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No commits in common. "master" and "v2.0.1" have entirely different histories.

56 changed files with 628 additions and 2318 deletions

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--- ---
Language: Cpp
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AlignConsecutiveDeclarations: false
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AlignTrailingComments: true AlignTrailingComments: true
AllowAllParametersOfDeclarationOnNextLine: false AllowAllParametersOfDeclarationOnNextLine: false
AllowShortBlocksOnASingleLine: false AllowShortBlocksOnASingleLine: false
AllowShortCaseLabelsOnASingleLine: false AllowShortCaseLabelsOnASingleLine: false
AllowShortFunctionsOnASingleLine: InlineOnly
AllowShortIfStatementsOnASingleLine: false AllowShortIfStatementsOnASingleLine: false
AllowShortLoopsOnASingleLine: false AllowShortLoopsOnASingleLine: false
AlwaysBreakAfterReturnType: None AllowShortFunctionsOnASingleLine: Inline
AlwaysBreakBeforeMultilineStrings: false AlwaysBreakAfterDefinitionReturnType: false
AlwaysBreakTemplateDeclarations: true AlwaysBreakTemplateDeclarations: true
BinPackArguments: false AlwaysBreakBeforeMultilineStrings: false
BinPackParameters: false
BreakBeforeBinaryOperators: None
BreakBeforeBraces: Stroustrup BreakBeforeBraces: Stroustrup
BreakBeforeInheritanceComma: true BreakBeforeBinaryOperators: None
BreakBeforeTernaryOperators: true BreakBeforeTernaryOperators: true
BreakConstructorInitializers: BeforeComma BreakConstructorInitializersBeforeComma: true
BreakStringLiterals: true BinPackParameters: false
BinPackArguments: false
ColumnLimit: 100 ColumnLimit: 100
CommentPragmas: '' CommentPragmas: ''
CompactNamespaces: false
ConstructorInitializerAllOnOneLineOrOnePerLine: false ConstructorInitializerAllOnOneLineOrOnePerLine: false
ConstructorInitializerIndentWidth: 2 ConstructorInitializerIndentWidth: 2
ContinuationIndentWidth: 2 ContinuationIndentWidth: 2
Cpp11BracedListStyle: true Cpp11BracedListStyle: true
DerivePointerAlignment: false DerivePointerAlignment: false
DisableFormat: false DisableFormat: false
FixNamespaceComments: true ExperimentalAutoDetectBinPacking: false
ForEachMacros: [] ForEachMacros: [ foreach ]
IndentCaseLabels: false
IncludeCategories:
- Regex: '^("|<)stdafx\.h(pp)?("|>)'
Priority: -1
- Regex: '^<(W|w)indows.h>'
Priority: 1
- Regex: '^<'
Priority: 2
- Regex: '.*'
Priority: 3
IncludeIsMainRegex: '(_test|_win|_linux|_mac|_ios|_osx|_null)?$'
IndentCaseLabels: false IndentCaseLabels: false
IndentWidth: 4 IndentWidth: 4
IndentWrappedFunctionNames: false IndentWrappedFunctionNames: false
KeepEmptyLinesAtTheStartOfBlocks: false KeepEmptyLinesAtTheStartOfBlocks: false
MacroBlockBegin: ''
MacroBlockEnd: ''
MaxEmptyLinesToKeep: 1 MaxEmptyLinesToKeep: 1
NamespaceIndentation: None NamespaceIndentation: None
PenaltyBreakAssignment: 0 ObjCBlockIndentWidth: 4
ObjCSpaceAfterProperty: true
ObjCSpaceBeforeProtocolList: true
PenaltyBreakBeforeFirstCallParameter: 1 PenaltyBreakBeforeFirstCallParameter: 1
PenaltyBreakComment: 300 PenaltyBreakComment: 300
PenaltyBreakFirstLessLess: 120
PenaltyBreakString: 1000 PenaltyBreakString: 1000
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PenaltyExcessCharacter: 1000000 PenaltyExcessCharacter: 1000000
PenaltyReturnTypeOnItsOwnLine: 9999999 PenaltyReturnTypeOnItsOwnLine: 9999999
PointerAlignment: Left PointerAlignment: Left
ReflowComments: true
SortIncludes: false
SortUsingDeclarations: true
SpaceAfterCStyleCast: false SpaceAfterCStyleCast: false
SpaceAfterTemplateKeyword: true
SpaceBeforeAssignmentOperators: true SpaceBeforeAssignmentOperators: true
SpaceBeforeParens: ControlStatements SpaceBeforeParens: ControlStatements
SpaceInEmptyParentheses: false SpaceInEmptyParentheses: false
@ -78,15 +59,4 @@ SpacesInSquareBrackets: false
Standard: Cpp11 Standard: Cpp11
TabWidth: 4 TabWidth: 4
UseTab: Never UseTab: Never
---
Language: Cpp
---
Language: ObjC
ObjCBlockIndentWidth: 4
ObjCSpaceAfterProperty: true
ObjCSpaceBeforeProtocolList: false
---
Language: Java
BasedOnStyle: Google
BreakAfterJavaFieldAnnotations: true
... ...

1
.gitignore vendored
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/.vscode/ /.vscode/
/thirdparty/ /thirdparty/
.vs/ .vs/
.DS_Store

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language: cpp
env:
global:
- CLANG_FORMAT_SUFFIX="-dummy" # don't use formatting on Travis, this is
# needed not to use default 3.5 version
# which is too old.
matrix:
include:
- os: linux
env: MATRIX_EVAL="CC=gcc-5 && CXX=g++-5"
addons:
apt:
sources:
- ubuntu-toolchain-r-test
packages:
- g++-5
- os: linux
env: MATRIX_EVAL="CC=clang-4.0 && CXX=clang++-4.0"
addons:
apt:
sources:
- llvm-toolchain-trusty-4.0
packages:
- clang-4.0
- os: linux
env: MATRIX_EVAL="CC=clang-5.0 && CXX=clang++-5.0"
addons:
apt:
sources:
- llvm-toolchain-trusty-5.0
packages:
- clang-5.0
- os: osx
osx_image: xcode9
# prevent Travis from overwriting our CXX variables
before_install:
- eval "${MATRIX_EVAL}"
- echo $CXX
script:
- mkdir build
- cd build
- cmake -DCLANG_FORMAT_SUFFIX=$CLANG_FORMAT_SUFFIX -DWARNINGS_AS_ERRORS=On --config Release ..
- cmake --build . -- -j2

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cmake_minimum_required (VERSION 3.2.0) cmake_minimum_required (VERSION 3.7.0)
project (DiscordRPC) project (DiscordRPC)
include(GNUInstallDirs)
option(BUILD_EXAMPLES "Build example apps" ON)
# format # format
file(GLOB_RECURSE ALL_SOURCE_FILES file(GLOB_RECURSE ALL_SOURCE_FILES
examples/*.cpp examples/*.h examples/*.c examples/*.cpp examples/*.h examples/*.c
@ -12,45 +8,47 @@ file(GLOB_RECURSE ALL_SOURCE_FILES
src/*.cpp src/*.h src/*.c src/*.cpp src/*.h src/*.c
) )
# Set CLANG_FORMAT_SUFFIX if you are using custom clang-format, e.g. clang-format-5.0 find_program(CLANG_FORMAT_CMD clang-format)
find_program(CLANG_FORMAT_CMD clang-format${CLANG_FORMAT_SUFFIX})
if (CLANG_FORMAT_CMD) if (CLANG_FORMAT_CMD)
add_custom_target( add_custom_target(
clangformat clangformat
COMMAND ${CLANG_FORMAT_CMD} COMMAND clang-format
-i -style=file -fallback-style=none -i -style=file -fallback-style=none
${ALL_SOURCE_FILES} ${ALL_SOURCE_FILES}
DEPENDS DEPENDS
${ALL_SOURCE_FILES} ${ALL_SOURCE_FILES}
) )
else(CLANG_FORMAT_CMD)
add_custom_target(
clangformat
COMMENT "no clang format"
)
endif(CLANG_FORMAT_CMD) endif(CLANG_FORMAT_CMD)
# thirdparty stuff # thirdparty stuff
execute_process( execute_process(
COMMAND mkdir ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty COMMAND mkdir ${CMAKE_SOURCE_DIR}/thirdparty
ERROR_QUIET ERROR_QUIET
) )
find_file(RAPIDJSONTEST NAMES rapidjson rapidjson-1.1.0 PATHS ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty CMAKE_FIND_ROOT_PATH_BOTH) find_file(RAPIDJSONTEST NAMES rapidjson rapidjson-1.1.0 PATHS ${CMAKE_SOURCE_DIR}/thirdparty)
if (NOT RAPIDJSONTEST) if (NOT RAPIDJSONTEST)
message("no rapidjson, download") message("no rapidjson, download")
set(RJ_TAR_FILE ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty/v1.1.0.tar.gz) set(RJ_TAR_FILE ${CMAKE_SOURCE_DIR}/thirdparty/v1.1.0.tar.gz)
file(DOWNLOAD https://github.com/miloyip/rapidjson/archive/v1.1.0.tar.gz ${RJ_TAR_FILE}) file(DOWNLOAD https://github.com/miloyip/rapidjson/archive/v1.1.0.tar.gz ${RJ_TAR_FILE})
execute_process( execute_process(
COMMAND ${CMAKE_COMMAND} -E tar xzf ${RJ_TAR_FILE} COMMAND ${CMAKE_COMMAND} -E tar xzf ${RJ_TAR_FILE}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}/thirdparty
) )
file(REMOVE ${RJ_TAR_FILE}) file(REMOVE ${RJ_TAR_FILE})
endif(NOT RAPIDJSONTEST) endif(NOT RAPIDJSONTEST)
find_file(RAPIDJSON NAMES rapidjson rapidjson-1.1.0 PATHS ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty CMAKE_FIND_ROOT_PATH_BOTH) find_file(RAPIDJSON NAMES rapidjson rapidjson-1.1.0 PATHS ${CMAKE_SOURCE_DIR}/thirdparty)
add_library(rapidjson STATIC IMPORTED ${RAPIDJSON}) add_library(rapidjson STATIC IMPORTED ${RAPIDJSON})
# add subdirs # add subdirs
add_subdirectory(src) add_subdirectory(src)
if (BUILD_EXAMPLES) add_subdirectory(examples/send-presence)
add_subdirectory(examples/send-presence)
endif(BUILD_EXAMPLES)

153
README.md
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@ -1,96 +1,35 @@
# Discord RPC # Discord RPC
## Deprecation Notice This is a lib and quick demos that implement the very minimal subset to show current status, and
have callbacks for where a more complete game would do more things. You can use the lib directly
if you like, or use it as a guide to writing your own if it doesn't suit your game as is.
This library has been deprecated in favor of Discord's GameSDK. [Learn more here](https://discordapp.com/developers/docs/game-sdk/sdk-starter-guide) PRs/feedback welcome if you have an improvement everyone might want, or can describe how this
doesn't meet your needs.
---
This is a library for interfacing your game with a locally running Discord desktop client. It's known to work on Windows, macOS, and Linux. You can use the lib directly if you like, or use it as a guide to writing your own if it doesn't suit your game as is. PRs/feedback welcome if you have an improvement everyone might want, or can describe how this doesn't meet your needs.
Included here are some quick demos that implement the very minimal subset to show current status, and
have callbacks for where a more complete game would do more things (joining, spectating, etc).
## Documentation ## Documentation
The most up to date documentation for Rich Presence can always be found on our [developer site](https://discordapp.com/developers/docs/rich-presence/how-to)! If you're interested in rolling your own native implementation of Rich Presence via IPC sockets instead of using our SDK—hey, you've got free time, right?—check out the ["Hard Mode" documentation](https://github.com/discordapp/discord-rpc/blob/master/documentation/hard-mode.md). The most up to date documentation for Rich Presence can always be found in our [developer site](https://discordapp.com/developers/docs/topics/rich-presence)!
## Basic Usage ## Usage
Zeroith, you should be set up to build things because you are a game developer, right? Zeroith, you should be set up to build things because you are a game developer, right?
First, head on over to the [Discord developers site](https://discordapp.com/developers/applications/me) and make yourself an app. Keep track of `Client ID` -- you'll need it here to pass to the init function. First, head on over to the [Discord developers site](https://discordapp.com/developers/applications/me)
and make yourself an app. Keep track of `Client ID` -- you'll need it here to pass to the init
### Unreal Engine 4 Setup function.
To use the Rich Presense plugin with Unreal Engine Projects:
1. Download the latest [release](https://github.com/discordapp/discord-rpc/releases) for each operating system you are targeting and the zipped source code
2. In the source code zip, copy the UE plugin—`examples/unrealstatus/Plugins/discordrpc`—to your project's plugin directory
3. At `[YOUR_UE_PROJECT]/Plugins/discordrpc/source/ThirdParty/DiscordRpcLibrary/`, create an `Include` folder and copy `discord_rpc.h` and `discord_register.h` to it from the zip
4. Follow the steps below for each OS
5. Build your UE4 project
6. Launch the editor, and enable the Discord plugin.
#### Windows
- At `[YOUR_UE_PROJECT]/Plugins/discordrpc/source/ThirdParty/DiscordRpcLibrary/`, create a `Win64` folder
- Copy `lib/discord-rpc.lib` and `bin/discord-rpc.dll` from `[RELEASE_ZIP]/win64-dynamic` to the `Win64` folder
#### Mac
- At `[YOUR_UE_PROJECT]/Plugins/discordrpc/source/ThirdParty/DiscordRpcLibrary/`, create a `Mac` folder
- Copy `libdiscord-rpc.dylib` from `[RELEASE_ZIP]/osx-dynamic/lib` to the `Mac` folder
#### Linux
- At `[YOUR_UE_PROJECT]/Plugins/discordrpc/source/ThirdParty/DiscordRpcLibrary/`, create a `Linux` folder
- Inside, create another folder `x86_64-unknown-linux-gnu`
- Copy `libdiscord-rpc.so` from `[RELEASE_ZIP]/linux-dynamic/lib` to `Linux/x86_64-unknown-linux-gnu`
### Unity Setup
If you're a Unity developer looking to integrate Rich Presence into your game, follow this simple guide to get started towards success:
1. Download the DLLs for any platform that you need from [our releases](https://github.com/discordapp/discord-rpc/releases)
2. In your Unity project, create a `Plugins` folder inside your `Assets` folder if you don't already have one
3. Copy the file `DiscordRpc.cs` from [here](https://github.com/discordapp/discord-rpc/blob/master/examples/button-clicker/Assets/DiscordRpc.cs) into your `Assets` folder. This is basically your header file for the SDK
We've got our `Plugins` folder ready, so let's get platform-specific!
#### Windows
4. Create `x86` and `x86_64` folders inside `Assets/Plugins/`
5. Copy `discord-rpc-win/win64-dynamic/bin/discord-rpc.dll` to `Assets/Plugins/x86_64/`
6. Copy `discord-rpc-win/win32-dynamic/bin/discord-rpc.dll` to `Assets/Plugins/x86/`
7. Click on both DLLs and make sure they are targetting the correct architectures in the Unity editor properties pane
8. Done!
#### MacOS
4. Copy `discord-rpc-osx/osx-dynamic/lib/libdiscord-rpc.dylib` to `Assets/Plugins/`
5. Rename `libdiscord-rpc.dylib` to `discord-rpc.bundle`
6. Done!
#### Linux
4. Copy `discord-rpc-linux/linux-dynamic-lib/libdiscord-rpc.so` to `Assets/Plugins/`
5. Done!
You're ready to roll! For code examples on how to interact with the SDK using the `DiscordRpc.cs` header file, check out [our example](https://github.com/discordapp/discord-rpc/blob/master/examples/button-clicker/Assets/DiscordController.cs)
### From package ### From package
Download a release package for your platform(s) -- they have subdirs with various prebuilt options, select the one you need add `/include` to your compile includes, `/lib` to your linker paths, and link with `discord-rpc`. For the dynamically linked builds, you'll need to ship the associated file along with your game. Download a release package, extract it, add `/include` to your compile includes, `/lib` to your
linker paths, and link with `discord-rpc`.
Note that the release packages were compiled using Visual Studio 2015, so the [Visual C++ Redistributable for VS2015](https://www.microsoft.com/en-us/download/details.aspx?id=48145) will be a requirement for your game. If you wish to avoid this dependency, you should compile the libraries yourself using whatever dependencies are already in your game.
### From repo ### From repo
First-eth, you'll want `CMake`. There's a few different ways to install it on your system, and you should refer to [their website](https://cmake.org/install/). Many package managers provide ways of installing CMake as well. There's a [CMake](https://cmake.org/download/) file that should be able to generate the lib for
you; I use it like this:
To make sure it's installed correctly, type `cmake --version` into your flavor of terminal/cmd. If you get a response with a version number, you're good to go!
There's a [CMake](https://cmake.org/download/) file that should be able to generate the lib for you; Sometimes I use it like this:
```sh ```sh
cd <path to discord-rpc> cd <path to discord-rpc>
mkdir build mkdir build
@ -98,61 +37,25 @@ There's a [CMake](https://cmake.org/download/) file that should be able to gener
cmake .. -DCMAKE_INSTALL_PREFIX=<path to install discord-rpc to> cmake .. -DCMAKE_INSTALL_PREFIX=<path to install discord-rpc to>
cmake --build . --config Release --target install cmake --build . --config Release --target install
``` ```
Sometimes I use the generated project files. There are a couple of CMake options you might care about:
There is a wrapper build script `build.py` that runs `cmake` with a few different options. | flag | default | does |
|------|---------|------|
Usually, I run `build.py` to get things started, then use the generated project files as I work on things. It does depend on `click` library, so do a quick `pip install click` to make sure you have it if you want to run `build.py`. | `ENABLE_IO_THREAD` | `ON` | When enabled, we start up a thread to do io processing, if disabled you should call `Discord_UpdateConnection` yourself.
| `BUILD_DYNAMIC_LIB` | `OFF` | Build library as a DLL
There are some CMake options you might care about:
| flag | default | does |
| ---------------------------------------------------------------------------------------- | ------- | ----------------------------------------------------------------------------------------------------------------------------------------------------- |
| `ENABLE_IO_THREAD` | `ON` | When enabled, we start up a thread to do io processing, if disabled you should call `Discord_UpdateConnection` yourself. |
| `USE_STATIC_CRT` | `OFF` | (Windows) Enable to statically link the CRT, avoiding requiring users install the redistributable package. (The prebuilt binaries enable this option) |
| [`BUILD_SHARED_LIBS`](https://cmake.org/cmake/help/v3.7/variable/BUILD_SHARED_LIBS.html) | `OFF` | Build library as a DLL |
| `WARNINGS_AS_ERRORS` | `OFF` | When enabled, compiles with `-Werror` (on \*nix platforms). |
## Continuous Builds
Why do we have three of these? Three times the fun!
| CI | badge |
| -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------ |
| TravisCI | [![Build status](https://travis-ci.org/discordapp/discord-rpc.svg?branch=master)](https://travis-ci.org/discordapp/discord-rpc) |
| AppVeyor | [![Build status](https://ci.appveyor.com/api/projects/status/qvkoc0w1c4f4b8tj?svg=true)](https://ci.appveyor.com/project/crmarsh/discord-rpc) |
| Buildkite (internal) | [![Build status](https://badge.buildkite.com/e103d79d247f6776605a15246352a04b8fd83d69211b836111.svg)](https://buildkite.com/discord/discord-rpc) |
## Sample: send-presence ## Sample: send-presence
This is a text adventure "game" that inits/deinits the connection to Discord, and sends a presence update on each command. This is a text adventure "game" that inits/deinits the connection to Discord, and sends a presence
update on each command.
## Sample: button-clicker ## Sample: button-clicker
This is a sample [Unity](https://unity3d.com/) project that wraps a DLL version of the library, and sends presence updates when you click on a button. Run `python build.py unity` in the root directory to build the correct library files and place them in their respective folders. This is a sample [Unity](https://unity3d.com/) project that wraps a DLL version of the library, and
sends presence updates when you click on a button.
## Sample: unrealstatus ## Sample: unrealstatus
This is a sample [Unreal](https://www.unrealengine.com) project that wraps the DLL version of the library with an Unreal plugin, exposes a blueprint class for interacting with it, and uses that to make a very simple UI. Run `python build.py unreal` in the root directory to build the correct library files and place them in their respective folders. This is a sample [Unreal](https://www.unrealengine.com) project that wraps the DLL version of the
library with an Unreal plugin, exposes a blueprint class for interacting with it, and uses that to
## Wrappers and Implementations make a very simple UI.
Below is a table of unofficial, community-developed wrappers for and implementations of Rich Presence in various languages. If you would like to have yours added, please make a pull request adding your repository to the table. The repository should include:
- The code
- A brief ReadMe of how to use it
- A working example
###### Rich Presence Wrappers and Implementations
| Name | Language |
| ------------------------------------------------------------------------- | --------------------------------- |
| [Discord RPC C#](https://github.com/Lachee/discord-rpc-csharp) | C# |
| [Discord RPC D](https://github.com/voidblaster/discord-rpc-d) | [D](https://dlang.org/) |
| [discord-rpc.jar](https://github.com/Vatuu/discord-rpc 'Discord-RPC.jar') | Java |
| [java-discord-rpc](https://github.com/MinnDevelopment/java-discord-rpc) | Java |
| [Discord-IPC](https://github.com/jagrosh/DiscordIPC) | Java |
| [Discord Rich Presence](https://npmjs.org/discord-rich-presence) | JavaScript |
| [drpc4k](https://github.com/Bluexin/drpc4k) | [Kotlin](https://kotlinlang.org/) |
| [lua-discordRPC](https://github.com/pfirsich/lua-discordRPC) | LuaJIT (FFI) |
| [pypresence](https://github.com/qwertyquerty/pypresence) | [Python](https://python.org/) |
| [SwordRPC](https://github.com/Azoy/SwordRPC) | [Swift](https://swift.org) |

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version: '{build}'
install:
- python -m pip install click
build_script:
- mkdir examples\unrealstatus\Plugins\discordrpc\Binaries\ThirdParty\discordrpcLibrary\Win64
- python build.py
artifacts:
- path: builds\install\win32-dynamic
name: win32-dynamic
- path: builds\install\win32-static
name: win32-static
- path: builds\install\win64-dynamic
name: win64-dynamic
- path: builds\install\win64-static
name: win64-static

278
build.py
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#!/usr/bin/env python #!/usr/bin/env python
import click
import os import os
import subprocess import subprocess
import sys import sys
import shutil import shutil
import zipfile import zipfile
from contextlib import contextmanager from contextlib import contextmanager
import click
def get_platform():
""" a name for the platform """
if sys.platform.startswith('win'):
return 'win'
elif sys.platform == 'darwin':
return 'osx'
elif sys.platform.startswith('linux'):
return 'linux'
raise Exception('Unsupported platform ' + sys.platform)
SCRIPT_PATH = os.path.dirname(os.path.abspath(__file__)) SCRIPT_PATH = os.path.dirname(os.path.abspath(__file__))
# we use Buildkite which sets this env variable by default
IS_BUILD_MACHINE = os.environ.get('CI', '') == 'true'
PLATFORM = get_platform()
INSTALL_ROOT = os.path.join(SCRIPT_PATH, 'builds', 'install')
def get_signtool():
""" get path to code signing tool """
if PLATFORM == 'win':
sdk_dir = 'c:\\Program Files (x86)\\Windows Kits\\10' # os.environ['WindowsSdkDir']
return os.path.join(sdk_dir, 'bin', 'x86', 'signtool.exe')
elif PLATFORM == 'osx':
return '/usr/bin/codesign'
@contextmanager @contextmanager
@ -50,118 +26,12 @@ def cd(new_dir):
def mkdir_p(path): def mkdir_p(path):
""" mkdir -p """ """ mkdir -p """
if not os.path.isdir(path): if not os.path.isdir(path):
click.secho('Making ' + path, fg='yellow')
os.makedirs(path) os.makedirs(path)
@click.group(invoke_without_command=True) def build_lib(build_name, generator, options):
@click.pass_context
@click.option('--clean', is_flag=True)
def cli(ctx, clean):
""" click wrapper for command line stuff """
if ctx.invoked_subcommand is None:
ctx.invoke(libs, clean=clean)
if IS_BUILD_MACHINE:
ctx.invoke(sign)
ctx.invoke(archive)
@cli.command()
@click.pass_context
def unity(ctx):
""" build just dynamic libs for use in unity project """
ctx.invoke(libs, clean=False, static=False, shared=True, skip_formatter=True, just_release=True)
BUILDS = []
click.echo('--- Copying libs and header into unity example')
UNITY_PROJECT_PATH = os.path.join(SCRIPT_PATH, 'examples', 'button-clicker', 'Assets', 'Plugins')
if sys.platform.startswith('win'):
LIBRARY_NAME = 'discord-rpc.dll'
BUILD_64_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'win64-dynamic', 'src', 'Release')
UNITY_64_DLL_PATH = os.path.join(UNITY_PROJECT_PATH, 'x86_64')
BUILDS.append({BUILD_64_BASE_PATH: UNITY_64_DLL_PATH})
BUILD_32_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'win32-dynamic', 'src', 'Release')
UNITY_32_DLL_PATH = os.path.join(UNITY_PROJECT_PATH, 'x86')
BUILDS.append({BUILD_32_BASE_PATH: UNITY_32_DLL_PATH})
elif sys.platform == 'darwin':
LIBRARY_NAME = 'discord-rpc.bundle'
BUILD_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'osx-dynamic', 'src')
UNITY_DLL_PATH = UNITY_PROJECT_PATH
os.rename(
os.path.join(BUILD_BASE_PATH, 'libdiscord-rpc.dylib'), os.path.join(BUILD_BASE_PATH, 'discord-rpc.bundle'))
BUILDS.append({BUILD_BASE_PATH: UNITY_DLL_PATH})
elif sys.platform.startswith('linux'):
LIBRARY_NAME = 'discord-rpc.so'
BUILD_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'linux-dynamic', 'src')
UNITY_DLL_PATH = os.path.join(UNITY_PROJECT_PATH, 'x86')
os.rename(os.path.join(BUILD_BASE_PATH, 'libdiscord-rpc.so'), os.path.join(BUILD_BASE_PATH, 'discord-rpc.so'))
BUILDS.append({BUILD_BASE_PATH: UNITY_DLL_PATH})
else:
raise Exception('Unsupported platform ' + sys.platform)
for build in BUILDS:
for i in build:
mkdir_p(build[i])
shutil.copy(os.path.join(i, LIBRARY_NAME), build[i])
@cli.command()
@click.pass_context
def unreal(ctx):
""" build libs and copy them into the unreal project """
ctx.invoke(libs, clean=False, static=False, shared=True, skip_formatter=True, just_release=True)
BUILDS = []
click.echo('--- Copying libs and header into unreal example')
UNREAL_PROJECT_PATH = os.path.join(SCRIPT_PATH, 'examples', 'unrealstatus', 'Plugins', 'discordrpc')
UNREAL_INCLUDE_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Include')
mkdir_p(UNREAL_INCLUDE_PATH)
shutil.copy(os.path.join(SCRIPT_PATH, 'include', 'discord_rpc.h'), UNREAL_INCLUDE_PATH)
if sys.platform.startswith('win'):
LIBRARY_NAME = 'discord-rpc.lib'
BUILD_64_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'win64-dynamic', 'src', 'Release')
UNREAL_64_DLL_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Win64')
BUILDS.append({BUILD_64_BASE_PATH: UNREAL_64_DLL_PATH})
BUILD_32_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'win32-dynamic', 'src', 'Release')
UNREAL_32_DLL_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Win32')
BUILDS.append({BUILD_32_BASE_PATH: UNREAL_32_DLL_PATH})
elif sys.platform == 'darwin':
LIBRARY_NAME = 'libdiscord-rpc.dylib'
BUILD_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'osx-dynamic', 'src')
UNREAL_DLL_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Mac')
BUILDS.append({BUILD_BASE_PATH: UNREAL_DLL_PATH})
elif sys.platform.startswith('linux'):
LIBRARY_NAME = 'libdiscord-rpc.so'
BUILD_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'linux-dynamic', 'src')
UNREAL_DLL_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Linux')
BUILDS.append({BUILD_BASE_PATH: UNREAL_DLL_PATH})
else:
raise Exception('Unsupported platform ' + sys.platform)
for build in BUILDS:
for i in build:
mkdir_p(build[i])
shutil.copy(os.path.join(i, LIBRARY_NAME), build[i])
def build_lib(build_name, generator, options, just_release):
""" Create a dir under builds, run build and install in it """
build_path = os.path.join(SCRIPT_PATH, 'builds', build_name) build_path = os.path.join(SCRIPT_PATH, 'builds', build_name)
install_path = os.path.join(INSTALL_ROOT, build_name) install_path = os.path.join(SCRIPT_PATH, 'builds', 'install', build_name)
mkdir_p(build_path) mkdir_p(build_path)
mkdir_p(install_path) mkdir_p(install_path)
with cd(build_path): with cd(build_path):
@ -169,136 +39,56 @@ def build_lib(build_name, generator, options, just_release):
if generator: if generator:
initial_cmake.extend(['-G', generator]) initial_cmake.extend(['-G', generator])
for key in options: for key in options:
val = options[key] val = 'ON' if options[key] else 'OFF'
if type(val) is bool: initial_cmake.append('-D%s=%s' %(key, val))
val = 'ON' if val else 'OFF'
initial_cmake.append('-D%s=%s' % (key, val))
click.echo('--- Building ' + build_name)
subprocess.check_call(initial_cmake) subprocess.check_call(initial_cmake)
if not just_release: subprocess.check_call(['cmake', '--build', '.', '--config', 'Debug'])
subprocess.check_call(['cmake', '--build', '.', '--config', 'Debug'])
subprocess.check_call(['cmake', '--build', '.', '--config', 'Release', '--target', 'install']) subprocess.check_call(['cmake', '--build', '.', '--config', 'Release', '--target', 'install'])
@cli.command() def create_archive():
def archive(): archive_file_path = os.path.join(SCRIPT_PATH, 'builds', 'discord-rpc-%s.zip' % sys.platform)
""" create zip of install dir """
click.echo('--- Archiving')
archive_file_path = os.path.join(SCRIPT_PATH, 'builds', 'discord-rpc-%s.zip' % get_platform())
archive_file = zipfile.ZipFile(archive_file_path, 'w', zipfile.ZIP_DEFLATED) archive_file = zipfile.ZipFile(archive_file_path, 'w', zipfile.ZIP_DEFLATED)
archive_src_base_path = INSTALL_ROOT archive_src_base_path = os.path.join(SCRIPT_PATH, 'builds', 'install')
archive_dst_base_path = 'discord-rpc' archive_dst_base_path = 'discord-rpc'
with cd(archive_src_base_path): with cd(archive_src_base_path):
for path, _, filenames in os.walk('.'): for path, subdirs, filenames in os.walk('.'):
for fname in filenames: for fname in filenames:
fpath = os.path.join(path, fname) fpath = os.path.join(path, fname)
dst_path = os.path.normpath(os.path.join(archive_dst_base_path, fpath)) archive_file.write(fpath, os.path.normpath(os.path.join(archive_dst_base_path, fpath)))
click.echo('Adding ' + dst_path)
archive_file.write(fpath, dst_path)
@cli.command() @click.command()
def sign():
""" Do code signing within install directory using our cert """
tool = get_signtool()
signable_extensions = set()
if PLATFORM == 'win':
signable_extensions.add('.dll')
sign_command_base = [
tool,
'sign',
'/n',
'Discord Inc.',
'/a',
'/tr',
'http://timestamp.digicert.com/rfc3161',
'/as',
'/td',
'sha256',
'/fd',
'sha256',
]
elif PLATFORM == 'osx':
signable_extensions.add('.dylib')
sign_command_base = [
tool,
'--keychain',
os.path.expanduser('~/Library/Keychains/login.keychain'),
'-vvvv',
'--deep',
'--force',
'--sign',
'Developer ID Application: Hammer & Chisel Inc. (53Q6R32WPB)',
]
else:
click.secho('Not signing things on this platform yet', fg='red')
return
click.echo('--- Signing')
for path, _, filenames in os.walk(INSTALL_ROOT):
for fname in filenames:
ext = os.path.splitext(fname)[1]
if ext not in signable_extensions:
continue
fpath = os.path.join(path, fname)
click.echo('Sign ' + fpath)
sign_command = sign_command_base + [fpath]
subprocess.check_call(sign_command)
@cli.command()
@click.option('--clean', is_flag=True) @click.option('--clean', is_flag=True)
@click.option('--static', is_flag=True) def main(clean):
@click.option('--shared', is_flag=True) os.chdir(SCRIPT_PATH)
@click.option('--skip_formatter', is_flag=True)
@click.option('--just_release', is_flag=True)
def libs(clean, static, shared, skip_formatter, just_release):
""" Do all the builds for this platform """
if clean: if clean:
shutil.rmtree('builds', ignore_errors=True) shutil.rmtree('builds', ignore_errors=True)
mkdir_p('builds') mkdir_p('builds')
if not (static or shared): if sys.platform.startswith('win'):
static = True
shared = True
static_options = {}
dynamic_options = {
'BUILD_SHARED_LIBS': True,
'USE_STATIC_CRT': True,
}
if skip_formatter or IS_BUILD_MACHINE:
static_options['CLANG_FORMAT_SUFFIX'] = 'none'
dynamic_options['CLANG_FORMAT_SUFFIX'] = 'none'
if IS_BUILD_MACHINE:
just_release = True
static_options['WARNINGS_AS_ERRORS'] = True
dynamic_options['WARNINGS_AS_ERRORS'] = True
if PLATFORM == 'win':
generator32 = 'Visual Studio 14 2015' generator32 = 'Visual Studio 14 2015'
generator64 = 'Visual Studio 14 2015 Win64' generator64 = 'Visual Studio 14 2015 Win64'
if static:
build_lib('win32-static', generator32, static_options, just_release) build_lib('win32-static', generator32, {})
build_lib('win64-static', generator64, static_options, just_release) build_lib('win32-dynamic', generator32, {'BUILD_DYNAMIC_LIB': True})
if shared: build_lib('win64-static', generator64, {})
build_lib('win32-dynamic', generator32, dynamic_options, just_release) build_lib('win64-dynamic', generator64, {'BUILD_DYNAMIC_LIB': True})
build_lib('win64-dynamic', generator64, dynamic_options, just_release)
elif PLATFORM == 'osx': # todo: this in some better way
if static: src_dll = os.path.join(SCRIPT_PATH, 'builds', 'win64-dynamic', 'src', 'Release', 'discord-rpc.dll')
build_lib('osx-static', None, static_options, just_release) dst_dll = os.path.join(SCRIPT_PATH, 'examples', 'button-clicker', 'Assets', 'Resources', 'discord-rpc.dll')
if shared: shutil.copy(src_dll, dst_dll)
build_lib('osx-dynamic', None, dynamic_options, just_release) dst_dll = os.path.join(SCRIPT_PATH, 'examples', 'unrealstatus', 'Plugins', 'discordrpc', 'Binaries', 'ThirdParty', 'discordrpcLibrary', 'Win64', 'discord-rpc.dll')
elif PLATFORM == 'linux': shutil.copy(src_dll, dst_dll)
if static: elif sys.platform == 'darwin':
build_lib('linux-static', None, static_options, just_release) build_lib('osx-static', None, {})
if shared: build_lib('osx-dynamic', None, {'BUILD_DYNAMIC_LIB': True})
build_lib('linux-dynamic', None, dynamic_options, just_release)
create_archive()
if __name__ == '__main__': if __name__ == '__main__':
os.chdir(SCRIPT_PATH) sys.exit(main())
sys.exit(cli())

View File

@ -66,7 +66,7 @@ First is the `ACTIVITY_JOIN` event:
"data": { "data": {
"secret": "025ed05c71f639de8bfaa0d679d7c94b2fdce12f" "secret": "025ed05c71f639de8bfaa0d679d7c94b2fdce12f"
}, },
"evt": "ACTIVITY_JOIN" "evnt": "ACTIVITY_JOIN"
} }
``` ```
@ -78,7 +78,7 @@ Second is the `ACTIVITY_SPECTATE` event:
"data": { "data": {
"secret": "e7eb30d2ee025ed05c71ea495f770b76454ee4e0" "secret": "e7eb30d2ee025ed05c71ea495f770b76454ee4e0"
}, },
"evt": "ACTIVITY_SPECTATE" "evnt": "ACTIVITY_SPECTATE"
} }
``` ```
@ -93,9 +93,10 @@ And third is the `ACTIVITY_JOIN_REQUEST` event:
"username": "Mason", "username": "Mason",
"discriminator": "1337", "discriminator": "1337",
"avatar": "a_bab14f271d565501444b2ca3be944b25" "avatar": "a_bab14f271d565501444b2ca3be944b25"
} },
"secret": "e459ca99273f59909dd16ed97865f3ad"
}, },
"evt": "ACTIVITY_JOIN_REQUEST" "evnt": "ACTIVITY_JOIN_REQUEST"
} }
``` ```
@ -124,41 +125,3 @@ In order to receive these events, you need to [subscribe](https://discordapp.com
"cmd": "SUBSCRIBE" "cmd": "SUBSCRIBE"
} }
``` ```
To unsubscribe from these events, resend with the command `UNSUBSCRIBE`
## Responding
A discord user will request access to the game. If the ACTIVITY_JOIN_REQUEST has been subscribed too, the ACTIVITY_JOIN_REQUEST event will be sent to the host's game. Accept it with following model:
```json
{
"nonce": "5dc0c062-98c6-47a0-8922-15aerg126",
"cmd": "SEND_ACTIVITY_JOIN_INVITE",
"args":
{
"user_id": "53908232506183680"
}
}
```
To reject the request, use `CLOSE_ACTIVITY_REQUEST`:
```json
{
"nonce": "5dc0c062-98c6-47a0-8922-dasg256eafg",
"cmd": "CLOSE_ACTIVITY_REQUEST",
"args":
{
"user_id": "53908232506183680"
}
}
```
## Notes
Here are just some quick notes to help with some common troubleshooting problems.
* IPC will echo back every command you send as a response. Use this as a lock-step feature to avoid flooding messages. Can be used to validate messages such as the Presence or Subscribes.
* The pipe expects for frames to be written in a single byte array. You cannot do multiple `stream.Write(opcode);` `stream.Write(length);` as it will break the pipe. Instead create a buffer, write the data to the buffer, then send the entire buffer to the stream.
* Discord can be on any pipe ranging from `discord-ipc-0` to `discord-ipc-9`. It is a good idea to try and connect to each one and keeping the first one you connect too. For multiple clients (eg Discord and Canary), you might want to add a feature to manually select the pipe so you can more easily debug the application.
* All enums are `lower_snake_case`.
* The opcode and length in the header are `Little Endian Unsigned Integers (32bits)`. In some languages, you must convert them as they can be architecture specific.
* [Discord Rich Presence How-To](https://discordapp.com/developers/docs/rich-presence/how-to) contains a lot of the information this document doesn't. For example, it will tell you about the response payload.
* In the documentation, DISCORD_REPLY_IGNORE is just implemented the same as DISCORD_REPLY_NO.
* You can test the Join / Spectate feature by enabling them in your profile and whitelisting a test account. Use Canary to run 2 accounts on the same machine.

View File

@ -1,8 +1,6 @@
/Library/ /Library/
/Temp/ /Temp/
/obj/ /obj/
/Assets/Plugins/
/Assets/Plugins.meta
*.sln *.sln
*.csproj *.csproj
*.userprefs *.userprefs

View File

@ -7,18 +7,17 @@ public class DiscordJoinEvent : UnityEngine.Events.UnityEvent<string> { }
public class DiscordSpectateEvent : UnityEngine.Events.UnityEvent<string> { } public class DiscordSpectateEvent : UnityEngine.Events.UnityEvent<string> { }
[System.Serializable] [System.Serializable]
public class DiscordJoinRequestEvent : UnityEngine.Events.UnityEvent<DiscordRpc.DiscordUser> { } public class DiscordJoinRequestEvent : UnityEngine.Events.UnityEvent<DiscordRpc.JoinRequest> { }
public class DiscordController : MonoBehaviour public class DiscordController : MonoBehaviour
{ {
public DiscordRpc.RichPresence presence = new DiscordRpc.RichPresence(); public DiscordRpc.RichPresence presence;
public string applicationId; public string applicationId;
public string optionalSteamId; public string optionalSteamId;
public int callbackCalls;
public int clickCounter; public int clickCounter;
public DiscordRpc.DiscordUser joinRequest;
public UnityEngine.Events.UnityEvent onConnect; public UnityEngine.Events.UnityEvent onConnect;
public UnityEngine.Events.UnityEvent onDisconnect; public UnityEngine.Events.UnityEvent onDisconnect;
public UnityEngine.Events.UnityEvent hasResponded;
public DiscordJoinEvent onJoin; public DiscordJoinEvent onJoin;
public DiscordJoinEvent onSpectate; public DiscordJoinEvent onSpectate;
public DiscordJoinRequestEvent onJoinRequest; public DiscordJoinRequestEvent onJoinRequest;
@ -31,62 +30,48 @@ public class DiscordController : MonoBehaviour
clickCounter++; clickCounter++;
presence.details = string.Format("Button clicked {0} times", clickCounter); presence.details = string.Format("Button clicked {0} times", clickCounter);
presence.joinSecret = "aSecret";
presence.partyId = "aPartyId";
presence.partySize = 1;
presence.partyMax = 3;
presence.partyPrivacy = DiscordRpc.PartyPrivacy.Public;
DiscordRpc.UpdatePresence(presence); DiscordRpc.UpdatePresence(ref presence);
} }
public void RequestRespondYes() public void ReadyCallback()
{ {
Debug.Log("Discord: responding yes to Ask to Join request"); ++callbackCalls;
DiscordRpc.Respond(joinRequest.userId, DiscordRpc.Reply.Yes); Debug.Log("Discord: ready");
hasResponded.Invoke();
}
public void RequestRespondNo()
{
Debug.Log("Discord: responding no to Ask to Join request");
DiscordRpc.Respond(joinRequest.userId, DiscordRpc.Reply.No);
hasResponded.Invoke();
}
public void ReadyCallback(ref DiscordRpc.DiscordUser connectedUser)
{
Debug.Log(string.Format("Discord: connected to {0}#{1}: {2}", connectedUser.username, connectedUser.discriminator, connectedUser.userId));
onConnect.Invoke(); onConnect.Invoke();
} }
public void DisconnectedCallback(int errorCode, string message) public void DisconnectedCallback(int errorCode, string message)
{ {
++callbackCalls;
Debug.Log(string.Format("Discord: disconnect {0}: {1}", errorCode, message)); Debug.Log(string.Format("Discord: disconnect {0}: {1}", errorCode, message));
onDisconnect.Invoke(); onDisconnect.Invoke();
} }
public void ErrorCallback(int errorCode, string message) public void ErrorCallback(int errorCode, string message)
{ {
++callbackCalls;
Debug.Log(string.Format("Discord: error {0}: {1}", errorCode, message)); Debug.Log(string.Format("Discord: error {0}: {1}", errorCode, message));
} }
public void JoinCallback(string secret) public void JoinCallback(string secret)
{ {
++callbackCalls;
Debug.Log(string.Format("Discord: join ({0})", secret)); Debug.Log(string.Format("Discord: join ({0})", secret));
onJoin.Invoke(secret); onJoin.Invoke(secret);
} }
public void SpectateCallback(string secret) public void SpectateCallback(string secret)
{ {
++callbackCalls;
Debug.Log(string.Format("Discord: spectate ({0})", secret)); Debug.Log(string.Format("Discord: spectate ({0})", secret));
onSpectate.Invoke(secret); onSpectate.Invoke(secret);
} }
public void RequestCallback(ref DiscordRpc.DiscordUser request) public void RequestCallback(DiscordRpc.JoinRequest request)
{ {
Debug.Log(string.Format("Discord: join request {0}#{1}: {2}", request.username, request.discriminator, request.userId)); ++callbackCalls;
joinRequest = request; Debug.Log(string.Format("Discord: join request {0}: {1}", request.username, request.userId));
onJoinRequest.Invoke(request); onJoinRequest.Invoke(request);
} }
@ -102,8 +87,10 @@ public class DiscordController : MonoBehaviour
void OnEnable() void OnEnable()
{ {
Debug.Log("Discord: init"); Debug.Log("Discord: init");
callbackCalls = 0;
handlers = new DiscordRpc.EventHandlers(); handlers = new DiscordRpc.EventHandlers();
handlers.readyCallback += ReadyCallback; handlers.readyCallback = ReadyCallback;
handlers.disconnectedCallback += DisconnectedCallback; handlers.disconnectedCallback += DisconnectedCallback;
handlers.errorCallback += ErrorCallback; handlers.errorCallback += ErrorCallback;
handlers.joinCallback += JoinCallback; handlers.joinCallback += JoinCallback;

View File

@ -1,138 +1,38 @@
using System; using System.Runtime.InteropServices;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
using AOT;
public class DiscordRpc public class DiscordRpc
{ {
[MonoPInvokeCallback(typeof(OnReadyInfo))] [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public static void ReadyCallback(ref DiscordUser connectedUser) { Callbacks.readyCallback(ref connectedUser); } public delegate void ReadyCallback();
public delegate void OnReadyInfo(ref DiscordUser connectedUser);
[MonoPInvokeCallback(typeof(OnDisconnectedInfo))] [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public static void DisconnectedCallback(int errorCode, string message) { Callbacks.disconnectedCallback(errorCode, message); } public delegate void DisconnectedCallback(int errorCode, string message);
public delegate void OnDisconnectedInfo(int errorCode, string message);
[MonoPInvokeCallback(typeof(OnErrorInfo))] [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public static void ErrorCallback(int errorCode, string message) { Callbacks.errorCallback(errorCode, message); } public delegate void ErrorCallback(int errorCode, string message);
public delegate void OnErrorInfo(int errorCode, string message);
[MonoPInvokeCallback(typeof(OnJoinInfo))] [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public static void JoinCallback(string secret) { Callbacks.joinCallback(secret); } public delegate void JoinCallback(string secret);
public delegate void OnJoinInfo(string secret);
[MonoPInvokeCallback(typeof(OnSpectateInfo))] [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public static void SpectateCallback(string secret) { Callbacks.spectateCallback(secret); } public delegate void SpectateCallback(string secret);
public delegate void OnSpectateInfo(string secret);
[MonoPInvokeCallback(typeof(OnRequestInfo))] [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public static void RequestCallback(ref DiscordUser request) { Callbacks.requestCallback(ref request); } public delegate void RequestCallback(JoinRequest request);
public delegate void OnRequestInfo(ref DiscordUser request);
static EventHandlers Callbacks { get; set; }
public struct EventHandlers public struct EventHandlers
{ {
public OnReadyInfo readyCallback; public ReadyCallback readyCallback;
public OnDisconnectedInfo disconnectedCallback; public DisconnectedCallback disconnectedCallback;
public OnErrorInfo errorCallback; public ErrorCallback errorCallback;
public OnJoinInfo joinCallback; public JoinCallback joinCallback;
public OnSpectateInfo spectateCallback; public SpectateCallback spectateCallback;
public OnRequestInfo requestCallback; public RequestCallback requestCallback;
} }
[Serializable, StructLayout(LayoutKind.Sequential)] [System.Serializable]
public struct RichPresenceStruct public struct RichPresence
{ {
public IntPtr state; /* max 128 bytes */
public IntPtr details; /* max 128 bytes */
public long startTimestamp;
public long endTimestamp;
public IntPtr largeImageKey; /* max 32 bytes */
public IntPtr largeImageText; /* max 128 bytes */
public IntPtr smallImageKey; /* max 32 bytes */
public IntPtr smallImageText; /* max 128 bytes */
public IntPtr partyId; /* max 128 bytes */
public int partySize;
public int partyMax;
public int partyPrivacy;
public IntPtr matchSecret; /* max 128 bytes */
public IntPtr joinSecret; /* max 128 bytes */
public IntPtr spectateSecret; /* max 128 bytes */
public bool instance;
}
[Serializable]
public struct DiscordUser
{
public string userId;
public string username;
public string discriminator;
public string avatar;
}
public enum Reply
{
No = 0,
Yes = 1,
Ignore = 2
}
public enum PartyPrivacy
{
Private = 0,
Public = 1
}
public static void Initialize(string applicationId, ref EventHandlers handlers, bool autoRegister, string optionalSteamId)
{
Callbacks = handlers;
EventHandlers staticEventHandlers = new EventHandlers();
staticEventHandlers.readyCallback += DiscordRpc.ReadyCallback;
staticEventHandlers.disconnectedCallback += DiscordRpc.DisconnectedCallback;
staticEventHandlers.errorCallback += DiscordRpc.ErrorCallback;
staticEventHandlers.joinCallback += DiscordRpc.JoinCallback;
staticEventHandlers.spectateCallback += DiscordRpc.SpectateCallback;
staticEventHandlers.requestCallback += DiscordRpc.RequestCallback;
InitializeInternal(applicationId, ref staticEventHandlers, autoRegister, optionalSteamId);
}
[DllImport("discord-rpc", EntryPoint = "Discord_Initialize", CallingConvention = CallingConvention.Cdecl)]
static extern void InitializeInternal(string applicationId, ref EventHandlers handlers, bool autoRegister, string optionalSteamId);
[DllImport("discord-rpc", EntryPoint = "Discord_Shutdown", CallingConvention = CallingConvention.Cdecl)]
public static extern void Shutdown();
[DllImport("discord-rpc", EntryPoint = "Discord_RunCallbacks", CallingConvention = CallingConvention.Cdecl)]
public static extern void RunCallbacks();
[DllImport("discord-rpc", EntryPoint = "Discord_UpdatePresence", CallingConvention = CallingConvention.Cdecl)]
private static extern void UpdatePresenceNative(ref RichPresenceStruct presence);
[DllImport("discord-rpc", EntryPoint = "Discord_ClearPresence", CallingConvention = CallingConvention.Cdecl)]
public static extern void ClearPresence();
[DllImport("discord-rpc", EntryPoint = "Discord_Respond", CallingConvention = CallingConvention.Cdecl)]
public static extern void Respond(string userId, Reply reply);
[DllImport("discord-rpc", EntryPoint = "Discord_UpdateHandlers", CallingConvention = CallingConvention.Cdecl)]
public static extern void UpdateHandlers(ref EventHandlers handlers);
public static void UpdatePresence(RichPresence presence)
{
var presencestruct = presence.GetStruct();
UpdatePresenceNative(ref presencestruct);
presence.FreeMem();
}
public class RichPresence
{
private RichPresenceStruct _presence;
private readonly List<IntPtr> _buffers = new List<IntPtr>(10);
public string state; /* max 128 bytes */ public string state; /* max 128 bytes */
public string details; /* max 128 bytes */ public string details; /* max 128 bytes */
public long startTimestamp; public long startTimestamp;
@ -144,88 +44,40 @@ public class DiscordRpc
public string partyId; /* max 128 bytes */ public string partyId; /* max 128 bytes */
public int partySize; public int partySize;
public int partyMax; public int partyMax;
public PartyPrivacy partyPrivacy;
public string matchSecret; /* max 128 bytes */ public string matchSecret; /* max 128 bytes */
public string joinSecret; /* max 128 bytes */ public string joinSecret; /* max 128 bytes */
public string spectateSecret; /* max 128 bytes */ public string spectateSecret; /* max 128 bytes */
public bool instance; public bool instance;
/// <summary>
/// Get the <see cref="RichPresenceStruct"/> reprensentation of this instance
/// </summary>
/// <returns><see cref="RichPresenceStruct"/> reprensentation of this instance</returns>
internal RichPresenceStruct GetStruct()
{
if (_buffers.Count > 0)
{
FreeMem();
}
_presence.state = StrToPtr(state);
_presence.details = StrToPtr(details);
_presence.startTimestamp = startTimestamp;
_presence.endTimestamp = endTimestamp;
_presence.largeImageKey = StrToPtr(largeImageKey);
_presence.largeImageText = StrToPtr(largeImageText);
_presence.smallImageKey = StrToPtr(smallImageKey);
_presence.smallImageText = StrToPtr(smallImageText);
_presence.partyId = StrToPtr(partyId);
_presence.partySize = partySize;
_presence.partyMax = partyMax;
_presence.partyPrivacy = (int)partyPrivacy;
_presence.matchSecret = StrToPtr(matchSecret);
_presence.joinSecret = StrToPtr(joinSecret);
_presence.spectateSecret = StrToPtr(spectateSecret);
_presence.instance = instance;
return _presence;
}
/// <summary>
/// Returns a pointer to a representation of the given string with a size of maxbytes
/// </summary>
/// <param name="input">String to convert</param>
/// <returns>Pointer to the UTF-8 representation of <see cref="input"/></returns>
private IntPtr StrToPtr(string input)
{
if (string.IsNullOrEmpty(input)) return IntPtr.Zero;
var convbytecnt = Encoding.UTF8.GetByteCount(input);
var buffer = Marshal.AllocHGlobal(convbytecnt + 1);
for (int i = 0; i < convbytecnt + 1; i++)
{
Marshal.WriteByte(buffer, i, 0);
}
_buffers.Add(buffer);
Marshal.Copy(Encoding.UTF8.GetBytes(input), 0, buffer, convbytecnt);
return buffer;
}
/// <summary>
/// Convert string to UTF-8 and add null termination
/// </summary>
/// <param name="toconv">string to convert</param>
/// <returns>UTF-8 representation of <see cref="toconv"/> with added null termination</returns>
private static string StrToUtf8NullTerm(string toconv)
{
var str = toconv.Trim();
var bytes = Encoding.Default.GetBytes(str);
if (bytes.Length > 0 && bytes[bytes.Length - 1] != 0)
{
str += "\0\0";
}
return Encoding.UTF8.GetString(Encoding.UTF8.GetBytes(str));
}
/// <summary>
/// Free the allocated memory for conversion to <see cref="RichPresenceStruct"/>
/// </summary>
internal void FreeMem()
{
for (var i = _buffers.Count - 1; i >= 0; i--)
{
Marshal.FreeHGlobal(_buffers[i]);
_buffers.RemoveAt(i);
}
}
} }
}
[System.Serializable]
public struct JoinRequest
{
public string userId;
public string username;
public string avatar;
}
public enum Reply
{
No = 0,
Yes = 1,
Ignore = 2
}
[DllImport("discord-rpc", EntryPoint = "Discord_Initialize", CallingConvention = CallingConvention.Cdecl)]
public static extern void Initialize(string applicationId, ref EventHandlers handlers, bool autoRegister, string optionalSteamId);
[DllImport("discord-rpc", EntryPoint = "Discord_Shutdown", CallingConvention = CallingConvention.Cdecl)]
public static extern void Shutdown();
[DllImport("discord-rpc", EntryPoint = "Discord_RunCallbacks", CallingConvention = CallingConvention.Cdecl)]
public static extern void RunCallbacks();
[DllImport("discord-rpc", EntryPoint = "Discord_UpdatePresence", CallingConvention = CallingConvention.Cdecl)]
public static extern void UpdatePresence(ref RichPresence presence);
[DllImport("discord-rpc", EntryPoint = "Discord_Respond", CallingConvention = CallingConvention.Cdecl)]
public static extern void Respond(string userId, Reply reply);
}

View File

@ -1,101 +0,0 @@
using UnityEditor;
using System.Diagnostics;
using System.IO;
[InitializeOnLoad]
public class ScriptBatch
{
static ScriptBatch()
{
EnsureDLL();
}
public static bool FileExists(string filename)
{
return new FileInfo(filename).Exists;
}
public static bool RunRpcBuildScript()
{
UnityEngine.Debug.Log("Try to run build script");
Process proc = new Process();
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
proc.StartInfo.UseShellExecute = false;
// brew installs cmake in /usr/local/bin, which Unity seems to strip from PATH?
string newPath = proc.StartInfo.EnvironmentVariables["PATH"] + ":/usr/local/bin";
proc.StartInfo.EnvironmentVariables["PATH"] = newPath;
#endif
proc.StartInfo.FileName = "python";
proc.StartInfo.Arguments = "build.py unity";
proc.StartInfo.WorkingDirectory = "../..";
proc.Start();
proc.WaitForExit();
return proc.ExitCode == 0;
}
public static void EnsureDLL()
{
#if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN
string[] dstDirs = { "Assets/Plugins", "Assets/Plugins/x86", "Assets/Plugins/x86_64" };
string[] dstDlls = { "Assets/Plugins/x86/discord-rpc.dll", "Assets/Plugins/x86_64/discord-rpc.dll" };
string[] srcDlls = { "../../builds/install/win64-dynamic/bin/discord-rpc.dll", "../../builds/install/win64-dynamic/bin/discord-rpc.dll" };
#elif UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
string[] dstDirs = { "Assets/Plugins" };
string[] dstDlls = { "Assets/Plugins/discord-rpc.bundle" };
string[] srcDlls = { "../../builds/install/osx-dynamic/lib/libdiscord-rpc.dylib" };
#else
string[] dstDirs = { "Assets/Plugins", "Assets/Plugins/x86", "Assets/Plugins/x86_64" };
string[] dstDlls = { "Assets/Plugins/discord-rpc.so" };
string[] srcDlls = { "../../builds/install/linux-dynamic/lib/libdiscord-rpc.so" };
#endif
Debug.Assert(dstDlls.Length == srcDlls.Length);
bool exists = true;
foreach (string fname in dstDlls)
{
if (!FileExists(fname))
{
exists = false;
break;
}
}
if (exists)
{
return;
}
exists = true;
foreach (string fname in srcDlls)
{
if (!FileExists(fname))
{
exists = false;
break;
}
}
if (!exists)
{
if (!RunRpcBuildScript())
{
UnityEngine.Debug.LogError("Build failed");
return;
}
}
// make sure the dirs exist
foreach (string dirname in dstDirs)
{
Directory.CreateDirectory(dirname);
}
// Copy dlls
for (int i = 0; i < dstDlls.Length; ++i)
{
FileUtil.CopyFileOrDirectory(srcDlls[i], dstDlls[i]);
}
}
}

View File

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m_PersistentCalls:
m_Calls:
- m_Target: {fileID: 1238162988}
m_MethodName: set_text
m_Mode: 5
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument: No requests yet
m_BoolArgument: 0
m_CallState: 2
- m_Target: {fileID: 806911718}
m_MethodName: set_interactable
m_Mode: 6
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
- m_Target: {fileID: 1858885003}
m_MethodName: set_interactable
m_Mode: 6
m_Arguments:
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_FloatArgument: 0
m_StringArgument:
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m_CallState: 2
m_TypeName: UnityEngine.Events.UnityEvent, UnityEngine, Version=0.0.0.0, Culture=neutral,
PublicKeyToken=null
onJoin: onJoin:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []
@ -1153,40 +715,7 @@ MonoBehaviour:
PublicKeyToken=null PublicKeyToken=null
onJoinRequest: onJoinRequest:
m_PersistentCalls: m_PersistentCalls:
m_Calls: m_Calls: []
- m_Target: {fileID: 1238162988}
m_MethodName: set_text
m_Mode: 5
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument: Someone asked to join!
m_BoolArgument: 0
m_CallState: 2
- m_Target: {fileID: 806911718}
m_MethodName: set_interactable
m_Mode: 6
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument:
m_BoolArgument: 1
m_CallState: 2
- m_Target: {fileID: 1858885003}
m_MethodName: set_interactable
m_Mode: 6
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument:
m_BoolArgument: 1
m_CallState: 2
m_TypeName: DiscordJoinRequestEvent, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, m_TypeName: DiscordJoinRequestEvent, Assembly-CSharp, Version=0.0.0.0, Culture=neutral,
PublicKeyToken=null PublicKeyToken=null
--- !u!4 &1929635630 --- !u!4 &1929635630
@ -1202,77 +731,3 @@ Transform:
m_Father: {fileID: 0} m_Father: {fileID: 0}
m_RootOrder: 3 m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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GameObject:
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m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_Component:
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m_Layer: 5
m_Name: Text
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
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RectTransform:
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m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1958982061}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_Father: {fileID: 1858885002}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1958982063
MonoBehaviour:
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m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1958982061}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 708705254, guid: f5f67c52d1564df4a8936ccd202a3bd8, type: 3}
m_Name:
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m_Color: {r: 0.19607843, g: 0.19607843, b: 0.19607843, a: 1}
m_RaycastTarget: 1
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
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m_FontSize: 14
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m_VerticalOverflow: 0
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--- !u!222 &1958982064
CanvasRenderer:
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m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1958982061}

View File

@ -17,4 +17,3 @@ PhysicsManager:
m_EnablePCM: 1 m_EnablePCM: 1
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
m_AutoSimulation: 1 m_AutoSimulation: 1
m_AutoSyncTransforms: 1

View File

@ -4,7 +4,4 @@
EditorBuildSettings: EditorBuildSettings:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
serializedVersion: 2 serializedVersion: 2
m_Scenes: m_Scenes: []
- enabled: 1
path: Assets/main.unity
guid: 3b03d21bb25fa494e8694cd6e4b6d769

View File

@ -24,7 +24,6 @@ Physics2DSettings:
m_QueriesStartInColliders: 1 m_QueriesStartInColliders: 1
m_ChangeStopsCallbacks: 0 m_ChangeStopsCallbacks: 0
m_CallbacksOnDisable: 1 m_CallbacksOnDisable: 1
m_AutoSyncTransforms: 1
m_AlwaysShowColliders: 0 m_AlwaysShowColliders: 0
m_ShowColliderSleep: 1 m_ShowColliderSleep: 1
m_ShowColliderContacts: 0 m_ShowColliderContacts: 0

View File

@ -3,15 +3,14 @@
--- !u!129 &1 --- !u!129 &1
PlayerSettings: PlayerSettings:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
serializedVersion: 13 serializedVersion: 12
productGUID: 5eccc60d3e382a346a65f512d6b81b84 productGUID: 5eccc60d3e382a346a65f512d6b81b84
AndroidProfiler: 0 AndroidProfiler: 0
AndroidFilterTouchesWhenObscured: 0
defaultScreenOrientation: 4 defaultScreenOrientation: 4
targetDevice: 2 targetDevice: 2
useOnDemandResources: 0 useOnDemandResources: 0
accelerometerFrequency: 60 accelerometerFrequency: 60
companyName: Discord Inc. companyName: DefaultCompany
productName: button-clicker productName: button-clicker
defaultCursor: {fileID: 0} defaultCursor: {fileID: 0}
cursorHotspot: {x: 0, y: 0} cursorHotspot: {x: 0, y: 0}
@ -39,6 +38,8 @@ PlayerSettings:
width: 1 width: 1
height: 1 height: 1
m_SplashScreenLogos: [] m_SplashScreenLogos: []
m_SplashScreenBackgroundLandscape: {fileID: 0}
m_SplashScreenBackgroundPortrait: {fileID: 0}
m_VirtualRealitySplashScreen: {fileID: 0} m_VirtualRealitySplashScreen: {fileID: 0}
m_HolographicTrackingLossScreen: {fileID: 0} m_HolographicTrackingLossScreen: {fileID: 0}
defaultScreenWidth: 1024 defaultScreenWidth: 1024
@ -48,6 +49,7 @@ PlayerSettings:
m_StereoRenderingPath: 0 m_StereoRenderingPath: 0
m_ActiveColorSpace: 0 m_ActiveColorSpace: 0
m_MTRendering: 1 m_MTRendering: 1
m_MobileMTRendering: 0
m_StackTraceTypes: 010000000100000001000000010000000100000001000000 m_StackTraceTypes: 010000000100000001000000010000000100000001000000
iosShowActivityIndicatorOnLoading: -1 iosShowActivityIndicatorOnLoading: -1
androidShowActivityIndicatorOnLoading: -1 androidShowActivityIndicatorOnLoading: -1
@ -62,10 +64,8 @@ PlayerSettings:
useOSAutorotation: 1 useOSAutorotation: 1
use32BitDisplayBuffer: 1 use32BitDisplayBuffer: 1
disableDepthAndStencilBuffers: 0 disableDepthAndStencilBuffers: 0
androidBlitType: 0
defaultIsFullScreen: 1 defaultIsFullScreen: 1
defaultIsNativeResolution: 1 defaultIsNativeResolution: 1
macRetinaSupport: 1
runInBackground: 0 runInBackground: 0
captureSingleScreen: 0 captureSingleScreen: 0
muteOtherAudioSources: 0 muteOtherAudioSources: 0
@ -95,7 +95,6 @@ PlayerSettings:
xboxEnableHeadOrientation: 0 xboxEnableHeadOrientation: 0
xboxEnableGuest: 0 xboxEnableGuest: 0
xboxEnablePIXSampling: 0 xboxEnablePIXSampling: 0
metalFramebufferOnly: 0
n3dsDisableStereoscopicView: 0 n3dsDisableStereoscopicView: 0
n3dsEnableSharedListOpt: 1 n3dsEnableSharedListOpt: 1
n3dsEnableVSync: 0 n3dsEnableVSync: 0
@ -104,7 +103,6 @@ PlayerSettings:
xboxOneMonoLoggingLevel: 0 xboxOneMonoLoggingLevel: 0
xboxOneLoggingLevel: 1 xboxOneLoggingLevel: 1
xboxOneDisableEsram: 0 xboxOneDisableEsram: 0
xboxOnePresentImmediateThreshold: 0
videoMemoryForVertexBuffers: 0 videoMemoryForVertexBuffers: 0
psp2PowerMode: 0 psp2PowerMode: 0
psp2AcquireBGM: 1 psp2AcquireBGM: 1
@ -136,17 +134,12 @@ PlayerSettings:
daydream: daydream:
depthFormat: 0 depthFormat: 0
useSustainedPerformanceMode: 0 useSustainedPerformanceMode: 0
enableVideoLayer: 0
useProtectedVideoMemory: 0
hololens: hololens:
depthFormat: 1 depthFormat: 1
protectGraphicsMemory: 0 protectGraphicsMemory: 0
useHDRDisplay: 0 useHDRDisplay: 0
m_ColorGamuts: 00000000
targetPixelDensity: 0 targetPixelDensity: 0
resolutionScalingMode: 0 resolutionScalingMode: 0
androidSupportedAspectRatio: 1
androidMaxAspectRatio: 2.1
applicationIdentifier: {} applicationIdentifier: {}
buildNumber: {} buildNumber: {}
AndroidBundleVersionCode: 1 AndroidBundleVersionCode: 1
@ -167,10 +160,10 @@ PlayerSettings:
serializedVersion: 2 serializedVersion: 2
m_Bits: 238 m_Bits: 238
iPhoneSdkVersion: 988 iPhoneSdkVersion: 988
iOSTargetOSVersionString: 7.0 iOSTargetOSVersionString:
tvOSSdkVersion: 0 tvOSSdkVersion: 0
tvOSRequireExtendedGameController: 0 tvOSRequireExtendedGameController: 0
tvOSTargetOSVersionString: 9.0 tvOSTargetOSVersionString:
uIPrerenderedIcon: 0 uIPrerenderedIcon: 0
uIRequiresPersistentWiFi: 0 uIRequiresPersistentWiFi: 0
uIRequiresFullScreen: 1 uIRequiresFullScreen: 1
@ -227,9 +220,7 @@ PlayerSettings:
AndroidKeyaliasName: AndroidKeyaliasName:
AndroidTVCompatibility: 1 AndroidTVCompatibility: 1
AndroidIsGame: 1 AndroidIsGame: 1
AndroidEnableTango: 0
androidEnableBanner: 1 androidEnableBanner: 1
androidUseLowAccuracyLocation: 0
m_AndroidBanners: m_AndroidBanners:
- width: 320 - width: 320
height: 180 height: 180
@ -240,14 +231,10 @@ PlayerSettings:
m_BuildTargetBatching: [] m_BuildTargetBatching: []
m_BuildTargetGraphicsAPIs: [] m_BuildTargetGraphicsAPIs: []
m_BuildTargetVRSettings: [] m_BuildTargetVRSettings: []
m_BuildTargetEnableVuforiaSettings: []
openGLRequireES31: 0 openGLRequireES31: 0
openGLRequireES31AEP: 0 openGLRequireES31AEP: 0
webPlayerTemplate: APPLICATION:Default
m_TemplateCustomTags: {} m_TemplateCustomTags: {}
mobileMTRendering:
Android: 1
iPhone: 1
tvOS: 1
wiiUTitleID: 0005000011000000 wiiUTitleID: 0005000011000000
wiiUGroupID: 00010000 wiiUGroupID: 00010000
wiiUCommonSaveSize: 4096 wiiUCommonSaveSize: 4096
@ -381,9 +368,6 @@ PlayerSettings:
switchUdpSendBufferSize: 9 switchUdpSendBufferSize: 9
switchUdpReceiveBufferSize: 42 switchUdpReceiveBufferSize: 42
switchSocketBufferEfficiency: 4 switchSocketBufferEfficiency: 4
switchSocketInitializeEnabled: 1
switchNetworkInterfaceManagerInitializeEnabled: 1
switchPlayerConnectionEnabled: 1
ps4NPAgeRating: 12 ps4NPAgeRating: 12
ps4NPTitleSecret: ps4NPTitleSecret:
ps4NPTrophyPackPath: ps4NPTrophyPackPath:

View File

@ -1 +1 @@
m_EditorVersion: 2017.2.0f3 m_EditorVersion: 2017.1.1f1

View File

@ -1,4 +0,0 @@
{
"dependencies": {
}
}

View File

@ -1,5 +1,5 @@
/* /*
This is a simple example in C of using the rich presence API asynchronously. This is a simple example in C of using the rich presence API asyncronously.
*/ */
#define _CRT_SECURE_NO_WARNINGS /* thanks Microsoft */ #define _CRT_SECURE_NO_WARNINGS /* thanks Microsoft */
@ -9,12 +9,11 @@
#include <string.h> #include <string.h>
#include <time.h> #include <time.h>
#include "discord_rpc.h" #include "discord-rpc.h"
static const char* APPLICATION_ID = "345229890980937739"; static const char* APPLICATION_ID = "345229890980937739";
static int FrustrationLevel = 0; static int FrustrationLevel = 0;
static int64_t StartTime; static int64_t StartTime;
static int SendPresence = 1;
static int prompt(char* line, size_t size) static int prompt(char* line, size_t size)
{ {
@ -33,38 +32,29 @@ static int prompt(char* line, size_t size)
static void updateDiscordPresence() static void updateDiscordPresence()
{ {
if (SendPresence) { char buffer[256];
char buffer[256]; DiscordRichPresence discordPresence;
DiscordRichPresence discordPresence; memset(&discordPresence, 0, sizeof(discordPresence));
memset(&discordPresence, 0, sizeof(discordPresence)); discordPresence.state = "West of House";
discordPresence.state = "West of House"; sprintf(buffer, "Frustration level: %d", FrustrationLevel);
sprintf(buffer, "Frustration level: %d", FrustrationLevel); discordPresence.details = buffer;
discordPresence.details = buffer; discordPresence.startTimestamp = StartTime;
discordPresence.startTimestamp = StartTime; discordPresence.endTimestamp = time(0) + 5 * 60;
discordPresence.endTimestamp = time(0) + 5 * 60; discordPresence.largeImageKey = "canary-large";
discordPresence.largeImageKey = "canary-large"; discordPresence.smallImageKey = "ptb-small";
discordPresence.smallImageKey = "ptb-small"; discordPresence.partyId = "party1234";
discordPresence.partyId = "party1234"; discordPresence.partySize = 1;
discordPresence.partySize = 1; discordPresence.partyMax = 6;
discordPresence.partyMax = 6; discordPresence.matchSecret = "xyzzy";
discordPresence.partyPrivacy = DISCORD_PARTY_PUBLIC; discordPresence.joinSecret = "join";
discordPresence.matchSecret = "xyzzy"; discordPresence.spectateSecret = "look";
discordPresence.joinSecret = "join"; discordPresence.instance = 0;
discordPresence.spectateSecret = "look"; Discord_UpdatePresence(&discordPresence);
discordPresence.instance = 0;
Discord_UpdatePresence(&discordPresence);
}
else {
Discord_ClearPresence();
}
} }
static void handleDiscordReady(const DiscordUser* connectedUser) static void handleDiscordReady()
{ {
printf("\nDiscord: connected to user %s#%s - %s\n", printf("\nDiscord: ready\n");
connectedUser->username,
connectedUser->discriminator,
connectedUser->userId);
} }
static void handleDiscordDisconnected(int errcode, const char* message) static void handleDiscordDisconnected(int errcode, const char* message)
@ -87,13 +77,13 @@ static void handleDiscordSpectate(const char* secret)
printf("\nDiscord: spectate (%s)\n", secret); printf("\nDiscord: spectate (%s)\n", secret);
} }
static void handleDiscordJoinRequest(const DiscordUser* request) static void handleDiscordJoinRequest(const DiscordJoinRequest* request)
{ {
int response = -1; int response = -1;
char yn[4]; char yn[4];
printf("\nDiscord: join request from %s#%s - %s\n", printf("\nDiscord: join request from %s - %s - %s\n",
request->username, request->username,
request->discriminator, request->avatar,
request->userId); request->userId);
do { do {
printf("Accept? (y/n)"); printf("Accept? (y/n)");
@ -153,19 +143,6 @@ static void gameLoop()
continue; continue;
} }
if (line[0] == 'c') {
if (SendPresence) {
printf("Clearing presence information.\n");
SendPresence = 0;
}
else {
printf("Restoring presence information.\n");
SendPresence = 1;
}
updateDiscordPresence();
continue;
}
if (line[0] == 'y') { if (line[0] == 'y') {
printf("Reinit Discord.\n"); printf("Reinit Discord.\n");
discordInit(); discordInit();

View File

@ -73,6 +73,3 @@ Intermediate/
# Cache files for the editor to use # Cache files for the editor to use
DerivedDataCache/ DerivedDataCache/
# Library headers must be copied automatically by the build script (build.py unreal)
Plugins/DiscordRpc/Source/ThirdParty/DiscordRpcLibrary/Include

View File

@ -1,57 +0,0 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class DiscordRpc : ModuleRules
{
#if WITH_FORWARDED_MODULE_RULES_CTOR
public DiscordRpc(ReadOnlyTargetRules Target) : base(Target)
#else
public DiscordRpc(TargetInfo Target)
#endif
{
Definitions.Add("DISCORD_DYNAMIC_LIB=1");
PublicIncludePaths.AddRange(
new string[] {
"DiscordRpc/Public"
}
);
PrivateIncludePaths.AddRange(
new string[] {
"DiscordRpc/Private"
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"DiscordRpcLibrary"
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
"Projects"
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
string BaseDirectory = Path.GetFullPath(Path.Combine(ModuleDirectory, "..", "..", "Source", "ThirdParty", "DiscordRpcLibrary"));
PublicIncludePaths.Add(Path.Combine(BaseDirectory, "Include"));
}
}

View File

@ -1,76 +0,0 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "DiscordRpcPrivatePCH.h"
#include "IPluginManager.h"
#include "ModuleManager.h"
#define LOCTEXT_NAMESPACE "FDiscordRpcModule"
void FDiscordRpcModule::StartupModule()
{
#if !PLATFORM_LINUX
#if defined(DISCORD_DYNAMIC_LIB)
// Get the base directory of this plugin
FString BaseDir = IPluginManager::Get().FindPlugin("DiscordRpc")->GetBaseDir();
const FString SDKDir =
FPaths::Combine(*BaseDir, TEXT("Source"), TEXT("ThirdParty"), TEXT("DiscordRpcLibrary"));
#if PLATFORM_WINDOWS
const FString LibName = TEXT("discord-rpc");
const FString LibDir = FPaths::Combine(*SDKDir, TEXT("Win64"));
if (!LoadDependency(LibDir, LibName, DiscordRpcLibraryHandle)) {
FMessageDialog::Open(
EAppMsgType::Ok,
LOCTEXT(LOCTEXT_NAMESPACE,
"Failed to load DiscordRpc plugin. Plug-in will not be functional."));
FreeDependency(DiscordRpcLibraryHandle);
}
#elif PLATFORM_MAC
const FString LibName = TEXT("libdiscord-rpc");
const FString LibDir = FPaths::Combine(*SDKDir, TEXT("Mac"));
if (!LoadDependency(LibDir, LibName, DiscordRpcLibraryHandle)) {
FMessageDialog::Open(
EAppMsgType::Ok,
LOCTEXT(LOCTEXT_NAMESPACE,
"Failed to load DiscordRpc plugin. Plug-in will not be functional."));
FreeDependency(DiscordRpcLibraryHandle);
}
#endif
#endif
#endif
}
void FDiscordRpcModule::ShutdownModule()
{
// Free the dll handle
#if !PLATFORM_LINUX
#if defined(DISCORD_DYNAMIC_LIB)
FreeDependency(DiscordRpcLibraryHandle);
#endif
#endif
}
bool FDiscordRpcModule::LoadDependency(const FString& Dir, const FString& Name, void*& Handle)
{
FString Lib = Name + TEXT(".") + FPlatformProcess::GetModuleExtension();
FString Path = Dir.IsEmpty() ? *Lib : FPaths::Combine(*Dir, *Lib);
Handle = FPlatformProcess::GetDllHandle(*Path);
if (Handle == nullptr) {
return false;
}
return true;
}
void FDiscordRpcModule::FreeDependency(void*& Handle)
{
if (Handle != nullptr) {
FPlatformProcess::FreeDllHandle(Handle);
Handle = nullptr;
}
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FDiscordRpcModule, DiscordRpc)

View File

@ -1,2 +0,0 @@
#include "Core.h"
#include "DiscordRpc.h"

View File

@ -1,20 +0,0 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ModuleManager.h"
class FDiscordRpcModule : public IModuleInterface {
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
private:
/** Handle to the test dll we will load */
void* DiscordRpcLibraryHandle;
/** StartupModule is covered with defines, these functions are the place to put breakpoints */
static bool LoadDependency(const FString& Dir, const FString& Name, void*& Handle);
static void FreeDependency(void*& Handle);
};

View File

@ -1,59 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
using System.IO;
using UnrealBuildTool;
public class DiscordRpcLibrary : ModuleRules
{
#if WITH_FORWARDED_MODULE_RULES_CTOR
public DiscordRpcLibrary(ReadOnlyTargetRules Target) : base(Target)
#else
public DiscordRpcLibrary(TargetInfo Target)
#endif
{
Type = ModuleType.External;
Definitions.Add("DISCORD_DYNAMIC_LIB=1");
string BaseDirectory = Path.GetFullPath(Path.Combine(ModuleDirectory, "..", "..", "ThirdParty", "DiscordRpcLibrary"));
if (Target.Platform == UnrealTargetPlatform.Win64)
{
string lib = Path.Combine(BaseDirectory, "Win64");
// Include headers
PublicIncludePaths.Add(Path.Combine(BaseDirectory, "Include"));
// Add the import library
PublicLibraryPaths.Add(lib);
PublicAdditionalLibraries.Add(Path.Combine(lib, "discord-rpc.lib"));
// Dynamic
RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(lib, "discord-rpc.dll")));
PublicDelayLoadDLLs.Add("discord-rpc.dll");
}
else if (Target.Platform == UnrealTargetPlatform.Linux)
{
string lib = Path.Combine(BaseDirectory, "Linux", "x86_64-unknown-linux-gnu");
// Include headers
PublicIncludePaths.Add(Path.Combine(BaseDirectory, "Include"));
// Add the import library
PublicLibraryPaths.Add(lib);
PublicAdditionalLibraries.Add(Path.Combine(lib, "libdiscord-rpc.so"));
RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(lib, "libdiscord-rpc.so")));
}
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
string lib = Path.Combine(BaseDirectory, "Mac");
// Include headers
PublicIncludePaths.Add(Path.Combine(BaseDirectory, "Include"));
// Add the import library
PublicLibraryPaths.Add(lib);
PublicAdditionalLibraries.Add(Path.Combine(lib, "libdiscord-rpc.dylib"));
RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(lib, "libdiscord-rpc.dylib")));
}
}
}

View File

@ -0,0 +1,26 @@
// Fill out your copyright notice in the Description page of Project Settings.
using System.IO;
using UnrealBuildTool;
public class discordrpcLibrary : ModuleRules
{
public discordrpcLibrary(ReadOnlyTargetRules Target) : base(Target)
{
Type = ModuleType.External;
if (Target.Platform == UnrealTargetPlatform.Win64)
{
// Add the import library
PublicLibraryPaths.Add(Path.Combine(ModuleDirectory, "x64", "Release"));
PublicAdditionalLibraries.Add("discord-rpc.lib");
// Delay-load the DLL, so we can load it from the right place first
PublicDelayLoadDLLs.Add("discord-rpc.dll");
}
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
PublicDelayLoadDLLs.Add(Path.Combine(ModuleDirectory, "Mac", "Release", "libdiscord-rpc.dylib"));
}
}
}

View File

@ -1,27 +1,18 @@
#include "DiscordRpcPrivatePCH.h"
#include "DiscordRpcBlueprint.h" #include "DiscordRpcBlueprint.h"
#include "discord_rpc.h"
#include "discord-rpc.h"
DEFINE_LOG_CATEGORY(Discord) DEFINE_LOG_CATEGORY(Discord)
static UDiscordRpc* self = nullptr; static UDiscordRpc* self = nullptr;
static void ReadyHandler()
static void ReadyHandler(const DiscordUser* connectedUser)
{ {
FDiscordUserData ud; UE_LOG(Discord, Log, TEXT("Discord connected"));
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) { if (self) {
self->IsConnected = true; self->IsConnected = true;
self->OnConnected.Broadcast(ud); self->OnConnected.Broadcast();
} }
} }
@ -62,24 +53,6 @@ static void SpectateGameHandler(const char* spectateSecret)
} }
} }
static void JoinRequestHandler(const DiscordUser* request)
{
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(ud);
}
}
void UDiscordRpc::Initialize(const FString& applicationId, void UDiscordRpc::Initialize(const FString& applicationId,
bool autoRegister, bool autoRegister,
const FString& optionalSteamId) const FString& optionalSteamId)
@ -96,9 +69,6 @@ void UDiscordRpc::Initialize(const FString& applicationId,
if (OnSpectate.IsBound()) { if (OnSpectate.IsBound()) {
handlers.spectateGame = SpectateGameHandler; handlers.spectateGame = SpectateGameHandler;
} }
if (OnJoinRequest.IsBound()) {
handlers.joinRequest = JoinRequestHandler;
}
auto appId = StringCast<ANSICHAR>(*applicationId); auto appId = StringCast<ANSICHAR>(*applicationId);
auto steamId = StringCast<ANSICHAR>(*optionalSteamId); auto steamId = StringCast<ANSICHAR>(*optionalSteamId);
Discord_Initialize( Discord_Initialize(
@ -149,24 +119,12 @@ void UDiscordRpc::UpdatePresence()
auto spectateSecret = StringCast<ANSICHAR>(*RichPresence.spectateSecret); auto spectateSecret = StringCast<ANSICHAR>(*RichPresence.spectateSecret);
rp.spectateSecret = spectateSecret.Get(); rp.spectateSecret = spectateSecret.Get();
rp.startTimestamp = RichPresence.startTimestamp; rp.startTimestamp = RichPresence.startTimestamp;
rp.endTimestamp = RichPresence.endTimestamp; rp.endTimestamp = RichPresence.endTimestamp;
rp.partySize = RichPresence.partySize; rp.partySize = RichPresence.partySize;
rp.partyMax = RichPresence.partyMax; rp.partyMax = RichPresence.partyMax;
rp.partyPrivacy = (int)RichPresence.partyPrivacy;
rp.instance = RichPresence.instance; rp.instance = RichPresence.instance;
Discord_UpdatePresence(&rp); Discord_UpdatePresence(&rp);
} }
void UDiscordRpc::ClearPresence()
{
Discord_ClearPresence();
}
void UDiscordRpc::Respond(const FString& userId, int reply)
{
UE_LOG(Discord, Log, TEXT("Responding %d to join request from %s"), reply, *userId);
FTCHARToUTF8 utf8_userid(*userId);
Discord_Respond(utf8_userid.Get(), reply);
}

View File

@ -0,0 +1,50 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "discordrpc.h"
#include "Core.h"
#include "ModuleManager.h"
#include "IPluginManager.h"
#define LOCTEXT_NAMESPACE "FdiscordrpcModule"
void FdiscordrpcModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified
// in the .uplugin file per-module
// Get the base directory of this plugin
FString BaseDir = IPluginManager::Get().FindPlugin("discordrpc")->GetBaseDir();
// Add on the relative location of the third party dll and load it
FString LibraryPath;
#if PLATFORM_WINDOWS
LibraryPath = FPaths::Combine(
*BaseDir, TEXT("Binaries/ThirdParty/discordrpcLibrary/Win64/discord-rpc.dll"));
#elif PLATFORM_MAC
LibraryPath = FPaths::Combine(
*BaseDir, TEXT("Source/ThirdParty/discordrpcLibrary/Mac/Release/libdiscord-rpc.dylib"));
#endif // PLATFORM_WINDOWS
DiscordLibraryHandle =
!LibraryPath.IsEmpty() ? FPlatformProcess::GetDllHandle(*LibraryPath) : nullptr;
if (!DiscordLibraryHandle) {
FMessageDialog::Open(
EAppMsgType::Ok, LOCTEXT("ThirdPartyLibraryError", "Failed to load discord-rpc library"));
}
}
void FdiscordrpcModule::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that
// support dynamic reloading,
// we call this function before unloading the module.
// Free the dll handle
FPlatformProcess::FreeDllHandle(DiscordLibraryHandle);
DiscordLibraryHandle = nullptr;
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FdiscordrpcModule, discordrpc)

View File

@ -1,58 +1,21 @@
#pragma once #pragma once
#include "CoreMinimal.h"
#include "Engine.h" #include "Engine.h"
#include "CoreMinimal.h"
#include "DiscordRpcBlueprint.generated.h" #include "DiscordRpcBlueprint.generated.h"
// unreal's header tool hates clang-format // unreal's header tool hates clang-format
// clang-format off // clang-format off
/**
* Ask to join callback data
*/
USTRUCT(BlueprintType)
struct FDiscordUserData {
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadOnly)
FString userId;
UPROPERTY(BlueprintReadOnly)
FString username;
UPROPERTY(BlueprintReadOnly)
FString discriminator;
UPROPERTY(BlueprintReadOnly)
FString avatar;
};
/**
* Valid response codes for Respond function
*/
UENUM(BlueprintType)
enum class EDiscordJoinResponseCodes : uint8
{
DISCORD_REPLY_NO UMETA(DisplayName="No"),
DISCORD_REPLY_YES UMETA(DisplayName="Yes"),
DISCORD_REPLY_IGNORE UMETA(DisplayName="Ignore")
};
/**
* Valid party privacy values
*/
UENUM(BlueprintType)
enum class EDiscordPartyPrivacy: uint8
{
DISCORD_PARTY_PRIVATE UMETA(DisplayName="Private"),
DISCORD_PARTY_PUBLIC UMETA(DisplayName="Public")
};
DECLARE_LOG_CATEGORY_EXTERN(Discord, Log, All); DECLARE_LOG_CATEGORY_EXTERN(Discord, Log, All);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordConnected, const FDiscordUserData&, joinRequest); DECLARE_DYNAMIC_MULTICAST_DELEGATE(FDiscordConnected);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDiscordDisconnected, int, errorCode, const FString&, errorMessage); 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_TwoParams(FDiscordErrored, int, errorCode, const FString&, errorMessage);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordJoin, const FString&, joinSecret); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordJoin, const FString&, joinSecret);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordSpectate, const FString&, spectateSecret); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordSpectate, const FString&, spectateSecret);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordJoinRequest, const FDiscordUserData&, joinRequest);
// clang-format on // clang-format on
@ -87,8 +50,6 @@ struct FDiscordRichPresence {
UPROPERTY(BlueprintReadWrite) UPROPERTY(BlueprintReadWrite)
int partyMax; int partyMax;
UPROPERTY(BlueprintReadWrite) UPROPERTY(BlueprintReadWrite)
EDiscordPartyPrivacy partyPrivacy;
UPROPERTY(BlueprintReadWrite)
FString matchSecret; FString matchSecret;
UPROPERTY(BlueprintReadWrite) UPROPERTY(BlueprintReadWrite)
FString joinSecret; FString joinSecret;
@ -128,16 +89,6 @@ public:
Category = "Discord") Category = "Discord")
void UpdatePresence(); void UpdatePresence();
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Clear presence", Keywords = "Discord rpc"),
Category = "Discord")
void ClearPresence();
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Respond to join request", Keywords = "Discord rpc"),
Category = "Discord")
void Respond(const FString& userId, int reply);
UPROPERTY(BlueprintReadOnly, UPROPERTY(BlueprintReadOnly,
meta = (DisplayName = "Is Discord connected", Keywords = "Discord rpc"), meta = (DisplayName = "Is Discord connected", Keywords = "Discord rpc"),
Category = "Discord") Category = "Discord")
@ -168,12 +119,6 @@ public:
Category = "Discord") Category = "Discord")
FDiscordSpectate OnSpectate; FDiscordSpectate OnSpectate;
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "When Discord another user sends a join request",
Keywords = "Discord rpc"),
Category = "Discord")
FDiscordJoinRequest OnJoinRequest;
UPROPERTY(BlueprintReadWrite, UPROPERTY(BlueprintReadWrite,
meta = (DisplayName = "Rich presence info", Keywords = "Discord rpc"), meta = (DisplayName = "Rich presence info", Keywords = "Discord rpc"),
Category = "Discord") Category = "Discord")

View File

@ -0,0 +1,16 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ModuleManager.h"
class FdiscordrpcModule : public IModuleInterface {
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
private:
/** Handle to the test dll we will load */
void* DiscordLibraryHandle;
};

View File

@ -0,0 +1,65 @@
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class discordrpc : ModuleRules
{
public discordrpc(ReadOnlyTargetRules Target) : base(Target)
{
Definitions.Add("DISCORD_DYNAMIC_LIB=1");
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
"discordrpc/Public"
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
"discordrpc/Private",
"../../../../../include"
// ... add other private include paths required here ...
}
);
PublicLibraryPaths.AddRange(
new string[] {
System.IO.Path.Combine(ModuleDirectory, "../../Binaries/ThirdParty/discordrpcLibrary/", Target.Platform.ToString()),
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
"Core",
"discordrpcLibrary",
"Projects"
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}

View File

@ -15,15 +15,9 @@
"Installed": false, "Installed": false,
"Modules": [ "Modules": [
{ {
"Name": "DiscordRpc", "Name": "discordrpc",
"Type": "Runtime", "Type": "Developer",
"LoadingPhase": "PreDefault", "LoadingPhase": "Default"
"WhitelistPlatforms" :
[
"Win64",
"Linux",
"Mac"
]
} }
] ]
} }

View File

@ -1,6 +1,6 @@
{ {
"FileVersion": 3, "FileVersion": 3,
"EngineAssociation": "4.18", "EngineAssociation": "4.16",
"Category": "", "Category": "",
"Description": "", "Description": "",
"Modules": [ "Modules": [

View File

@ -35,34 +35,30 @@ typedef struct DiscordRichPresence {
const char* partyId; /* max 128 bytes */ const char* partyId; /* max 128 bytes */
int partySize; int partySize;
int partyMax; int partyMax;
int partyPrivacy;
const char* matchSecret; /* max 128 bytes */ const char* matchSecret; /* max 128 bytes */
const char* joinSecret; /* max 128 bytes */ const char* joinSecret; /* max 128 bytes */
const char* spectateSecret; /* max 128 bytes */ const char* spectateSecret; /* max 128 bytes */
int8_t instance; int8_t instance;
} DiscordRichPresence; } DiscordRichPresence;
typedef struct DiscordUser { typedef struct DiscordJoinRequest {
const char* userId; const char* userId;
const char* username; const char* username;
const char* discriminator;
const char* avatar; const char* avatar;
} DiscordUser; } DiscordJoinRequest;
typedef struct DiscordEventHandlers { typedef struct DiscordEventHandlers {
void (*ready)(const DiscordUser* request); void (*ready)();
void (*disconnected)(int errorCode, const char* message); void (*disconnected)(int errorCode, const char* message);
void (*errored)(int errorCode, const char* message); void (*errored)(int errorCode, const char* message);
void (*joinGame)(const char* joinSecret); void (*joinGame)(const char* joinSecret);
void (*spectateGame)(const char* spectateSecret); void (*spectateGame)(const char* spectateSecret);
void (*joinRequest)(const DiscordUser* request); void (*joinRequest)(const DiscordJoinRequest* request);
} DiscordEventHandlers; } DiscordEventHandlers;
#define DISCORD_REPLY_NO 0 #define DISCORD_REPLY_NO 0
#define DISCORD_REPLY_YES 1 #define DISCORD_REPLY_YES 1
#define DISCORD_REPLY_IGNORE 2 #define DISCORD_REPLY_IGNORE 2
#define DISCORD_PARTY_PRIVATE 0
#define DISCORD_PARTY_PUBLIC 1
DISCORD_EXPORT void Discord_Initialize(const char* applicationId, DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
DiscordEventHandlers* handlers, DiscordEventHandlers* handlers,
@ -79,12 +75,9 @@ DISCORD_EXPORT void Discord_UpdateConnection(void);
#endif #endif
DISCORD_EXPORT void Discord_UpdatePresence(const DiscordRichPresence* presence); DISCORD_EXPORT void Discord_UpdatePresence(const DiscordRichPresence* presence);
DISCORD_EXPORT void Discord_ClearPresence(void);
DISCORD_EXPORT void Discord_Respond(const char* userid, /* DISCORD_REPLY_ */ int reply); DISCORD_EXPORT void Discord_Respond(const char* userid, /* DISCORD_REPLY_ */ int reply);
DISCORD_EXPORT void Discord_UpdateHandlers(DiscordEventHandlers* handlers);
#ifdef __cplusplus #ifdef __cplusplus
} /* extern "C" */ } /* extern "C" */
#endif #endif

View File

@ -1,26 +0,0 @@
#pragma once
#if defined(DISCORD_DYNAMIC_LIB)
#if defined(_WIN32)
#if defined(DISCORD_BUILDING_SDK)
#define DISCORD_EXPORT __declspec(dllexport)
#else
#define DISCORD_EXPORT __declspec(dllimport)
#endif
#else
#define DISCORD_EXPORT __attribute__((visibility("default")))
#endif
#else
#define DISCORD_EXPORT
#endif
#ifdef __cplusplus
extern "C" {
#endif
DISCORD_EXPORT void Discord_Register(const char* applicationId, const char* command);
DISCORD_EXPORT void Discord_RegisterSteamGame(const char* applicationId, const char* steamId);
#ifdef __cplusplus
}
#endif

View File

@ -1,15 +1,12 @@
include_directories(${PROJECT_SOURCE_DIR}/include) include_directories(${PROJECT_SOURCE_DIR}/include)
option(ENABLE_IO_THREAD "Start up a separate I/O thread, otherwise I'd need to call an update function" ON) option(ENABLE_IO_THREAD "Start up a separate I/O thread, otherwise I'd need to call an update function" ON)
option(USE_STATIC_CRT "Use /MT[d] for dynamic library" OFF) option(BUILD_DYNAMIC_LIB "Build library as a DLL" OFF)
option(WARNINGS_AS_ERRORS "When enabled, compiles with `-Werror` (on *nix platforms)." OFF)
set(CMAKE_CXX_STANDARD 14)
set(BASE_RPC_SRC set(BASE_RPC_SRC
${PROJECT_SOURCE_DIR}/include/discord_rpc.h ${PROJECT_SOURCE_DIR}/include/discord-rpc.h
discord_rpc.cpp discord-rpc.cpp
${PROJECT_SOURCE_DIR}/include/discord_register.h discord_register.h
rpc_connection.h rpc_connection.h
rpc_connection.cpp rpc_connection.cpp
serialization.h serialization.h
@ -19,44 +16,34 @@ set(BASE_RPC_SRC
msg_queue.h msg_queue.h
) )
if (${BUILD_SHARED_LIBS}) if (${BUILD_DYNAMIC_LIB})
set(RPC_LIBRARY_TYPE SHARED)
if(WIN32) if(WIN32)
set(BASE_RPC_SRC ${BASE_RPC_SRC} dllmain.cpp) set(BASE_RPC_SRC ${BASE_RPC_SRC} dllmain.cpp)
endif(WIN32) endif(WIN32)
endif(${BUILD_SHARED_LIBS}) else(${BUILD_DYNAMIC_LIB})
set(RPC_LIBRARY_TYPE STATIC)
endif(${BUILD_DYNAMIC_LIB})
if(WIN32) if(WIN32)
add_definitions(-DDISCORD_WINDOWS) add_definitions(-DDISCORD_WINDOWS)
set(BASE_RPC_SRC ${BASE_RPC_SRC} connection_win.cpp discord_register_win.cpp) set(BASE_RPC_SRC ${BASE_RPC_SRC} connection_win.cpp discord_register_win.cpp)
add_library(discord-rpc ${BASE_RPC_SRC}) add_library(discord-rpc ${RPC_LIBRARY_TYPE} ${BASE_RPC_SRC})
if (MSVC) target_compile_options(discord-rpc PRIVATE /EHsc
if(USE_STATIC_CRT) /MT
foreach(CompilerFlag /Wall
CMAKE_CXX_FLAGS /wd4100 # unreferenced formal parameter
CMAKE_CXX_FLAGS_DEBUG /wd4514 # unreferenced inline
CMAKE_CXX_FLAGS_RELEASE /wd4625 # copy constructor deleted
CMAKE_C_FLAGS /wd5026 # move constructor deleted
CMAKE_C_FLAGS_DEBUG /wd4626 # move assignment operator deleted
CMAKE_C_FLAGS_RELEASE) /wd4668 # not defined preprocessor macro
string(REPLACE "/MD" "/MT" ${CompilerFlag} "${${CompilerFlag}}") /wd4710 # function not inlined
endforeach() /wd4711 # function was inlined
endif(USE_STATIC_CRT) /wd4820 # structure padding
target_compile_options(discord-rpc PRIVATE /EHsc /wd4946 # reinterpret_cast used between related classes
/Wall /wd5027 # move assignment operator was implicitly defined as deleted
/wd4100 # unreferenced formal parameter )
/wd4514 # unreferenced inline
/wd4625 # copy constructor deleted
/wd5026 # move constructor deleted
/wd4626 # move assignment operator deleted
/wd4668 # not defined preprocessor macro
/wd4710 # function not inlined
/wd4711 # function was inlined
/wd4820 # structure padding
/wd4946 # reinterpret_cast used between related classes
/wd5027 # move assignment operator was implicitly defined as deleted
)
endif(MSVC)
target_link_libraries(discord-rpc PRIVATE psapi advapi32)
endif(WIN32) endif(WIN32)
if(UNIX) if(UNIX)
@ -70,25 +57,14 @@ if(UNIX)
set(BASE_RPC_SRC ${BASE_RPC_SRC} discord_register_linux.cpp) set(BASE_RPC_SRC ${BASE_RPC_SRC} discord_register_linux.cpp)
endif(APPLE) endif(APPLE)
add_library(discord-rpc ${BASE_RPC_SRC}) add_library(discord-rpc ${RPC_LIBRARY_TYPE} ${BASE_RPC_SRC})
target_link_libraries(discord-rpc PUBLIC pthread) target_link_libraries(discord-rpc PUBLIC pthread)
if (APPLE)
target_link_libraries(discord-rpc PRIVATE "-framework AppKit, -mmacosx-version-min=10.10")
endif (APPLE)
target_compile_options(discord-rpc PRIVATE target_compile_options(discord-rpc PRIVATE
-g -g
-Wall -Wall
-Wextra -Wextra
-Wpedantic -Wpedantic
) -Werror
if (${WARNINGS_AS_ERRORS})
target_compile_options(discord-rpc PRIVATE -Werror)
endif (${WARNINGS_AS_ERRORS})
target_compile_options(discord-rpc PRIVATE
-Wno-unknown-pragmas # pragma push thing doesn't work on clang -Wno-unknown-pragmas # pragma push thing doesn't work on clang
-Wno-old-style-cast # it's fine -Wno-old-style-cast # it's fine
-Wno-c++98-compat # that was almost 2 decades ago -Wno-c++98-compat # that was almost 2 decades ago
@ -99,10 +75,7 @@ if(UNIX)
-Wno-exit-time-destructors # not sure about these -Wno-exit-time-destructors # not sure about these
-Wno-global-constructors -Wno-global-constructors
) )
target_compile_options(discord-rpc PRIVATE $<$<COMPILE_LANGUAGE:CXX>:-std=c++14>)
if (${BUILD_SHARED_LIBS})
target_compile_options(discord-rpc PRIVATE -fPIC)
endif (${BUILD_SHARED_LIBS})
if (APPLE) if (APPLE)
target_link_libraries(discord-rpc PRIVATE "-framework AppKit") target_link_libraries(discord-rpc PRIVATE "-framework AppKit")
@ -112,17 +85,15 @@ endif(UNIX)
target_include_directories(discord-rpc PRIVATE ${RAPIDJSON}/include) target_include_directories(discord-rpc PRIVATE ${RAPIDJSON}/include)
if (NOT ${ENABLE_IO_THREAD}) if (NOT ${ENABLE_IO_THREAD})
target_compile_definitions(discord-rpc PUBLIC -DDISCORD_DISABLE_IO_THREAD) add_definitions(discord-rpc PUBLIC -DDISCORD_DISABLE_IO_THREAD)
endif (NOT ${ENABLE_IO_THREAD}) endif (NOT ${ENABLE_IO_THREAD})
if (${BUILD_SHARED_LIBS}) if (${BUILD_DYNAMIC_LIB})
target_compile_definitions(discord-rpc PUBLIC -DDISCORD_DYNAMIC_LIB) target_compile_definitions(discord-rpc PUBLIC -DDISCORD_DYNAMIC_LIB)
target_compile_definitions(discord-rpc PRIVATE -DDISCORD_BUILDING_SDK) target_compile_definitions(discord-rpc PRIVATE -DDISCORD_BUILDING_SDK)
endif(${BUILD_SHARED_LIBS}) endif(${BUILD_DYNAMIC_LIB})
if (CLANG_FORMAT_CMD) add_dependencies(discord-rpc clangformat)
add_dependencies(discord-rpc clangformat)
endif(CLANG_FORMAT_CMD)
# install # install
@ -130,18 +101,20 @@ install(
TARGETS discord-rpc TARGETS discord-rpc
EXPORT "discord-rpc" EXPORT "discord-rpc"
RUNTIME RUNTIME
DESTINATION "${CMAKE_INSTALL_BINDIR}" DESTINATION "bin"
CONFIGURATIONS Release
LIBRARY LIBRARY
DESTINATION "${CMAKE_INSTALL_LIBDIR}" DESTINATION "lib"
CONFIGURATIONS Release
ARCHIVE ARCHIVE
DESTINATION "${CMAKE_INSTALL_LIBDIR}" DESTINATION "lib"
CONFIGURATIONS Release
INCLUDES INCLUDES
DESTINATION "${CMAKE_INSTALL_INCLUDEDIR}" DESTINATION "include"
) )
install( install(
FILES FILES
"../include/discord_rpc.h" "../include/discord-rpc.h"
"../include/discord_register.h"
DESTINATION "include" DESTINATION "include"
) )

View File

@ -1,8 +1,8 @@
#pragma once #pragma once
#include <stdint.h>
#include <algorithm> #include <algorithm>
#include <random> #include <random>
#include <stdint.h>
#include <time.h> #include <time.h>
struct Backoff { struct Backoff {

View File

@ -118,8 +118,5 @@ bool BaseConnection::Read(void* data, size_t length)
} }
Close(); Close();
} }
else if (res == 0) {
Close();
}
return res == (int)length; return res == (int)length;
} }

View File

@ -4,8 +4,8 @@
#define NOMCX #define NOMCX
#define NOSERVICE #define NOSERVICE
#define NOIME #define NOIME
#include <assert.h>
#include <windows.h> #include <windows.h>
#include <assert.h>
int GetProcessId() int GetProcessId()
{ {

View File

@ -1,4 +1,4 @@
#include "discord_rpc.h" #include "discord-rpc.h"
#include "backoff.h" #include "backoff.h"
#include "discord_register.h" #include "discord_register.h"
@ -32,29 +32,25 @@ struct QueuedMessage {
} }
}; };
struct User { struct JoinRequest {
// snowflake (64bit int), turned into a ascii decimal string, at most 20 chars +1 null // snowflake (64bit int), turned into a ascii decimal string, at most 20 chars +1 null
// terminator = 21 // terminator = 21
char userId[32]; char userId[22];
// 32 unicode glyphs is max name size => 4 bytes per glyph in the worst case, +1 for null // 32 unicode glyphs is max name size => 4 bytes per glyph in the worst case, +1 for null
// terminator = 129 // terminator = 129
char username[344]; char username[130];
// 4 decimal digits + 1 null terminator = 5
char discriminator[8];
// optional 'a_' + md5 hex digest (32 bytes) + null terminator = 35 // optional 'a_' + md5 hex digest (32 bytes) + null terminator = 35
char avatar[128]; char avatar[36];
// Rounded way up because I'm paranoid about games breaking from future changes in these sizes // +1 on each because: it's even / I'm paranoid
}; };
static RpcConnection* Connection{nullptr}; static RpcConnection* Connection{nullptr};
static DiscordEventHandlers QueuedHandlers{};
static DiscordEventHandlers Handlers{}; static DiscordEventHandlers Handlers{};
static std::atomic_bool WasJustConnected{false}; static std::atomic_bool WasJustConnected{false};
static std::atomic_bool WasJustDisconnected{false}; static std::atomic_bool WasJustDisconnected{false};
static std::atomic_bool GotErrorMessage{false}; static std::atomic_bool GotErrorMessage{false};
static std::atomic_bool WasJoinGame{false}; static std::atomic_bool WasJoinGame{false};
static std::atomic_bool WasSpectateGame{false}; static std::atomic_bool WasSpectateGame{false};
static std::atomic_bool UpdatePresence{false};
static char JoinGameSecret[256]; static char JoinGameSecret[256];
static char SpectateGameSecret[256]; static char SpectateGameSecret[256];
static int LastErrorCode{0}; static int LastErrorCode{0};
@ -62,65 +58,23 @@ static char LastErrorMessage[256];
static int LastDisconnectErrorCode{0}; static int LastDisconnectErrorCode{0};
static char LastDisconnectErrorMessage[256]; static char LastDisconnectErrorMessage[256];
static std::mutex PresenceMutex; static std::mutex PresenceMutex;
static std::mutex HandlerMutex;
static QueuedMessage QueuedPresence{}; static QueuedMessage QueuedPresence{};
static MsgQueue<QueuedMessage, MessageQueueSize> SendQueue; static MsgQueue<QueuedMessage, MessageQueueSize> SendQueue;
static MsgQueue<User, JoinQueueSize> JoinAskQueue; static MsgQueue<JoinRequest, JoinQueueSize> JoinAskQueue;
static User connectedUser;
// We want to auto connect, and retry on failure, but not as fast as possible. This does expoential // We want to auto connect, and retry on failure, but not as fast as possible. This does expoential
// backoff from 0.5 seconds to 1 minute // backoff from 0.5 seconds to 1 minute
static Backoff ReconnectTimeMs(500, 60 * 1000); static Backoff ReconnectTimeMs(500, 60 * 1000);
static auto NextConnect = std::chrono::system_clock::now(); static auto NextConnect{std::chrono::system_clock::now()};
static int Pid{0}; static int Pid{0};
static int Nonce{1}; static int Nonce{1};
#ifndef DISCORD_DISABLE_IO_THREAD #ifndef DISCORD_DISABLE_IO_THREAD
static void Discord_UpdateConnection(void); static std::atomic_bool KeepRunning{true};
class IoThreadHolder { static std::mutex WaitForIOMutex;
private: static std::condition_variable WaitForIOActivity;
std::atomic_bool keepRunning{true}; static std::thread IoThread;
std::mutex waitForIOMutex;
std::condition_variable waitForIOActivity;
std::thread ioThread;
public:
void Start()
{
keepRunning.store(true);
ioThread = std::thread([&]() {
const std::chrono::duration<int64_t, std::milli> maxWait{500LL};
Discord_UpdateConnection();
while (keepRunning.load()) {
std::unique_lock<std::mutex> lock(waitForIOMutex);
waitForIOActivity.wait_for(lock, maxWait);
Discord_UpdateConnection();
}
});
}
void Notify() { waitForIOActivity.notify_all(); }
void Stop()
{
keepRunning.exchange(false);
Notify();
if (ioThread.joinable()) {
ioThread.join();
}
}
~IoThreadHolder() { Stop(); }
};
#else
class IoThreadHolder {
public:
void Start() {}
void Stop() {}
void Notify() {}
};
#endif // DISCORD_DISABLE_IO_THREAD #endif // DISCORD_DISABLE_IO_THREAD
static IoThreadHolder* IoThread{nullptr};
static void UpdateReconnectTime() static void UpdateReconnectTime()
{ {
@ -173,9 +127,8 @@ static void Discord_UpdateConnection(void)
continue; continue;
} }
auto data = GetObjMember(&message, "data");
if (strcmp(evtName, "ACTIVITY_JOIN") == 0) { if (strcmp(evtName, "ACTIVITY_JOIN") == 0) {
auto data = GetObjMember(&message, "data");
auto secret = GetStrMember(data, "secret"); auto secret = GetStrMember(data, "secret");
if (secret) { if (secret) {
StringCopy(JoinGameSecret, secret); StringCopy(JoinGameSecret, secret);
@ -183,6 +136,7 @@ static void Discord_UpdateConnection(void)
} }
} }
else if (strcmp(evtName, "ACTIVITY_SPECTATE") == 0) { else if (strcmp(evtName, "ACTIVITY_SPECTATE") == 0) {
auto data = GetObjMember(&message, "data");
auto secret = GetStrMember(data, "secret"); auto secret = GetStrMember(data, "secret");
if (secret) { if (secret) {
StringCopy(SpectateGameSecret, secret); StringCopy(SpectateGameSecret, secret);
@ -190,6 +144,7 @@ static void Discord_UpdateConnection(void)
} }
} }
else if (strcmp(evtName, "ACTIVITY_JOIN_REQUEST") == 0) { else if (strcmp(evtName, "ACTIVITY_JOIN_REQUEST") == 0) {
auto data = GetObjMember(&message, "data");
auto user = GetObjMember(data, "user"); auto user = GetObjMember(data, "user");
auto userId = GetStrMember(user, "id"); auto userId = GetStrMember(user, "id");
auto username = GetStrMember(user, "username"); auto username = GetStrMember(user, "username");
@ -198,10 +153,6 @@ static void Discord_UpdateConnection(void)
if (userId && username && joinReq) { if (userId && username && joinReq) {
StringCopy(joinReq->userId, userId); StringCopy(joinReq->userId, userId);
StringCopy(joinReq->username, username); StringCopy(joinReq->username, username);
auto discriminator = GetStrMember(user, "discriminator");
if (discriminator) {
StringCopy(joinReq->discriminator, discriminator);
}
if (avatar) { if (avatar) {
StringCopy(joinReq->avatar, avatar); StringCopy(joinReq->avatar, avatar);
} }
@ -215,17 +166,17 @@ static void Discord_UpdateConnection(void)
} }
// writes // writes
if (UpdatePresence.exchange(false) && QueuedPresence.length) { if (QueuedPresence.length) {
QueuedMessage local; QueuedMessage local;
{ PresenceMutex.lock();
std::lock_guard<std::mutex> guard(PresenceMutex); local.Copy(QueuedPresence);
local.Copy(QueuedPresence); QueuedPresence.length = 0;
} PresenceMutex.unlock();
if (!Connection->Write(local.buffer, local.length)) { if (!Connection->Write(local.buffer, local.length)) {
// if we fail to send, requeue // if we fail to send, requeue
std::lock_guard<std::mutex> guard(PresenceMutex); PresenceMutex.lock();
QueuedPresence.Copy(local); QueuedPresence.Copy(local);
UpdatePresence.exchange(true); PresenceMutex.unlock();
} }
} }
@ -237,11 +188,25 @@ static void Discord_UpdateConnection(void)
} }
} }
#ifndef DISCORD_DISABLE_IO_THREAD
static void DiscordRpcIo(void)
{
const std::chrono::duration<int64_t, std::milli> maxWait{500LL};
while (KeepRunning.load()) {
Discord_UpdateConnection();
std::unique_lock<std::mutex> lock(WaitForIOMutex);
WaitForIOActivity.wait_for(lock, maxWait);
}
}
#endif
static void SignalIOActivity() static void SignalIOActivity()
{ {
if (IoThread != nullptr) { #ifndef DISCORD_DISABLE_IO_THREAD
IoThread->Notify(); WaitForIOActivity.notify_all();
} #endif
} }
static bool RegisterForEvent(const char* evtName) static bool RegisterForEvent(const char* evtName)
@ -257,29 +222,11 @@ static bool RegisterForEvent(const char* evtName)
return false; return false;
} }
static bool DeregisterForEvent(const char* evtName)
{
auto qmessage = SendQueue.GetNextAddMessage();
if (qmessage) {
qmessage->length =
JsonWriteUnsubscribeCommand(qmessage->buffer, sizeof(qmessage->buffer), Nonce++, evtName);
SendQueue.CommitAdd();
SignalIOActivity();
return true;
}
return false;
}
extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId, extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
DiscordEventHandlers* handlers, DiscordEventHandlers* handlers,
int autoRegister, int autoRegister,
const char* optionalSteamId) const char* optionalSteamId)
{ {
IoThread = new (std::nothrow) IoThreadHolder();
if (IoThread == nullptr) {
return;
}
if (autoRegister) { if (autoRegister) {
if (optionalSteamId && optionalSteamId[0]) { if (optionalSteamId && optionalSteamId[0]) {
Discord_RegisterSteamGame(applicationId, optionalSteamId); Discord_RegisterSteamGame(applicationId, optionalSteamId);
@ -291,16 +238,10 @@ extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
Pid = GetProcessId(); Pid = GetProcessId();
{ if (handlers) {
std::lock_guard<std::mutex> guard(HandlerMutex); Handlers = *handlers;
}
if (handlers) { else {
QueuedHandlers = *handlers;
}
else {
QueuedHandlers = {};
}
Handlers = {}; Handlers = {};
} }
@ -309,33 +250,21 @@ extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
} }
Connection = RpcConnection::Create(applicationId); Connection = RpcConnection::Create(applicationId);
Connection->onConnect = [](JsonDocument& readyMessage) { Connection->onConnect = []() {
Discord_UpdateHandlers(&QueuedHandlers);
if (QueuedPresence.length > 0) {
UpdatePresence.exchange(true);
SignalIOActivity();
}
auto data = GetObjMember(&readyMessage, "data");
auto user = GetObjMember(data, "user");
auto userId = GetStrMember(user, "id");
auto username = GetStrMember(user, "username");
auto avatar = GetStrMember(user, "avatar");
if (userId && username) {
StringCopy(connectedUser.userId, userId);
StringCopy(connectedUser.username, username);
auto discriminator = GetStrMember(user, "discriminator");
if (discriminator) {
StringCopy(connectedUser.discriminator, discriminator);
}
if (avatar) {
StringCopy(connectedUser.avatar, avatar);
}
else {
connectedUser.avatar[0] = 0;
}
}
WasJustConnected.exchange(true); WasJustConnected.exchange(true);
ReconnectTimeMs.reset(); ReconnectTimeMs.reset();
if (Handlers.joinGame) {
RegisterForEvent("ACTIVITY_JOIN");
}
if (Handlers.spectateGame) {
RegisterForEvent("ACTIVITY_SPECTATE");
}
if (Handlers.joinRequest) {
RegisterForEvent("ACTIVITY_JOIN_REQUEST");
}
}; };
Connection->onDisconnect = [](int err, const char* message) { Connection->onDisconnect = [](int err, const char* message) {
LastDisconnectErrorCode = err; LastDisconnectErrorCode = err;
@ -344,10 +273,13 @@ extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
UpdateReconnectTime(); UpdateReconnectTime();
}; };
IoThread->Start(); #ifndef DISCORD_DISABLE_IO_THREAD
KeepRunning.store(true);
IoThread = std::thread(DiscordRpcIo);
#endif
} }
extern "C" DISCORD_EXPORT void Discord_Shutdown(void) extern "C" DISCORD_EXPORT void Discord_Shutdown()
{ {
if (!Connection) { if (!Connection) {
return; return;
@ -355,33 +287,25 @@ extern "C" DISCORD_EXPORT void Discord_Shutdown(void)
Connection->onConnect = nullptr; Connection->onConnect = nullptr;
Connection->onDisconnect = nullptr; Connection->onDisconnect = nullptr;
Handlers = {}; Handlers = {};
QueuedPresence.length = 0; #ifndef DISCORD_DISABLE_IO_THREAD
UpdatePresence.exchange(false); KeepRunning.exchange(false);
if (IoThread != nullptr) { SignalIOActivity();
IoThread->Stop(); if (IoThread.joinable()) {
delete IoThread; IoThread.join();
IoThread = nullptr;
} }
#endif
RpcConnection::Destroy(Connection); RpcConnection::Destroy(Connection);
} }
extern "C" DISCORD_EXPORT void Discord_UpdatePresence(const DiscordRichPresence* presence) extern "C" DISCORD_EXPORT void Discord_UpdatePresence(const DiscordRichPresence* presence)
{ {
{ PresenceMutex.lock();
std::lock_guard<std::mutex> guard(PresenceMutex); QueuedPresence.length = JsonWriteRichPresenceObj(
QueuedPresence.length = JsonWriteRichPresenceObj( QueuedPresence.buffer, sizeof(QueuedPresence.buffer), Nonce++, Pid, presence);
QueuedPresence.buffer, sizeof(QueuedPresence.buffer), Nonce++, Pid, presence); PresenceMutex.unlock();
UpdatePresence.exchange(true);
}
SignalIOActivity(); SignalIOActivity();
} }
extern "C" DISCORD_EXPORT void Discord_ClearPresence(void)
{
Discord_UpdatePresence(nullptr);
}
extern "C" DISCORD_EXPORT void Discord_Respond(const char* userId, /* DISCORD_REPLY_ */ int reply) extern "C" DISCORD_EXPORT void Discord_Respond(const char* userId, /* DISCORD_REPLY_ */ int reply)
{ {
// if we are not connected, let's not batch up stale messages for later // if we are not connected, let's not batch up stale messages for later
@ -397,7 +321,7 @@ extern "C" DISCORD_EXPORT void Discord_Respond(const char* userId, /* DISCORD_RE
} }
} }
extern "C" DISCORD_EXPORT void Discord_RunCallbacks(void) extern "C" DISCORD_EXPORT void Discord_RunCallbacks()
{ {
// Note on some weirdness: internally we might connect, get other signals, disconnect any number // Note on some weirdness: internally we might connect, get other signals, disconnect any number
// of times inbetween calls here. Externally, we want the sequence to seem sane, so any other // of times inbetween calls here. Externally, we want the sequence to seem sane, so any other
@ -412,42 +336,25 @@ extern "C" DISCORD_EXPORT void Discord_RunCallbacks(void)
if (isConnected) { if (isConnected) {
// if we are connected, disconnect cb first // if we are connected, disconnect cb first
std::lock_guard<std::mutex> guard(HandlerMutex);
if (wasDisconnected && Handlers.disconnected) { if (wasDisconnected && Handlers.disconnected) {
Handlers.disconnected(LastDisconnectErrorCode, LastDisconnectErrorMessage); Handlers.disconnected(LastDisconnectErrorCode, LastDisconnectErrorMessage);
} }
} }
if (WasJustConnected.exchange(false)) { if (WasJustConnected.exchange(false) && Handlers.ready) {
std::lock_guard<std::mutex> guard(HandlerMutex); Handlers.ready();
if (Handlers.ready) {
DiscordUser du{connectedUser.userId,
connectedUser.username,
connectedUser.discriminator,
connectedUser.avatar};
Handlers.ready(&du);
}
} }
if (GotErrorMessage.exchange(false)) { if (GotErrorMessage.exchange(false) && Handlers.errored) {
std::lock_guard<std::mutex> guard(HandlerMutex); Handlers.errored(LastErrorCode, LastErrorMessage);
if (Handlers.errored) {
Handlers.errored(LastErrorCode, LastErrorMessage);
}
} }
if (WasJoinGame.exchange(false)) { if (WasJoinGame.exchange(false) && Handlers.joinGame) {
std::lock_guard<std::mutex> guard(HandlerMutex); Handlers.joinGame(JoinGameSecret);
if (Handlers.joinGame) {
Handlers.joinGame(JoinGameSecret);
}
} }
if (WasSpectateGame.exchange(false)) { if (WasSpectateGame.exchange(false) && Handlers.spectateGame) {
std::lock_guard<std::mutex> guard(HandlerMutex); Handlers.spectateGame(SpectateGameSecret);
if (Handlers.spectateGame) {
Handlers.spectateGame(SpectateGameSecret);
}
} }
// Right now this batches up any requests and sends them all in a burst; I could imagine a world // Right now this batches up any requests and sends them all in a burst; I could imagine a world
@ -457,48 +364,17 @@ extern "C" DISCORD_EXPORT void Discord_RunCallbacks(void)
// not it should be trivial for the implementer to make a queue themselves. // not it should be trivial for the implementer to make a queue themselves.
while (JoinAskQueue.HavePendingSends()) { while (JoinAskQueue.HavePendingSends()) {
auto req = JoinAskQueue.GetNextSendMessage(); auto req = JoinAskQueue.GetNextSendMessage();
{ if (Handlers.joinRequest) {
std::lock_guard<std::mutex> guard(HandlerMutex); DiscordJoinRequest djr{req->userId, req->username, req->avatar};
if (Handlers.joinRequest) { Handlers.joinRequest(&djr);
DiscordUser du{req->userId, req->username, req->discriminator, req->avatar};
Handlers.joinRequest(&du);
}
} }
JoinAskQueue.CommitSend(); JoinAskQueue.CommitSend();
} }
if (!isConnected) { if (!isConnected) {
// if we are not connected, disconnect message last // if we are not connected, disconnect message last
std::lock_guard<std::mutex> guard(HandlerMutex);
if (wasDisconnected && Handlers.disconnected) { if (wasDisconnected && Handlers.disconnected) {
Handlers.disconnected(LastDisconnectErrorCode, LastDisconnectErrorMessage); Handlers.disconnected(LastDisconnectErrorCode, LastDisconnectErrorMessage);
} }
} }
} }
extern "C" DISCORD_EXPORT void Discord_UpdateHandlers(DiscordEventHandlers* newHandlers)
{
if (newHandlers) {
#define HANDLE_EVENT_REGISTRATION(handler_name, event) \
if (!Handlers.handler_name && newHandlers->handler_name) { \
RegisterForEvent(event); \
} \
else if (Handlers.handler_name && !newHandlers->handler_name) { \
DeregisterForEvent(event); \
}
std::lock_guard<std::mutex> guard(HandlerMutex);
HANDLE_EVENT_REGISTRATION(joinGame, "ACTIVITY_JOIN")
HANDLE_EVENT_REGISTRATION(spectateGame, "ACTIVITY_SPECTATE")
HANDLE_EVENT_REGISTRATION(joinRequest, "ACTIVITY_JOIN_REQUEST")
#undef HANDLE_EVENT_REGISTRATION
Handlers = *newHandlers;
}
else {
std::lock_guard<std::mutex> guard(HandlerMutex);
Handlers = {};
}
return;
}

12
src/discord_register.h Normal file
View File

@ -0,0 +1,12 @@
#pragma once
#ifdef __cplusplus
extern "C" {
#endif
void Discord_Register(const char* applicationId, const char* command);
void Discord_RegisterSteamGame(const char* applicationId, const char* steamId);
#ifdef __cplusplus
}
#endif

View File

@ -1,5 +1,4 @@
#include "discord_rpc.h" #include "discord-rpc.h"
#include "discord_register.h"
#include <stdio.h> #include <stdio.h>
#include <errno.h> #include <errno.h>
@ -9,7 +8,7 @@
#include <sys/types.h> #include <sys/types.h>
#include <unistd.h> #include <unistd.h>
static bool Mkdir(const char* path) bool Mkdir(const char* path)
{ {
int result = mkdir(path, 0755); int result = mkdir(path, 0755);
if (result == 0) { if (result == 0) {
@ -22,7 +21,7 @@ static bool Mkdir(const char* path)
} }
// we want to register games so we can run them from Discord client as discord-<appid>:// // we want to register games so we can run them from Discord client as discord-<appid>://
extern "C" DISCORD_EXPORT void Discord_Register(const char* applicationId, const char* command) extern "C" void Discord_Register(const char* applicationId, const char* command)
{ {
// Add a desktop file and update some mime handlers so that xdg-open does the right thing. // Add a desktop file and update some mime handlers so that xdg-open does the right thing.
@ -33,15 +32,13 @@ extern "C" DISCORD_EXPORT void Discord_Register(const char* applicationId, const
char exePath[1024]; char exePath[1024];
if (!command || !command[0]) { if (!command || !command[0]) {
ssize_t size = readlink("/proc/self/exe", exePath, sizeof(exePath)); if (readlink("/proc/self/exe", exePath, sizeof(exePath)) <= 0) {
if (size <= 0 || size >= (ssize_t)sizeof(exePath)) {
return; return;
} }
exePath[size] = '\0';
command = exePath; command = exePath;
} }
const char* desktopFileFormat = "[Desktop Entry]\n" const char* destopFileFormat = "[Desktop Entry]\n"
"Name=Game %s\n" "Name=Game %s\n"
"Exec=%s %%u\n" // note: it really wants that %u in there "Exec=%s %%u\n" // note: it really wants that %u in there
"Type=Application\n" "Type=Application\n"
@ -50,7 +47,7 @@ extern "C" DISCORD_EXPORT void Discord_Register(const char* applicationId, const
"MimeType=x-scheme-handler/discord-%s;\n"; "MimeType=x-scheme-handler/discord-%s;\n";
char desktopFile[2048]; char desktopFile[2048];
int fileLen = snprintf( int fileLen = snprintf(
desktopFile, sizeof(desktopFile), desktopFileFormat, applicationId, command, applicationId); desktopFile, sizeof(desktopFile), destopFileFormat, applicationId, command, applicationId);
if (fileLen <= 0) { if (fileLen <= 0) {
return; return;
} }
@ -88,15 +85,12 @@ extern "C" DISCORD_EXPORT void Discord_Register(const char* applicationId, const
"xdg-mime default discord-%s.desktop x-scheme-handler/discord-%s", "xdg-mime default discord-%s.desktop x-scheme-handler/discord-%s",
applicationId, applicationId,
applicationId); applicationId);
if (system(xdgMimeCommand) < 0) { system(xdgMimeCommand);
fprintf(stderr, "Failed to register mime handler\n");
}
} }
extern "C" DISCORD_EXPORT void Discord_RegisterSteamGame(const char* applicationId, extern "C" void Discord_RegisterSteamGame(const char* applicationId, const char* steamId)
const char* steamId)
{ {
char command[256]; char command[256];
sprintf(command, "xdg-open steam://rungameid/%s", steamId); sprintf(command, "xdg-open steam://run/%s", steamId);
Discord_Register(applicationId, command); Discord_Register(applicationId, command);
} }

View File

@ -5,28 +5,45 @@
#include "discord_register.h" #include "discord_register.h"
static bool Mkdir(const char* path)
{
int result = mkdir(path, 0755);
if (result == 0) {
return true;
}
if (errno == EEXIST) {
return true;
}
return false;
}
static void RegisterCommand(const char* applicationId, const char* command) static void RegisterCommand(const char* applicationId, const char* command)
{ {
// There does not appear to be a way to register arbitrary commands on OSX, so instead we'll save the command // There does not appear to be a way to register arbitrary commands on OSX, so instead we'll save the command
// to a file in the Discord config path, and when it is needed, Discord can try to load the file there, open // to a file in the Discord config path, and when it is needed, Discord can try to load the file there, open
// the command therein (will pass to js's window.open, so requires a url-like thing) // the command therein (will pass to js's window.open, so requires a url-like thing)
// Note: will not work for sandboxed apps const char* home = getenv("HOME");
NSString *home = NSHomeDirectory();
if (!home) { if (!home) {
return; return;
} }
NSString *path = [[[[[[home stringByAppendingPathComponent:@"Library"] char path[2048];
stringByAppendingPathComponent:@"Application Support"] sprintf(path, "%s/Library/Application Support/discord", home);
stringByAppendingPathComponent:@"discord"] Mkdir(path);
stringByAppendingPathComponent:@"games"] strcat(path, "/games");
stringByAppendingPathComponent:[NSString stringWithUTF8String:applicationId]] Mkdir(path);
stringByAppendingPathExtension:@"json"]; strcat(path, "/");
[[NSFileManager defaultManager] createDirectoryAtPath:[path stringByDeletingLastPathComponent] withIntermediateDirectories:YES attributes:nil error:nil]; strcat(path, applicationId);
strcat(path, ".json");
NSString *jsonBuffer = [NSString stringWithFormat:@"{\"command\": \"%s\"}", command]; FILE* f = fopen(path, "w");
[jsonBuffer writeToFile:path atomically:NO encoding:NSUTF8StringEncoding error:nil]; if (f) {
char jsonBuffer[2048];
int len = snprintf(jsonBuffer, sizeof(jsonBuffer), "{\"command\": \"%s\"}", command);
fwrite(jsonBuffer, (size_t)len, 1, f);
fclose(f);
}
} }
static void RegisterURL(const char* applicationId) static void RegisterURL(const char* applicationId)
@ -66,15 +83,15 @@ void Discord_Register(const char* applicationId, const char* command)
} }
else { else {
// raii lite // raii lite
@autoreleasepool { void* pool = [[NSAutoreleasePool alloc] init];
RegisterURL(applicationId); RegisterURL(applicationId);
} [(id)pool drain];
} }
} }
void Discord_RegisterSteamGame(const char* applicationId, const char* steamId) void Discord_RegisterSteamGame(const char* applicationId, const char* steamId)
{ {
char command[256]; char command[256];
snprintf(command, 256, "steam://rungameid/%s", steamId); sprintf(command, "steam://run/%s", steamId);
Discord_Register(applicationId, command); Discord_Register(applicationId, command);
} }

View File

@ -1,88 +1,30 @@
#include "discord_rpc.h" #include "discord-rpc.h"
#include "discord_register.h" #include <stdio.h>
#define WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN
#define NOMCX #define NOMCX
#define NOSERVICE #define NOSERVICE
#define NOIME #define NOIME
#include <windows.h> #include <windows.h>
#include <psapi.h> #include <Psapi.h>
#include <cstdio> #include <Strsafe.h>
#pragma comment(lib, "Psapi.lib")
/** void Discord_RegisterW(const wchar_t* applicationId, const wchar_t* command)
* Updated fixes for MinGW and WinXP
* This block is written the way it does not involve changing the rest of the code
* Checked to be compiling
* 1) strsafe.h belongs to Windows SDK and cannot be added to MinGW
* #include guarded, functions redirected to <string.h> substitutes
* 2) RegSetKeyValueW and LSTATUS are not declared in <winreg.h>
* The entire function is rewritten
*/
#ifdef __MINGW32__
#include <wchar.h>
/// strsafe.h fixes
static HRESULT StringCbPrintfW(LPWSTR pszDest, size_t cbDest, LPCWSTR pszFormat, ...)
{
HRESULT ret;
va_list va;
va_start(va, pszFormat);
cbDest /= 2; // Size is divided by 2 to convert from bytes to wide characters - causes segfault
// othervise
ret = vsnwprintf(pszDest, cbDest, pszFormat, va);
pszDest[cbDest - 1] = 0; // Terminate the string in case a buffer overflow; -1 will be returned
va_end(va);
return ret;
}
#else
#include <cwchar>
#include <strsafe.h>
#endif // __MINGW32__
/// winreg.h fixes
#ifndef LSTATUS
#define LSTATUS LONG
#endif
#ifdef RegSetKeyValueW
#undefine RegSetKeyValueW
#endif
#define RegSetKeyValueW regset
static LSTATUS regset(HKEY hkey,
LPCWSTR subkey,
LPCWSTR name,
DWORD type,
const void* data,
DWORD len)
{
HKEY htkey = hkey, hsubkey = nullptr;
LSTATUS ret;
if (subkey && subkey[0]) {
if ((ret = RegCreateKeyExW(hkey, subkey, 0, 0, 0, KEY_ALL_ACCESS, 0, &hsubkey, 0)) !=
ERROR_SUCCESS)
return ret;
htkey = hsubkey;
}
ret = RegSetValueExW(htkey, name, 0, type, (const BYTE*)data, len);
if (hsubkey && hsubkey != hkey)
RegCloseKey(hsubkey);
return ret;
}
static void Discord_RegisterW(const wchar_t* applicationId, const wchar_t* command)
{ {
// https://msdn.microsoft.com/en-us/library/aa767914(v=vs.85).aspx // https://msdn.microsoft.com/en-us/library/aa767914(v=vs.85).aspx
// we want to register games so we can run them as discord-<appid>:// // we want to register games so we can run them as discord-<appid>://
// Update the HKEY_CURRENT_USER, because it doesn't seem to require special permissions. // Update the HKEY_CURRENT_USER, because it doesn't seem to require special permissions.
wchar_t exeFilePath[MAX_PATH]; wchar_t exeFilePath[MAX_PATH];
DWORD exeLen = GetModuleFileNameW(nullptr, exeFilePath, MAX_PATH); DWORD exeLen = GetModuleFileNameExW(GetCurrentProcess(), nullptr, exeFilePath, MAX_PATH);
wchar_t openCommand[1024]; wchar_t openCommand[1024];
if (command && command[0]) { if (command && command[0]) {
StringCbPrintfW(openCommand, sizeof(openCommand), L"%s", command); StringCbPrintfW(openCommand, sizeof(openCommand), L"%s", command);
} }
else { else {
// StringCbCopyW(openCommand, sizeof(openCommand), exeFilePath); lstrcpyW(openCommand, exeFilePath);
StringCbPrintfW(openCommand, sizeof(openCommand), L"%s", exeFilePath);
} }
wchar_t protocolName[64]; wchar_t protocolName[64];
@ -131,7 +73,7 @@ static void Discord_RegisterW(const wchar_t* applicationId, const wchar_t* comma
RegCloseKey(key); RegCloseKey(key);
} }
extern "C" DISCORD_EXPORT void Discord_Register(const char* applicationId, const char* command) extern "C" void Discord_Register(const char* applicationId, const char* command)
{ {
wchar_t appId[32]; wchar_t appId[32];
MultiByteToWideChar(CP_UTF8, 0, applicationId, -1, appId, 32); MultiByteToWideChar(CP_UTF8, 0, applicationId, -1, appId, 32);
@ -147,8 +89,7 @@ extern "C" DISCORD_EXPORT void Discord_Register(const char* applicationId, const
Discord_RegisterW(appId, wcommand); Discord_RegisterW(appId, wcommand);
} }
extern "C" DISCORD_EXPORT void Discord_RegisterSteamGame(const char* applicationId, extern "C" void Discord_RegisterSteamGame(const char* applicationId, const char* steamId)
const char* steamId)
{ {
wchar_t appId[32]; wchar_t appId[32];
MultiByteToWideChar(CP_UTF8, 0, applicationId, -1, appId, 32); MultiByteToWideChar(CP_UTF8, 0, applicationId, -1, appId, 32);
@ -180,7 +121,7 @@ extern "C" DISCORD_EXPORT void Discord_RegisterSteamGame(const char* application
} }
wchar_t command[1024]; wchar_t command[1024];
StringCbPrintfW(command, sizeof(command), L"\"%s\" steam://rungameid/%s", steamPath, wSteamId); StringCbPrintfW(command, sizeof(command), L"\"%s\" steam://run/%s", steamPath, wSteamId);
Discord_RegisterW(appId, command); Discord_RegisterW(appId, command);
} }

View File

@ -1,7 +1,5 @@
#include <windows.h> #include <windows.h>
// outsmart GCC's missing-declarations warning
BOOL WINAPI DllMain(HMODULE, DWORD, LPVOID);
BOOL WINAPI DllMain(HMODULE, DWORD, LPVOID) BOOL WINAPI DllMain(HMODULE, DWORD, LPVOID)
{ {
return TRUE; return TRUE;

View File

@ -7,7 +7,7 @@
template <typename ElementType, size_t QueueSize> template <typename ElementType, size_t QueueSize>
class MsgQueue { class MsgQueue {
ElementType queue_[QueueSize]; ElementType queue_[QueueSize]{};
std::atomic_uint nextAdd_{0}; std::atomic_uint nextAdd_{0};
std::atomic_uint nextSend_{0}; std::atomic_uint nextSend_{0};
std::atomic_uint pendingSends_{0}; std::atomic_uint pendingSends_{0};

View File

@ -26,8 +26,12 @@ void RpcConnection::Open()
return; return;
} }
if (state == State::Disconnected && !connection->Open()) { if (state == State::Disconnected) {
return; if (connection->Open()) {
}
else {
return;
}
} }
if (state == State::SentHandshake) { if (state == State::SentHandshake) {
@ -38,7 +42,7 @@ void RpcConnection::Open()
if (cmd && evt && !strcmp(cmd, "DISPATCH") && !strcmp(evt, "READY")) { if (cmd && evt && !strcmp(cmd, "DISPATCH") && !strcmp(evt, "READY")) {
state = State::Connected; state = State::Connected;
if (onConnect) { if (onConnect) {
onConnect(message); onConnect();
} }
} }
} }

View File

@ -40,7 +40,7 @@ struct RpcConnection {
BaseConnection* connection{nullptr}; BaseConnection* connection{nullptr};
State state{State::Disconnected}; State state{State::Disconnected};
void (*onConnect)(JsonDocument& message){nullptr}; void (*onConnect)(){nullptr};
void (*onDisconnect)(int errorCode, const char* message){nullptr}; void (*onDisconnect)(int errorCode, const char* message){nullptr};
char appId[64]{}; char appId[64]{};
int lastErrorCode{0}; int lastErrorCode{0};

View File

@ -1,6 +1,6 @@
#include "serialization.h" #include "serialization.h"
#include "connection.h" #include "connection.h"
#include "discord_rpc.h" #include "discord-rpc.h"
template <typename T> template <typename T>
void NumberToString(char* dest, T number) void NumberToString(char* dest, T number)
@ -102,7 +102,7 @@ size_t JsonWriteRichPresenceObj(char* dest,
WriteKey(writer, "pid"); WriteKey(writer, "pid");
writer.Int(pid); writer.Int(pid);
if (presence != nullptr) { {
WriteObject activity(writer, "activity"); WriteObject activity(writer, "activity");
WriteOptionalString(writer, "state", presence->state); WriteOptionalString(writer, "state", presence->state);
@ -134,18 +134,15 @@ size_t JsonWriteRichPresenceObj(char* dest,
} }
if ((presence->partyId && presence->partyId[0]) || presence->partySize || if ((presence->partyId && presence->partyId[0]) || presence->partySize ||
presence->partyMax || presence->partyPrivacy) { presence->partyMax) {
WriteObject party(writer, "party"); WriteObject party(writer, "party");
WriteOptionalString(writer, "id", presence->partyId); WriteOptionalString(writer, "id", presence->partyId);
if (presence->partySize && presence->partyMax) { if (presence->partySize) {
WriteArray size(writer, "size"); WriteArray size(writer, "size");
writer.Int(presence->partySize); writer.Int(presence->partySize);
writer.Int(presence->partyMax); if (0 < presence->partyMax) {
} writer.Int(presence->partyMax);
}
if (presence->partyPrivacy) {
WriteKey(writer, "privacy");
writer.Int(presence->partyPrivacy);
} }
} }
@ -201,25 +198,6 @@ size_t JsonWriteSubscribeCommand(char* dest, size_t maxLen, int nonce, const cha
return writer.Size(); return writer.Size();
} }
size_t JsonWriteUnsubscribeCommand(char* dest, size_t maxLen, int nonce, const char* evtName)
{
JsonWriter writer(dest, maxLen);
{
WriteObject obj(writer);
JsonWriteNonce(writer, nonce);
WriteKey(writer, "cmd");
writer.String("UNSUBSCRIBE");
WriteKey(writer, "evt");
writer.String(evtName);
}
return writer.Size();
}
size_t JsonWriteJoinReply(char* dest, size_t maxLen, const char* userId, int reply, int nonce) size_t JsonWriteJoinReply(char* dest, size_t maxLen, const char* userId, int reply, int nonce)
{ {
JsonWriter writer(dest, maxLen); JsonWriter writer(dest, maxLen);

View File

@ -2,7 +2,6 @@
#include <stdint.h> #include <stdint.h>
#ifndef __MINGW32__
#pragma warning(push) #pragma warning(push)
#pragma warning(disable : 4061) // enum is not explicitly handled by a case label #pragma warning(disable : 4061) // enum is not explicitly handled by a case label
@ -10,15 +9,12 @@
#pragma warning(disable : 4464) // relative include path contains #pragma warning(disable : 4464) // relative include path contains
#pragma warning(disable : 4668) // is not defined as a preprocessor macro #pragma warning(disable : 4668) // is not defined as a preprocessor macro
#pragma warning(disable : 6313) // Incorrect operator #pragma warning(disable : 6313) // Incorrect operator
#endif // __MINGW32__
#include "rapidjson/document.h" #include "rapidjson/document.h"
#include "rapidjson/stringbuffer.h"
#include "rapidjson/writer.h" #include "rapidjson/writer.h"
#include "rapidjson/stringbuffer.h"
#ifndef __MINGW32__
#pragma warning(pop) #pragma warning(pop)
#endif // __MINGW32__
// if only there was a standard library function for this // if only there was a standard library function for this
template <size_t Len> template <size_t Len>
@ -47,8 +43,6 @@ size_t JsonWriteRichPresenceObj(char* dest,
const DiscordRichPresence* presence); const DiscordRichPresence* presence);
size_t JsonWriteSubscribeCommand(char* dest, size_t maxLen, int nonce, const char* evtName); size_t JsonWriteSubscribeCommand(char* dest, size_t maxLen, int nonce, const char* evtName);
size_t JsonWriteUnsubscribeCommand(char* dest, size_t maxLen, int nonce, const char* evtName);
size_t JsonWriteJoinReply(char* dest, size_t maxLen, const char* userId, int reply, int nonce); size_t JsonWriteJoinReply(char* dest, size_t maxLen, const char* userId, int reply, int nonce);
// I want to use as few allocations as I can get away with, and to do that with RapidJson, you need // I want to use as few allocations as I can get away with, and to do that with RapidJson, you need
@ -85,9 +79,6 @@ public:
} }
// allocate how much you need in the first place // allocate how much you need in the first place
assert(!originalPtr && !originalSize); assert(!originalPtr && !originalSize);
// unused parameter warning
(void)(originalPtr);
(void)(originalSize);
return Malloc(newSize); return Malloc(newSize);
} }
static void Free(void* ptr) static void Free(void* ptr)