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NWN.Native

NWN.Native is a package containing the C# proxy classes for interacting with the native NWNX interop library using the Simplified Wrapper and Interface Generator.

It is an advanced tool that is meant to be used by those with well-versed knowledge of C#, C++ and the NWN game engine. It should only be used as a last resort if you require very specific or complex behaviours that are not supported by NWN.Anvil, NWN.Core or NWNX.

Classes and class members are named to match the C++ structure/member names, and global members can be accessed via NWNXLib & FunctionsLinux. All classes are part of the NWN.Native.API namespace.

Here is an example on how to implement the Get/SetSoundset functions from the NWNX Creature plugin:

Using NWNX

NWNX_EXPORT ArgumentStack GetSoundset(ArgumentStack&& args)
{
    const auto objectId = args.extract<ObjectID>();
    if (auto *pCreature = API::Globals::AppManager()->m_pServerExoApp->GetGameObject(objectId)->AsNWSCreature())
        return pCreature->m_nSoundSet;

    return -1;
}

NWNX_EXPORT ArgumentStack SetSoundset(ArgumentStack&& args)
{
    const auto objectId = args.extract<ObjectID>();
    if (auto *pCreature = API::Globals::AppManager()->m_pServerExoApp->GetGameObject(objectId)->AsNWSCreature())
    {
        const auto soundset = args.extract<int32_t>();
          ASSERT_OR_THROW(soundset >= 0);

        pCreature->m_nSoundSet = static_cast<uint16_t>(soundset);
    }
    return {};
}

Using NWN.Native

public static ushort GetSoundset(uint objectId)
{
  CNWSCreature creature = NWNXLib.AppManager().m_pServerExoApp.GetGameObject(objectId)?.AsNWSCreature();
  if (creature != null)
  {
    return creature.m_nSoundSet;
  }
  
  return -1;
}

public static void SetSoundset(uint objectId, ushort newValue)
{
  CNWSCreature creature = NWNXLib.AppManager().m_pServerExoApp.GetGameObject(objectId)?.AsNWSCreature();
  if (creature != null)
  {
    creature.m_nSoundSet = newValue;
  }
}

StringHelper

Encoding can become an issue when you cross the native <--> managed boundary, as C# strings are UTF16 encoded while the game expects single-byte cp1252 encoded strings for the majority of functions.

NWN.Native includes a StringHelper class to help with the conversion and encoding of strings.

Here is an example on how you would get the contents of a .nss file:

Using NWNX

NWNX_EXPORT ArgumentStack GetNSSContents(ArgumentStack&& args)
{
    std::string retVal;

    const auto scriptName = args.extract<std::string>();
      ASSERT_OR_THROW(!scriptName.empty());
      ASSERT_OR_THROW(scriptName.size() <= 16);
    const auto maxLength = args.extract<int32_t>();

    if (Globals::ExoResMan()->Exists(scriptName.c_str(), Constants::ResRefType::NSS, nullptr))
    {
        CScriptSourceFile scriptSourceFile;
        char *data;
        uint32_t size = 0;

        if (scriptSourceFile.LoadScript(scriptName, &data, &size) == 0)
        {
            retVal.assign(data, maxLength < 0 ? size : (uint32_t)maxLength > size ? size : maxLength);
            scriptSourceFile.UnloadScript();
        }
    }

    return retVal;
}

Using NWN.Native

public static unsafe string GetNSSContents(string scriptName)
{
  if (string.IsNullOrEmpty(scriptName) || scriptName.Length > 16)
  {
    throw new ArgumentOutOfRangeException(nameof(scriptName), "Script name must not be null/empty and must be less than 16 characters.");
  }

  CExoString exoScriptName = new CExoString(StringHelper.GetNullTerminatedString(scriptName));
  CResRef resRef = new CResRef(StringHelper.GetNullTerminatedString(scriptName));

  if (NWNXLib.ExoResMan().Exists(resRef, (ushort)ResRefType.NSS) == 1)
  {
    CScriptSourceFile scriptSourceFile = new CScriptSourceFile();
    byte* data;
    uint size = 0;

    if (scriptSourceFile.LoadScript(exoScriptName, &data, &size) == 0)
    {
      string retVal = StringHelper.ReadFixedLengthString(data, (int)size);
      scriptSourceFile.UnloadScript();
      return retVal;
    }
  }

  return null;
}

StringHelper.GetNullTerminatedString may also be invoked as an extension method:

      CExoString exoScriptName = new CExoString(scriptName.GetNullTerminatedString());
      CResRef resRef = new CResRef(scriptName.GetNullTerminatedString());

Function Hooking

Function hooks require access to the RequestHook and ReturnHook delegates bootstrapped by the NWNX_DotNET plugin.

They are available in NWN.Anvil as a part of the HookService. For NWN.Core users, they can be found in VM.RequestHook() and VM.ReturnHook().

To hook a function, you need to create a matching delegate in C# that matches the function stack EXACTLY. For any parameter type that is non-blittable, you must use System.IntPtr, or void* as the delegate parameter and resolve the proxy class by using ClassName.FromPointer(ptr);

Here is an example on how to hook the SaveServerCharacterHook method to create a event for when a player character is saved.

Using NWNX

namespace Events {

using namespace NWNXLib;
using namespace NWNXLib::API;
using namespace NWNXLib::Services;

static Hooks::Hook s_ServerCharacterSaveHook;

static int32_t SaveServerCharacterHook(CNWSPlayer*, int32_t);

void ClientEvents() __attribute__((constructor));
void ClientEvents()
{
    InitOnFirstSubscribe("NWNX_ON_SERVER_CHARACTER_SAVE_.*", []() {
        s_ServerCharacterSaveHook = Hooks::HookFunction(API::Functions::_ZN10CNWSPlayer19SaveServerCharacterEi,
                                                 (void*)&SaveServerCharacterHook, Hooks::Order::Early);
    });
}

int32_t SaveServerCharacterHook(CNWSPlayer *pPlayer, int32_t bBackupPlayer)
{
    int32_t retVal;

    auto PushAndSignal = [&](const std::string& ev) -> bool {
        return SignalEvent(ev, pPlayer->m_oidNWSObject);
    };

    if (PushAndSignal("NWNX_ON_SERVER_CHARACTER_SAVE_BEFORE"))
    {
        retVal = s_ServerCharacterSaveHook->CallOriginal<int32_t>(pPlayer, bBackupPlayer);
    }
    else
    {
        retVal = false;
    }

    PushAndSignal("NWNX_ON_SERVER_CHARACTER_SAVE_AFTER");

    return retVal;
}

Using NWN.Native/NWN.Anvil

public sealed class OnServerCharacterSave : IEvent
{
  /// <summary>
  /// Gets the player that is being saved.
  /// </summary>
  public NwPlayer Player { get; private init; }

  /// <summary>
  /// Gets or sets a value indicating whether the character should be prevented from being saved.
  /// </summary>
  public bool PreventSave { get; set; }

  NwObject IEvent.Context
  {
    get => Player.ControlledCreature;
  }

  internal sealed unsafe class Factory : SingleHookEventFactory<Factory.SaveServerCharacterHook>
  {
    [NativeFunction("_ZN10CNWSPlayer19SaveServerCharacterEi", "?SaveServerCharacter@CNWSPlayer@@QEAAHH@Z")]
    private delegate int SaveServerCharacterHook(void* pPlayer, int bBackupPlayer);

    protected override FunctionHook<SaveServerCharacterHook> RequestHook()
    {
      delegate* unmanaged<void*, int, int> pHook = &OnSaveServerCharacter;
      return HookService.RequestHook<SaveServerCharacterHook>(pHook, HookOrder.Early);
    }

    [UnmanagedCallersOnly]
    private static int OnSaveServerCharacter(void* pPlayer, int bBackupPlayer)
    {
      OnServerCharacterSave eventData = ProcessEvent(new OnServerCharacterSave
      {
        Player = CNWSPlayer.FromPointer(pPlayer).ToNwPlayer(),
      });

      return !eventData.PreventSave ? Hook.CallOriginal(pPlayer, bBackupPlayer) : 0;
    }
  }
}

Using NWN.Native/NWN.Core

public sealed class OnServerCharacterSave
{
  public CNWSPlayer Player { get; init; }

  public bool PreventSave { get; set; }
}

public static unsafe class OnServerCharacterSaveEventFactory
{
  public static event Action<OnServerCharacterSave> OnCharacterSave;

  private static readonly SaveServerCharacterHook CallOriginal;

  static OnServerCharacterSaveEventFactory()
  {
    delegate* unmanaged<void*, int, int> pHook = &OnSaveServerCharacter;
    IntPtr hookPtr = VM.RequestHook(NativeLibrary.GetExport(NativeLibrary.GetMainProgramHandle(), "_ZN10CNWSPlayer19SaveServerCharacterEi"), (IntPtr)pHook, -1000000);
    CallOriginal = Marshal.GetDelegateForFunctionPointer<SaveServerCharacterHook>(hookPtr);
  }

  internal delegate int SaveServerCharacterHook(void* pPlayer, int bBackupPlayer);

  [UnmanagedCallersOnly]
  private static int OnSaveServerCharacter(void* pPlayer, int bBackupPlayer)
  {
    OnServerCharacterSave eventData = new OnServerCharacterSave
    {
      Player = CNWSPlayer.FromPointer(pPlayer)
    };

    OnCharacterSave?.Invoke(eventData);
    return !eventData.PreventSave ? CallOriginal(pPlayer, bBackupPlayer) : 0;
  }
}