chore: initial commit
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.gitignore
vendored
Normal file
365
.gitignore
vendored
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@ -0,0 +1,365 @@
|
||||
## Ignore Visual Studio temporary files, build results, and
|
||||
## files generated by popular Visual Studio add-ons.
|
||||
##
|
||||
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
|
||||
|
||||
# Packaging
|
||||
pack/
|
||||
|
||||
# User-specific files
|
||||
*.rsuser
|
||||
*.suo
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
# Mono auto generated files
|
||||
mono_crash.*
|
||||
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
x64/
|
||||
x86/
|
||||
[Ww][Ii][Nn]32/
|
||||
[Aa][Rr][Mm]/
|
||||
[Aa][Rr][Mm]64/
|
||||
bld/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
[Ll]og/
|
||||
[Ll]ogs/
|
||||
|
||||
# Visual Studio 2015/2017 cache/options directory
|
||||
.vs/
|
||||
# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||
#wwwroot/
|
||||
|
||||
# Visual Studio 2017 auto generated files
|
||||
Generated\ Files/
|
||||
|
||||
# MSTest test Results
|
||||
[Tt]est[Rr]esult*/
|
||||
[Bb]uild[Ll]og.*
|
||||
|
||||
# NUnit
|
||||
*.VisualState.xml
|
||||
TestResult.xml
|
||||
nunit-*.xml
|
||||
|
||||
# Build Results of an ATL Project
|
||||
[Dd]ebugPS/
|
||||
[Rr]eleasePS/
|
||||
dlldata.c
|
||||
|
||||
# Benchmark Results
|
||||
BenchmarkDotNet.Artifacts/
|
||||
|
||||
# .NET Core
|
||||
project.lock.json
|
||||
project.fragment.lock.json
|
||||
artifacts/
|
||||
|
||||
# ASP.NET Scaffolding
|
||||
ScaffoldingReadMe.txt
|
||||
|
||||
# StyleCop
|
||||
StyleCopReport.xml
|
||||
|
||||
# Files built by Visual Studio
|
||||
*_i.c
|
||||
*_p.c
|
||||
*_h.h
|
||||
*.ilk
|
||||
*.meta
|
||||
*.obj
|
||||
*.iobj
|
||||
*.pch
|
||||
*.pdb
|
||||
*.ipdb
|
||||
*.pgc
|
||||
*.pgd
|
||||
*.rsp
|
||||
*.sbr
|
||||
*.tlb
|
||||
*.tli
|
||||
*.tlh
|
||||
*.tmp
|
||||
*.tmp_proj
|
||||
*_wpftmp.csproj
|
||||
*.log
|
||||
*.vspscc
|
||||
*.vssscc
|
||||
.builds
|
||||
*.pidb
|
||||
*.svclog
|
||||
*.scc
|
||||
|
||||
# Chutzpah Test files
|
||||
_Chutzpah*
|
||||
|
||||
# Visual C++ cache files
|
||||
ipch/
|
||||
*.aps
|
||||
*.ncb
|
||||
*.opendb
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.cachefile
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
# Visual Studio profiler
|
||||
*.psess
|
||||
*.vsp
|
||||
*.vspx
|
||||
*.sap
|
||||
|
||||
# Visual Studio Trace Files
|
||||
*.e2e
|
||||
|
||||
# TFS 2012 Local Workspace
|
||||
$tf/
|
||||
|
||||
# Guidance Automation Toolkit
|
||||
*.gpState
|
||||
|
||||
# ReSharper is a .NET coding add-in
|
||||
_ReSharper*/
|
||||
*.[Rr]e[Ss]harper
|
||||
*.DotSettings.user
|
||||
|
||||
# TeamCity is a build add-in
|
||||
_TeamCity*
|
||||
|
||||
# DotCover is a Code Coverage Tool
|
||||
*.dotCover
|
||||
|
||||
# AxoCover is a Code Coverage Tool
|
||||
.axoCover/*
|
||||
!.axoCover/settings.json
|
||||
|
||||
# Coverlet is a free, cross platform Code Coverage Tool
|
||||
coverage*.json
|
||||
coverage*.xml
|
||||
coverage*.info
|
||||
|
||||
# Visual Studio code coverage results
|
||||
*.coverage
|
||||
*.coveragexml
|
||||
|
||||
# NCrunch
|
||||
_NCrunch_*
|
||||
.*crunch*.local.xml
|
||||
nCrunchTemp_*
|
||||
|
||||
# MightyMoose
|
||||
*.mm.*
|
||||
AutoTest.Net/
|
||||
|
||||
# Web workbench (sass)
|
||||
.sass-cache/
|
||||
|
||||
# Installshield output folder
|
||||
[Ee]xpress/
|
||||
|
||||
# DocProject is a documentation generator add-in
|
||||
DocProject/buildhelp/
|
||||
DocProject/Help/*.HxT
|
||||
DocProject/Help/*.HxC
|
||||
DocProject/Help/*.hhc
|
||||
DocProject/Help/*.hhk
|
||||
DocProject/Help/*.hhp
|
||||
DocProject/Help/Html2
|
||||
DocProject/Help/html
|
||||
|
||||
# Click-Once directory
|
||||
publish/
|
||||
|
||||
# Publish Web Output
|
||||
*.[Pp]ublish.xml
|
||||
*.azurePubxml
|
||||
# Note: Comment the next line if you want to checkin your web deploy settings,
|
||||
# but database connection strings (with potential passwords) will be unencrypted
|
||||
*.pubxml
|
||||
*.publishproj
|
||||
|
||||
# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
||||
# checkin your Azure Web App publish settings, but sensitive information contained
|
||||
# in these scripts will be unencrypted
|
||||
PublishScripts/
|
||||
|
||||
# NuGet Packages
|
||||
*.nupkg
|
||||
# NuGet Symbol Packages
|
||||
*.snupkg
|
||||
# The packages folder can be ignored because of Package Restore
|
||||
**/[Pp]ackages/*
|
||||
# except build/, which is used as an MSBuild target.
|
||||
!**/[Pp]ackages/build/
|
||||
# Uncomment if necessary however generally it will be regenerated when needed
|
||||
#!**/[Pp]ackages/repositories.config
|
||||
# NuGet v3's project.json files produces more ignorable files
|
||||
*.nuget.props
|
||||
*.nuget.targets
|
||||
|
||||
# Microsoft Azure Build Output
|
||||
csx/
|
||||
*.build.csdef
|
||||
|
||||
# Microsoft Azure Emulator
|
||||
ecf/
|
||||
rcf/
|
||||
|
||||
# Windows Store app package directories and files
|
||||
AppPackages/
|
||||
BundleArtifacts/
|
||||
Package.StoreAssociation.xml
|
||||
_pkginfo.txt
|
||||
*.appx
|
||||
*.appxbundle
|
||||
*.appxupload
|
||||
|
||||
# Visual Studio cache files
|
||||
# files ending in .cache can be ignored
|
||||
*.[Cc]ache
|
||||
# but keep track of directories ending in .cache
|
||||
!?*.[Cc]ache/
|
||||
|
||||
# Others
|
||||
ClientBin/
|
||||
~$*
|
||||
*~
|
||||
*.dbmdl
|
||||
*.dbproj.schemaview
|
||||
*.jfm
|
||||
*.pfx
|
||||
*.publishsettings
|
||||
orleans.codegen.cs
|
||||
|
||||
# Including strong name files can present a security risk
|
||||
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
||||
#*.snk
|
||||
|
||||
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||
#bower_components/
|
||||
|
||||
# RIA/Silverlight projects
|
||||
Generated_Code/
|
||||
|
||||
# Backup & report files from converting an old project file
|
||||
# to a newer Visual Studio version. Backup files are not needed,
|
||||
# because we have git ;-)
|
||||
_UpgradeReport_Files/
|
||||
Backup*/
|
||||
UpgradeLog*.XML
|
||||
UpgradeLog*.htm
|
||||
ServiceFabricBackup/
|
||||
*.rptproj.bak
|
||||
|
||||
# SQL Server files
|
||||
*.mdf
|
||||
*.ldf
|
||||
*.ndf
|
||||
|
||||
# Business Intelligence projects
|
||||
*.rdl.data
|
||||
*.bim.layout
|
||||
*.bim_*.settings
|
||||
*.rptproj.rsuser
|
||||
*- [Bb]ackup.rdl
|
||||
*- [Bb]ackup ([0-9]).rdl
|
||||
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||
|
||||
# Microsoft Fakes
|
||||
FakesAssemblies/
|
||||
|
||||
# GhostDoc plugin setting file
|
||||
*.GhostDoc.xml
|
||||
|
||||
# Node.js Tools for Visual Studio
|
||||
.ntvs_analysis.dat
|
||||
node_modules/
|
||||
|
||||
# Visual Studio 6 build log
|
||||
*.plg
|
||||
|
||||
# Visual Studio 6 workspace options file
|
||||
*.opt
|
||||
|
||||
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||
*.vbw
|
||||
|
||||
# Visual Studio LightSwitch build output
|
||||
**/*.HTMLClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/ModelManifest.xml
|
||||
**/*.Server/GeneratedArtifacts
|
||||
**/*.Server/ModelManifest.xml
|
||||
_Pvt_Extensions
|
||||
|
||||
# Paket dependency manager
|
||||
.paket/paket.exe
|
||||
paket-files/
|
||||
|
||||
# FAKE - F# Make
|
||||
.fake/
|
||||
|
||||
# CodeRush personal settings
|
||||
.cr/personal
|
||||
|
||||
# Python Tools for Visual Studio (PTVS)
|
||||
__pycache__/
|
||||
*.pyc
|
||||
|
||||
# Cake - Uncomment if you are using it
|
||||
# tools/**
|
||||
# !tools/packages.config
|
||||
|
||||
# Tabs Studio
|
||||
*.tss
|
||||
|
||||
# Telerik's JustMock configuration file
|
||||
*.jmconfig
|
||||
|
||||
# BizTalk build output
|
||||
*.btp.cs
|
||||
*.btm.cs
|
||||
*.odx.cs
|
||||
*.xsd.cs
|
||||
|
||||
# OpenCover UI analysis results
|
||||
OpenCover/
|
||||
|
||||
# Azure Stream Analytics local run output
|
||||
ASALocalRun/
|
||||
|
||||
# MSBuild Binary and Structured Log
|
||||
*.binlog
|
||||
|
||||
# NVidia Nsight GPU debugger configuration file
|
||||
*.nvuser
|
||||
|
||||
# MFractors (Xamarin productivity tool) working folder
|
||||
.mfractor/
|
||||
|
||||
# Local History for Visual Studio
|
||||
.localhistory/
|
||||
|
||||
# BeatPulse healthcheck temp database
|
||||
healthchecksdb
|
||||
|
||||
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||
MigrationBackup/
|
||||
|
||||
# Ionide (cross platform F# VS Code tools) working folder
|
||||
.ionide/
|
||||
|
||||
# Fody - auto-generated XML schema
|
||||
FodyWeavers.xsd
|
287
LICENCE
Normal file
287
LICENCE
Normal file
@ -0,0 +1,287 @@
|
||||
EUROPEAN UNION PUBLIC LICENCE v. 1.2
|
||||
EUPL © the European Union 2007, 2016
|
||||
|
||||
This European Union Public Licence (the ‘EUPL’) applies to the Work (as defined
|
||||
below) which is provided under the terms of this Licence. Any use of the Work,
|
||||
other than as authorised under this Licence is prohibited (to the extent such
|
||||
use is covered by a right of the copyright holder of the Work).
|
||||
|
||||
The Work is provided under the terms of this Licence when the Licensor (as
|
||||
defined below) has placed the following notice immediately following the
|
||||
copyright notice for the Work:
|
||||
|
||||
Licensed under the EUPL
|
||||
|
||||
or has expressed by any other means his willingness to license under the EUPL.
|
||||
|
||||
1. Definitions
|
||||
|
||||
In this Licence, the following terms have the following meaning:
|
||||
|
||||
- ‘The Licence’: this Licence.
|
||||
|
||||
- ‘The Original Work’: the work or software distributed or communicated by the
|
||||
Licensor under this Licence, available as Source Code and also as Executable
|
||||
Code as the case may be.
|
||||
|
||||
- ‘Derivative Works’: the works or software that could be created by the
|
||||
Licensee, based upon the Original Work or modifications thereof. This Licence
|
||||
does not define the extent of modification or dependence on the Original Work
|
||||
required in order to classify a work as a Derivative Work; this extent is
|
||||
determined by copyright law applicable in the country mentioned in Article 15.
|
||||
|
||||
- ‘The Work’: the Original Work or its Derivative Works.
|
||||
|
||||
- ‘The Source Code’: the human-readable form of the Work which is the most
|
||||
convenient for people to study and modify.
|
||||
|
||||
- ‘The Executable Code’: any code which has generally been compiled and which is
|
||||
meant to be interpreted by a computer as a program.
|
||||
|
||||
- ‘The Licensor’: the natural or legal person that distributes or communicates
|
||||
the Work under the Licence.
|
||||
|
||||
- ‘Contributor(s)’: any natural or legal person who modifies the Work under the
|
||||
Licence, or otherwise contributes to the creation of a Derivative Work.
|
||||
|
||||
- ‘The Licensee’ or ‘You’: any natural or legal person who makes any usage of
|
||||
the Work under the terms of the Licence.
|
||||
|
||||
- ‘Distribution’ or ‘Communication’: any act of selling, giving, lending,
|
||||
renting, distributing, communicating, transmitting, or otherwise making
|
||||
available, online or offline, copies of the Work or providing access to its
|
||||
essential functionalities at the disposal of any other natural or legal
|
||||
person.
|
||||
|
||||
2. Scope of the rights granted by the Licence
|
||||
|
||||
The Licensor hereby grants You a worldwide, royalty-free, non-exclusive,
|
||||
sublicensable licence to do the following, for the duration of copyright vested
|
||||
in the Original Work:
|
||||
|
||||
- use the Work in any circumstance and for all usage,
|
||||
- reproduce the Work,
|
||||
- modify the Work, and make Derivative Works based upon the Work,
|
||||
- communicate to the public, including the right to make available or display
|
||||
the Work or copies thereof to the public and perform publicly, as the case may
|
||||
be, the Work,
|
||||
- distribute the Work or copies thereof,
|
||||
- lend and rent the Work or copies thereof,
|
||||
- sublicense rights in the Work or copies thereof.
|
||||
|
||||
Those rights can be exercised on any media, supports and formats, whether now
|
||||
known or later invented, as far as the applicable law permits so.
|
||||
|
||||
In the countries where moral rights apply, the Licensor waives his right to
|
||||
exercise his moral right to the extent allowed by law in order to make effective
|
||||
the licence of the economic rights here above listed.
|
||||
|
||||
The Licensor grants to the Licensee royalty-free, non-exclusive usage rights to
|
||||
any patents held by the Licensor, to the extent necessary to make use of the
|
||||
rights granted on the Work under this Licence.
|
||||
|
||||
3. Communication of the Source Code
|
||||
|
||||
The Licensor may provide the Work either in its Source Code form, or as
|
||||
Executable Code. If the Work is provided as Executable Code, the Licensor
|
||||
provides in addition a machine-readable copy of the Source Code of the Work
|
||||
along with each copy of the Work that the Licensor distributes or indicates, in
|
||||
a notice following the copyright notice attached to the Work, a repository where
|
||||
the Source Code is easily and freely accessible for as long as the Licensor
|
||||
continues to distribute or communicate the Work.
|
||||
|
||||
4. Limitations on copyright
|
||||
|
||||
Nothing in this Licence is intended to deprive the Licensee of the benefits from
|
||||
any exception or limitation to the exclusive rights of the rights owners in the
|
||||
Work, of the exhaustion of those rights or of other applicable limitations
|
||||
thereto.
|
||||
|
||||
5. Obligations of the Licensee
|
||||
|
||||
The grant of the rights mentioned above is subject to some restrictions and
|
||||
obligations imposed on the Licensee. Those obligations are the following:
|
||||
|
||||
Attribution right: The Licensee shall keep intact all copyright, patent or
|
||||
trademarks notices and all notices that refer to the Licence and to the
|
||||
disclaimer of warranties. The Licensee must include a copy of such notices and a
|
||||
copy of the Licence with every copy of the Work he/she distributes or
|
||||
communicates. The Licensee must cause any Derivative Work to carry prominent
|
||||
notices stating that the Work has been modified and the date of modification.
|
||||
|
||||
Copyleft clause: If the Licensee distributes or communicates copies of the
|
||||
Original Works or Derivative Works, this Distribution or Communication will be
|
||||
done under the terms of this Licence or of a later version of this Licence
|
||||
unless the Original Work is expressly distributed only under this version of the
|
||||
Licence — for example by communicating ‘EUPL v. 1.2 only’. The Licensee
|
||||
(becoming Licensor) cannot offer or impose any additional terms or conditions on
|
||||
the Work or Derivative Work that alter or restrict the terms of the Licence.
|
||||
|
||||
Compatibility clause: If the Licensee Distributes or Communicates Derivative
|
||||
Works or copies thereof based upon both the Work and another work licensed under
|
||||
a Compatible Licence, this Distribution or Communication can be done under the
|
||||
terms of this Compatible Licence. For the sake of this clause, ‘Compatible
|
||||
Licence’ refers to the licences listed in the appendix attached to this Licence.
|
||||
Should the Licensee's obligations under the Compatible Licence conflict with
|
||||
his/her obligations under this Licence, the obligations of the Compatible
|
||||
Licence shall prevail.
|
||||
|
||||
Provision of Source Code: When distributing or communicating copies of the Work,
|
||||
the Licensee will provide a machine-readable copy of the Source Code or indicate
|
||||
a repository where this Source will be easily and freely available for as long
|
||||
as the Licensee continues to distribute or communicate the Work.
|
||||
|
||||
Legal Protection: This Licence does not grant permission to use the trade names,
|
||||
trademarks, service marks, or names of the Licensor, except as required for
|
||||
reasonable and customary use in describing the origin of the Work and
|
||||
reproducing the content of the copyright notice.
|
||||
|
||||
6. Chain of Authorship
|
||||
|
||||
The original Licensor warrants that the copyright in the Original Work granted
|
||||
hereunder is owned by him/her or licensed to him/her and that he/she has the
|
||||
power and authority to grant the Licence.
|
||||
|
||||
Each Contributor warrants that the copyright in the modifications he/she brings
|
||||
to the Work are owned by him/her or licensed to him/her and that he/she has the
|
||||
power and authority to grant the Licence.
|
||||
|
||||
Each time You accept the Licence, the original Licensor and subsequent
|
||||
Contributors grant You a licence to their contributions to the Work, under the
|
||||
terms of this Licence.
|
||||
|
||||
7. Disclaimer of Warranty
|
||||
|
||||
The Work is a work in progress, which is continuously improved by numerous
|
||||
Contributors. It is not a finished work and may therefore contain defects or
|
||||
‘bugs’ inherent to this type of development.
|
||||
|
||||
For the above reason, the Work is provided under the Licence on an ‘as is’ basis
|
||||
and without warranties of any kind concerning the Work, including without
|
||||
limitation merchantability, fitness for a particular purpose, absence of defects
|
||||
or errors, accuracy, non-infringement of intellectual property rights other than
|
||||
copyright as stated in Article 6 of this Licence.
|
||||
|
||||
This disclaimer of warranty is an essential part of the Licence and a condition
|
||||
for the grant of any rights to the Work.
|
||||
|
||||
8. Disclaimer of Liability
|
||||
|
||||
Except in the cases of wilful misconduct or damages directly caused to natural
|
||||
persons, the Licensor will in no event be liable for any direct or indirect,
|
||||
material or moral, damages of any kind, arising out of the Licence or of the use
|
||||
of the Work, including without limitation, damages for loss of goodwill, work
|
||||
stoppage, computer failure or malfunction, loss of data or any commercial
|
||||
damage, even if the Licensor has been advised of the possibility of such damage.
|
||||
However, the Licensor will be liable under statutory product liability laws as
|
||||
far such laws apply to the Work.
|
||||
|
||||
9. Additional agreements
|
||||
|
||||
While distributing the Work, You may choose to conclude an additional agreement,
|
||||
defining obligations or services consistent with this Licence. However, if
|
||||
accepting obligations, You may act only on your own behalf and on your sole
|
||||
responsibility, not on behalf of the original Licensor or any other Contributor,
|
||||
and only if You agree to indemnify, defend, and hold each Contributor harmless
|
||||
for any liability incurred by, or claims asserted against such Contributor by
|
||||
the fact You have accepted any warranty or additional liability.
|
||||
|
||||
10. Acceptance of the Licence
|
||||
|
||||
The provisions of this Licence can be accepted by clicking on an icon ‘I agree’
|
||||
placed under the bottom of a window displaying the text of this Licence or by
|
||||
affirming consent in any other similar way, in accordance with the rules of
|
||||
applicable law. Clicking on that icon indicates your clear and irrevocable
|
||||
acceptance of this Licence and all of its terms and conditions.
|
||||
|
||||
Similarly, you irrevocably accept this Licence and all of its terms and
|
||||
conditions by exercising any rights granted to You by Article 2 of this Licence,
|
||||
such as the use of the Work, the creation by You of a Derivative Work or the
|
||||
Distribution or Communication by You of the Work or copies thereof.
|
||||
|
||||
11. Information to the public
|
||||
|
||||
In case of any Distribution or Communication of the Work by means of electronic
|
||||
communication by You (for example, by offering to download the Work from a
|
||||
remote location) the distribution channel or media (for example, a website) must
|
||||
at least provide to the public the information requested by the applicable law
|
||||
regarding the Licensor, the Licence and the way it may be accessible, concluded,
|
||||
stored and reproduced by the Licensee.
|
||||
|
||||
12. Termination of the Licence
|
||||
|
||||
The Licence and the rights granted hereunder will terminate automatically upon
|
||||
any breach by the Licensee of the terms of the Licence.
|
||||
|
||||
Such a termination will not terminate the licences of any person who has
|
||||
received the Work from the Licensee under the Licence, provided such persons
|
||||
remain in full compliance with the Licence.
|
||||
|
||||
13. Miscellaneous
|
||||
|
||||
Without prejudice of Article 9 above, the Licence represents the complete
|
||||
agreement between the Parties as to the Work.
|
||||
|
||||
If any provision of the Licence is invalid or unenforceable under applicable
|
||||
law, this will not affect the validity or enforceability of the Licence as a
|
||||
whole. Such provision will be construed or reformed so as necessary to make it
|
||||
valid and enforceable.
|
||||
|
||||
The European Commission may publish other linguistic versions or new versions of
|
||||
this Licence or updated versions of the Appendix, so far this is required and
|
||||
reasonable, without reducing the scope of the rights granted by the Licence. New
|
||||
versions of the Licence will be published with a unique version number.
|
||||
|
||||
All linguistic versions of this Licence, approved by the European Commission,
|
||||
have identical value. Parties can take advantage of the linguistic version of
|
||||
their choice.
|
||||
|
||||
14. Jurisdiction
|
||||
|
||||
Without prejudice to specific agreement between parties,
|
||||
|
||||
- any litigation resulting from the interpretation of this License, arising
|
||||
between the European Union institutions, bodies, offices or agencies, as a
|
||||
Licensor, and any Licensee, will be subject to the jurisdiction of the Court
|
||||
of Justice of the European Union, as laid down in article 272 of the Treaty on
|
||||
the Functioning of the European Union,
|
||||
|
||||
- any litigation arising between other parties and resulting from the
|
||||
interpretation of this License, will be subject to the exclusive jurisdiction
|
||||
of the competent court where the Licensor resides or conducts its primary
|
||||
business.
|
||||
|
||||
15. Applicable Law
|
||||
|
||||
Without prejudice to specific agreement between parties,
|
||||
|
||||
- this Licence shall be governed by the law of the European Union Member State
|
||||
where the Licensor has his seat, resides or has his registered office,
|
||||
|
||||
- this licence shall be governed by Belgian law if the Licensor has no seat,
|
||||
residence or registered office inside a European Union Member State.
|
||||
|
||||
Appendix
|
||||
|
||||
‘Compatible Licences’ according to Article 5 EUPL are:
|
||||
|
||||
- GNU General Public License (GPL) v. 2, v. 3
|
||||
- GNU Affero General Public License (AGPL) v. 3
|
||||
- Open Software License (OSL) v. 2.1, v. 3.0
|
||||
- Eclipse Public License (EPL) v. 1.0
|
||||
- CeCILL v. 2.0, v. 2.1
|
||||
- Mozilla Public Licence (MPL) v. 2
|
||||
- GNU Lesser General Public Licence (LGPL) v. 2.1, v. 3
|
||||
- Creative Commons Attribution-ShareAlike v. 3.0 Unported (CC BY-SA 3.0) for
|
||||
works other than software
|
||||
- European Union Public Licence (EUPL) v. 1.1, v. 1.2
|
||||
- Québec Free and Open-Source Licence — Reciprocity (LiLiQ-R) or Strong
|
||||
Reciprocity (LiLiQ-R+).
|
||||
|
||||
The European Commission may update this Appendix to later versions of the above
|
||||
licences without producing a new version of the EUPL, as long as they provide
|
||||
the rights granted in Article 2 of this Licence and protect the covered Source
|
||||
Code from exclusive appropriation.
|
||||
|
||||
All other changes or additions to this Appendix require the production of a new
|
||||
EUPL version.
|
16
SoundFilter.sln
Executable file
16
SoundFilter.sln
Executable file
@ -0,0 +1,16 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SoundFilter", "SoundFilter\SoundFilter.csproj", "{A661F9CE-72B3-4053-87AC-44D8DCB9CFC7}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{A661F9CE-72B3-4053-87AC-44D8DCB9CFC7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{A661F9CE-72B3-4053-87AC-44D8DCB9CFC7}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{A661F9CE-72B3-4053-87AC-44D8DCB9CFC7}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{A661F9CE-72B3-4053-87AC-44D8DCB9CFC7}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
EndGlobal
|
26
SoundFilter/Commands.cs
Executable file
26
SoundFilter/Commands.cs
Executable file
@ -0,0 +1,26 @@
|
||||
using System;
|
||||
using Dalamud.Game.Command;
|
||||
|
||||
namespace SoundFilter {
|
||||
internal class Commands : IDisposable {
|
||||
private const string Name = "/soundfilter";
|
||||
|
||||
private SoundFilterPlugin Plugin { get; }
|
||||
|
||||
public Commands(SoundFilterPlugin plugin) {
|
||||
this.Plugin = plugin;
|
||||
|
||||
this.Plugin.Interface.CommandManager.AddHandler(Name, new CommandInfo(this.OnCommand) {
|
||||
HelpMessage = $"Toggle the {SoundFilterPlugin.Name} config",
|
||||
});
|
||||
}
|
||||
|
||||
public void Dispose() {
|
||||
this.Plugin.Interface.CommandManager.RemoveHandler(Name);
|
||||
}
|
||||
|
||||
private void OnCommand(string command, string args) {
|
||||
this.Plugin.Ui.Settings.Toggle();
|
||||
}
|
||||
}
|
||||
}
|
46
SoundFilter/Configuration.cs
Executable file
46
SoundFilter/Configuration.cs
Executable file
@ -0,0 +1,46 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Dalamud.Configuration;
|
||||
using Dalamud.Plugin;
|
||||
using DotNet.Globbing;
|
||||
|
||||
namespace SoundFilter {
|
||||
[Serializable]
|
||||
internal class Configuration : IPluginConfiguration {
|
||||
public int Version { get; set; } = 1;
|
||||
|
||||
private DalamudPluginInterface? Interface { get; set; }
|
||||
private Dictionary<string, Glob> CachedGlobs { get; } = new();
|
||||
|
||||
public bool Enabled = true;
|
||||
public bool ShowLog;
|
||||
public uint LogEntries = 250;
|
||||
public Dictionary<string, bool> Filtered { get; set; } = new();
|
||||
|
||||
internal IReadOnlyDictionary<Glob, bool> Globs {
|
||||
get {
|
||||
return this.Filtered.ToDictionary(
|
||||
entry => {
|
||||
if (this.CachedGlobs.TryGetValue(entry.Key, out var cached)) {
|
||||
return cached;
|
||||
}
|
||||
|
||||
var glob = Glob.Parse(entry.Key);
|
||||
this.CachedGlobs[entry.Key] = glob;
|
||||
return glob;
|
||||
},
|
||||
entry => entry.Value
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
internal void Initialise(DalamudPluginInterface @interface) {
|
||||
this.Interface = @interface;
|
||||
}
|
||||
|
||||
internal void Save() {
|
||||
this.Interface?.SavePluginConfig(this);
|
||||
}
|
||||
}
|
||||
}
|
208
SoundFilter/Filter.cs
Executable file
208
SoundFilter/Filter.cs
Executable file
@ -0,0 +1,208 @@
|
||||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Runtime.InteropServices;
|
||||
using Dalamud.Hooking;
|
||||
|
||||
namespace SoundFilter {
|
||||
internal unsafe class Filter : IDisposable {
|
||||
private static class Signatures {
|
||||
internal const string PlaySpecificSound = "48 89 5C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 33 F6 8B DA 48 8B F9 0F BA E2 0F";
|
||||
|
||||
internal const string GetResourceSync = "E8 ?? ?? 00 00 48 8D 4F ?? 48 89 87 ?? ?? 00 00";
|
||||
internal const string GetResourceAsync = "E8 ?? ?? ?? 00 48 8B D8 EB ?? F0 FF 83 ?? ?? 00 00";
|
||||
}
|
||||
|
||||
private const int ResourceDataPointerOffset = 0xA8;
|
||||
|
||||
#region Delegates
|
||||
|
||||
private delegate void* PlaySpecificSoundDelegate(long a1, int idx);
|
||||
|
||||
private delegate void* GetResourceSyncPrototype(IntPtr pFileManager, uint* pCategoryId, char* pResourceType, uint* pResourceHash, char* pPath, void* pUnknown);
|
||||
|
||||
private delegate void* GetResourceAsyncPrototype(IntPtr pFileManager, uint* pCategoryId, char* pResourceType, uint* pResourceHash, char* pPath, void* pUnknown, bool isUnknown);
|
||||
|
||||
#endregion
|
||||
|
||||
#region Hooks
|
||||
|
||||
private Hook<PlaySpecificSoundDelegate>? PlaySpecificSoundHook { get; set; }
|
||||
|
||||
private Hook<GetResourceSyncPrototype>? GetResourceSyncHook { get; set; }
|
||||
|
||||
private Hook<GetResourceAsyncPrototype>? GetResourceAsyncHook { get; set; }
|
||||
|
||||
#endregion
|
||||
|
||||
private SoundFilterPlugin Plugin { get; }
|
||||
|
||||
private Dictionary<IntPtr, string> Scds { get; } = new();
|
||||
private Dictionary<IntPtr, string> AsyncScds { get; } = new();
|
||||
|
||||
internal ConcurrentQueue<string> Recent { get; } = new();
|
||||
|
||||
private IntPtr NoSoundPtr { get; }
|
||||
private IntPtr InfoPtr { get; }
|
||||
|
||||
internal Filter(SoundFilterPlugin plugin) {
|
||||
this.Plugin = plugin;
|
||||
|
||||
var (noSoundPtr, infoPtr) = SetUpNoSound();
|
||||
this.NoSoundPtr = noSoundPtr;
|
||||
this.InfoPtr = infoPtr;
|
||||
}
|
||||
|
||||
private static byte[] GetNoSoundScd() {
|
||||
var noSound = Resourcer.Resource.AsStream("Resources/gaya_nosound.scd");
|
||||
|
||||
using var memoryStream = new MemoryStream();
|
||||
noSound.CopyTo(memoryStream);
|
||||
|
||||
return memoryStream.ToArray();
|
||||
}
|
||||
|
||||
private static (IntPtr noSoundPtr, IntPtr infoPtr) SetUpNoSound() {
|
||||
// get the data of an empty scd
|
||||
var noSound = GetNoSoundScd();
|
||||
|
||||
// allocate unmanaged memory for this data and copy the data into the memory
|
||||
var noSoundPtr = Marshal.AllocHGlobal(noSound.Length);
|
||||
Marshal.Copy(noSound, 0, noSoundPtr, noSound.Length);
|
||||
|
||||
// allocate some memory for feeding into the play sound function
|
||||
var infoPtr = Marshal.AllocHGlobal(256);
|
||||
// write a pointer to the empty scd
|
||||
Marshal.WriteIntPtr(infoPtr + 8, noSoundPtr);
|
||||
// specify where the game should offset from for the sound index
|
||||
Marshal.WriteInt32(infoPtr + 0x90, 0x54);
|
||||
// specify the number of sounds in the file
|
||||
Marshal.WriteInt16(infoPtr + 0x9C, 0);
|
||||
|
||||
return (noSoundPtr, infoPtr);
|
||||
}
|
||||
|
||||
internal void Enable() {
|
||||
if (this.PlaySpecificSoundHook == null && this.Plugin.Interface.TargetModuleScanner.TryScanText(Signatures.PlaySpecificSound, out var playPtr)) {
|
||||
this.PlaySpecificSoundHook = new Hook<PlaySpecificSoundDelegate>(playPtr, new PlaySpecificSoundDelegate(this.PlaySpecificSoundDetour));
|
||||
}
|
||||
|
||||
if (this.GetResourceSyncHook == null && this.Plugin.Interface.TargetModuleScanner.TryScanText(Signatures.GetResourceSync, out var syncPtr)) {
|
||||
this.GetResourceSyncHook = new Hook<GetResourceSyncPrototype>(syncPtr, new GetResourceSyncPrototype(this.GetResourceSyncDetour));
|
||||
}
|
||||
|
||||
if (this.GetResourceAsyncHook == null && this.Plugin.Interface.TargetModuleScanner.TryScanText(Signatures.GetResourceAsync, out var asyncPtr)) {
|
||||
this.GetResourceAsyncHook = new Hook<GetResourceAsyncPrototype>(asyncPtr, new GetResourceAsyncPrototype(this.GetResourceAsyncDetour));
|
||||
}
|
||||
|
||||
this.PlaySpecificSoundHook?.Enable();
|
||||
this.GetResourceSyncHook?.Enable();
|
||||
this.GetResourceAsyncHook?.Enable();
|
||||
}
|
||||
|
||||
internal void Disable() {
|
||||
this.PlaySpecificSoundHook?.Disable();
|
||||
this.GetResourceSyncHook?.Disable();
|
||||
this.GetResourceAsyncHook?.Disable();
|
||||
}
|
||||
|
||||
public void Dispose() {
|
||||
this.PlaySpecificSoundHook?.Dispose();
|
||||
this.GetResourceSyncHook?.Dispose();
|
||||
this.GetResourceAsyncHook?.Dispose();
|
||||
|
||||
Marshal.FreeHGlobal(this.InfoPtr);
|
||||
Marshal.FreeHGlobal(this.NoSoundPtr);
|
||||
}
|
||||
|
||||
private void* PlaySpecificSoundDetour(long a1, int idx) {
|
||||
if (a1 == 0) {
|
||||
goto Original;
|
||||
}
|
||||
|
||||
var scdData = *(byte**) (a1 + 8);
|
||||
if (scdData == null) {
|
||||
goto Original;
|
||||
}
|
||||
|
||||
// check cached scds for path
|
||||
this.Scds.TryGetValue((IntPtr) scdData, out var path);
|
||||
|
||||
// if the scd wasn't cached, look at the async lookups
|
||||
if (path == null) {
|
||||
foreach (var entry in this.AsyncScds.ToList()) {
|
||||
try {
|
||||
var dataPtr = Marshal.ReadIntPtr(entry.Key + ResourceDataPointerOffset);
|
||||
if (dataPtr != (IntPtr) scdData) {
|
||||
continue;
|
||||
}
|
||||
|
||||
this.Scds[dataPtr] = entry.Value;
|
||||
this.AsyncScds.Remove(entry.Key);
|
||||
path = entry.Value;
|
||||
} catch (Exception) {
|
||||
// remove any async pointers that had errors while reading
|
||||
this.AsyncScds.Remove(entry.Key);
|
||||
}
|
||||
}
|
||||
|
||||
// if we still couldn't find a path for this pointer, give up
|
||||
if (path == null) {
|
||||
goto Original;
|
||||
}
|
||||
}
|
||||
|
||||
path = path.ToLowerInvariant();
|
||||
var specificPath = $"{path}/{idx}";
|
||||
|
||||
this.Recent.Enqueue(specificPath);
|
||||
while (this.Recent.Count > this.Plugin.Config.LogEntries) {
|
||||
this.Recent.TryDequeue(out _);
|
||||
}
|
||||
|
||||
var shouldFilter = this.Plugin.Config.Globs
|
||||
.Where(entry => entry.Value)
|
||||
.Any(entry => entry.Key.IsMatch(specificPath));
|
||||
if (shouldFilter) {
|
||||
return this.PlaySpecificSoundHook!.Original((long) this.InfoPtr, 0);
|
||||
}
|
||||
|
||||
Original:
|
||||
return this.PlaySpecificSoundHook!.Original(a1, idx);
|
||||
}
|
||||
|
||||
private void* GetResourceSyncDetour(IntPtr pFileManager, uint* pCategoryId, char* pResourceType, uint* pResourceHash, char* pPath, void* pUnknown) {
|
||||
return this.ResourceDetour(true, pFileManager, pCategoryId, pResourceType, pResourceHash, pPath, pUnknown, false);
|
||||
}
|
||||
|
||||
private void* GetResourceAsyncDetour(IntPtr pFileManager, uint* pCategoryId, char* pResourceType, uint* pResourceHash, char* pPath, void* pUnknown, bool isUnknown) {
|
||||
return this.ResourceDetour(false, pFileManager, pCategoryId, pResourceType, pResourceHash, pPath, pUnknown, isUnknown);
|
||||
}
|
||||
|
||||
private void* ResourceDetour(bool isSync, IntPtr pFileManager, uint* pCategoryId, char* pResourceType, uint* pResourceHash, char* pPath, void* pUnknown, bool isUnknown) {
|
||||
var ret = this.CallOriginalResourceHandler(isSync, pFileManager, pCategoryId, pResourceType, pResourceHash, pPath, pUnknown, isUnknown);
|
||||
|
||||
var path = Util.ReadTerminatedString((byte*) pPath);
|
||||
if (ret != null && path.EndsWith(".scd")) {
|
||||
var scdData = Marshal.ReadIntPtr((IntPtr) ret + ResourceDataPointerOffset);
|
||||
// if we immediately have the scd data, cache it, otherwise add it to a waiting list to hopefully be picked up at sound play time
|
||||
if (scdData != IntPtr.Zero) {
|
||||
this.Scds[scdData] = path;
|
||||
} else if (this.Scds.All(entry => entry.Value != path)) {
|
||||
// only add to the waiting list if we haven't resolved this path yet
|
||||
this.AsyncScds[(IntPtr) ret] = path;
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
private void* CallOriginalResourceHandler(bool isSync, IntPtr pFileManager, uint* pCategoryId, char* pResourceType, uint* pResourceHash, char* pPath, void* pUnknown, bool isUnknown) {
|
||||
return isSync
|
||||
? this.GetResourceSyncHook!.Original(pFileManager, pCategoryId, pResourceType, pResourceHash, pPath, pUnknown)
|
||||
: this.GetResourceAsyncHook!.Original(pFileManager, pCategoryId, pResourceType, pResourceHash, pPath, pUnknown, isUnknown);
|
||||
}
|
||||
}
|
||||
}
|
5
SoundFilter/FodyWeavers.xml
Executable file
5
SoundFilter/FodyWeavers.xml
Executable file
@ -0,0 +1,5 @@
|
||||
<Weavers xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="FodyWeavers.xsd">
|
||||
<ResourcesMerge/>
|
||||
<ILMerge/>
|
||||
<Resourcer/>
|
||||
</Weavers>
|
18
SoundFilter/PluginShim.cs
Executable file
18
SoundFilter/PluginShim.cs
Executable file
@ -0,0 +1,18 @@
|
||||
using Dalamud.Plugin;
|
||||
|
||||
namespace SoundFilter {
|
||||
// ReSharper disable once UnusedType.Global
|
||||
public class PluginShim : IDalamudPlugin {
|
||||
public string Name => SoundFilterPlugin.Name;
|
||||
|
||||
private SoundFilterPlugin? Plugin { get; set; }
|
||||
|
||||
public void Initialize(DalamudPluginInterface pluginInterface) {
|
||||
this.Plugin = new SoundFilterPlugin(pluginInterface);
|
||||
}
|
||||
|
||||
public void Dispose() {
|
||||
this.Plugin?.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
126
SoundFilter/Resources/Language.Designer.cs
generated
Executable file
126
SoundFilter/Resources/Language.Designer.cs
generated
Executable file
@ -0,0 +1,126 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Runtime Version:4.0.30319.42000
|
||||
//
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
namespace SoundFilter.Resources {
|
||||
using System;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// A strongly-typed resource class, for looking up localized strings, etc.
|
||||
/// </summary>
|
||||
// This class was auto-generated by the StronglyTypedResourceBuilder
|
||||
// class via a tool like ResGen or Visual Studio.
|
||||
// To add or remove a member, edit your .ResX file then rerun ResGen
|
||||
// with the /str option, or rebuild your VS project.
|
||||
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
|
||||
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
|
||||
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
|
||||
internal class Language {
|
||||
|
||||
private static global::System.Resources.ResourceManager resourceMan;
|
||||
|
||||
private static global::System.Globalization.CultureInfo resourceCulture;
|
||||
|
||||
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
|
||||
internal Language() {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the cached ResourceManager instance used by this class.
|
||||
/// </summary>
|
||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
||||
internal static global::System.Resources.ResourceManager ResourceManager {
|
||||
get {
|
||||
if (object.ReferenceEquals(resourceMan, null)) {
|
||||
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("SoundFilter.Resources.Language", typeof(Language).Assembly);
|
||||
resourceMan = temp;
|
||||
}
|
||||
return resourceMan;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Overrides the current thread's CurrentUICulture property for all
|
||||
/// resource lookups using this strongly typed resource class.
|
||||
/// </summary>
|
||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
||||
internal static global::System.Globalization.CultureInfo Culture {
|
||||
get {
|
||||
return resourceCulture;
|
||||
}
|
||||
set {
|
||||
resourceCulture = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized string similar to Due to the way FFXIV's resource loading works, {0} has to hear a sound once before it can filter it after a fresh install or update. Restart your game after installing or updating if this is a problem for you..
|
||||
/// </summary>
|
||||
internal static string LoadWarning {
|
||||
get {
|
||||
return ResourceManager.GetString("LoadWarning", resourceCulture);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized string similar to Max sounds.
|
||||
/// </summary>
|
||||
internal static string LogMaxRecentSounds {
|
||||
get {
|
||||
return ResourceManager.GetString("LogMaxRecentSounds", resourceCulture);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized string similar to Search.
|
||||
/// </summary>
|
||||
internal static string LogSearch {
|
||||
get {
|
||||
return ResourceManager.GetString("LogSearch", resourceCulture);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized string similar to Sound log.
|
||||
/// </summary>
|
||||
internal static string LogWindowTitle {
|
||||
get {
|
||||
return ResourceManager.GetString("LogWindowTitle", resourceCulture);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized string similar to Enable sound filter.
|
||||
/// </summary>
|
||||
internal static string SettingsEnableSoundFilter {
|
||||
get {
|
||||
return ResourceManager.GetString("SettingsEnableSoundFilter", resourceCulture);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized string similar to Show sound log window.
|
||||
/// </summary>
|
||||
internal static string SettingsShowSoundLogWindow {
|
||||
get {
|
||||
return ResourceManager.GetString("SettingsShowSoundLogWindow", resourceCulture);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized string similar to {0} settings.
|
||||
/// </summary>
|
||||
internal static string SettingsWindowTitle {
|
||||
get {
|
||||
return ResourceManager.GetString("SettingsWindowTitle", resourceCulture);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
42
SoundFilter/Resources/Language.resx
Executable file
42
SoundFilter/Resources/Language.resx
Executable file
@ -0,0 +1,42 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
|
||||
<root>
|
||||
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
|
||||
<xsd:element name="root" msdata:IsDataSet="true">
|
||||
|
||||
</xsd:element>
|
||||
</xsd:schema>
|
||||
<resheader name="resmimetype">
|
||||
<value>text/microsoft-resx</value>
|
||||
</resheader>
|
||||
<resheader name="version">
|
||||
<value>1.3</value>
|
||||
</resheader>
|
||||
<resheader name="reader">
|
||||
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<resheader name="writer">
|
||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<data name="SettingsWindowTitle" xml:space="preserve">
|
||||
<value>{0} settings</value>
|
||||
</data>
|
||||
<data name="SettingsEnableSoundFilter" xml:space="preserve">
|
||||
<value>Enable sound filter</value>
|
||||
</data>
|
||||
<data name="SettingsShowSoundLogWindow" xml:space="preserve">
|
||||
<value>Show sound log window</value>
|
||||
</data>
|
||||
<data name="LogWindowTitle" xml:space="preserve">
|
||||
<value>Sound log</value>
|
||||
</data>
|
||||
<data name="LogSearch" xml:space="preserve">
|
||||
<value>Search</value>
|
||||
</data>
|
||||
<data name="LogMaxRecentSounds" xml:space="preserve">
|
||||
<value>Max sounds</value>
|
||||
</data>
|
||||
<data name="LoadWarning" xml:space="preserve">
|
||||
<value>Due to the way FFXIV's resource loading works, {0} has to hear a sound once before it can filter it after a fresh install or update. Restart your game after installing or updating if this is a problem for you.</value>
|
||||
</data>
|
||||
</root>
|
BIN
SoundFilter/Resources/gaya_nosound.scd
Executable file
BIN
SoundFilter/Resources/gaya_nosound.scd
Executable file
Binary file not shown.
46
SoundFilter/SoundFilter.csproj
Executable file
46
SoundFilter/SoundFilter.csproj
Executable file
@ -0,0 +1,46 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net48</TargetFramework>
|
||||
<Version>1.0.0</Version>
|
||||
<LangVersion>latest</LangVersion>
|
||||
<Nullable>enable</Nullable>
|
||||
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="Dalamud">
|
||||
<HintPath>$(AppData)\XIVLauncher\addon\Hooks\dev\Dalamud.dll</HintPath>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="ImGui.NET">
|
||||
<HintPath>$(AppData)\XIVLauncher\addon\Hooks\dev\ImGui.NET.dll</HintPath>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="ImGuiScene">
|
||||
<HintPath>$(AppData)\XIVLauncher\addon\Hooks\dev\ImGuiScene.dll</HintPath>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Update="Resources\Language.resx">
|
||||
<Generator>ResXFileCodeGenerator</Generator>
|
||||
<LastGenOutput>Language.Designer.cs</LastGenOutput>
|
||||
</EmbeddedResource>
|
||||
<None Remove="Resources\gaya_nosound.scd" />
|
||||
<EmbeddedResource Include="Resources\gaya_nosound.scd" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Update="Resources\Language.Designer.cs">
|
||||
<DesignTime>True</DesignTime>
|
||||
<AutoGen>True</AutoGen>
|
||||
<DependentUpon>Language.resx</DependentUpon>
|
||||
</Compile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<PackageReference Include="DalamudPackager" Version="1.2.1" />
|
||||
<PackageReference Include="DotNet.Glob" Version="3.1.2" />
|
||||
<PackageReference Include="Fody" Version="6.5.1" PrivateAssets="all" />
|
||||
<PackageReference Include="ILMerge.Fody" Version="1.16.0" PrivateAssets="all" />
|
||||
<PackageReference Include="Resourcer.Fody" Version="1.8.0" PrivateAssets="all" />
|
||||
<PackageReference Include="ResourcesMerge.Fody" Version="1.0.1" PrivateAssets="all" />
|
||||
</ItemGroup>
|
||||
</Project>
|
9
SoundFilter/SoundFilter.yaml
Executable file
9
SoundFilter/SoundFilter.yaml
Executable file
@ -0,0 +1,9 @@
|
||||
name: Sound Filter
|
||||
author: ascclemens
|
||||
description: |-
|
||||
Filters any sound or set of sounds from the game.
|
||||
|
||||
- Remove a battle sound effect you don't like
|
||||
- Remove specific emote sounds
|
||||
- Remove specific background music
|
||||
repo_url: https://git.sr.ht/jkcclemens/SoundFilter
|
54
SoundFilter/SoundFilterPlugin.cs
Executable file
54
SoundFilter/SoundFilterPlugin.cs
Executable file
@ -0,0 +1,54 @@
|
||||
using System;
|
||||
using Dalamud.Game.Text;
|
||||
using Dalamud.Game.Text.SeStringHandling;
|
||||
using Dalamud.Game.Text.SeStringHandling.Payloads;
|
||||
using Dalamud.Plugin;
|
||||
using SoundFilter.Resources;
|
||||
using SoundFilter.Ui;
|
||||
|
||||
namespace SoundFilter {
|
||||
internal class SoundFilterPlugin : IDisposable {
|
||||
internal const string Name = "Sound Filter";
|
||||
|
||||
internal DalamudPluginInterface Interface { get; }
|
||||
internal Configuration Config { get; }
|
||||
internal Filter Filter { get; }
|
||||
internal PluginUi Ui { get; }
|
||||
private Commands Commands { get; }
|
||||
|
||||
internal SoundFilterPlugin(DalamudPluginInterface @interface) {
|
||||
this.Interface = @interface;
|
||||
|
||||
this.Config = this.Interface.GetPluginConfig() as Configuration ?? new Configuration();
|
||||
this.Config.Initialise(this.Interface);
|
||||
|
||||
this.Filter = new Filter(this);
|
||||
if (this.Config.Enabled) {
|
||||
this.Filter.Enable();
|
||||
}
|
||||
|
||||
this.Ui = new PluginUi(this);
|
||||
this.Commands = new Commands(this);
|
||||
|
||||
if (this.Interface.Reason != PluginLoadReason.Installer) {
|
||||
return;
|
||||
}
|
||||
|
||||
var message = string.Format(Language.LoadWarning, Name);
|
||||
this.Interface.Framework.Gui.Chat.PrintChat(new XivChatEntry {
|
||||
Name = Name,
|
||||
MessageBytes = new SeString(new Payload[] {
|
||||
new UIForegroundPayload(this.Interface.Data, 502),
|
||||
new TextPayload($"[{Name}] {message}"),
|
||||
new UIForegroundPayload(this.Interface.Data, 0),
|
||||
}).Encode(),
|
||||
});
|
||||
}
|
||||
|
||||
public void Dispose() {
|
||||
this.Commands.Dispose();
|
||||
this.Ui.Dispose();
|
||||
this.Filter.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
46
SoundFilter/Ui/PluginUi.cs
Executable file
46
SoundFilter/Ui/PluginUi.cs
Executable file
@ -0,0 +1,46 @@
|
||||
using System;
|
||||
using System.Globalization;
|
||||
using Dalamud.Plugin;
|
||||
using SoundFilter.Resources;
|
||||
|
||||
namespace SoundFilter.Ui {
|
||||
public class PluginUi : IDisposable {
|
||||
private SoundFilterPlugin Plugin { get; }
|
||||
internal Settings Settings { get; }
|
||||
private SoundLog SoundLog { get; }
|
||||
|
||||
internal PluginUi(SoundFilterPlugin plugin) {
|
||||
this.Plugin = plugin;
|
||||
|
||||
this.ConfigureLanguage();
|
||||
|
||||
this.Settings = new Settings(this.Plugin);
|
||||
this.SoundLog = new SoundLog(this.Plugin);
|
||||
|
||||
this.Plugin.Interface.UiBuilder.OnBuildUi += this.Draw;
|
||||
this.Plugin.Interface.OnLanguageChanged += this.ConfigureLanguage;
|
||||
}
|
||||
|
||||
public void Dispose() {
|
||||
this.Plugin.Interface.OnLanguageChanged -= this.ConfigureLanguage;
|
||||
this.Plugin.Interface.UiBuilder.OnBuildUi -= this.Draw;
|
||||
|
||||
this.Settings.Dispose();
|
||||
}
|
||||
|
||||
private void ConfigureLanguage(string? langCode = null) {
|
||||
langCode ??= this.Plugin.Interface.UiLanguage ?? "en";
|
||||
try {
|
||||
Language.Culture = new CultureInfo(langCode);
|
||||
} catch (Exception ex) {
|
||||
PluginLog.LogError(ex, $"Could not set culture to {langCode} - falling back to default");
|
||||
Language.Culture = CultureInfo.DefaultThreadCurrentUICulture;
|
||||
}
|
||||
}
|
||||
|
||||
private void Draw() {
|
||||
this.Settings.Draw();
|
||||
this.SoundLog.Draw();
|
||||
}
|
||||
}
|
||||
}
|
91
SoundFilter/Ui/Settings.cs
Executable file
91
SoundFilter/Ui/Settings.cs
Executable file
@ -0,0 +1,91 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Dalamud.Interface;
|
||||
using DotNet.Globbing;
|
||||
using ImGuiNET;
|
||||
using SoundFilter.Resources;
|
||||
|
||||
namespace SoundFilter.Ui {
|
||||
public class Settings : IDisposable {
|
||||
private SoundFilterPlugin Plugin { get; }
|
||||
|
||||
private bool _showWindow;
|
||||
private string _soundPath = string.Empty;
|
||||
|
||||
internal Settings(SoundFilterPlugin plugin) {
|
||||
this.Plugin = plugin;
|
||||
|
||||
this.Plugin.Interface.UiBuilder.OnOpenConfigUi += this.Toggle;
|
||||
}
|
||||
|
||||
public void Dispose() {
|
||||
this.Plugin.Interface.UiBuilder.OnOpenConfigUi -= this.Toggle;
|
||||
}
|
||||
|
||||
internal void Toggle(object? sender = null, object? args = null) {
|
||||
this._showWindow = !this._showWindow;
|
||||
}
|
||||
|
||||
internal void Draw() {
|
||||
if (!this._showWindow) {
|
||||
return;
|
||||
}
|
||||
|
||||
var windowTitle = string.Format(Language.SettingsWindowTitle, SoundFilterPlugin.Name);
|
||||
if (!ImGui.Begin($"{windowTitle}###soundfilter-settings", ref this._showWindow)) {
|
||||
ImGui.End();
|
||||
return;
|
||||
}
|
||||
|
||||
var shouldSave = false;
|
||||
if (ImGui.Checkbox(Language.SettingsEnableSoundFilter, ref this.Plugin.Config.Enabled)) {
|
||||
if (this.Plugin.Config.Enabled) {
|
||||
this.Plugin.Filter.Enable();
|
||||
} else {
|
||||
this.Plugin.Filter.Disable();
|
||||
}
|
||||
|
||||
shouldSave = true;
|
||||
}
|
||||
|
||||
shouldSave |= ImGui.Checkbox(Language.SettingsShowSoundLogWindow, ref this.Plugin.Config.ShowLog);
|
||||
|
||||
ImGui.Separator();
|
||||
|
||||
ImGui.TextUnformatted("Sound path to filter");
|
||||
ImGui.InputText("##sound-path", ref this._soundPath, 255);
|
||||
ImGui.SameLine();
|
||||
if (Util.IconButton(FontAwesomeIcon.Plus, "add") && !string.IsNullOrWhiteSpace(this._soundPath)) {
|
||||
this.Plugin.Config.Filtered[this._soundPath] = true;
|
||||
shouldSave = true;
|
||||
}
|
||||
|
||||
if (ImGui.BeginChild("filtered-sounds")) {
|
||||
foreach (var entry in this.Plugin.Config.Filtered.ToList()) {
|
||||
var glob = entry.Key;
|
||||
var enabled = entry.Value;
|
||||
|
||||
if (Util.IconButton(FontAwesomeIcon.Trash, $"delete-{glob}")) {
|
||||
this.Plugin.Config.Filtered.Remove(glob);
|
||||
shouldSave = true;
|
||||
}
|
||||
|
||||
ImGui.SameLine();
|
||||
|
||||
if (ImGui.Checkbox(glob, ref enabled)) {
|
||||
this.Plugin.Config.Filtered[glob] = enabled;
|
||||
shouldSave = true;
|
||||
}
|
||||
}
|
||||
|
||||
ImGui.EndChild();
|
||||
}
|
||||
|
||||
if (shouldSave) {
|
||||
this.Plugin.Config.Save();
|
||||
}
|
||||
|
||||
ImGui.End();
|
||||
}
|
||||
}
|
||||
}
|
61
SoundFilter/Ui/SoundLog.cs
Executable file
61
SoundFilter/Ui/SoundLog.cs
Executable file
@ -0,0 +1,61 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Dalamud.Interface;
|
||||
using ImGuiNET;
|
||||
using SoundFilter.Resources;
|
||||
|
||||
namespace SoundFilter.Ui {
|
||||
public class SoundLog {
|
||||
private SoundFilterPlugin Plugin { get; }
|
||||
|
||||
private string _search = string.Empty;
|
||||
|
||||
internal SoundLog(SoundFilterPlugin plugin) {
|
||||
this.Plugin = plugin;
|
||||
}
|
||||
|
||||
internal void Draw() {
|
||||
if (!this.Plugin.Config.ShowLog) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!ImGui.Begin(Language.LogWindowTitle, ref this.Plugin.Config.ShowLog)) {
|
||||
this.Plugin.Config.Save();
|
||||
ImGui.End();
|
||||
return;
|
||||
}
|
||||
|
||||
ImGui.InputText(Language.LogSearch, ref this._search, 255);
|
||||
|
||||
var entries = (int) this.Plugin.Config.LogEntries;
|
||||
if (ImGui.InputInt(Language.LogMaxRecentSounds, ref entries)) {
|
||||
this.Plugin.Config.LogEntries = (uint) Math.Min(10_000, Math.Max(0, entries));
|
||||
this.Plugin.Config.Save();
|
||||
}
|
||||
|
||||
ImGui.Separator();
|
||||
|
||||
if (ImGui.BeginChild("sounds")) {
|
||||
var i = 0;
|
||||
foreach (var recent in this.Plugin.Filter.Recent.Reverse()) {
|
||||
if (!string.IsNullOrWhiteSpace(this._search) && !recent.ContainsIgnoreCase(this._search)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (Util.IconButton(FontAwesomeIcon.Copy, $"copy-{recent}-{i}")) {
|
||||
ImGui.SetClipboardText(recent);
|
||||
}
|
||||
|
||||
ImGui.SameLine();
|
||||
ImGui.TextUnformatted(recent);
|
||||
i += 1;
|
||||
}
|
||||
|
||||
ImGui.EndChild();
|
||||
}
|
||||
|
||||
|
||||
ImGui.End();
|
||||
}
|
||||
}
|
||||
}
|
51
SoundFilter/Util.cs
Executable file
51
SoundFilter/Util.cs
Executable file
@ -0,0 +1,51 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using Dalamud.Game;
|
||||
using Dalamud.Interface;
|
||||
using ImGuiNET;
|
||||
|
||||
namespace SoundFilter {
|
||||
internal static class Util {
|
||||
internal static bool TryScanText(this SigScanner scanner, string sig, out IntPtr result) {
|
||||
result = IntPtr.Zero;
|
||||
try {
|
||||
result = scanner.ScanText(sig);
|
||||
return true;
|
||||
} catch (KeyNotFoundException) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private static unsafe byte[] ReadTerminatedBytes(byte* ptr) {
|
||||
if (ptr == null) {
|
||||
return new byte[0];
|
||||
}
|
||||
|
||||
var bytes = new List<byte>();
|
||||
while (*ptr != 0) {
|
||||
bytes.Add(*ptr);
|
||||
ptr += 1;
|
||||
}
|
||||
|
||||
return bytes.ToArray();
|
||||
}
|
||||
|
||||
internal static unsafe string ReadTerminatedString(byte* ptr) {
|
||||
return Encoding.UTF8.GetString(ReadTerminatedBytes(ptr));
|
||||
}
|
||||
|
||||
internal static bool ContainsIgnoreCase(this string haystack, string needle) {
|
||||
return CultureInfo.InvariantCulture.CompareInfo.IndexOf(haystack, needle, CompareOptions.IgnoreCase) >= 0;
|
||||
}
|
||||
|
||||
internal static bool IconButton(FontAwesomeIcon icon, string id) {
|
||||
ImGui.PushFont(UiBuilder.IconFont);
|
||||
var ret = ImGui.Button($"{icon.ToIconString()}##{id}");
|
||||
ImGui.PopFont();
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user