuestRedo addon) is
|
|
// open. Hides every plugin window in one shot (chat log, pop-outs,
|
|
// settings, db viewer, etc.), matching the LoadingScreens pattern.
|
|
if (Config.HideInNewGamePlusMenu && GameFunctions.GameFunctions.IsAddonInteractable(GameFunctions.GameFunctions.NewGamePlusAddonName))
|
|
{
|
|
ChatLogWindow.FinalizeFrame();
|
|
TypingIpc.Update();
|
|
return;
|
|
}
|
|
|
|
ChatLogWindow.HideStateCheck();
|
|
|
|
Interface.UiBuilder.DisableUserUiHide = !Config.HideWhenUiHidden;
|
|
ChatLogWindow.DefaultText = ImGui.GetStyle().Colors[(int) ImGuiCol.Text];
|
|
|
|
using ((Config.FontsEnabled ? FontManager.RegularFont : FontManager.Axis).Push())
|
|
WindowSystem.Draw();
|
|
|
|
ChatLogWindow.FinalizeFrame();
|
|
TypingIpc.Update();
|
|
|
|
FileDialogManager.Draw();
|
|
}
|
|
|
|
internal void SaveConfig()
|
|
{
|
|
// Hellion Chat — Auto-Tell-Tabs are session-only. Strip them out
|
|
// before serialization so a crash mid-session can never persist
|
|
// them. We snapshot the full tab list first and restore it after
|
|
// the save, preserving the user's order and open conversations.
|
|
var snapshot = Config.Tabs.ToList();
|
|
Config.Tabs.RemoveAll(t => t.IsTempTab);
|
|
|
|
Interface.SavePluginConfig(Config);
|
|
|
|
Config.Tabs.Clear();
|
|
Config.Tabs.AddRange(snapshot);
|
|
}
|
|
|
|
internal void LanguageChanged(string langCode)
|
|
{
|
|
var info = Config.LanguageOverride is LanguageOverride.None
|
|
? new CultureInfo(langCode)
|
|
: new CultureInfo(Config.LanguageOverride.Code());
|
|
|
|
Language.Culture = info;
|
|
HellionStrings.Culture = info;
|
|
}
|
|
|
|
private static readonly string[] ChatAddonNames =
|
|
[
|
|
"ChatLog",
|
|
"ChatLogPanel_0",
|
|
"ChatLogPanel_1",
|
|
"ChatLogPanel_2",
|
|
"ChatLogPanel_3"
|
|
];
|
|
|
|
private void FrameworkUpdate(IFramework framework)
|
|
{
|
|
if (DeferredSaveFrames >= 0 && DeferredSaveFrames-- == 0)
|
|
SaveConfig();
|
|
|
|
if (!Config.HideChat)
|
|
return;
|
|
|
|
foreach (var name in ChatAddonNames)
|
|
if (GameFunctions.GameFunctions.IsAddonInteractable(name))
|
|
GameFunctions.GameFunctions.SetAddonInteractable(name, false);
|
|
}
|
|
|
|
public static bool InBattle => Condition[ConditionFlag.InCombat];
|
|
public static bool GposeActive => Condition[ConditionFlag.WatchingCutscene];
|
|
public static bool CutsceneActive => Condition[ConditionFlag.OccupiedInCutSceneEvent] || Condition[ConditionFlag.WatchingCutscene78];
|
|
|
|
// v1.1.0 — wenn der themes/-Ordner leer ist, schreiben wir die embedded
|
|
// example-theme.json als Vorlage rein. Bestehende User-Customs werden
|
|
// nicht angefasst (existing JSONs lassen den Block überspringen).
|
|
private static void SeedExampleThemeIfEmpty(string dir)
|
|
{
|
|
if (Directory.EnumerateFiles(dir, "*.json").Any())
|
|
return;
|
|
|
|
var examplePath = Path.Combine(dir, "example-theme.json");
|
|
var resourceStream = typeof(Plugin).Assembly.GetManifestResourceStream("HellionChat.Themes.Builtin.example-theme.json");
|
|
if (resourceStream is null)
|
|
{
|
|
Log.Warning("Themes example template not found in assembly resources; skipping seed.");
|
|
return;
|
|
}
|
|
|
|
try
|
|
{
|
|
using var fileStream = File.Create(examplePath);
|
|
resourceStream.CopyTo(fileStream);
|
|
Log.Information($"Seeded example-theme.json into {dir}");
|
|
}
|
|
catch (IOException ex)
|
|
{
|
|
Log.Warning(ex, "Failed to seed example-theme.json; user can create custom themes manually.");
|
|
}
|
|
finally
|
|
{
|
|
resourceStream.Dispose();
|
|
}
|
|
}
|
|
}
|