Adding user object to READY event (#159)

* Pass the READY event data down in onConnect

* Changes made for UE4 and Unity wrappers

* Changing object name from joinRequest to DiscordUser
This commit is contained in:
Mason Sciotti
2018-04-16 10:25:44 -07:00
committed by GitHub
parent 2ce9fe068b
commit 64027b336f
10 changed files with 97 additions and 56 deletions

View File

@ -6,12 +6,22 @@ DEFINE_LOG_CATEGORY(Discord)
static UDiscordRpc* self = nullptr;
static void ReadyHandler()
static void ReadyHandler(const DiscordUser* connectedUser)
{
UE_LOG(Discord, Log, TEXT("Discord connected"));
FDiscordUserData ud;
ud.userId = ANSI_TO_TCHAR(connectedUser->userId);
ud.username = ANSI_TO_TCHAR(connectedUser->username);
ud.discriminator = ANSI_TO_TCHAR(connectedUser->discriminator);
ud.avatar = ANSI_TO_TCHAR(connectedUser->avatar);
UE_LOG(Discord,
Log,
TEXT("Discord connected to %s - %s#%s"),
*ud.userId,
*ud.username,
*ud.discriminator);
if (self) {
self->IsConnected = true;
self->OnConnected.Broadcast();
self->OnConnected.Broadcast(ud);
}
}
@ -52,22 +62,27 @@ static void SpectateGameHandler(const char* spectateSecret)
}
}
static void JoinRequestHandler(const DiscordJoinRequest* request)
static void JoinRequestHandler(const DiscordUser* request)
{
FDiscordJoinRequestData jr;
jr.userId = ANSI_TO_TCHAR(request->userId);
jr.username = ANSI_TO_TCHAR(request->username);
jr.discriminator = ANSI_TO_TCHAR(request->discriminator);
jr.avatar = ANSI_TO_TCHAR(request->avatar);
UE_LOG(Discord, Log, TEXT("Discord join request from %s - %s#%s"), *jr.userId, *jr.username, *jr.discriminator);
FDiscordUserData ud;
ud.userId = ANSI_TO_TCHAR(request->userId);
ud.username = ANSI_TO_TCHAR(request->username);
ud.discriminator = ANSI_TO_TCHAR(request->discriminator);
ud.avatar = ANSI_TO_TCHAR(request->avatar);
UE_LOG(Discord,
Log,
TEXT("Discord join request from %s - %s#%s"),
*ud.userId,
*ud.username,
*ud.discriminator);
if (self) {
self->OnJoinRequest.Broadcast(jr);
self->OnJoinRequest.Broadcast(ud);
}
}
void UDiscordRpc::Initialize(const FString& applicationId,
bool autoRegister,
const FString& optionalSteamId)
bool autoRegister,
const FString& optionalSteamId)
{
self = this;
IsConnected = false;
@ -87,7 +102,7 @@ void UDiscordRpc::Initialize(const FString& applicationId,
auto appId = StringCast<ANSICHAR>(*applicationId);
auto steamId = StringCast<ANSICHAR>(*optionalSteamId);
Discord_Initialize(
(const char*)appId.Get(), &handlers, autoRegister, (const char*)steamId.Get());
(const char*)appId.Get(), &handlers, autoRegister, (const char*)steamId.Get());
}
void UDiscordRpc::Shutdown()

View File

@ -11,7 +11,7 @@
* Ask to join callback data
*/
USTRUCT(BlueprintType)
struct FDiscordJoinRequestData {
struct FDiscordUserData {
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadOnly)
@ -27,12 +27,12 @@ struct FDiscordJoinRequestData {
DECLARE_LOG_CATEGORY_EXTERN(Discord, Log, All);
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FDiscordConnected);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordConnected, const FDiscordUserData&, joinRequest);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDiscordDisconnected, int, errorCode, const FString&, errorMessage);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDiscordErrored, int, errorCode, const FString&, errorMessage);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordJoin, const FString&, joinSecret);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordSpectate, const FString&, spectateSecret);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordJoinRequest, const FDiscordJoinRequestData&, joinRequest);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordJoinRequest, const FDiscordUserData&, joinRequest);
// clang-format on