24 Commits

Author SHA1 Message Date
64027b336f Adding user object to READY event (#159)
* Pass the READY event data down in onConnect

* Changes made for UE4 and Unity wrappers

* Changing object name from joinRequest to DiscordUser
2018-04-16 10:25:44 -07:00
2ce9fe068b Syntax change to avoid gcc 4.8 segfaulting (#162) 2018-04-04 10:00:24 -07:00
be8a8e9380 ACTUALLY register the handlers on init 2018-03-29 14:33:46 -07:00
c70acbe7d1 Fix Unity buildhelper for linux
- Fixes #157
2018-03-26 10:56:05 -07:00
d97e6b48ed Note to install cmake
- Fixes #149
2018-03-26 10:37:03 -07:00
087282cd4b Dynamic Event Handler Registration (#135)
- Discord_RegisterHandlers() exported
- C# wrapper updated
- Dynamically sub/unsub to events
- Better mutex locking, for safety!
2018-03-23 10:25:28 -07:00
7e5d57e6fd Update cert to use new name (#158) 2018-03-23 10:18:46 -07:00
f3bd411b99 Update README.md 2018-03-19 10:29:11 -07:00
8e0c7848a6 Added more hard mode documentation (#148)
* ACTIVITY_JOIN_REQUEST does not have a secret

There is no secret passed to a Join Request

* Added how to respond

* Update hard-mode.md

* Added some tips

Added some helpful tips. Plan to add more as I go along.
2018-03-19 10:27:29 -07:00
e7f9396807 Fix a typo in send-presence.c (#144) 2018-03-13 16:58:14 -07:00
ad0b844672 Changed CMAKE_SOURCE_DIR to CMAKE_CURRENT_SOURCE_DIR (#143)
Helps with submodule implementations
2018-03-13 13:13:38 -07:00
d279c24c6a Add advapi32 to linked libraries (#140)
Required by `RegCreateKeyExW` and others.
2018-03-13 13:00:47 -07:00
d9caf72e9a Add missing timestamps in UE4 example
Fixes #137
2018-03-06 09:51:31 -08:00
e8091f5137 Changing kebab case filenames in source to snake case for consistency 2018-02-27 13:33:00 -08:00
4055565147 Update C# wrapper with visual C# compatible version (#126)
- Custom serializer to fix utf-8 strings in C#
2018-02-22 11:47:18 -08:00
578eb6de7c Provide fake DllMain declaration to fix missing-declarations warning (#130) 2018-02-15 14:36:31 -08:00
4e61b9c82c Fix mingw compilation with -Werror=missing-declarations (#128) 2018-02-14 13:33:02 -08:00
8ec10dc011 Fix compilation with -Werror=missing-declarations (#127) 2018-02-14 11:42:29 -08:00
f5f2d69a72 Update Unreal Example to include Ask to Join (#125) 2018-02-12 13:47:38 -08:00
453222075b partyMax is mandatory if partySize is included (#122) 2018-02-12 13:44:49 -08:00
c4201806cf Update build.py to properly build and copy libraries for Unity and Unreal (#120) 2018-02-12 13:40:41 -08:00
ccf04d21f5 Moving buildhelper to editor folder (#118) 2018-02-02 16:02:11 -08:00
c7b4e6b2fc Fix segfaults in Discord_RegisterW in MinGW builds (#105)
* Add MinGW and WinXP support, remove Win SDK dep when using MinGW

* Remove Win SDK dependency when compiled with MinGW

* Remap the Win SDK-depended functions to string.h substitutes

* Remap missing WinAPI call RegSetKeyValueW to a substitute function

* Remove warnings by pragma when using MinGW

* Fix segfaults in Discord_RegisterW in MinGW builds
2018-02-02 09:40:33 -08:00
eee5085e9b Exported Discord_Register and Discord_RegisterSteam (#109)
* Update CMakeLists.txt

* Update and rename src/discord_register.h to include/discord_register.h

* Update CMakeLists.txt

* Update discord_register_win.cpp

* Update discord_register_linux.cpp
2018-02-01 16:42:17 -08:00
26 changed files with 572 additions and 183 deletions

1
.gitignore vendored
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@ -2,3 +2,4 @@
/.vscode/ /.vscode/
/thirdparty/ /thirdparty/
.vs/ .vs/
.DS_Store

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@ -28,23 +28,23 @@ endif(CLANG_FORMAT_CMD)
# thirdparty stuff # thirdparty stuff
execute_process( execute_process(
COMMAND mkdir ${CMAKE_SOURCE_DIR}/thirdparty COMMAND mkdir ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty
ERROR_QUIET ERROR_QUIET
) )
find_file(RAPIDJSONTEST NAMES rapidjson rapidjson-1.1.0 PATHS ${CMAKE_SOURCE_DIR}/thirdparty CMAKE_FIND_ROOT_PATH_BOTH) find_file(RAPIDJSONTEST NAMES rapidjson rapidjson-1.1.0 PATHS ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty CMAKE_FIND_ROOT_PATH_BOTH)
if (NOT RAPIDJSONTEST) if (NOT RAPIDJSONTEST)
message("no rapidjson, download") message("no rapidjson, download")
set(RJ_TAR_FILE ${CMAKE_SOURCE_DIR}/thirdparty/v1.1.0.tar.gz) set(RJ_TAR_FILE ${CMAKE_CURRENT_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_SOURCE_DIR}/thirdparty WORKING_DIRECTORY ${CMAKE_CURRENT_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_SOURCE_DIR}/thirdparty CMAKE_FIND_ROOT_PATH_BOTH) find_file(RAPIDJSON NAMES rapidjson rapidjson-1.1.0 PATHS ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty CMAKE_FIND_ROOT_PATH_BOTH)
add_library(rapidjson STATIC IMPORTED ${RAPIDJSON}) add_library(rapidjson STATIC IMPORTED ${RAPIDJSON})

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@ -7,7 +7,7 @@ have callbacks for where a more complete game would do more things (joining, spe
## Documentation ## Documentation
The most up to date documentation for Rich Presence can always be found in our [developer site](https://discordapp.com/developers/docs/rich-presence/how-to)! 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).
## Basic Usage ## Basic Usage
@ -21,6 +21,10 @@ Download a release package for your platform(s) -- they have subdirs with variou
### 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.
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: 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>
@ -57,11 +61,11 @@ This is a text adventure "game" that inits/deinits the connection to Discord, an
## 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. 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.
## 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. 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.
## Wrappers and Implementations ## Wrappers and Implementations

View File

@ -66,15 +66,9 @@ def cli(ctx, clean):
ctx.invoke(archive) ctx.invoke(archive)
@cli.command()
def unity():
""" todo: build unity project """
pass
@cli.command() @cli.command()
@click.pass_context @click.pass_context
def for_unity(ctx): def unity(ctx):
""" build just dynamic libs for use in unity project """ """ build just dynamic libs for use in unity project """
ctx.invoke( ctx.invoke(
libs, libs,
@ -84,6 +78,44 @@ def for_unity(ctx):
skip_formatter=True, skip_formatter=True,
just_release=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() @cli.command()
@ -98,23 +130,45 @@ def unreal(ctx):
skip_formatter=True, skip_formatter=True,
just_release=True just_release=True
) )
BUILDS = []
click.echo('--- Copying libs and header into unreal example') click.echo('--- Copying libs and header into unreal example')
UNREAL_PROJECT_PATH = os.path.join(SCRIPT_PATH, 'examples', 'unrealstatus', 'Plugins', 'discordrpc') UNREAL_PROJECT_PATH = os.path.join(SCRIPT_PATH, 'examples', 'unrealstatus', 'Plugins', 'discordrpc')
BUILD_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'win64-dynamic', 'src', 'Release')
UNREAL_DLL_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Win64')
mkdir_p(UNREAL_DLL_PATH)
shutil.copy(os.path.join(BUILD_BASE_PATH, 'discord-rpc.dll'), UNREAL_DLL_PATH)
UNREAL_INCLUDE_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Include') UNREAL_INCLUDE_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Include')
mkdir_p(UNREAL_INCLUDE_PATH) mkdir_p(UNREAL_INCLUDE_PATH)
shutil.copy(os.path.join(SCRIPT_PATH, 'include', 'discord-rpc.h'), UNREAL_INCLUDE_PATH) shutil.copy(os.path.join(SCRIPT_PATH, 'include', 'discord_rpc.h'), UNREAL_INCLUDE_PATH)
UNREAL_LIB_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Win64') if sys.platform.startswith('win'):
mkdir_p(UNREAL_LIB_PATH) LIBRARY_NAME = 'discord-rpc.lib'
shutil.copy(os.path.join(BUILD_BASE_PATH, 'discord-rpc.lib'), UNREAL_LIB_PATH) 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): def build_lib(build_name, generator, options, just_release):
@ -170,7 +224,7 @@ def sign():
sign_command_base = [ sign_command_base = [
tool, tool,
'sign', 'sign',
'/n', 'Hammer & Chisel Inc.', '/n', 'Discord Inc.',
'/a', '/a',
'/tr', 'http://timestamp.digicert.com/rfc3161', '/tr', 'http://timestamp.digicert.com/rfc3161',
'/as', '/as',

View File

@ -93,8 +93,7 @@ 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" "evt": "ACTIVITY_JOIN_REQUEST"
} }
@ -125,3 +124,41 @@ 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

@ -7,16 +7,16 @@ 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.JoinRequest> { } public class DiscordJoinRequestEvent : UnityEngine.Events.UnityEvent<DiscordRpc.DiscordUser> { }
public class DiscordController : MonoBehaviour public class DiscordController : MonoBehaviour
{ {
public DiscordRpc.RichPresence presence; public DiscordRpc.RichPresence presence = new DiscordRpc.RichPresence();
public string applicationId; public string applicationId;
public string optionalSteamId; public string optionalSteamId;
public int callbackCalls; public int callbackCalls;
public int clickCounter; public int clickCounter;
public DiscordRpc.JoinRequest joinRequest; 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 UnityEngine.Events.UnityEvent hasResponded;
@ -33,7 +33,7 @@ public class DiscordController : MonoBehaviour
presence.details = string.Format("Button clicked {0} times", clickCounter); presence.details = string.Format("Button clicked {0} times", clickCounter);
DiscordRpc.UpdatePresence(ref presence); DiscordRpc.UpdatePresence(presence);
} }
public void RequestRespondYes() public void RequestRespondYes()
@ -50,10 +50,10 @@ public class DiscordController : MonoBehaviour
hasResponded.Invoke(); hasResponded.Invoke();
} }
public void ReadyCallback() public void ReadyCallback(ref DiscordRpc.DiscordUser connectedUser)
{ {
++callbackCalls; ++callbackCalls;
Debug.Log("Discord: ready"); Debug.Log(string.Format("Discord: connected to {0}#{1}: {2}", connectedUser.username, connectedUser.discriminator, connectedUser.userId));
onConnect.Invoke(); onConnect.Invoke();
} }
@ -84,7 +84,7 @@ public class DiscordController : MonoBehaviour
onSpectate.Invoke(secret); onSpectate.Invoke(secret);
} }
public void RequestCallback(ref DiscordRpc.JoinRequest request) public void RequestCallback(ref DiscordRpc.DiscordUser request)
{ {
++callbackCalls; ++callbackCalls;
Debug.Log(string.Format("Discord: join request {0}#{1}: {2}", request.username, request.discriminator, request.userId)); Debug.Log(string.Format("Discord: join request {0}#{1}: {2}", request.username, request.discriminator, request.userId));

View File

@ -1,9 +1,12 @@
using System.Runtime.InteropServices; using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
public class DiscordRpc public class DiscordRpc
{ {
[UnmanagedFunctionPointer(CallingConvention.Cdecl)] [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void ReadyCallback(); public delegate void ReadyCallback(ref DiscordUser connectedUser);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)] [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void DisconnectedCallback(int errorCode, string message); public delegate void DisconnectedCallback(int errorCode, string message);
@ -18,7 +21,7 @@ public class DiscordRpc
public delegate void SpectateCallback(string secret); public delegate void SpectateCallback(string secret);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)] [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void RequestCallback(ref JoinRequest request); public delegate void RequestCallback(ref DiscordUser request);
public struct EventHandlers public struct EventHandlers
{ {
@ -30,28 +33,28 @@ public class DiscordRpc
public RequestCallback requestCallback; public RequestCallback requestCallback;
} }
[System.Serializable] [Serializable, StructLayout(LayoutKind.Sequential)]
public struct RichPresence public struct RichPresenceStruct
{ {
public string state; /* max 128 bytes */ public IntPtr state; /* max 128 bytes */
public string details; /* max 128 bytes */ public IntPtr details; /* max 128 bytes */
public long startTimestamp; public long startTimestamp;
public long endTimestamp; public long endTimestamp;
public string largeImageKey; /* max 32 bytes */ public IntPtr largeImageKey; /* max 32 bytes */
public string largeImageText; /* max 128 bytes */ public IntPtr largeImageText; /* max 128 bytes */
public string smallImageKey; /* max 32 bytes */ public IntPtr smallImageKey; /* max 32 bytes */
public string smallImageText; /* max 128 bytes */ public IntPtr smallImageText; /* max 128 bytes */
public string partyId; /* max 128 bytes */ public IntPtr partyId; /* max 128 bytes */
public int partySize; public int partySize;
public int partyMax; public int partyMax;
public string matchSecret; /* max 128 bytes */ public IntPtr matchSecret; /* max 128 bytes */
public string joinSecret; /* max 128 bytes */ public IntPtr joinSecret; /* max 128 bytes */
public string spectateSecret; /* max 128 bytes */ public IntPtr spectateSecret; /* max 128 bytes */
public bool instance; public bool instance;
} }
[System.Serializable] [Serializable]
public struct JoinRequest public struct DiscordUser
{ {
public string userId; public string userId;
public string username; public string username;
@ -76,12 +79,142 @@ public class DiscordRpc
public static extern void RunCallbacks(); public static extern void RunCallbacks();
[DllImport("discord-rpc", EntryPoint = "Discord_UpdatePresence", CallingConvention = CallingConvention.Cdecl)] [DllImport("discord-rpc", EntryPoint = "Discord_UpdatePresence", CallingConvention = CallingConvention.Cdecl)]
public static extern void UpdatePresence(ref RichPresence presence); private static extern void UpdatePresenceNative(ref RichPresenceStruct presence);
[DllImport("discord-rpc", EntryPoint = "Discord_ClearPresence", CallingConvention = CallingConvention.Cdecl)] [DllImport("discord-rpc", EntryPoint = "Discord_ClearPresence", CallingConvention = CallingConvention.Cdecl)]
public static extern void ClearPresence(); public static extern void ClearPresence();
[DllImport("discord-rpc", EntryPoint = "Discord_Respond", CallingConvention = CallingConvention.Cdecl)] [DllImport("discord-rpc", EntryPoint = "Discord_Respond", CallingConvention = CallingConvention.Cdecl)]
public static extern void Respond(string userId, Reply reply); 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 details; /* max 128 bytes */
public long startTimestamp;
public long endTimestamp;
public string largeImageKey; /* max 32 bytes */
public string largeImageText; /* max 128 bytes */
public string smallImageKey; /* max 32 bytes */
public string smallImageText; /* max 128 bytes */
public string partyId; /* max 128 bytes */
public int partySize;
public int partyMax;
public string matchSecret; /* max 128 bytes */
public string joinSecret; /* max 128 bytes */
public string spectateSecret; /* max 128 bytes */
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, 128);
_presence.details = StrToPtr(details, 128);
_presence.startTimestamp = startTimestamp;
_presence.endTimestamp = endTimestamp;
_presence.largeImageKey = StrToPtr(largeImageKey, 32);
_presence.largeImageText = StrToPtr(largeImageText, 128);
_presence.smallImageKey = StrToPtr(smallImageKey, 32);
_presence.smallImageText = StrToPtr(smallImageText, 128);
_presence.partyId = StrToPtr(partyId, 128);
_presence.partySize = partySize;
_presence.partyMax = partyMax;
_presence.matchSecret = StrToPtr(matchSecret, 128);
_presence.joinSecret = StrToPtr(joinSecret, 128);
_presence.spectateSecret = StrToPtr(spectateSecret, 128);
_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>
/// <param name="maxbytes">Max number of bytes to use</param>
/// <returns>Pointer to the UTF-8 representation of <see cref="input"/></returns>
private IntPtr StrToPtr(string input, int maxbytes)
{
if (string.IsNullOrEmpty(input)) return IntPtr.Zero;
var convstr = StrClampBytes(input, maxbytes);
var convbytecnt = Encoding.UTF8.GetByteCount(convstr);
var buffer = Marshal.AllocHGlobal(convbytecnt);
_buffers.Add(buffer);
Marshal.Copy(Encoding.UTF8.GetBytes(convstr), 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>
/// Clamp the string to the given byte length preserving null termination
/// </summary>
/// <param name="toclamp">string to clamp</param>
/// <param name="maxbytes">max bytes the resulting string should have (including null termination)</param>
/// <returns>null terminated string with a byte length less or equal to <see cref="maxbytes"/></returns>
private static string StrClampBytes(string toclamp, int maxbytes)
{
var str = StrToUtf8NullTerm(toclamp);
var strbytes = Encoding.UTF8.GetBytes(str);
if (strbytes.Length <= maxbytes)
{
return str;
}
var newstrbytes = new byte[] { };
Array.Copy(strbytes, 0, newstrbytes, 0, maxbytes - 1);
newstrbytes[newstrbytes.Length - 1] = 0;
newstrbytes[newstrbytes.Length - 2] = 0;
return Encoding.UTF8.GetString(newstrbytes);
}
/// <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);
}
}
}
}

View File

@ -27,7 +27,7 @@ public class ScriptBatch
proc.StartInfo.EnvironmentVariables["PATH"] = newPath; proc.StartInfo.EnvironmentVariables["PATH"] = newPath;
#endif #endif
proc.StartInfo.FileName = "python"; proc.StartInfo.FileName = "python";
proc.StartInfo.Arguments = "build.py for_unity"; proc.StartInfo.Arguments = "build.py unity";
proc.StartInfo.WorkingDirectory = "../.."; proc.StartInfo.WorkingDirectory = "../..";
proc.Start(); proc.Start();
proc.WaitForExit(); proc.WaitForExit();
@ -46,8 +46,8 @@ public class ScriptBatch
string[] srcDlls = { "../../builds/install/osx-dynamic/lib/libdiscord-rpc.dylib" }; string[] srcDlls = { "../../builds/install/osx-dynamic/lib/libdiscord-rpc.dylib" };
#else #else
string[] dstDirs = { "Assets/Plugins", "Assets/Plugins/x86", "Assets/Plugins/x86_64" }; string[] dstDirs = { "Assets/Plugins", "Assets/Plugins/x86", "Assets/Plugins/x86_64" };
string[] dstDlls = { "Assets/Plugins/x86/discord-rpc.so", "Assets/Plugins/x86_64/discord-rpc.so" }; string[] dstDlls = { "Assets/Plugins/discord-rpc.so" };
string[] srcDlls = { "../../builds/install/linux-dynamic/bin/discord-rpc.dll", "../../builds/install/win64-dynamic/bin/discord-rpc.dll" }; string[] srcDlls = { "../../builds/install/linux-dynamic/lib/libdiscord-rpc.so" };
#endif #endif
Debug.Assert(dstDlls.Length == srcDlls.Length); Debug.Assert(dstDlls.Length == srcDlls.Length);

View File

@ -1,5 +1,5 @@
/* /*
This is a simple example in C of using the rich presence API asyncronously. This is a simple example in C of using the rich presence API asynchronously.
*/ */
#define _CRT_SECURE_NO_WARNINGS /* thanks Microsoft */ #define _CRT_SECURE_NO_WARNINGS /* thanks Microsoft */
@ -9,7 +9,7 @@
#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;
@ -52,14 +52,18 @@ static void updateDiscordPresence()
discordPresence.spectateSecret = "look"; discordPresence.spectateSecret = "look";
discordPresence.instance = 0; discordPresence.instance = 0;
Discord_UpdatePresence(&discordPresence); Discord_UpdatePresence(&discordPresence);
} else { }
else {
Discord_ClearPresence(); Discord_ClearPresence();
} }
} }
static void handleDiscordReady(void) static void handleDiscordReady(const DiscordUser* connectedUser)
{ {
printf("\nDiscord: ready\n"); printf("\nDiscord: connected to user %s#%s - %s\n",
connectedUser->username,
connectedUser->discriminator,
connectedUser->userId);
} }
static void handleDiscordDisconnected(int errcode, const char* message) static void handleDiscordDisconnected(int errcode, const char* message)
@ -82,13 +86,13 @@ static void handleDiscordSpectate(const char* secret)
printf("\nDiscord: spectate (%s)\n", secret); printf("\nDiscord: spectate (%s)\n", secret);
} }
static void handleDiscordJoinRequest(const DiscordJoinRequest* request) static void handleDiscordJoinRequest(const DiscordUser* 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->avatar, request->discriminator,
request->userId); request->userId);
do { do {
printf("Accept? (y/n)"); printf("Accept? (y/n)");
@ -152,7 +156,8 @@ static void gameLoop()
if (SendPresence) { if (SendPresence) {
printf("Clearing presence information.\n"); printf("Clearing presence information.\n");
SendPresence = 0; SendPresence = 0;
} else { }
else {
printf("Restoring presence information.\n"); printf("Restoring presence information.\n");
SendPresence = 1; SendPresence = 1;
} }

View File

@ -1,17 +1,27 @@
#include "DiscordRpcPrivatePCH.h" #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)
{ {
UE_LOG(Discord, Log, TEXT("Discord connected")); FDiscordUserData ud;
ud.userId = ANSI_TO_TCHAR(connectedUser->userId);
ud.username = ANSI_TO_TCHAR(connectedUser->username);
ud.discriminator = ANSI_TO_TCHAR(connectedUser->discriminator);
ud.avatar = ANSI_TO_TCHAR(connectedUser->avatar);
UE_LOG(Discord,
Log,
TEXT("Discord connected to %s - %s#%s"),
*ud.userId,
*ud.username,
*ud.discriminator);
if (self) { if (self) {
self->IsConnected = true; self->IsConnected = true;
self->OnConnected.Broadcast(); self->OnConnected.Broadcast(ud);
} }
} }
@ -52,16 +62,21 @@ static void SpectateGameHandler(const char* spectateSecret)
} }
} }
static void JoinRequestHandler(const DiscordJoinRequest* request) static void JoinRequestHandler(const DiscordUser* request)
{ {
FDiscordJoinRequestData jr; FDiscordUserData ud;
jr.userId = ANSI_TO_TCHAR(request->userId); ud.userId = ANSI_TO_TCHAR(request->userId);
jr.username = ANSI_TO_TCHAR(request->username); ud.username = ANSI_TO_TCHAR(request->username);
jr.discriminator = ANSI_TO_TCHAR(request->discriminator); ud.discriminator = ANSI_TO_TCHAR(request->discriminator);
jr.avatar = ANSI_TO_TCHAR(request->avatar); ud.avatar = ANSI_TO_TCHAR(request->avatar);
UE_LOG(Discord, Log, TEXT("Discord join request from %s#%s"), *jr.username, *jr.discriminator); UE_LOG(Discord,
Log,
TEXT("Discord join request from %s - %s#%s"),
*ud.userId,
*ud.username,
*ud.discriminator);
if (self) { if (self) {
self->OnJoinRequest.Broadcast(jr); self->OnJoinRequest.Broadcast(ud);
} }
} }
@ -134,7 +149,6 @@ 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;
@ -148,3 +162,10 @@ void UDiscordRpc::ClearPresence()
{ {
Discord_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

@ -11,7 +11,7 @@
* Ask to join callback data * Ask to join callback data
*/ */
USTRUCT(BlueprintType) USTRUCT(BlueprintType)
struct FDiscordJoinRequestData { struct FDiscordUserData {
GENERATED_USTRUCT_BODY() GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadOnly) UPROPERTY(BlueprintReadOnly)
@ -27,12 +27,12 @@ struct FDiscordJoinRequestData {
DECLARE_LOG_CATEGORY_EXTERN(Discord, Log, All); DECLARE_LOG_CATEGORY_EXTERN(Discord, Log, All);
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FDiscordConnected); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordConnected, const FDiscordUserData&, joinRequest);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDiscordDisconnected, int, errorCode, const FString&, errorMessage); DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(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 FDiscordJoinRequestData&, joinRequest); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordJoinRequest, const FDiscordUserData&, joinRequest);
// clang-format on // clang-format on
@ -111,6 +111,11 @@ public:
Category = "Discord") Category = "Discord")
void ClearPresence(); 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")

View File

@ -0,0 +1,26 @@
#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

@ -41,20 +41,20 @@ typedef struct DiscordRichPresence {
int8_t instance; int8_t instance;
} DiscordRichPresence; } DiscordRichPresence;
typedef struct DiscordJoinRequest { typedef struct DiscordUser {
const char* userId; const char* userId;
const char* username; const char* username;
const char* discriminator; const char* discriminator;
const char* avatar; const char* avatar;
} DiscordJoinRequest; } DiscordUser;
typedef struct DiscordEventHandlers { typedef struct DiscordEventHandlers {
void (*ready)(void); void (*ready)(const DiscordUser* request);
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 DiscordJoinRequest* request); void (*joinRequest)(const DiscordUser* request);
} DiscordEventHandlers; } DiscordEventHandlers;
#define DISCORD_REPLY_NO 0 #define DISCORD_REPLY_NO 0
@ -80,6 +80,8 @@ 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

@ -6,9 +6,9 @@ option(USE_STATIC_CRT "Use /MT[d] for dynamic library" OFF)
set(CMAKE_CXX_STANDARD 14) 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
discord_register.h ${PROJECT_SOURCE_DIR}/include/discord_register.h
rpc_connection.h rpc_connection.h
rpc_connection.cpp rpc_connection.cpp
serialization.h serialization.h
@ -55,7 +55,7 @@ if(WIN32)
/wd5027 # move assignment operator was implicitly defined as deleted /wd5027 # move assignment operator was implicitly defined as deleted
) )
endif(MSVC) endif(MSVC)
target_link_libraries(discord-rpc PRIVATE psapi) target_link_libraries(discord-rpc PRIVATE psapi advapi32)
endif(WIN32) endif(WIN32)
if(UNIX) if(UNIX)
@ -129,6 +129,7 @@ install(
install( install(
FILES FILES
"../include/discord-rpc.h" "../include/discord_rpc.h"
"../include/discord_register.h"
DESTINATION "include" DESTINATION "include"
) )

View File

@ -1,12 +0,0 @@
#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

@ -1,4 +1,5 @@
#include "discord-rpc.h" #include "discord_rpc.h"
#include "discord_register.h"
#include <stdio.h> #include <stdio.h>
#include <errno.h> #include <errno.h>
@ -8,7 +9,7 @@
#include <sys/types.h> #include <sys/types.h>
#include <unistd.h> #include <unistd.h>
bool Mkdir(const char* path) static bool Mkdir(const char* path)
{ {
int result = mkdir(path, 0755); int result = mkdir(path, 0755);
if (result == 0) { if (result == 0) {
@ -21,7 +22,7 @@ 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" void Discord_Register(const char* applicationId, const char* command) extern "C" DISCORD_EXPORT 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.
@ -90,7 +91,7 @@ extern "C" void Discord_Register(const char* applicationId, const char* command)
} }
} }
extern "C" void Discord_RegisterSteamGame(const char* applicationId, const char* steamId) extern "C" DISCORD_EXPORT void Discord_RegisterSteamGame(const char* applicationId, const char* steamId)
{ {
char command[256]; char command[256];
sprintf(command, "xdg-open steam://rungameid/%s", steamId); sprintf(command, "xdg-open steam://rungameid/%s", steamId);

View File

@ -1,4 +1,5 @@
#include "discord-rpc.h" #include "discord_rpc.h"
#include "discord_register.h"
#define WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN
#define NOMCX #define NOMCX
@ -7,7 +8,7 @@
#include <windows.h> #include <windows.h>
#include <psapi.h> #include <psapi.h>
#include <cwchar> #include <cwchar>
#include <stdio.h> #include <cstdio>
/** /**
* Updated fixes for MinGW and WinXP * Updated fixes for MinGW and WinXP
@ -20,11 +21,16 @@
*/ */
#ifdef __MINGW32__ #ifdef __MINGW32__
/// strsafe.h fixes /// strsafe.h fixes
#define StringCbPrintfW snwprintf static HRESULT StringCbPrintfW(LPWSTR pszDest, size_t cbDest, LPCWSTR pszFormat, ...)
LPWSTR StringCbCopyW(LPWSTR a, size_t l, LPCWSTR b)
{ {
a[l-1] = 0; HRESULT ret;
return wcsncpy(a, b, l - 1); // does not set the last byte to 0 on overflow, so it's set to 0 above 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 #else
#include <strsafe.h> #include <strsafe.h>
@ -38,21 +44,21 @@ LPWSTR StringCbCopyW(LPWSTR a, size_t l, LPCWSTR b)
#undefine RegSetKeyValueW #undefine RegSetKeyValueW
#endif #endif
#define RegSetKeyValueW regset #define RegSetKeyValueW regset
LSTATUS regset(HKEY hkey, LPCWSTR subkey, LPCWSTR name, DWORD type, const void *data, DWORD len) static LSTATUS regset(HKEY hkey, LPCWSTR subkey, LPCWSTR name, DWORD type, const void *data, DWORD len)
{ {
HKEY hsubkey = NULL; HKEY htkey = hkey, hsubkey = nullptr;
LSTATUS ret; LSTATUS ret;
if (subkey && subkey[0]) /* need to create the subkey */ if (subkey && subkey[0])
{ {
if ((ret = RegCreateKeyW( hkey, subkey, &hsubkey )) != ERROR_SUCCESS) return ret; if((ret = RegCreateKeyExW(hkey, subkey, 0, 0, 0, KEY_ALL_ACCESS, 0, &hsubkey, 0)) != ERROR_SUCCESS) return ret;
hkey = hsubkey; htkey = hsubkey;
} }
ret = RegSetValueExW( hkey, name, 0, type, (const BYTE*)data, len ); ret = RegSetValueExW(htkey, name, 0, type, (const BYTE*)data, len);
if (hsubkey) RegCloseKey( hsubkey ); if (hsubkey && hsubkey != hkey) RegCloseKey(hsubkey);
return ret; return ret;
} }
void Discord_RegisterW(const wchar_t* applicationId, const wchar_t* command) 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>://
@ -66,7 +72,8 @@ void Discord_RegisterW(const wchar_t* applicationId, const wchar_t* command)
StringCbPrintfW(openCommand, sizeof(openCommand), L"%s", command); StringCbPrintfW(openCommand, sizeof(openCommand), L"%s", command);
} }
else { else {
StringCbCopyW(openCommand, sizeof(openCommand), exeFilePath); //StringCbCopyW(openCommand, sizeof(openCommand), exeFilePath);
StringCbPrintfW(openCommand, sizeof(openCommand), L"%s", exeFilePath);
} }
wchar_t protocolName[64]; wchar_t protocolName[64];
@ -115,7 +122,7 @@ void Discord_RegisterW(const wchar_t* applicationId, const wchar_t* command)
RegCloseKey(key); RegCloseKey(key);
} }
extern "C" void Discord_Register(const char* applicationId, const char* command) extern "C" DISCORD_EXPORT 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);
@ -131,7 +138,7 @@ extern "C" void Discord_Register(const char* applicationId, const char* command)
Discord_RegisterW(appId, wcommand); Discord_RegisterW(appId, wcommand);
} }
extern "C" void Discord_RegisterSteamGame(const char* applicationId, const char* steamId) extern "C" DISCORD_EXPORT void Discord_RegisterSteamGame(const char* applicationId, 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);

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"
@ -32,7 +32,7 @@ struct QueuedMessage {
} }
}; };
struct JoinRequest { struct User {
// 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[32];
@ -47,6 +47,7 @@ struct JoinRequest {
}; };
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};
@ -60,9 +61,11 @@ 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<JoinRequest, JoinQueueSize> JoinAskQueue; static MsgQueue<User, 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
@ -212,15 +215,15 @@ static void Discord_UpdateConnection(void)
// writes // writes
if (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; 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
PresenceMutex.lock(); std::lock_guard<std::mutex> guard(PresenceMutex);
QueuedPresence.Copy(local); QueuedPresence.Copy(local);
PresenceMutex.unlock();
} }
} }
@ -250,6 +253,19 @@ 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,
@ -266,10 +282,16 @@ extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
Pid = GetProcessId(); Pid = GetProcessId();
{
std::lock_guard<std::mutex> guard(HandlerMutex);
if (handlers) { if (handlers) {
Handlers = *handlers; QueuedHandlers = *handlers;
} }
else { else {
QueuedHandlers = {};
}
Handlers = {}; Handlers = {};
} }
@ -278,25 +300,37 @@ extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
} }
Connection = RpcConnection::Create(applicationId); Connection = RpcConnection::Create(applicationId);
Connection->onConnect = []() { Connection->onConnect = [](JsonDocument& readyMessage) {
Discord_UpdateHandlers(&QueuedHandlers);
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;
StringCopy(LastDisconnectErrorMessage, message); StringCopy(LastDisconnectErrorMessage, message);
{
std::lock_guard<std::mutex> guard(HandlerMutex);
Handlers = {};
}
WasJustDisconnected.exchange(true); WasJustDisconnected.exchange(true);
UpdateReconnectTime(); UpdateReconnectTime();
}; };
@ -318,10 +352,11 @@ extern "C" DISCORD_EXPORT void Discord_Shutdown(void)
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(); }
SignalIOActivity(); SignalIOActivity();
} }
@ -360,26 +395,43 @@ 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) && Handlers.ready) { if (WasJustConnected.exchange(false)) {
Handlers.ready(); std::lock_guard<std::mutex> guard(HandlerMutex);
if (Handlers.ready) {
DiscordUser du{connectedUser.userId,
connectedUser.username,
connectedUser.discriminator,
connectedUser.avatar};
Handlers.ready(&du);
}
} }
if (GotErrorMessage.exchange(false) && Handlers.errored) { if (GotErrorMessage.exchange(false)) {
std::lock_guard<std::mutex> guard(HandlerMutex);
if (Handlers.errored) {
Handlers.errored(LastErrorCode, LastErrorMessage); Handlers.errored(LastErrorCode, LastErrorMessage);
} }
if (WasJoinGame.exchange(false) && Handlers.joinGame) {
Handlers.joinGame(JoinGameSecret);
} }
if (WasSpectateGame.exchange(false) && Handlers.spectateGame) { if (WasJoinGame.exchange(false)) {
std::lock_guard<std::mutex> guard(HandlerMutex);
if (Handlers.joinGame) {
Handlers.joinGame(JoinGameSecret);
}
}
if (WasSpectateGame.exchange(false)) {
std::lock_guard<std::mutex> guard(HandlerMutex);
if (Handlers.spectateGame) {
Handlers.spectateGame(SpectateGameSecret); 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
// where the implementer would rather sequentially accept/reject each one before the next invite // where the implementer would rather sequentially accept/reject each one before the next invite
@ -388,17 +440,48 @@ 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();
{
std::lock_guard<std::mutex> guard(HandlerMutex);
if (Handlers.joinRequest) { if (Handlers.joinRequest) {
DiscordJoinRequest djr{req->userId, req->username, req->discriminator, req->avatar}; DiscordUser du{req->userId, req->username, req->discriminator, req->avatar};
Handlers.joinRequest(&djr); 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;
}

View File

@ -1,5 +1,7 @@
#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

@ -42,7 +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(); onConnect(message);
} }
} }
} }

View File

@ -40,7 +40,7 @@ struct RpcConnection {
BaseConnection* connection{nullptr}; BaseConnection* connection{nullptr};
State state{State::Disconnected}; State state{State::Disconnected};
void (*onConnect)(){nullptr}; void (*onConnect)(JsonDocument& message){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)
@ -138,14 +138,12 @@ size_t JsonWriteRichPresenceObj(char* dest,
presence->partyMax) { presence->partyMax) {
WriteObject party(writer, "party"); WriteObject party(writer, "party");
WriteOptionalString(writer, "id", presence->partyId); WriteOptionalString(writer, "id", presence->partyId);
if (presence->partySize) { if (presence->partySize && presence->partyMax) {
WriteArray size(writer, "size"); WriteArray size(writer, "size");
writer.Int(presence->partySize); writer.Int(presence->partySize);
if (0 < presence->partyMax) {
writer.Int(presence->partyMax); writer.Int(presence->partyMax);
} }
} }
}
if ((presence->matchSecret && presence->matchSecret[0]) || if ((presence->matchSecret && presence->matchSecret[0]) ||
(presence->joinSecret && presence->joinSecret[0]) || (presence->joinSecret && presence->joinSecret[0]) ||
@ -199,6 +197,25 @@ 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

@ -47,6 +47,8 @@ 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