fix more bullshit
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@@ -133,13 +133,16 @@ public class PlayerDataFactory
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// wait until chara is not drawing and present so nothing spontaneously explodes
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await _dalamudUtil.WaitWhileCharacterIsDrawing(_logger, playerRelatedObject, Guid.NewGuid(), 30000, ct: token).ConfigureAwait(false);
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int totalWaitTime = 10000;
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while (!await _dalamudUtil.IsObjectPresentAsync(await _dalamudUtil.CreateGameObjectAsync(charaPointer).ConfigureAwait(false)).ConfigureAwait(false) && totalWaitTime > 0)
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while (!await _dalamudUtil.IsObjectPresentAsync(await _dalamudUtil.CreateGameObjectAsync(playerRelatedObject.Address).ConfigureAwait(false)).ConfigureAwait(false) && totalWaitTime > 0)
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{
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_logger.LogTrace("Character is null but it shouldn't be, waiting");
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await Task.Delay(50, token).ConfigureAwait(false);
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totalWaitTime -= 50;
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}
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var boneIndices = await _dalamudUtil.RunOnFrameworkThread(() => _modelAnalyzer.GetSkeletonBoneIndices(charaPointer)).ConfigureAwait(false);
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Dictionary<string, List<ushort>>? boneIndices =
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objectKind != ObjectKind.Player
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? null
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: await _dalamudUtil.RunOnFrameworkThread(() => _modelAnalyzer.GetSkeletonBoneIndices(playerRelatedObject.Address)).ConfigureAwait(false);
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DateTime start = DateTime.UtcNow;
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@@ -243,7 +246,7 @@ public class PlayerDataFactory
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}
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catch (Exception e)
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{
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_logger.LogWarning(e, "Failed to verify player animations, continuing");
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_logger.LogWarning(e, "Failed to verify player animations, continuing without further verification");
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}
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}
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