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
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@ -6,12 +6,22 @@ DEFINE_LOG_CATEGORY(Discord)
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static UDiscordRpc* self = nullptr;
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static void ReadyHandler()
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static void ReadyHandler(const DiscordUser* connectedUser)
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{
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UE_LOG(Discord, Log, TEXT("Discord connected"));
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FDiscordUserData ud;
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ud.userId = ANSI_TO_TCHAR(connectedUser->userId);
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ud.username = ANSI_TO_TCHAR(connectedUser->username);
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ud.discriminator = ANSI_TO_TCHAR(connectedUser->discriminator);
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ud.avatar = ANSI_TO_TCHAR(connectedUser->avatar);
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UE_LOG(Discord,
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Log,
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TEXT("Discord connected to %s - %s#%s"),
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*ud.userId,
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*ud.username,
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*ud.discriminator);
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if (self) {
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self->IsConnected = true;
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self->OnConnected.Broadcast();
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self->OnConnected.Broadcast(ud);
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}
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}
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@ -52,22 +62,27 @@ static void SpectateGameHandler(const char* spectateSecret)
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}
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}
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static void JoinRequestHandler(const DiscordJoinRequest* request)
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static void JoinRequestHandler(const DiscordUser* request)
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{
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FDiscordJoinRequestData jr;
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jr.userId = ANSI_TO_TCHAR(request->userId);
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jr.username = ANSI_TO_TCHAR(request->username);
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jr.discriminator = ANSI_TO_TCHAR(request->discriminator);
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jr.avatar = ANSI_TO_TCHAR(request->avatar);
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UE_LOG(Discord, Log, TEXT("Discord join request from %s - %s#%s"), *jr.userId, *jr.username, *jr.discriminator);
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FDiscordUserData ud;
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ud.userId = ANSI_TO_TCHAR(request->userId);
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ud.username = ANSI_TO_TCHAR(request->username);
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ud.discriminator = ANSI_TO_TCHAR(request->discriminator);
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ud.avatar = ANSI_TO_TCHAR(request->avatar);
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UE_LOG(Discord,
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Log,
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TEXT("Discord join request from %s - %s#%s"),
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*ud.userId,
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*ud.username,
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*ud.discriminator);
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if (self) {
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self->OnJoinRequest.Broadcast(jr);
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self->OnJoinRequest.Broadcast(ud);
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}
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}
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void UDiscordRpc::Initialize(const FString& applicationId,
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bool autoRegister,
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const FString& optionalSteamId)
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bool autoRegister,
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const FString& optionalSteamId)
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{
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self = this;
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IsConnected = false;
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@ -87,7 +102,7 @@ void UDiscordRpc::Initialize(const FString& applicationId,
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auto appId = StringCast<ANSICHAR>(*applicationId);
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auto steamId = StringCast<ANSICHAR>(*optionalSteamId);
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Discord_Initialize(
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(const char*)appId.Get(), &handlers, autoRegister, (const char*)steamId.Get());
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(const char*)appId.Get(), &handlers, autoRegister, (const char*)steamId.Get());
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}
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void UDiscordRpc::Shutdown()
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@ -11,7 +11,7 @@
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* Ask to join callback data
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*/
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USTRUCT(BlueprintType)
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struct FDiscordJoinRequestData {
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struct FDiscordUserData {
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GENERATED_USTRUCT_BODY()
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UPROPERTY(BlueprintReadOnly)
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@ -27,12 +27,12 @@ struct FDiscordJoinRequestData {
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DECLARE_LOG_CATEGORY_EXTERN(Discord, Log, All);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FDiscordConnected);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordConnected, const FDiscordUserData&, joinRequest);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDiscordDisconnected, int, errorCode, const FString&, errorMessage);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDiscordErrored, int, errorCode, const FString&, errorMessage);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordJoin, const FString&, joinSecret);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordSpectate, const FString&, spectateSecret);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordJoinRequest, const FDiscordJoinRequestData&, joinRequest);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordJoinRequest, const FDiscordUserData&, joinRequest);
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// clang-format on
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