Compare commits
13 Commits
Author | SHA1 | Date | |
---|---|---|---|
64027b336f | |||
2ce9fe068b | |||
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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|
@ -7,7 +7,7 @@ public class DiscordJoinEvent : UnityEngine.Events.UnityEvent<string> { }
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public class DiscordSpectateEvent : UnityEngine.Events.UnityEvent<string> { }
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[System.Serializable]
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public class DiscordJoinRequestEvent : UnityEngine.Events.UnityEvent<DiscordRpc.JoinRequest> { }
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public class DiscordJoinRequestEvent : UnityEngine.Events.UnityEvent<DiscordRpc.DiscordUser> { }
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public class DiscordController : MonoBehaviour
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{
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@ -16,7 +16,7 @@ public class DiscordController : MonoBehaviour
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public string optionalSteamId;
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public int callbackCalls;
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public int clickCounter;
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public DiscordRpc.JoinRequest joinRequest;
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public DiscordRpc.DiscordUser joinRequest;
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public UnityEngine.Events.UnityEvent onConnect;
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public UnityEngine.Events.UnityEvent onDisconnect;
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public UnityEngine.Events.UnityEvent hasResponded;
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@ -50,10 +50,10 @@ public class DiscordController : MonoBehaviour
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hasResponded.Invoke();
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}
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public void ReadyCallback()
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public void ReadyCallback(ref DiscordRpc.DiscordUser connectedUser)
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{
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++callbackCalls;
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Debug.Log("Discord: ready");
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Debug.Log(string.Format("Discord: connected to {0}#{1}: {2}", connectedUser.username, connectedUser.discriminator, connectedUser.userId));
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onConnect.Invoke();
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}
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@ -84,7 +84,7 @@ public class DiscordController : MonoBehaviour
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onSpectate.Invoke(secret);
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}
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public void RequestCallback(ref DiscordRpc.JoinRequest request)
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public void RequestCallback(ref DiscordRpc.DiscordUser request)
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{
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++callbackCalls;
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Debug.Log(string.Format("Discord: join request {0}#{1}: {2}", request.username, request.discriminator, request.userId));
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|
@ -6,7 +6,7 @@ using System.Text;
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public class DiscordRpc
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{
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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public delegate void ReadyCallback();
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public delegate void ReadyCallback(ref DiscordUser connectedUser);
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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public delegate void DisconnectedCallback(int errorCode, string message);
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@ -21,7 +21,7 @@ public class DiscordRpc
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public delegate void SpectateCallback(string secret);
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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public delegate void RequestCallback(ref JoinRequest request);
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public delegate void RequestCallback(ref DiscordUser request);
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public struct EventHandlers
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{
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@ -54,7 +54,7 @@ public class DiscordRpc
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}
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[Serializable]
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public struct JoinRequest
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public struct DiscordUser
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{
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public string userId;
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public string username;
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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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||||
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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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@ -52,14 +52,18 @@ static void updateDiscordPresence()
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discordPresence.spectateSecret = "look";
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discordPresence.instance = 0;
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Discord_UpdatePresence(&discordPresence);
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} else {
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}
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else {
|
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Discord_ClearPresence();
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}
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}
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|
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static void handleDiscordReady(void)
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static void handleDiscordReady(const DiscordUser* connectedUser)
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{
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printf("\nDiscord: ready\n");
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printf("\nDiscord: connected to user %s#%s - %s\n",
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connectedUser->username,
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connectedUser->discriminator,
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connectedUser->userId);
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}
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|
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static void handleDiscordDisconnected(int errcode, const char* message)
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@ -82,13 +86,13 @@ static void handleDiscordSpectate(const char* secret)
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printf("\nDiscord: spectate (%s)\n", secret);
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}
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|
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static void handleDiscordJoinRequest(const DiscordJoinRequest* request)
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static void handleDiscordJoinRequest(const DiscordUser* request)
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{
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int response = -1;
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char yn[4];
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printf("\nDiscord: join request from %s - %s - %s\n",
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printf("\nDiscord: join request from %s#%s - %s\n",
|
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request->username,
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request->avatar,
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request->discriminator,
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request->userId);
|
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do {
|
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printf("Accept? (y/n)");
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@ -152,7 +156,8 @@ static void gameLoop()
|
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if (SendPresence) {
|
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printf("Clearing presence information.\n");
|
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SendPresence = 0;
|
||||
} else {
|
||||
}
|
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else {
|
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printf("Restoring presence information.\n");
|
||||
SendPresence = 1;
|
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}
|
||||
|
Binary file not shown.
@ -6,12 +6,22 @@ DEFINE_LOG_CATEGORY(Discord)
|
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|
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static UDiscordRpc* self = nullptr;
|
||||
|
||||
static void ReadyHandler()
|
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static void ReadyHandler(const DiscordUser* connectedUser)
|
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{
|
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UE_LOG(Discord, Log, TEXT("Discord connected"));
|
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FDiscordUserData ud;
|
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ud.userId = ANSI_TO_TCHAR(connectedUser->userId);
|
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ud.username = ANSI_TO_TCHAR(connectedUser->username);
|
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ud.discriminator = ANSI_TO_TCHAR(connectedUser->discriminator);
|
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ud.avatar = ANSI_TO_TCHAR(connectedUser->avatar);
|
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UE_LOG(Discord,
|
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Log,
|
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TEXT("Discord connected to %s - %s#%s"),
|
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*ud.userId,
|
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*ud.username,
|
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*ud.discriminator);
|
||||
if (self) {
|
||||
self->IsConnected = true;
|
||||
self->OnConnected.Broadcast();
|
||||
self->OnConnected.Broadcast(ud);
|
||||
}
|
||||
}
|
||||
|
||||
@ -52,22 +62,27 @@ static void SpectateGameHandler(const char* spectateSecret)
|
||||
}
|
||||
}
|
||||
|
||||
static void JoinRequestHandler(const DiscordJoinRequest* request)
|
||||
static void JoinRequestHandler(const DiscordUser* request)
|
||||
{
|
||||
FDiscordJoinRequestData jr;
|
||||
jr.userId = ANSI_TO_TCHAR(request->userId);
|
||||
jr.username = ANSI_TO_TCHAR(request->username);
|
||||
jr.discriminator = ANSI_TO_TCHAR(request->discriminator);
|
||||
jr.avatar = ANSI_TO_TCHAR(request->avatar);
|
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UE_LOG(Discord, Log, TEXT("Discord join request from %s - %s#%s"), *jr.userId, *jr.username, *jr.discriminator);
|
||||
FDiscordUserData ud;
|
||||
ud.userId = ANSI_TO_TCHAR(request->userId);
|
||||
ud.username = ANSI_TO_TCHAR(request->username);
|
||||
ud.discriminator = ANSI_TO_TCHAR(request->discriminator);
|
||||
ud.avatar = ANSI_TO_TCHAR(request->avatar);
|
||||
UE_LOG(Discord,
|
||||
Log,
|
||||
TEXT("Discord join request from %s - %s#%s"),
|
||||
*ud.userId,
|
||||
*ud.username,
|
||||
*ud.discriminator);
|
||||
if (self) {
|
||||
self->OnJoinRequest.Broadcast(jr);
|
||||
self->OnJoinRequest.Broadcast(ud);
|
||||
}
|
||||
}
|
||||
|
||||
void UDiscordRpc::Initialize(const FString& applicationId,
|
||||
bool autoRegister,
|
||||
const FString& optionalSteamId)
|
||||
bool autoRegister,
|
||||
const FString& optionalSteamId)
|
||||
{
|
||||
self = this;
|
||||
IsConnected = false;
|
||||
@ -87,7 +102,7 @@ void UDiscordRpc::Initialize(const FString& applicationId,
|
||||
auto appId = StringCast<ANSICHAR>(*applicationId);
|
||||
auto steamId = StringCast<ANSICHAR>(*optionalSteamId);
|
||||
Discord_Initialize(
|
||||
(const char*)appId.Get(), &handlers, autoRegister, (const char*)steamId.Get());
|
||||
(const char*)appId.Get(), &handlers, autoRegister, (const char*)steamId.Get());
|
||||
}
|
||||
|
||||
void UDiscordRpc::Shutdown()
|
||||
@ -134,6 +149,8 @@ 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;
|
||||
rp.partyMax = RichPresence.partyMax;
|
||||
rp.instance = RichPresence.instance;
|
||||
|
@ -11,7 +11,7 @@
|
||||
* Ask to join callback data
|
||||
*/
|
||||
USTRUCT(BlueprintType)
|
||||
struct FDiscordJoinRequestData {
|
||||
struct FDiscordUserData {
|
||||
GENERATED_USTRUCT_BODY()
|
||||
|
||||
UPROPERTY(BlueprintReadOnly)
|
||||
@ -27,12 +27,12 @@ struct FDiscordJoinRequestData {
|
||||
|
||||
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(FDiscordErrored, int, errorCode, const FString&, errorMessage);
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordJoin, const FString&, joinSecret);
|
||||
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
|
||||
|
||||
|
@ -41,20 +41,20 @@ typedef struct DiscordRichPresence {
|
||||
int8_t instance;
|
||||
} DiscordRichPresence;
|
||||
|
||||
typedef struct DiscordJoinRequest {
|
||||
typedef struct DiscordUser {
|
||||
const char* userId;
|
||||
const char* username;
|
||||
const char* discriminator;
|
||||
const char* avatar;
|
||||
} DiscordJoinRequest;
|
||||
} DiscordUser;
|
||||
|
||||
typedef struct DiscordEventHandlers {
|
||||
void (*ready)(void);
|
||||
void (*ready)(const DiscordUser* request);
|
||||
void (*disconnected)(int errorCode, const char* message);
|
||||
void (*errored)(int errorCode, const char* message);
|
||||
void (*joinGame)(const char* joinSecret);
|
||||
void (*spectateGame)(const char* spectateSecret);
|
||||
void (*joinRequest)(const DiscordJoinRequest* request);
|
||||
void (*joinRequest)(const DiscordUser* request);
|
||||
} DiscordEventHandlers;
|
||||
|
||||
#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_UpdateHandlers(DiscordEventHandlers* handlers);
|
||||
|
||||
#ifdef __cplusplus
|
||||
} /* extern "C" */
|
||||
#endif
|
||||
|
@ -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)
|
||||
|
@ -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
|
||||
// terminator = 21
|
||||
char userId[32];
|
||||
@ -47,6 +47,7 @@ struct JoinRequest {
|
||||
};
|
||||
|
||||
static RpcConnection* Connection{nullptr};
|
||||
static DiscordEventHandlers QueuedHandlers{};
|
||||
static DiscordEventHandlers Handlers{};
|
||||
static std::atomic_bool WasJustConnected{false};
|
||||
static std::atomic_bool WasJustDisconnected{false};
|
||||
@ -60,9 +61,11 @@ 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;
|
||||
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
|
||||
// backoff from 0.5 seconds to 1 minute
|
||||
@ -212,15 +215,15 @@ 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 +253,19 @@ 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,
|
||||
@ -266,10 +282,16 @@ extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
|
||||
|
||||
Pid = GetProcessId();
|
||||
|
||||
if (handlers) {
|
||||
Handlers = *handlers;
|
||||
}
|
||||
else {
|
||||
{
|
||||
std::lock_guard<std::mutex> guard(HandlerMutex);
|
||||
|
||||
if (handlers) {
|
||||
QueuedHandlers = *handlers;
|
||||
}
|
||||
else {
|
||||
QueuedHandlers = {};
|
||||
}
|
||||
|
||||
Handlers = {};
|
||||
}
|
||||
|
||||
@ -278,25 +300,37 @@ extern "C" DISCORD_EXPORT void Discord_Initialize(const char* 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);
|
||||
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;
|
||||
StringCopy(LastDisconnectErrorMessage, message);
|
||||
{
|
||||
std::lock_guard<std::mutex> guard(HandlerMutex);
|
||||
Handlers = {};
|
||||
}
|
||||
WasJustDisconnected.exchange(true);
|
||||
UpdateReconnectTime();
|
||||
};
|
||||
@ -318,10 +352,11 @@ 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 +395,42 @@ 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) {
|
||||
DiscordUser du{connectedUser.userId,
|
||||
connectedUser.username,
|
||||
connectedUser.discriminator,
|
||||
connectedUser.avatar};
|
||||
Handlers.ready(&du);
|
||||
}
|
||||
}
|
||||
|
||||
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 +440,48 @@ 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) {
|
||||
DiscordUser du{req->userId, req->username, req->discriminator, req->avatar};
|
||||
Handlers.joinRequest(&du);
|
||||
}
|
||||
}
|
||||
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;
|
||||
}
|
||||
|
@ -7,7 +7,7 @@
|
||||
|
||||
template <typename ElementType, size_t QueueSize>
|
||||
class MsgQueue {
|
||||
ElementType queue_[QueueSize]{};
|
||||
ElementType queue_[QueueSize];
|
||||
std::atomic_uint nextAdd_{0};
|
||||
std::atomic_uint nextSend_{0};
|
||||
std::atomic_uint pendingSends_{0};
|
||||
|
@ -42,7 +42,7 @@ void RpcConnection::Open()
|
||||
if (cmd && evt && !strcmp(cmd, "DISPATCH") && !strcmp(evt, "READY")) {
|
||||
state = State::Connected;
|
||||
if (onConnect) {
|
||||
onConnect();
|
||||
onConnect(message);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -40,7 +40,7 @@ struct RpcConnection {
|
||||
|
||||
BaseConnection* connection{nullptr};
|
||||
State state{State::Disconnected};
|
||||
void (*onConnect)(){nullptr};
|
||||
void (*onConnect)(JsonDocument& message){nullptr};
|
||||
void (*onDisconnect)(int errorCode, const char* message){nullptr};
|
||||
char appId[64]{};
|
||||
int lastErrorCode{0};
|
||||
|
@ -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