19 Commits

Author SHA1 Message Date
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
23 changed files with 476 additions and 141 deletions

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

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@ -28,23 +28,23 @@ endif(CLANG_FORMAT_CMD)
# thirdparty stuff
execute_process(
COMMAND mkdir ${CMAKE_SOURCE_DIR}/thirdparty
COMMAND mkdir ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty
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)
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})
execute_process(
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})
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})

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@ -7,7 +7,7 @@ have callbacks for where a more complete game would do more things (joining, spe
## 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
@ -57,11 +57,11 @@ This is a text adventure "game" that inits/deinits the connection to Discord, an
## 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
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

View File

@ -62,19 +62,13 @@ def cli(ctx, clean):
if ctx.invoked_subcommand is None:
ctx.invoke(libs, clean=clean)
if IS_BUILD_MACHINE:
ctx.invoke(sign)
ctx.invoke(sign)
ctx.invoke(archive)
@cli.command()
def unity():
""" todo: build unity project """
pass
@cli.command()
@click.pass_context
def for_unity(ctx):
def unity(ctx):
""" build just dynamic libs for use in unity project """
ctx.invoke(
libs,
@ -84,6 +78,44 @@ def for_unity(ctx):
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()
@ -98,23 +130,45 @@ def unreal(ctx):
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')
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')
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')
mkdir_p(UNREAL_LIB_PATH)
shutil.copy(os.path.join(BUILD_BASE_PATH, 'discord-rpc.lib'), UNREAL_LIB_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):
@ -170,7 +224,7 @@ def sign():
sign_command_base = [
tool,
'sign',
'/n', 'Hammer & Chisel Inc.',
'/n', 'Discord Inc.',
'/a',
'/tr', 'http://timestamp.digicert.com/rfc3161',
'/as',
@ -190,7 +244,7 @@ def sign():
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:

View File

@ -93,8 +93,7 @@ And third is the `ACTIVITY_JOIN_REQUEST` event:
"username": "Mason",
"discriminator": "1337",
"avatar": "a_bab14f271d565501444b2ca3be944b25"
},
"secret": "e459ca99273f59909dd16ed97865f3ad"
}
},
"evt": "ACTIVITY_JOIN_REQUEST"
}
@ -125,3 +124,41 @@ In order to receive these events, you need to [subscribe](https://discordapp.com
"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.

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@ -11,7 +11,7 @@ public class DiscordJoinRequestEvent : UnityEngine.Events.UnityEvent<DiscordRpc.
public class DiscordController : MonoBehaviour
{
public DiscordRpc.RichPresence presence;
public DiscordRpc.RichPresence presence = new DiscordRpc.RichPresence();
public string applicationId;
public string optionalSteamId;
public int callbackCalls;
@ -33,7 +33,7 @@ public class DiscordController : MonoBehaviour
presence.details = string.Format("Button clicked {0} times", clickCounter);
DiscordRpc.UpdatePresence(ref presence);
DiscordRpc.UpdatePresence(presence);
}
public void RequestRespondYes()

View File

@ -1,4 +1,7 @@
using System.Runtime.InteropServices;
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
public class DiscordRpc
{
@ -30,27 +33,27 @@ public class DiscordRpc
public RequestCallback requestCallback;
}
[System.Serializable]
public struct RichPresence
[Serializable, StructLayout(LayoutKind.Sequential)]
public struct RichPresenceStruct
{
public string state; /* max 128 bytes */
public string details; /* max 128 bytes */
public IntPtr state; /* max 128 bytes */
public IntPtr 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 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 string matchSecret; /* max 128 bytes */
public string joinSecret; /* max 128 bytes */
public string spectateSecret; /* max 128 bytes */
public IntPtr matchSecret; /* max 128 bytes */
public IntPtr joinSecret; /* max 128 bytes */
public IntPtr spectateSecret; /* max 128 bytes */
public bool instance;
}
[System.Serializable]
[Serializable]
public struct JoinRequest
{
public string userId;
@ -76,12 +79,142 @@ public class DiscordRpc
public static extern void RunCallbacks();
[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)]
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 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;
#endif
proc.StartInfo.FileName = "python";
proc.StartInfo.Arguments = "build.py for_unity";
proc.StartInfo.Arguments = "build.py unity";
proc.StartInfo.WorkingDirectory = "../..";
proc.Start();
proc.WaitForExit();

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@ -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 */
@ -9,7 +9,7 @@
#include <string.h>
#include <time.h>
#include "discord-rpc.h"
#include "discord_rpc.h"
static const char* APPLICATION_ID = "345229890980937739";
static int FrustrationLevel = 0;

View File

@ -1,6 +1,6 @@
#include "DiscordRpcPrivatePCH.h"
#include "DiscordRpcBlueprint.h"
#include "discord-rpc.h"
#include "discord_rpc.h"
DEFINE_LOG_CATEGORY(Discord)
@ -59,7 +59,7 @@ static void JoinRequestHandler(const DiscordJoinRequest* request)
jr.username = ANSI_TO_TCHAR(request->username);
jr.discriminator = ANSI_TO_TCHAR(request->discriminator);
jr.avatar = ANSI_TO_TCHAR(request->avatar);
UE_LOG(Discord, Log, TEXT("Discord join request from %s#%s"), *jr.username, *jr.discriminator);
UE_LOG(Discord, Log, TEXT("Discord join request from %s - %s#%s"), *jr.userId, *jr.username, *jr.discriminator);
if (self) {
self->OnJoinRequest.Broadcast(jr);
}
@ -134,7 +134,6 @@ void UDiscordRpc::UpdatePresence()
auto spectateSecret = StringCast<ANSICHAR>(*RichPresence.spectateSecret);
rp.spectateSecret = spectateSecret.Get();
rp.startTimestamp = RichPresence.startTimestamp;
rp.endTimestamp = RichPresence.endTimestamp;
rp.partySize = RichPresence.partySize;
@ -148,3 +147,10 @@ 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

@ -111,6 +111,11 @@ public:
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,
meta = (DisplayName = "Is Discord connected", Keywords = "Discord rpc"),
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

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@ -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_UpdateHandlers(DiscordEventHandlers* handlers);
#ifdef __cplusplus
} /* extern "C" */
#endif

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

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@ -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

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@ -1,4 +1,5 @@
#include "discord-rpc.h"
#include "discord_rpc.h"
#include "discord_register.h"
#include <stdio.h>
#include <errno.h>
@ -8,7 +9,7 @@
#include <sys/types.h>
#include <unistd.h>
bool Mkdir(const char* path)
static bool Mkdir(const char* path)
{
int result = mkdir(path, 0755);
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>://
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.
@ -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];
sprintf(command, "xdg-open steam://rungameid/%s", steamId);

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@ -1,4 +1,5 @@
#include "discord-rpc.h"
#include "discord_rpc.h"
#include "discord_register.h"
#define WIN32_LEAN_AND_MEAN
#define NOMCX
@ -7,7 +8,7 @@
#include <windows.h>
#include <psapi.h>
#include <cwchar>
#include <stdio.h>
#include <cstdio>
/**
* Updated fixes for MinGW and WinXP
@ -20,11 +21,16 @@
*/
#ifdef __MINGW32__
/// strsafe.h fixes
#define StringCbPrintfW snwprintf
LPWSTR StringCbCopyW(LPWSTR a, size_t l, LPCWSTR b)
static HRESULT StringCbPrintfW(LPWSTR pszDest, size_t cbDest, LPCWSTR pszFormat, ...)
{
a[l-1] = 0;
return wcsncpy(a, b, l - 1); // does not set the last byte to 0 on overflow, so it's set to 0 above
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 <strsafe.h>
@ -38,21 +44,21 @@ LPWSTR StringCbCopyW(LPWSTR a, size_t l, LPCWSTR b)
#undefine RegSetKeyValueW
#endif
#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;
LSTATUS ret;
if (subkey && subkey[0]) /* need to create the subkey */
{
if ((ret = RegCreateKeyW( hkey, subkey, &hsubkey )) != ERROR_SUCCESS) return ret;
hkey = hsubkey;
}
ret = RegSetValueExW( hkey, name, 0, type, (const BYTE*)data, len );
if (hsubkey) RegCloseKey( hsubkey );
return ret;
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;
}
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
// 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);
}
else {
StringCbCopyW(openCommand, sizeof(openCommand), exeFilePath);
//StringCbCopyW(openCommand, sizeof(openCommand), exeFilePath);
StringCbPrintfW(openCommand, sizeof(openCommand), L"%s", exeFilePath);
}
wchar_t protocolName[64];
@ -115,7 +122,7 @@ void Discord_RegisterW(const wchar_t* applicationId, const wchar_t* command)
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];
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);
}
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];
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 "discord_register.h"
@ -60,6 +60,7 @@ static char LastErrorMessage[256];
static int LastDisconnectErrorCode{0};
static char LastDisconnectErrorMessage[256];
static std::mutex PresenceMutex;
static std::mutex HandlerMutex;
static QueuedMessage QueuedPresence{};
static MsgQueue<QueuedMessage, MessageQueueSize> SendQueue;
static MsgQueue<JoinRequest, JoinQueueSize> JoinAskQueue;
@ -212,15 +213,15 @@ static void Discord_UpdateConnection(void)
// writes
if (QueuedPresence.length) {
QueuedMessage local;
PresenceMutex.lock();
local.Copy(QueuedPresence);
QueuedPresence.length = 0;
PresenceMutex.unlock();
{
std::lock_guard<std::mutex> guard(PresenceMutex);
local.Copy(QueuedPresence);
QueuedPresence.length = 0;
}
if (!Connection->Write(local.buffer, local.length)) {
// if we fail to send, requeue
PresenceMutex.lock();
std::lock_guard<std::mutex> guard(PresenceMutex);
QueuedPresence.Copy(local);
PresenceMutex.unlock();
}
}
@ -250,6 +251,19 @@ static bool RegisterForEvent(const char* evtName)
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,
DiscordEventHandlers* handlers,
int autoRegister,
@ -266,11 +280,14 @@ extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
Pid = GetProcessId();
if (handlers) {
Handlers = *handlers;
}
else {
Handlers = {};
{
std::lock_guard<std::mutex> guard(HandlerMutex);
if (handlers) {
Handlers = *handlers;
}
else {
Handlers = {};
}
}
if (Connection) {
@ -279,20 +296,9 @@ extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
Connection = RpcConnection::Create(applicationId);
Connection->onConnect = []() {
Discord_UpdateHandlers(&Handlers);
WasJustConnected.exchange(true);
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) {
LastDisconnectErrorCode = err;
@ -318,10 +324,11 @@ extern "C" DISCORD_EXPORT void Discord_Shutdown(void)
extern "C" DISCORD_EXPORT void Discord_UpdatePresence(const DiscordRichPresence* presence)
{
PresenceMutex.lock();
QueuedPresence.length = JsonWriteRichPresenceObj(
QueuedPresence.buffer, sizeof(QueuedPresence.buffer), Nonce++, Pid, presence);
PresenceMutex.unlock();
{
std::lock_guard<std::mutex> guard(PresenceMutex);
QueuedPresence.length = JsonWriteRichPresenceObj(
QueuedPresence.buffer, sizeof(QueuedPresence.buffer), Nonce++, Pid, presence);
}
SignalIOActivity();
}
@ -360,25 +367,38 @@ extern "C" DISCORD_EXPORT void Discord_RunCallbacks(void)
if (isConnected) {
// if we are connected, disconnect cb first
std::lock_guard<std::mutex> guard(HandlerMutex);
if (wasDisconnected && Handlers.disconnected) {
Handlers.disconnected(LastDisconnectErrorCode, LastDisconnectErrorMessage);
}
}
if (WasJustConnected.exchange(false) && Handlers.ready) {
Handlers.ready();
if (WasJustConnected.exchange(false)) {
std::lock_guard<std::mutex> guard(HandlerMutex);
if (Handlers.ready) {
Handlers.ready();
}
}
if (GotErrorMessage.exchange(false) && Handlers.errored) {
Handlers.errored(LastErrorCode, LastErrorMessage);
if (GotErrorMessage.exchange(false)) {
std::lock_guard<std::mutex> guard(HandlerMutex);
if (Handlers.errored) {
Handlers.errored(LastErrorCode, LastErrorMessage);
}
}
if (WasJoinGame.exchange(false) && Handlers.joinGame) {
Handlers.joinGame(JoinGameSecret);
if (WasJoinGame.exchange(false)) {
std::lock_guard<std::mutex> guard(HandlerMutex);
if (Handlers.joinGame) {
Handlers.joinGame(JoinGameSecret);
}
}
if (WasSpectateGame.exchange(false) && Handlers.spectateGame) {
Handlers.spectateGame(SpectateGameSecret);
if (WasSpectateGame.exchange(false)) {
std::lock_guard<std::mutex> guard(HandlerMutex);
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
@ -388,17 +408,50 @@ extern "C" DISCORD_EXPORT void Discord_RunCallbacks(void)
// not it should be trivial for the implementer to make a queue themselves.
while (JoinAskQueue.HavePendingSends()) {
auto req = JoinAskQueue.GetNextSendMessage();
if (Handlers.joinRequest) {
DiscordJoinRequest djr{req->userId, req->username, req->discriminator, req->avatar};
Handlers.joinRequest(&djr);
{
std::lock_guard<std::mutex> guard(HandlerMutex);
if (Handlers.joinRequest) {
DiscordJoinRequest djr{req->userId, req->username, req->discriminator, req->avatar};
Handlers.joinRequest(&djr);
}
}
JoinAskQueue.CommitSend();
}
if (!isConnected) {
// if we are not connected, disconnect message last
std::lock_guard<std::mutex> guard(HandlerMutex);
if (wasDisconnected && Handlers.disconnected) {
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>
// outsmart GCC's missing-declarations warning
BOOL WINAPI DllMain(HMODULE, DWORD, LPVOID);
BOOL WINAPI DllMain(HMODULE, DWORD, LPVOID)
{
return TRUE;

View File

@ -1,6 +1,6 @@
#include "serialization.h"
#include "connection.h"
#include "discord-rpc.h"
#include "discord_rpc.h"
template <typename T>
void NumberToString(char* dest, T number)
@ -138,12 +138,10 @@ size_t JsonWriteRichPresenceObj(char* dest,
presence->partyMax) {
WriteObject party(writer, "party");
WriteOptionalString(writer, "id", presence->partyId);
if (presence->partySize) {
if (presence->partySize && presence->partyMax) {
WriteArray size(writer, "size");
writer.Int(presence->partySize);
if (0 < presence->partyMax) {
writer.Int(presence->partyMax);
}
writer.Int(presence->partyMax);
}
}
@ -199,6 +197,25 @@ size_t JsonWriteSubscribeCommand(char* dest, size_t maxLen, int nonce, const cha
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)
{
JsonWriter writer(dest, maxLen);

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@ -47,6 +47,8 @@ size_t JsonWriteRichPresenceObj(char* dest,
const DiscordRichPresence* presence);
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);
// I want to use as few allocations as I can get away with, and to do that with RapidJson, you need