Files
HellionChat/HellionChat/Plugin.cs
T
JonKazama-Hellion a1f2b22b19 Drop schema migrations and move AutoTranslate.PreloadCache off the load path
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.
2026-05-08 21:59:29 +02:00

724 lines
33 KiB
C#
Executable File

using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Globalization;
using System.IO;
using System.Runtime.ExceptionServices;
using HellionChat.Ipc;
using HellionChat.Resources;
using HellionChat.Ui;
using HellionChat.Util;
using Dalamud.Game.ClientState.Conditions;
using Dalamud.Interface.Windowing;
using Dalamud.IoC;
using Dalamud.Plugin;
using Dalamud.Plugin.Services;
using Dalamud.Bindings.ImGui;
using Dalamud.Interface.ImGuiFileDialog;
namespace HellionChat;
// ReSharper disable once ClassNeverInstantiated.Global
public sealed class Plugin : IAsyncDalamudPlugin
{
public const string PluginName = "Hellion Chat";
[PluginService] public static IPluginLog Log { get; private set; } = null!;
[PluginService] public static IDalamudPluginInterface Interface { get; private set; } = null!;
[PluginService] public static IChatGui ChatGui { get; private set; } = null!;
[PluginService] public static IClientState ClientState { get; private set; } = null!;
[PluginService] public static ICommandManager CommandManager { get; private set; } = null!;
[PluginService] public static ICondition Condition { get; private set; } = null!;
[PluginService] public static IDataManager DataManager { get; private set; } = null!;
[PluginService] public static IFramework Framework { get; private set; } = null!;
[PluginService] public static IGameGui GameGui { get; private set; } = null!;
[PluginService] public static IKeyState KeyState { get; private set; } = null!;
[PluginService] public static IObjectTable ObjectTable { get; private set; } = null!;
[PluginService] public static IPartyList PartyList { get; private set; } = null!;
[PluginService] public static ITargetManager TargetManager { get; private set; } = null!;
[PluginService] public static ITextureProvider TextureProvider { get; private set; } = null!;
[PluginService] public static IGameInteropProvider GameInteropProvider { get; private set; } = null!;
[PluginService] public static IGameConfig GameConfig { get; private set; } = null!;
[PluginService] public static INotificationManager Notification { get; private set; } = null!;
[PluginService] public static IAddonLifecycle AddonLifecycle { get; private set; } = null!;
[PluginService] public static IPlayerState PlayerState { get; private set; } = null!;
[PluginService] public static ISeStringEvaluator Evaluator { get; private set; } = null!;
[PluginService] public static ISelfTestRegistry SelfTestRegistry { get; private set; } = null!;
public static Configuration Config = null!;
public static FileDialogManager FileDialogManager { get; private set; } = null!;
public readonly WindowSystem WindowSystem = new(PluginName);
// v1.4.3: properties moved from { get; } to { get; private set; } = null!;
// because LoadAsync now owns construction of the Phase-2 services.
// Phase-1 services use the same shape for consistency, even though
// they're still allocated in the ctor.
public SettingsWindow SettingsWindow { get; private set; } = null!;
public ChatLogWindow ChatLogWindow { get; private set; } = null!;
public DbViewer DbViewer { get; private set; } = null!;
public InputPreview InputPreview { get; private set; } = null!;
public CommandHelpWindow CommandHelpWindow { get; private set; } = null!;
public SeStringDebugger SeStringDebugger { get; private set; } = null!;
public FirstRunWizard FirstRunWizard { get; private set; } = null!;
public DebuggerWindow DebuggerWindow { get; private set; } = null!;
internal Commands Commands { get; private set; } = null!;
internal GameFunctions.GameFunctions Functions { get; private set; } = null!;
internal MessageManager MessageManager { get; private set; } = null!;
internal AutoTellTabsService AutoTellTabsService { get; private set; } = null!;
internal IpcManager Ipc { get; private set; } = null!;
internal ExtraChat ExtraChat { get; private set; } = null!;
internal TypingIpc TypingIpc { get; private set; } = null!;
internal FontManager FontManager { get; private set; } = null!;
internal Themes.ThemeRegistry ThemeRegistry { get; private set; } = null!;
internal Ui.StatusBar StatusBar { get; private set; } = null!;
internal Integrations.HonorificService HonorificService { get; private set; } = null!;
// (B3) Lightless idempotency guard — Dalamud may fire DisposeAsync twice
// in a reload race; second call short-circuits.
private int _disposeStarted;
internal int DeferredSaveFrames = -1;
// Serialises retention sweeps. The 24h auto-sweep on plugin load and
// the manual button in the Privacy tab both run on background threads;
// without this gate, hitting the manual button moments after a fresh
// plugin start would launch two sweeps in parallel and the second one
// would just re-do work the first one already finished. The lock guards
// the flag — the flag check itself bails before we touch the database.
// Volatile because the ImGui thread reads the flag outside the lock to
// gate the manual button; without it the JIT may cache the value in a
// register and miss the background-thread update.
internal readonly object RetentionSweepLock = new();
internal volatile bool RetentionSweepRunning;
internal DateTime GameStarted { get; }
// Tab management needs to happen outside the chatlog window class for access reasons
internal int LastTab { get; set; }
internal int? WantedTab { get; set; }
internal Tab CurrentTab
{
get
{
var i = LastTab;
return i > -1 && i < Config.Tabs.Count ? Config.Tabs[i] : new Tab();
}
}
public Plugin()
{
// Phase-1 ctor stays minimal: bootstrap-essentials only (conflict
// gate, config load, language + ImGui init, WindowSystem skeleton).
// Schema migrations and every service / window allocation moved to
// LoadAsync so the sync ctor returns fast. On failure here nothing
// is initialized yet, so just throw — there is nothing to clean up.
// Refuse to start if upstream Chat 2 is loaded — prevents IPC
// channel collisions and double-replacement of the in-game chat
// window. Throwing here makes Dalamud abort the load cleanly with
// our localized message instead of crashing FFXIV mid-frame.
ChatTwoConflictDetector.ThrowIfChatTwoIsLoaded(Interface);
GameStarted = Process.GetCurrentProcess().StartTime.ToUniversalTime();
// Hellion Chat: take over config + database from upstream ChatTwo
// before Dalamud loads our plugin config. Idempotent: only acts on
// the first start where the legacy paths exist and ours don't.
MigrateFromChatTwoLayout();
Config = Interface.GetPluginConfig() as Configuration ?? new Configuration();
// Schema-gate: v1.4.3 only supports config schema v16. Older configs
// went through their migrations in v1.2.1 (v15→v16) and earlier; users
// who skipped past those releases need to install v1.4.2 first to run
// the migration chain, then upgrade to v1.4.3.
if (Config.Version < 16)
{
throw new InvalidOperationException(
$"HellionChat v1.4.3 requires config schema v16, got v{Config.Version}. " +
"Please install v1.4.2 first to migrate the configuration, then upgrade to v1.4.3.");
}
// Hellion Chat — Auto-Tell-Tabs Defense-in-Depth. SaveConfig
// already strips temp tabs before persistence, but a previous
// crash or external write could have left them in the JSON.
// Drop them on load to guarantee the session-only invariant.
Config.Tabs.RemoveAll(t => t.IsTempTab);
LanguageChanged(Interface.UiLanguage);
ImGuiUtil.Initialize(this);
DeferredSaveFrames = -1;
// WindowSystem skeleton is initialised by the readonly field above —
// no AddWindow yet; window construction lives in LoadAsync.
}
public async Task LoadAsync(CancellationToken cancellationToken)
{
cancellationToken.ThrowIfCancellationRequested();
try
{
// Hellion v1.0.0 default tab layout. Five thematically separated
// tabs: General catches the immediate-surroundings public chat
// (Say/Yell/Shout) only; System absorbs the rest of the technical
// and gameplay-event noise; FreeCompany, Group and Linkshell each
// own their respective channel set. Tells are not in a static
// tab anymore — Auto-Tell-Tabs spawns dedicated per-conversation
// tabs on demand. Novice-Network gets no preset tab; users who
// want it can add HellionBeginner from Settings → Tabs.
if (Config.Tabs.Count == 0)
{
Config.Tabs.Add(TabsUtil.VanillaGeneral);
Config.Tabs.Add(TabsUtil.HellionSystem);
Config.Tabs.Add(TabsUtil.HellionFreeCompany);
Config.Tabs.Add(TabsUtil.HellionParty);
Config.Tabs.Add(TabsUtil.HellionLinkshell);
}
cancellationToken.ThrowIfCancellationRequested();
// Sync allocation + handle registration. BuildFonts() registers
// IFontHandles with Dalamud's UiBuilder.FontAtlas — registration
// itself is non-blocking (handles stored, lambdas queued). Dalamud
// rebuilds the atlas on its own pipeline a few frames later; first
// frames render with the default font until the rebuild lands and
// ImGui switches to Hellion-Exo2 / NotoSans (visible "font-pop").
// Mirrors ChatTwo Plugin.cs:152.
FontManager = new FontManager();
FontManager.BuildFonts();
// Theme init stays sync on the LoadAsync continuation — cheap,
// and Active is read every Draw frame, so the registry must be
// wired before the first hook fires.
var customThemesDir = Path.Combine(Interface.ConfigDirectory.FullName, "themes");
Directory.CreateDirectory(customThemesDir);
SeedExampleThemeIfEmpty(customThemesDir);
ThemeRegistry = new Themes.ThemeRegistry(customThemesDir);
ThemeRegistry.Switch(Config.Theme);
cancellationToken.ThrowIfCancellationRequested();
// Service allocations: order encodes dependencies. Commands is
// alloc-only here; Initialise() runs after windows exist so the
// slash-commands can toggle their visibility. HonorificService
// registers IPC subscribers up-front so Ready/Disposing events
// are caught from the very first frame.
FileDialogManager = new FileDialogManager();
Commands = new Commands();
Functions = new GameFunctions.GameFunctions(this);
Ipc = new IpcManager();
TypingIpc = new TypingIpc(this);
ExtraChat = new ExtraChat();
HonorificService = new Integrations.HonorificService(Interface, Log, Framework);
StatusBar = new Ui.StatusBar();
MessageManager = new MessageManager(this);
// Auto-Tell-Tabs subscribes to MessageManager.MessageProcessed for
// live tells and to ClientState.Logout for cleanup; needs the live
// store handed in at construction.
AutoTellTabsService = new AutoTellTabsService(this, MessageManager, MessageManager.Store);
AutoTellTabsService.Initialize();
// SelfTest steps poll Active per frame and need the registry wired.
SelfTestRegistry.RegisterTestSteps([
new SelfTests.ThemeSwitchSelfTestStep(this),
]);
ChatLogWindow = new ChatLogWindow(this);
SettingsWindow = new SettingsWindow(this);
DbViewer = new DbViewer(this);
InputPreview = new InputPreview(ChatLogWindow);
CommandHelpWindow = new CommandHelpWindow(ChatLogWindow);
SeStringDebugger = new SeStringDebugger(this);
DebuggerWindow = new DebuggerWindow(this);
FirstRunWizard = new FirstRunWizard(this);
WindowSystem.AddWindow(ChatLogWindow);
WindowSystem.AddWindow(SettingsWindow);
WindowSystem.AddWindow(DbViewer);
WindowSystem.AddWindow(InputPreview);
WindowSystem.AddWindow(CommandHelpWindow);
WindowSystem.AddWindow(SeStringDebugger);
WindowSystem.AddWindow(DebuggerWindow);
WindowSystem.AddWindow(FirstRunWizard);
// Open the wizard on a fresh install. Existing ChatTwo users have
// FirstRunCompleted set to true by the v6→v7 migration above.
if (!Config.FirstRunCompleted)
FirstRunWizard.IsOpen = true;
cancellationToken.ThrowIfCancellationRequested();
// let all the other components register, then initialize commands
Commands.Initialise();
// Daily retention sweep, fire-and-forget. Skips itself when
// disabled or when it already ran within the past 24 hours.
RunRetentionSweepIfDue();
if (Config.ShowEmotes)
_ = EmoteCache.LoadData(); // Fire-and-forget, exceptions caught inside
if (Interface.Reason is not PluginLoadReason.Boot)
MessageManager.FilterAllTabsAsync();
Interface.UiBuilder.DisableCutsceneUiHide = true;
Interface.UiBuilder.DisableGposeUiHide = true;
#if !DEBUG
// Fire-and-forget on a worker thread. The first auto-translate use of
// a session may have a sub-second hitch if the cache hasn't filled yet,
// but that's preferable to making every user wait ~300 ms during
// plugin load for a cache they may never touch. ChatTwo (upstream)
// does this sync; we trade load-time for first-use latency.
_ = Task.Run(AutoTranslate.PreloadCache, cancellationToken);
#endif
cancellationToken.ThrowIfCancellationRequested();
// (B1) Hooks last: every service and window must be live before
// Dalamud fires our first Draw / FrameworkUpdate tick. Anything
// earlier risks rendering against null FontManager / ThemeRegistry.
Framework.Update += FrameworkUpdate;
Interface.UiBuilder.Draw += Draw;
Interface.LanguageChanged += LanguageChanged;
// Hellion Chat — surface a "main UI" entry point so Dalamud's
// plugin list shows the Open-Plugin button. Settings is the
// most useful landing place; OpenConfigUi is already wired to
// the same toggle inside SettingsWindow.
Interface.UiBuilder.OpenMainUi += OpenMainUi;
}
catch
{
// Mirror the v1.4.0 load-failure recovery: hand off to DisposeAsync
// so partially-built services are torn down. Swallow the cleanup
// exception so the original load failure stays the visible cause.
try { await DisposeAsync().ConfigureAwait(false); }
catch { /* keep original failure */ }
throw;
}
}
// Suppressing this warning because DisposeAsync may run after a partial
// LoadAsync, so some properties may not be initialized.
[SuppressMessage("ReSharper", "ConditionalAccessQualifierIsNonNullableAccordingToAPIContract")]
public async ValueTask DisposeAsync()
{
// (B3) Idempotency guard — Dalamud may reload-race us; second
// call short-circuits so we don't double-dispose services.
if (Interlocked.Exchange(ref _disposeStarted, 1) != 0)
return;
Exception? failure = null;
// Hooks unsubscribe FIRST so no Draw / FrameworkUpdate / LanguageChanged
// tick can fire while we're tearing services down. Mirrors the
// hooks-last subscribe order in LoadAsync.
failure = CaptureFailure(failure, () => Interface.UiBuilder.OpenMainUi -= OpenMainUi);
failure = CaptureFailure(failure, () => Interface.LanguageChanged -= LanguageChanged);
failure = CaptureFailure(failure, () => Interface.UiBuilder.Draw -= Draw);
failure = CaptureFailure(failure, () => Framework.Update -= FrameworkUpdate);
// v1.4.0 F5.3 — flush a pending DeferredSave before service teardown,
// since FrameworkUpdate just got unsubscribed and won't fire it.
failure = CaptureFailure(failure, () =>
{
if (DeferredSaveFrames >= 0)
{
SaveConfig();
DeferredSaveFrames = -1;
}
});
// Auto-Tell-Tabs unsubscribes from MessageProcessed before MessageManager
// goes away. Pure-memory cleanup, no framework-thread requirement.
failure = CaptureFailure(failure, () => AutoTellTabsService?.Dispose());
// v1.4.0 F6.2 — MessageManager has its own async dispose path
// (DB flush, pending-message thread shutdown). Run it before the
// framework-block so the worker threads are quiesced first.
if (MessageManager is not null)
{
failure = await CaptureFailureAsync(failure, () => MessageManager.DisposeAsync().AsTask())
.ConfigureAwait(false);
}
// (B4) Game-Function / IPC / UI-Window cleanup MUST run on the
// framework thread. WindowSystem mutations and IPC subscriber
// disposes touch Dalamud state that's only safe from the framework.
// Worker-thread DisposeAsync would race the next Draw tick.
// Per-line CaptureFailure so a single throw can't strand the lines
// behind it; mirrors Lightless DisposeFrameworkBoundServicesAsync.
try
{
await Framework.RunOnFrameworkThread(() =>
{
// Game-Functions first — other services may still query
// chat-interactable state during their Dispose.
failure = CaptureFailure(failure, () => GameFunctions.GameFunctions.SetChatInteractable(true));
// IPC subscribers — dispose before windows so any final
// event firing from the IPC source can't reach a half-torn
// ChatLogWindow.
failure = CaptureFailure(failure, () => HonorificService?.Dispose());
failure = CaptureFailure(failure, () => TypingIpc?.Dispose());
failure = CaptureFailure(failure, () => ExtraChat?.Dispose());
failure = CaptureFailure(failure, () => Ipc?.Dispose());
// Windows — RemoveAllWindows first, then per-window Dispose.
// Order matches the pre-v1.4.3 Dispose body byte-for-byte.
// CommandHelpWindow and FirstRunWizard don't implement
// IDisposable; their resources are reclaimed via WindowSystem.
failure = CaptureFailure(failure, () => WindowSystem?.RemoveAllWindows());
failure = CaptureFailure(failure, () => ChatLogWindow?.Dispose());
failure = CaptureFailure(failure, () => DbViewer?.Dispose());
failure = CaptureFailure(failure, () => InputPreview?.Dispose());
failure = CaptureFailure(failure, () => SettingsWindow?.Dispose());
failure = CaptureFailure(failure, () => DebuggerWindow?.Dispose());
failure = CaptureFailure(failure, () => SeStringDebugger?.Dispose());
}).ConfigureAwait(false);
}
catch (Exception ex)
{
failure ??= ex;
}
// Pure-memory cleanups — no Framework / UI / IPC touch, so they
// run on whatever thread DisposeAsync resumes on.
failure = CaptureFailure(failure, () => Functions?.Dispose());
failure = CaptureFailure(failure, () => Commands?.Dispose());
failure = CaptureFailure(failure, () => EmoteCache.Dispose());
if (failure is not null)
ExceptionDispatchInfo.Capture(failure).Throw();
}
// Lightless-pattern capture helpers: run cleanup, remember the FIRST
// exception, keep going. Without these one mid-teardown failure would
// skip every cleanup behind it and leave services half-torn.
private static Exception? CaptureFailure(Exception? failure, Action action)
{
try { action(); }
catch (Exception ex) { failure ??= ex; }
return failure;
}
private static async ValueTask<Exception?> CaptureFailureAsync(Exception? failure, Func<Task> action)
{
try { await action().ConfigureAwait(false); }
catch (Exception ex) { failure ??= ex; }
return failure;
}
private static void MigrateFromChatTwoLayout()
{
var pluginConfigsDir = Interface.ConfigDirectory.Parent?.FullName;
if (pluginConfigsDir is null)
return;
var legacyConfigFile = Path.Combine(pluginConfigsDir, "ChatTwo.json");
var legacyConfigDir = Path.Combine(pluginConfigsDir, "ChatTwo");
var ourConfigFile = Path.Combine(pluginConfigsDir, "HellionChat.json");
var ourConfigDir = Interface.ConfigDirectory.FullName;
// Track whether anything legitimately blocked us. The most common
// 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();
}
}
}