Compare commits
11 Commits
Author | SHA1 | Date | |
---|---|---|---|
be8a8e9380 | |||
c70acbe7d1 | |||
d97e6b48ed | |||
087282cd4b | |||
7e5d57e6fd | |||
f3bd411b99 | |||
8e0c7848a6 | |||
e7f9396807 | |||
ad0b844672 | |||
d279c24c6a | |||
d9caf72e9a |
@ -28,23 +28,23 @@ endif(CLANG_FORMAT_CMD)
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||||
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||||
# thirdparty stuff
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execute_process(
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COMMAND mkdir ${CMAKE_SOURCE_DIR}/thirdparty
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||||
COMMAND mkdir ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty
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||||
ERROR_QUIET
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||||
)
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||||
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||||
find_file(RAPIDJSONTEST NAMES rapidjson rapidjson-1.1.0 PATHS ${CMAKE_SOURCE_DIR}/thirdparty CMAKE_FIND_ROOT_PATH_BOTH)
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find_file(RAPIDJSONTEST NAMES rapidjson rapidjson-1.1.0 PATHS ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty CMAKE_FIND_ROOT_PATH_BOTH)
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if (NOT RAPIDJSONTEST)
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message("no rapidjson, download")
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set(RJ_TAR_FILE ${CMAKE_SOURCE_DIR}/thirdparty/v1.1.0.tar.gz)
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set(RJ_TAR_FILE ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty/v1.1.0.tar.gz)
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file(DOWNLOAD https://github.com/miloyip/rapidjson/archive/v1.1.0.tar.gz ${RJ_TAR_FILE})
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execute_process(
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COMMAND ${CMAKE_COMMAND} -E tar xzf ${RJ_TAR_FILE}
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}/thirdparty
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WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty
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)
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||||
file(REMOVE ${RJ_TAR_FILE})
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endif(NOT RAPIDJSONTEST)
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find_file(RAPIDJSON NAMES rapidjson rapidjson-1.1.0 PATHS ${CMAKE_SOURCE_DIR}/thirdparty CMAKE_FIND_ROOT_PATH_BOTH)
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||||
find_file(RAPIDJSON NAMES rapidjson rapidjson-1.1.0 PATHS ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty CMAKE_FIND_ROOT_PATH_BOTH)
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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
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## Documentation
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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)!
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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).
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## Basic Usage
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@ -21,6 +21,10 @@ Download a release package for your platform(s) -- they have subdirs with variou
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### From repo
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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.
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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!
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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:
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```sh
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cd <path to discord-rpc>
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|
2
build.py
2
build.py
@ -224,7 +224,7 @@ def sign():
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sign_command_base = [
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tool,
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'sign',
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'/n', 'Hammer & Chisel Inc.',
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'/n', 'Discord Inc.',
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'/a',
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'/tr', 'http://timestamp.digicert.com/rfc3161',
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'/as',
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|
@ -93,8 +93,7 @@ And third is the `ACTIVITY_JOIN_REQUEST` event:
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"username": "Mason",
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"discriminator": "1337",
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"avatar": "a_bab14f271d565501444b2ca3be944b25"
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},
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"secret": "e459ca99273f59909dd16ed97865f3ad"
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}
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},
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"evt": "ACTIVITY_JOIN_REQUEST"
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}
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@ -125,3 +124,41 @@ In order to receive these events, you need to [subscribe](https://discordapp.com
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"cmd": "SUBSCRIBE"
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}
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```
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To unsubscribe from these events, resend with the command `UNSUBSCRIBE`
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## Responding
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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:
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```json
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{
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"nonce": "5dc0c062-98c6-47a0-8922-15aerg126",
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"cmd": "SEND_ACTIVITY_JOIN_INVITE",
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"args":
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{
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"user_id": "53908232506183680"
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}
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}
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```
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To reject the request, use `CLOSE_ACTIVITY_REQUEST`:
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```json
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{
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"nonce": "5dc0c062-98c6-47a0-8922-dasg256eafg",
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"cmd": "CLOSE_ACTIVITY_REQUEST",
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"args":
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{
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"user_id": "53908232506183680"
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}
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}
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```
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## Notes
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Here are just some quick notes to help with some common troubleshooting problems.
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* 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.
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* 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.
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* 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.
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* All enums are `lower_snake_case`.
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* 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.
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* [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.
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* In the documentation, DISCORD_REPLY_IGNORE is just implemented the same as DISCORD_REPLY_NO.
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* 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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|
@ -87,6 +87,9 @@ public class DiscordRpc
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[DllImport("discord-rpc", EntryPoint = "Discord_Respond", CallingConvention = CallingConvention.Cdecl)]
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public static extern void Respond(string userId, Reply reply);
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[DllImport("discord-rpc", EntryPoint = "Discord_UpdateHandlers", CallingConvention = CallingConvention.Cdecl)]
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public static extern void UpdateHandlers(ref EventHandlers handlers);
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public static void UpdatePresence(RichPresence presence)
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{
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var presencestruct = presence.GetStruct();
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|
@ -46,8 +46,8 @@ public class ScriptBatch
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string[] srcDlls = { "../../builds/install/osx-dynamic/lib/libdiscord-rpc.dylib" };
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#else
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string[] dstDirs = { "Assets/Plugins", "Assets/Plugins/x86", "Assets/Plugins/x86_64" };
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string[] dstDlls = { "Assets/Plugins/x86/discord-rpc.so", "Assets/Plugins/x86_64/discord-rpc.so" };
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string[] srcDlls = { "../../builds/install/linux-dynamic/bin/discord-rpc.dll", "../../builds/install/win64-dynamic/bin/discord-rpc.dll" };
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string[] dstDlls = { "Assets/Plugins/discord-rpc.so" };
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string[] srcDlls = { "../../builds/install/linux-dynamic/lib/libdiscord-rpc.so" };
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#endif
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Debug.Assert(dstDlls.Length == srcDlls.Length);
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|
@ -1,5 +1,5 @@
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/*
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This is a simple example in C of using the rich presence API asyncronously.
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This is a simple example in C of using the rich presence API asynchronously.
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*/
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#define _CRT_SECURE_NO_WARNINGS /* thanks Microsoft */
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|
@ -134,6 +134,8 @@ void UDiscordRpc::UpdatePresence()
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auto spectateSecret = StringCast<ANSICHAR>(*RichPresence.spectateSecret);
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rp.spectateSecret = spectateSecret.Get();
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rp.startTimestamp = RichPresence.startTimestamp;
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rp.endTimestamp = RichPresence.endTimestamp;
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rp.partySize = RichPresence.partySize;
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rp.partyMax = RichPresence.partyMax;
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rp.instance = RichPresence.instance;
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|
@ -80,6 +80,8 @@ DISCORD_EXPORT void Discord_ClearPresence(void);
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DISCORD_EXPORT void Discord_Respond(const char* userid, /* DISCORD_REPLY_ */ int reply);
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DISCORD_EXPORT void Discord_UpdateHandlers(DiscordEventHandlers* handlers);
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#ifdef __cplusplus
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} /* extern "C" */
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#endif
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|
@ -55,7 +55,7 @@ if(WIN32)
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/wd5027 # move assignment operator was implicitly defined as deleted
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)
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endif(MSVC)
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target_link_libraries(discord-rpc PRIVATE psapi)
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target_link_libraries(discord-rpc PRIVATE psapi advapi32)
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endif(WIN32)
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if(UNIX)
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|
@ -47,6 +47,7 @@ struct JoinRequest {
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};
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static RpcConnection* Connection{nullptr};
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static DiscordEventHandlers QueuedHandlers{};
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static DiscordEventHandlers Handlers{};
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static std::atomic_bool WasJustConnected{false};
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static std::atomic_bool WasJustDisconnected{false};
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@ -60,6 +61,7 @@ static char LastErrorMessage[256];
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static int LastDisconnectErrorCode{0};
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static char LastDisconnectErrorMessage[256];
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static std::mutex PresenceMutex;
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static std::mutex HandlerMutex;
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static QueuedMessage QueuedPresence{};
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static MsgQueue<QueuedMessage, MessageQueueSize> SendQueue;
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static MsgQueue<JoinRequest, JoinQueueSize> JoinAskQueue;
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@ -212,15 +214,15 @@ static void Discord_UpdateConnection(void)
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// writes
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if (QueuedPresence.length) {
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QueuedMessage local;
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PresenceMutex.lock();
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{
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std::lock_guard<std::mutex> guard(PresenceMutex);
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local.Copy(QueuedPresence);
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QueuedPresence.length = 0;
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PresenceMutex.unlock();
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}
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if (!Connection->Write(local.buffer, local.length)) {
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// if we fail to send, requeue
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PresenceMutex.lock();
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std::lock_guard<std::mutex> guard(PresenceMutex);
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QueuedPresence.Copy(local);
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PresenceMutex.unlock();
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}
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}
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@ -250,6 +252,19 @@ static bool RegisterForEvent(const char* evtName)
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return false;
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}
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static bool DeregisterForEvent(const char* evtName)
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{
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auto qmessage = SendQueue.GetNextAddMessage();
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if (qmessage) {
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qmessage->length =
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JsonWriteUnsubscribeCommand(qmessage->buffer, sizeof(qmessage->buffer), Nonce++, evtName);
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SendQueue.CommitAdd();
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SignalIOActivity();
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return true;
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}
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return false;
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||||
}
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extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
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DiscordEventHandlers* handlers,
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int autoRegister,
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@ -266,11 +281,18 @@ extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
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Pid = GetProcessId();
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{
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std::lock_guard<std::mutex> guard(HandlerMutex);
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|
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if (handlers) {
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Handlers = *handlers;
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QueuedHandlers = *handlers;
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}
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else {
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QueuedHandlers = {};
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}
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Handlers = {};
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|
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}
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if (Connection) {
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@ -279,24 +301,17 @@ extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
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|
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Connection = RpcConnection::Create(applicationId);
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Connection->onConnect = []() {
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Discord_UpdateHandlers(&QueuedHandlers);
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WasJustConnected.exchange(true);
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ReconnectTimeMs.reset();
|
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|
||||
if (Handlers.joinGame) {
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RegisterForEvent("ACTIVITY_JOIN");
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}
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|
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if (Handlers.spectateGame) {
|
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RegisterForEvent("ACTIVITY_SPECTATE");
|
||||
}
|
||||
|
||||
if (Handlers.joinRequest) {
|
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RegisterForEvent("ACTIVITY_JOIN_REQUEST");
|
||||
}
|
||||
};
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Connection->onDisconnect = [](int err, const char* message) {
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||||
LastDisconnectErrorCode = err;
|
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StringCopy(LastDisconnectErrorMessage, message);
|
||||
{
|
||||
std::lock_guard<std::mutex> guard(HandlerMutex);
|
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Handlers = {};
|
||||
}
|
||||
WasJustDisconnected.exchange(true);
|
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UpdateReconnectTime();
|
||||
};
|
||||
@ -318,10 +333,11 @@ extern "C" DISCORD_EXPORT void Discord_Shutdown(void)
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|
||||
extern "C" DISCORD_EXPORT void Discord_UpdatePresence(const DiscordRichPresence* presence)
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||||
{
|
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PresenceMutex.lock();
|
||||
{
|
||||
std::lock_guard<std::mutex> guard(PresenceMutex);
|
||||
QueuedPresence.length = JsonWriteRichPresenceObj(
|
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QueuedPresence.buffer, sizeof(QueuedPresence.buffer), Nonce++, Pid, presence);
|
||||
PresenceMutex.unlock();
|
||||
}
|
||||
SignalIOActivity();
|
||||
}
|
||||
|
||||
@ -360,26 +376,39 @@ 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) {
|
||||
if (WasJustConnected.exchange(false)) {
|
||||
std::lock_guard<std::mutex> guard(HandlerMutex);
|
||||
if (Handlers.ready) {
|
||||
Handlers.ready();
|
||||
}
|
||||
}
|
||||
|
||||
if (GotErrorMessage.exchange(false) && Handlers.errored) {
|
||||
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 (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);
|
||||
}
|
||||
}
|
||||
|
||||
// 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
|
||||
@ -388,17 +417,50 @@ 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();
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
@ -197,6 +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);
|
||||
|
@ -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
|
||||
|
Reference in New Issue
Block a user