feat: add some data handling
This commit is contained in:
parent
d4bfbcbdf9
commit
60d766ced4
34
Client.cs
34
Client.cs
@ -1,5 +1,7 @@
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using System.Net.WebSockets;
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using System.Text;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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namespace PartyDamage;
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@ -9,6 +11,8 @@ public class Client : IDisposable {
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private Task? MainTask { get; set; }
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private bool _disposed;
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internal CombatData? Data { get; private set; }
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internal Client() {
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this.WebSocket = new ClientWebSocket();
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this.TokenSource = new CancellationTokenSource();
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@ -16,6 +20,8 @@ public class Client : IDisposable {
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while (!this._disposed) {
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try {
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await this.Main();
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} catch (TaskCanceledException) {
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break;
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} catch (Exception ex) {
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Plugin.Log.Error(ex, "Error in WebSocket loop");
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await Task.Delay(TimeSpan.FromSeconds(3));
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@ -32,24 +38,30 @@ public class Client : IDisposable {
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this._disposed = true;
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this.TokenSource.Cancel();
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this.WebSocket.Dispose();
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this.MainTask?.Dispose();
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}
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private async Task Main() {
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await this.WebSocket.ConnectAsync(new Uri("http://127.0.0.1:10501/"), this.TokenSource.Token);
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var msg = "{\"call\": \"subscribe\", \"events\": [\"CombatData\"]}";
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await this.WebSocket.ConnectAsync(new Uri("ws://127.0.0.1:10501/ws"), this.TokenSource.Token);
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const string msg = "{\"call\": \"subscribe\", \"events\": [\"CombatData\"]}";
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var msgBytes = Encoding.UTF8.GetBytes(msg);
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await this.WebSocket.SendAsync(msgBytes, WebSocketMessageType.Text, true, this.TokenSource.Token);
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var received = new List<byte>();
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var buf = new byte[1024];
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var bytes = new List<byte>();
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while (this.WebSocket.State == WebSocketState.Open) {
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var bytes = new byte[1024];
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var resp = await this.WebSocket.ReceiveAsync(bytes, this.TokenSource.Token);
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received.AddRange(bytes[..resp.Count]);
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if (resp.EndOfMessage) {
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var text = Encoding.UTF8.GetString(bytes.AsSpan());
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received.Clear();
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Plugin.Log.Info(text);
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var resp = await this.WebSocket.ReceiveAsync(buf, this.TokenSource.Token);
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bytes.AddRange(buf[..resp.Count]);
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if (!resp.EndOfMessage) {
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continue;
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}
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var text = Encoding.UTF8.GetString(bytes.ToArray());
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bytes.Clear();
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var jobj = JObject.Parse(text);
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if (jobj["type"]?.Value<string>() == "CombatData") {
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var data = JsonConvert.DeserializeObject<CombatData>(text);
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this.Data = data;
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}
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}
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@ -66,6 +66,10 @@ public class Combatant {
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[JsonProperty("encdps")]
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public string EncDps;
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// seems like newtonsoft gets confused if we don't also specify this one
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[JsonProperty("ENCDPS")]
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public string EncDps2;
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public string Hits;
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[JsonProperty("crithits")]
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6
PartyDamage.yaml
Executable file
6
PartyDamage.yaml
Executable file
@ -0,0 +1,6 @@
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name: Party Damage
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author: anna
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punchline: Show your DPS in the party list
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description: |-
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Does what it says on the tin.
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repo_url: https://git.anna.lgbt/anna/PartyDamage
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56
Plugin.cs
56
Plugin.cs
@ -1,6 +1,9 @@
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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 FFXIVClientStructs.FFXIV.Client.Game.Group;
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using FFXIVClientStructs.FFXIV.Client.UI;
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using FFXIVClientStructs.FFXIV.Component.GUI;
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namespace PartyDamage;
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@ -8,13 +11,66 @@ public class Plugin : IDalamudPlugin {
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[PluginService]
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internal static IPluginLog Log { get; private set; }
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[PluginService]
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private IClientState ClientState { get; init; }
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[PluginService]
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private IFramework Framework { get; init; }
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private Client Client { get; }
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public Plugin() {
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this.Client = new Client();
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this.Framework!.Update += this.OnFramework;
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}
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public void Dispose() {
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this.Framework!.Update -= this.OnFramework;
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this.Client.Dispose();
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}
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private unsafe void OnFramework(IFramework framework) {
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if (this.Client.Data is not { } data) {
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return;
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}
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if (this.ClientState.LocalPlayer is not { } player) {
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return;
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}
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var list = (AddonPartyList*) AtkStage.Instance()->RaptureAtkUnitManager->GetAddonByName("_PartyList");
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var names = new List<string>();
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var group = GroupManager.Instance()->GetGroup();
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if (group == null) {
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Plugin.Log.Info("group null");
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}
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for (var i = 0; i < group->MemberCount; i++) {
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names.Add(group->PartyMembers[i].NameString);
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}
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var numPlayers = list->PartyMembers.Length;
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foreach (var combatant in data.Combatants.Values) {
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var idx = combatant.Name == "YOU"
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? 0
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: names.IndexOf(combatant.Name);
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if (idx == -1 || idx >= numPlayers) {
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continue;
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}
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if (!float.TryParse(combatant.EncDps, out var dps)) {
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dps = 0;
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}
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var dpsText = dps switch {
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float.PositiveInfinity => "0",
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float.NegativeInfinity => "0",
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< 1_000 => dps.ToString("N1"),
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< 1_000_000 => $"{dps / 1_000:N1}K",
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_ => $"{dps / 1_000_000:N1}M",
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};
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list->PartyMembers[idx].Name->SetText(dpsText);
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}
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}
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}
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