27 Commits

Author SHA1 Message Date
e6390c8c41 Unity il2cpp support (#249)
* Initial il2cpp support attempts

* Fix crashes

* Different variable name

* Fix indenting

* Change back unneeded stuff
- callbackCalls didnt seem to do anything
2018-11-27 09:19:14 -08:00
2fec0b6dec Wrong name for macOS DLL file for Unity 2018-11-26 09:03:44 -08:00
dd47c7c66d Improve handling of disconnects and reconnects (#228)
* Check response 0 on disconnect

From recv(): The return value will be 0 when the peer has performed an orderly shutdown

* Add persistent presence and handlers

* Use buffer instead of raw struct

* Clear presence data on shutdown

* Remove CurrentPresence and add boolean instead

This removes the need for having 2 big buffers in favor of using a small boolean
2018-11-16 10:41:49 -08:00
98855b4d84 Fix #210: WARNINGS_AS_ERRORS doesn't work (#211)
#210 was created under assumption `build.py` is actually used, but upon
inspecting `.travis.yml` it turns out it is not.
2018-11-06 14:55:10 -08:00
ac2d064cb0 Flatten the condition to get rid of empty branch (#247) 2018-11-06 14:48:59 -08:00
d63ed30966 Fix typo in readme. (#245)
* fix typo in readme

* revert accidental quote change
2018-10-23 15:13:36 -07:00
7716eadca3 Update D binding link (#234)
DerelictDiscordRPC has been abandoned
and superseded by Discord RPC D.
2018-09-17 17:26:28 -07:00
e32d001809 readme nits 2018-08-17 05:19:17 -07:00
2cb9813eb6 Unity specific DLL setup 2018-08-17 05:17:57 -07:00
af380116a0 Check C# strings against UTF8 bytes instead of clamping (#221) 2018-08-16 11:23:28 -07:00
3d3ae7129d Fix mismatched signs in comparison after b44defe (#209)
```
../src/discord_register_linux.cpp: In function ‘void Discord_Register(const char*, const char*)’:
../src/discord_register_linux.cpp:37:31: warning: comparison of integer expressions of different signedness: ‘ssize_t’ {aka ‘long int’} and ‘long unsigned int’ [-Wsign-compare]
         if (size <= 0 || size >= sizeof(exePath)) {
                          ~~~~~^~~~~~~~~~~~~~~~~~
```
2018-07-30 12:50:49 -07:00
b44defe60a [Linux] Null-terminate output from readlink in Discord_Register. (#208)
* Explicitly null-terminate the output from readlink in discord_register_linux.cpp.

* The return value of readlink is a signed size_t.
2018-07-27 10:04:04 -07:00
dfad394be0 Added enum for response codes (#207)
Makes it easier to respond to a join request via Blueprints, without having to look it up in the docs.
Optional and fully backwards compatible.
2018-07-25 13:23:34 -07:00
a3ad6afee2 Added Discord RPC C# implementation to list. (#205)
Added my library to the list which is a implementation written entirely in C#
2018-07-09 12:04:59 -07:00
7c41a8ec19 Fixed issue with Discord RPC not updating presence during shutdown (#189) 2018-06-07 16:10:40 -07:00
5df1c5ae6d copy the whole folder UE4 2018-05-30 09:40:39 -07:00
c05c7148dd Updated README with UE plugin instructions (#183)
* Updated README with UE plugin instructions

Hopefully this will save some time when others want to implement this into their own UE Projects.

* Update README.md

* cleanup UE4 plugin help
2018-05-29 13:51:39 -07:00
ba9fe00c4d Dynamically create IoThread... (#179)
So that it doesn't get deleted before Discord is destroyed.
2018-05-16 13:21:16 -07:00
cac0362377 don't rely on unset env vars 2018-05-14 10:05:21 -07:00
7e0480e2ef Apply formatting (#178) 2018-05-14 09:25:17 -07:00
566076e3d8 add WARNINGS_AS_ERRORS cmake option (#176) 2018-05-10 17:46:11 -07:00
aa02012c14 alphabetize libs 2018-05-04 15:13:16 -07:00
f80bd72d22 Include pypresence library (#167) 2018-05-04 15:12:24 -07:00
acf7d6a054 Add link to lua-discordRPC (LuaJIT bindings) (#171) 2018-05-03 15:33:49 -07:00
1129c2ce4f Add link to DerelictDiscordRPC (D binding) (#169)
* Add link to DerelictDiscordRPC (D binding)

* Fix alphabetic order of community-wrappers
2018-04-23 11:20:47 -07:00
64027b336f Adding user object to READY event (#159)
* Pass the READY event data down in onConnect

* Changes made for UE4 and Unity wrappers

* Changing object name from joinRequest to DiscordUser
2018-04-16 10:25:44 -07:00
2ce9fe068b Syntax change to avoid gcc 4.8 segfaulting (#162) 2018-04-04 10:00:24 -07:00
22 changed files with 341 additions and 219 deletions

View File

@ -43,5 +43,5 @@ before_install:
script:
- mkdir build
- cd build
- cmake -DCLANG_FORMAT_SUFFIX=$CLANG_FORMAT_SUFFIX --config Release ..
- cmake -DCLANG_FORMAT_SUFFIX=$CLANG_FORMAT_SUFFIX -DWARNINGS_AS_ERRORS=On --config Release ..
- cmake --build . -- -j2

View File

@ -15,6 +15,37 @@ Zeroith, you should be set up to build things because you are a game developer,
First, head on over to the [Discord developers site](https://discordapp.com/developers/applications/me) and make yourself an app. Keep track of `Client ID` -- you'll need it here to pass to the init function.
### Unity Setup
If you're a Unity developer looking to integrate Rich Presence into your game, follow this simple guide to get started towards success:
1. Download the DLLs for any platform that you need from [our releases](https://github.com/discordapp/discord-rpc/releases)
2. In your Unity project, create a `Plugins` folder inside your `Assets` folder if you don't already have one
3. Copy the file `DiscordRpc.cs` from [here](https://github.com/discordapp/discord-rpc/blob/master/examples/button-clicker/Assets/DiscordRpc.cs) into your `Assets` folder. This is basically your header file for the SDK
We've got our `Plugins` folder ready, so let's get platform-specific!
#### Windows
4. Create `x86` and `x86_64` folders inside `Assets/Plugins/`
5. Copy `discord-rpc-win/win64-dynamic/bin/discord-rpc.dll` to `Assets/Plugins/x86_64/`
6. Copy `discord-rpc-win/win32-dynamic/bin/discord-rpc.dll` to `Assets/Plugins/x86/`
7. Click on both DLLs and make sure they are targetting the correct architectures in the Unity editor properties pane
8. Done!
#### MacOS
4. Copy `discord-rpc-osx/osx-dynamic/lib/libdiscord-rpc.dylib` to `Assets/Plugins/`
5. Rename `libdiscord-rpc.dylib` to `discord-rpc.bundle`
6. Done!
#### Linux
4. Copy `discord-rpc-linux/linux-dynamic-lib/libdiscord-rpc.so` to `Assets/Plugins/`
5. Done!
You're ready to roll! For code examples on how to interact with the SDK using the `DiscordRpc.cs` header file, check out [our example](https://github.com/discordapp/discord-rpc/blob/master/examples/button-clicker/Assets/DiscordController.cs)
### From package
Download a release package for your platform(s) -- they have subdirs with various prebuilt options, select the one you need add `/include` to your compile includes, `/lib` to your linker paths, and link with `discord-rpc`. For the dynamically linked builds, you'll need to ship the associated file along with your game.
@ -26,6 +57,7 @@ First-eth, you'll want `CMake`. There's a few different ways to install it on yo
To make sure it's installed correctly, type `cmake --version` into your flavor of terminal/cmd. If you get a response with a version number, you're good to go!
There's a [CMake](https://cmake.org/download/) file that should be able to generate the lib for you; Sometimes I use it like this:
```sh
cd <path to discord-rpc>
mkdir build
@ -33,6 +65,7 @@ There's a [CMake](https://cmake.org/download/) file that should be able to gener
cmake .. -DCMAKE_INSTALL_PREFIX=<path to install discord-rpc to>
cmake --build . --config Release --target install
```
There is a wrapper build script `build.py` that runs `cmake` with a few different options.
Usually, I run `build.py` to get things started, then use the generated project files as I work on things. It does depend on `click` library, so do a quick `pip install click` to make sure you have it if you want to run `build.py`.
@ -40,20 +73,21 @@ Usually, I run `build.py` to get things started, then use the generated project
There are some CMake options you might care about:
| flag | default | does |
|------|---------|------|
| `ENABLE_IO_THREAD` | `ON` | When enabled, we start up a thread to do io processing, if disabled you should call `Discord_UpdateConnection` yourself.
| `USE_STATIC_CRT` | `OFF` | (Windows) Enable to statically link the CRT, avoiding requiring users install the redistributable package. (The prebuilt binaries enable this option)
| [`BUILD_SHARED_LIBS`](https://cmake.org/cmake/help/v3.7/variable/BUILD_SHARED_LIBS.html) | `OFF` | Build library as a DLL
| ---------------------------------------------------------------------------------------- | ------- | ----------------------------------------------------------------------------------------------------------------------------------------------------- |
| `ENABLE_IO_THREAD` | `ON` | When enabled, we start up a thread to do io processing, if disabled you should call `Discord_UpdateConnection` yourself. |
| `USE_STATIC_CRT` | `OFF` | (Windows) Enable to statically link the CRT, avoiding requiring users install the redistributable package. (The prebuilt binaries enable this option) |
| [`BUILD_SHARED_LIBS`](https://cmake.org/cmake/help/v3.7/variable/BUILD_SHARED_LIBS.html) | `OFF` | Build library as a DLL |
| `WARNINGS_AS_ERRORS` | `OFF` | When enabled, compiles with `-Werror` (on \*nix platforms). |
## Continuous Builds
Why do we have three of these? Three times the fun!
| CI | badge |
|----|-------|
| TravisCI | [![Build status](https://travis-ci.org/discordapp/discord-rpc.svg?branch=master)](https://travis-ci.org/discordapp/discord-rpc)
| AppVeyor | [![Build status](https://ci.appveyor.com/api/projects/status/qvkoc0w1c4f4b8tj?svg=true)](https://ci.appveyor.com/project/crmarsh/discord-rpc)
| Buildkite (internal) | [![Build status](https://badge.buildkite.com/e103d79d247f6776605a15246352a04b8fd83d69211b836111.svg)](https://buildkite.com/discord/discord-rpc)
| -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------ |
| TravisCI | [![Build status](https://travis-ci.org/discordapp/discord-rpc.svg?branch=master)](https://travis-ci.org/discordapp/discord-rpc) |
| AppVeyor | [![Build status](https://ci.appveyor.com/api/projects/status/qvkoc0w1c4f4b8tj?svg=true)](https://ci.appveyor.com/project/crmarsh/discord-rpc) |
| Buildkite (internal) | [![Build status](https://badge.buildkite.com/e103d79d247f6776605a15246352a04b8fd83d69211b836111.svg)](https://buildkite.com/discord/discord-rpc) |
## Sample: send-presence
@ -67,6 +101,33 @@ This is a sample [Unity](https://unity3d.com/) project that wraps a DLL version
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.
### Using the Unreal Engine plugin with your own project
To use the Rich Presense plugin with Unreal Engine Projects:
1. Download the latest [release](https://github.com/discordapp/discord-rpc/releases) for each operating system you are targeting and the zipped source code
2. In the source code zip, copy the UE plugin—`examples/unrealstatus/Plugins/discordrpc`—to your project's plugin directory
3. At `[YOUR_UE_PROJECT]/Plugins/discordrpc/source/ThirdParty/DiscordRpcLibrary/`, create an `Include` folder and copy `discord_rpc.h` and `discord_register.h` to it from the zip
4. Follow the steps below for each OS
5. Build your UE4 project
6. Launch the editor, and enable the Discord plugin.
#### Windows
- At `[YOUR_UE_PROJECT]/Plugins/discordrpc/source/ThirdParty/DiscordRpcLibrary/`, create a `Win64` folder
- Copy `lib/discord-rpc.lib` and `bin/discord-rpc.dll` from `[RELEASE_ZIP]/win64-dynamic` to the `Win64` folder
#### Mac
- At `[YOUR_UE_PROJECT]/Plugins/discordrpc/source/ThirdParty/DiscordRpcLibrary/`, create a `Mac` folder
- Copy `libdiscord-rpc.dylib` from `[RELEASE_ZIP]/osx-dynamic/lib` to the `Mac` folder
#### Linux
- At `[YOUR_UE_PROJECT]/Plugins/discordrpc/source/ThirdParty/DiscordRpcLibrary/`, create a `Linux` folder
- Inside, create another folder `x86_64-unknown-linux-gnu`
- Copy `libdiscord-rpc.so` from `[RELEASE_ZIP]/linux-dynamic/lib` to `Linux/x86_64-unknown-linux-gnu`
## Wrappers and Implementations
Below is a table of unofficial, community-developed wrappers for and implementations of Rich Presence in various languages. If you would like to have yours added, please make a pull request adding your repository to the table. The repository should include:
@ -78,10 +139,14 @@ Below is a table of unofficial, community-developed wrappers for and implementat
###### Rich Presence Wrappers and Implementations
| Name | Language |
|------|----------|
| [discord-rpc.jar](https://github.com/Vatuu/discord-rpc "Discord-RPC.jar") | Java |
| ------------------------------------------------------------------------- | --------------------------------- |
| [Discord RPC C#](https://github.com/Lachee/discord-rpc-csharp) | C# |
| [Discord RPC D](https://github.com/voidblaster/discord-rpc-d) | [D](https://dlang.org/) |
| [discord-rpc.jar](https://github.com/Vatuu/discord-rpc 'Discord-RPC.jar') | Java |
| [java-discord-rpc](https://github.com/MinnDevelopment/java-discord-rpc) | Java |
| [Discord-IPC](https://github.com/jagrosh/DiscordIPC) | Java |
| [Discord Rich Presence](https://npmjs.org/discord-rich-presence) | JavaScript |
| [drpc4k](https://github.com/Bluexin/drpc4k) | [Kotlin](https://kotlinlang.org/) |
| [lua-discordRPC](https://github.com/pfirsich/lua-discordRPC) | LuaJIT (FFI) |
| [pypresence](https://github.com/qwertyquerty/pypresence) | [Python](https://python.org/) |
| [SwordRPC](https://github.com/Azoy/SwordRPC) | [Swift](https://swift.org) |

View File

@ -30,7 +30,7 @@ INSTALL_ROOT = os.path.join(SCRIPT_PATH, 'builds', 'install')
def get_signtool():
""" get path to code signing tool """
if PLATFORM == 'win':
sdk_dir = os.environ['WindowsSdkDir']
sdk_dir = 'c:\\Program Files (x86)\\Windows Kits\\10' # os.environ['WindowsSdkDir']
return os.path.join(sdk_dir, 'bin', 'x86', 'signtool.exe')
elif PLATFORM == 'osx':
return '/usr/bin/codesign'
@ -70,14 +70,7 @@ def cli(ctx, clean):
@click.pass_context
def unity(ctx):
""" build just dynamic libs for use in unity project """
ctx.invoke(
libs,
clean=False,
static=False,
shared=True,
skip_formatter=True,
just_release=True
)
ctx.invoke(libs, clean=False, static=False, shared=True, skip_formatter=True, just_release=True)
BUILDS = []
click.echo('--- Copying libs and header into unity example')
@ -97,7 +90,8 @@ def unity(ctx):
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'))
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})
@ -122,14 +116,7 @@ def unity(ctx):
@click.pass_context
def unreal(ctx):
""" build libs and copy them into the unreal project """
ctx.invoke(
libs,
clean=False,
static=False,
shared=True,
skip_formatter=True,
just_release=True
)
ctx.invoke(libs, clean=False, static=False, shared=True, skip_formatter=True, just_release=True)
BUILDS = []
click.echo('--- Copying libs and header into unreal example')
@ -178,11 +165,7 @@ def build_lib(build_name, generator, options, just_release):
mkdir_p(build_path)
mkdir_p(install_path)
with cd(build_path):
initial_cmake = [
'cmake',
SCRIPT_PATH,
'-DCMAKE_INSTALL_PREFIX=%s' % os.path.join('..', 'install', build_name)
]
initial_cmake = ['cmake', SCRIPT_PATH, '-DCMAKE_INSTALL_PREFIX=%s' % os.path.join('..', 'install', build_name)]
if generator:
initial_cmake.extend(['-G', generator])
for key in options:
@ -224,22 +207,28 @@ def sign():
sign_command_base = [
tool,
'sign',
'/n', 'Discord Inc.',
'/n',
'Discord Inc.',
'/a',
'/tr', 'http://timestamp.digicert.com/rfc3161',
'/tr',
'http://timestamp.digicert.com/rfc3161',
'/as',
'/td', 'sha256',
'/fd', 'sha256',
'/td',
'sha256',
'/fd',
'sha256',
]
elif PLATFORM == 'osx':
signable_extensions.add('.dylib')
sign_command_base = [
tool,
'--keychain', os.path.expanduser('~/Library/Keychains/login.keychain'),
'--keychain',
os.path.expanduser('~/Library/Keychains/login.keychain'),
'-vvvv',
'--deep',
'--force',
'--sign', 'Developer ID Application: Hammer & Chisel Inc. (53Q6R32WPB)',
'--sign',
'Developer ID Application: Hammer & Chisel Inc. (53Q6R32WPB)',
]
else:
click.secho('Not signing things on this platform yet', fg='red')
@ -286,6 +275,8 @@ def libs(clean, static, shared, skip_formatter, just_release):
if IS_BUILD_MACHINE:
just_release = True
static_options['WARNINGS_AS_ERRORS'] = True
dynamic_options['WARNINGS_AS_ERRORS'] = True
if PLATFORM == 'win':
generator32 = 'Visual Studio 14 2015'

View File

@ -7,16 +7,15 @@ public class DiscordJoinEvent : UnityEngine.Events.UnityEvent<string> { }
public class DiscordSpectateEvent : UnityEngine.Events.UnityEvent<string> { }
[System.Serializable]
public class DiscordJoinRequestEvent : UnityEngine.Events.UnityEvent<DiscordRpc.JoinRequest> { }
public class DiscordJoinRequestEvent : UnityEngine.Events.UnityEvent<DiscordRpc.DiscordUser> { }
public class DiscordController : MonoBehaviour
{
public DiscordRpc.RichPresence presence = new DiscordRpc.RichPresence();
public string applicationId;
public string optionalSteamId;
public int callbackCalls;
public int clickCounter;
public DiscordRpc.JoinRequest joinRequest;
public DiscordRpc.DiscordUser joinRequest;
public UnityEngine.Events.UnityEvent onConnect;
public UnityEngine.Events.UnityEvent onDisconnect;
public UnityEngine.Events.UnityEvent hasResponded;
@ -50,43 +49,37 @@ public class DiscordController : MonoBehaviour
hasResponded.Invoke();
}
public void ReadyCallback()
public void ReadyCallback(ref DiscordRpc.DiscordUser connectedUser)
{
++callbackCalls;
Debug.Log("Discord: ready");
Debug.Log(string.Format("Discord: connected to {0}#{1}: {2}", connectedUser.username, connectedUser.discriminator, connectedUser.userId));
onConnect.Invoke();
}
public void DisconnectedCallback(int errorCode, string message)
{
++callbackCalls;
Debug.Log(string.Format("Discord: disconnect {0}: {1}", errorCode, message));
onDisconnect.Invoke();
}
public void ErrorCallback(int errorCode, string message)
{
++callbackCalls;
Debug.Log(string.Format("Discord: error {0}: {1}", errorCode, message));
}
public void JoinCallback(string secret)
{
++callbackCalls;
Debug.Log(string.Format("Discord: join ({0})", secret));
onJoin.Invoke(secret);
}
public void SpectateCallback(string secret)
{
++callbackCalls;
Debug.Log(string.Format("Discord: spectate ({0})", secret));
onSpectate.Invoke(secret);
}
public void RequestCallback(ref DiscordRpc.JoinRequest request)
public void RequestCallback(ref DiscordRpc.DiscordUser request)
{
++callbackCalls;
Debug.Log(string.Format("Discord: join request {0}#{1}: {2}", request.username, request.discriminator, request.userId));
joinRequest = request;
onJoinRequest.Invoke(request);
@ -104,10 +97,8 @@ public class DiscordController : MonoBehaviour
void OnEnable()
{
Debug.Log("Discord: init");
callbackCalls = 0;
handlers = new DiscordRpc.EventHandlers();
handlers.readyCallback = ReadyCallback;
handlers.readyCallback += ReadyCallback;
handlers.disconnectedCallback += DisconnectedCallback;
handlers.errorCallback += ErrorCallback;
handlers.joinCallback += JoinCallback;

View File

@ -2,35 +2,42 @@
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
using AOT;
public class DiscordRpc
{
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void ReadyCallback();
[MonoPInvokeCallback(typeof(OnReadyInfo))]
public static void ReadyCallback(ref DiscordUser connectedUser) { }
public delegate void OnReadyInfo(ref DiscordUser connectedUser);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void DisconnectedCallback(int errorCode, string message);
[MonoPInvokeCallback(typeof(OnDisconnectedInfo))]
public static void DisconnectedCallback(int errorCode, string message) { }
public delegate void OnDisconnectedInfo(int errorCode, string message);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void ErrorCallback(int errorCode, string message);
[MonoPInvokeCallback(typeof(OnErrorInfo))]
public static void ErrorCallback(int errorCode, string message) { }
public delegate void OnErrorInfo(int errorCode, string message);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void JoinCallback(string secret);
[MonoPInvokeCallback(typeof(OnJoinInfo))]
public static void JoinCallback(string secret) { }
public delegate void OnJoinInfo(string secret);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void SpectateCallback(string secret);
[MonoPInvokeCallback(typeof(OnSpectateInfo))]
public static void SpectateCallback(string secret) { }
public delegate void OnSpectateInfo(string secret);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void RequestCallback(ref JoinRequest request);
[MonoPInvokeCallback(typeof(OnRequestInfo))]
public static void RequestCallback(ref DiscordUser request) { }
public delegate void OnRequestInfo(ref DiscordUser request);
public struct EventHandlers
{
public ReadyCallback readyCallback;
public DisconnectedCallback disconnectedCallback;
public ErrorCallback errorCallback;
public JoinCallback joinCallback;
public SpectateCallback spectateCallback;
public RequestCallback requestCallback;
public OnReadyInfo readyCallback;
public OnDisconnectedInfo disconnectedCallback;
public OnErrorInfo errorCallback;
public OnJoinInfo joinCallback;
public OnSpectateInfo spectateCallback;
public OnRequestInfo requestCallback;
}
[Serializable, StructLayout(LayoutKind.Sequential)]
@ -54,7 +61,7 @@ public class DiscordRpc
}
[Serializable]
public struct JoinRequest
public struct DiscordUser
{
public string userId;
public string username;
@ -129,20 +136,20 @@ public class DiscordRpc
FreeMem();
}
_presence.state = StrToPtr(state, 128);
_presence.details = StrToPtr(details, 128);
_presence.state = StrToPtr(state);
_presence.details = StrToPtr(details);
_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.largeImageKey = StrToPtr(largeImageKey);
_presence.largeImageText = StrToPtr(largeImageText);
_presence.smallImageKey = StrToPtr(smallImageKey);
_presence.smallImageText = StrToPtr(smallImageText);
_presence.partyId = StrToPtr(partyId);
_presence.partySize = partySize;
_presence.partyMax = partyMax;
_presence.matchSecret = StrToPtr(matchSecret, 128);
_presence.joinSecret = StrToPtr(joinSecret, 128);
_presence.spectateSecret = StrToPtr(spectateSecret, 128);
_presence.matchSecret = StrToPtr(matchSecret);
_presence.joinSecret = StrToPtr(joinSecret);
_presence.spectateSecret = StrToPtr(spectateSecret);
_presence.instance = instance;
return _presence;
@ -152,16 +159,18 @@ public class DiscordRpc
/// 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)
private IntPtr StrToPtr(string input)
{
if (string.IsNullOrEmpty(input)) return IntPtr.Zero;
var convstr = StrClampBytes(input, maxbytes);
var convbytecnt = Encoding.UTF8.GetByteCount(convstr);
var buffer = Marshal.AllocHGlobal(convbytecnt);
var convbytecnt = Encoding.UTF8.GetByteCount(input);
var buffer = Marshal.AllocHGlobal(convbytecnt + 1);
for (int i = 0; i < convbytecnt + 1; i++)
{
Marshal.WriteByte(buffer, i, 0);
}
_buffers.Add(buffer);
Marshal.Copy(Encoding.UTF8.GetBytes(convstr), 0, buffer, convbytecnt);
Marshal.Copy(Encoding.UTF8.GetBytes(input), 0, buffer, convbytecnt);
return buffer;
}
@ -181,30 +190,6 @@ public class DiscordRpc
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>

View File

@ -52,14 +52,18 @@ static void updateDiscordPresence()
discordPresence.spectateSecret = "look";
discordPresence.instance = 0;
Discord_UpdatePresence(&discordPresence);
} else {
}
else {
Discord_ClearPresence();
}
}
static void handleDiscordReady(void)
static void handleDiscordReady(const DiscordUser* connectedUser)
{
printf("\nDiscord: ready\n");
printf("\nDiscord: connected to user %s#%s - %s\n",
connectedUser->username,
connectedUser->discriminator,
connectedUser->userId);
}
static void handleDiscordDisconnected(int errcode, const char* message)
@ -82,13 +86,13 @@ static void handleDiscordSpectate(const char* secret)
printf("\nDiscord: spectate (%s)\n", secret);
}
static void handleDiscordJoinRequest(const DiscordJoinRequest* request)
static void handleDiscordJoinRequest(const DiscordUser* request)
{
int response = -1;
char yn[4];
printf("\nDiscord: join request from %s - %s - %s\n",
printf("\nDiscord: join request from %s#%s - %s\n",
request->username,
request->avatar,
request->discriminator,
request->userId);
do {
printf("Accept? (y/n)");
@ -152,7 +156,8 @@ static void gameLoop()
if (SendPresence) {
printf("Clearing presence information.\n");
SendPresence = 0;
} else {
}
else {
printf("Restoring presence information.\n");
SendPresence = 1;
}

View File

@ -12,19 +12,26 @@ void FDiscordRpcModule::StartupModule()
#if defined(DISCORD_DYNAMIC_LIB)
// Get the base directory of this plugin
FString BaseDir = IPluginManager::Get().FindPlugin("DiscordRpc")->GetBaseDir();
const FString SDKDir = FPaths::Combine(*BaseDir, TEXT("Source"), TEXT("ThirdParty"), TEXT("DiscordRpcLibrary"));
const FString SDKDir =
FPaths::Combine(*BaseDir, TEXT("Source"), TEXT("ThirdParty"), TEXT("DiscordRpcLibrary"));
#if PLATFORM_WINDOWS
const FString LibName = TEXT("discord-rpc");
const FString LibDir = FPaths::Combine(*SDKDir, TEXT("Win64"));
if (!LoadDependency(LibDir, LibName, DiscordRpcLibraryHandle)) {
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT(LOCTEXT_NAMESPACE, "Failed to load DiscordRpc plugin. Plug-in will not be functional."));
FMessageDialog::Open(
EAppMsgType::Ok,
LOCTEXT(LOCTEXT_NAMESPACE,
"Failed to load DiscordRpc plugin. Plug-in will not be functional."));
FreeDependency(DiscordRpcLibraryHandle);
}
#elif PLATFORM_MAC
const FString LibName = TEXT("libdiscord-rpc");
const FString LibDir = FPaths::Combine(*SDKDir, TEXT("Mac"));
if (!LoadDependency(LibDir, LibName, DiscordRpcLibraryHandle)) {
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT(LOCTEXT_NAMESPACE, "Failed to load DiscordRpc plugin. Plug-in will not be functional."));
FMessageDialog::Open(
EAppMsgType::Ok,
LOCTEXT(LOCTEXT_NAMESPACE,
"Failed to load DiscordRpc plugin. Plug-in will not be functional."));
FreeDependency(DiscordRpcLibraryHandle);
}
#endif
@ -49,8 +56,7 @@ bool FDiscordRpcModule::LoadDependency(const FString& Dir, const FString& Name,
Handle = FPlatformProcess::GetDllHandle(*Path);
if (Handle == nullptr)
{
if (Handle == nullptr) {
return false;
}
@ -59,8 +65,7 @@ bool FDiscordRpcModule::LoadDependency(const FString& Dir, const FString& Name,
void FDiscordRpcModule::FreeDependency(void*& Handle)
{
if (Handle != nullptr)
{
if (Handle != nullptr) {
FPlatformProcess::FreeDllHandle(Handle);
Handle = nullptr;
}

View File

@ -6,12 +6,22 @@ DEFINE_LOG_CATEGORY(Discord)
static UDiscordRpc* self = nullptr;
static void ReadyHandler()
static void ReadyHandler(const DiscordUser* connectedUser)
{
UE_LOG(Discord, Log, TEXT("Discord connected"));
FDiscordUserData ud;
ud.userId = ANSI_TO_TCHAR(connectedUser->userId);
ud.username = ANSI_TO_TCHAR(connectedUser->username);
ud.discriminator = ANSI_TO_TCHAR(connectedUser->discriminator);
ud.avatar = ANSI_TO_TCHAR(connectedUser->avatar);
UE_LOG(Discord,
Log,
TEXT("Discord connected to %s - %s#%s"),
*ud.userId,
*ud.username,
*ud.discriminator);
if (self) {
self->IsConnected = true;
self->OnConnected.Broadcast();
self->OnConnected.Broadcast(ud);
}
}
@ -52,16 +62,21 @@ static void SpectateGameHandler(const char* spectateSecret)
}
}
static void JoinRequestHandler(const DiscordJoinRequest* request)
static void JoinRequestHandler(const DiscordUser* request)
{
FDiscordJoinRequestData jr;
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);
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);
}
}

View File

@ -11,7 +11,7 @@
* Ask to join callback data
*/
USTRUCT(BlueprintType)
struct FDiscordJoinRequestData {
struct FDiscordUserData {
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadOnly)
@ -24,15 +24,25 @@ struct FDiscordJoinRequestData {
FString avatar;
};
/**
* Valid response codes for Respond function
*/
UENUM(BlueprintType)
enum class EDiscordJoinResponseCodes : uint8
{
DISCORD_REPLY_NO UMETA(DisplayName="No"),
DISCORD_REPLY_YES UMETA(DisplayName="Yes"),
DISCORD_REPLY_IGNORE UMETA(DisplayName="Ignore")
};
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

View File

@ -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

View File

@ -2,6 +2,7 @@ include_directories(${PROJECT_SOURCE_DIR}/include)
option(ENABLE_IO_THREAD "Start up a separate I/O thread, otherwise I'd need to call an update function" ON)
option(USE_STATIC_CRT "Use /MT[d] for dynamic library" OFF)
option(WARNINGS_AS_ERRORS "When enabled, compiles with `-Werror` (on *nix platforms)." OFF)
set(CMAKE_CXX_STANDARD 14)
@ -76,7 +77,13 @@ if(UNIX)
-Wall
-Wextra
-Wpedantic
-Werror
)
if (${WARNINGS_AS_ERRORS})
target_compile_options(discord-rpc PRIVATE -Werror)
endif (${WARNINGS_AS_ERRORS})
target_compile_options(discord-rpc PRIVATE
-Wno-unknown-pragmas # pragma push thing doesn't work on clang
-Wno-old-style-cast # it's fine
-Wno-c++98-compat # that was almost 2 decades ago

View File

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

View File

@ -33,9 +33,11 @@ extern "C" DISCORD_EXPORT void Discord_Register(const char* applicationId, const
char exePath[1024];
if (!command || !command[0]) {
if (readlink("/proc/self/exe", exePath, sizeof(exePath)) <= 0) {
ssize_t size = readlink("/proc/self/exe", exePath, sizeof(exePath));
if (size <= 0 || size >= (ssize_t)sizeof(exePath)) {
return;
}
exePath[size] = '\0';
command = exePath;
}
@ -91,7 +93,8 @@ extern "C" DISCORD_EXPORT void Discord_Register(const char* applicationId, const
}
}
extern "C" DISCORD_EXPORT 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);

View File

@ -26,7 +26,8 @@ static HRESULT StringCbPrintfW(LPWSTR pszDest, size_t cbDest, LPCWSTR pszFormat,
HRESULT ret;
va_list va;
va_start(va, pszFormat);
cbDest /= 2; // Size is divided by 2 to convert from bytes to wide characters - causes segfault othervise
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);
@ -44,17 +45,24 @@ static HRESULT StringCbPrintfW(LPWSTR pszDest, size_t cbDest, LPCWSTR pszFormat,
#undefine RegSetKeyValueW
#endif
#define RegSetKeyValueW regset
static 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 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;
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);
if (hsubkey && hsubkey != hkey)
RegCloseKey(hsubkey);
return ret;
}
@ -138,7 +146,8 @@ extern "C" DISCORD_EXPORT void Discord_Register(const char* applicationId, const
Discord_RegisterW(appId, wcommand);
}
extern "C" DISCORD_EXPORT 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

@ -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];
@ -54,6 +54,7 @@ static std::atomic_bool WasJustDisconnected{false};
static std::atomic_bool GotErrorMessage{false};
static std::atomic_bool WasJoinGame{false};
static std::atomic_bool WasSpectateGame{false};
static std::atomic_bool UpdatePresence{false};
static char JoinGameSecret[256];
static char SpectateGameSecret[256];
static int LastErrorCode{0};
@ -64,7 +65,8 @@ 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
@ -88,10 +90,11 @@ public:
keepRunning.store(true);
ioThread = std::thread([&]() {
const std::chrono::duration<int64_t, std::milli> maxWait{500LL};
while (keepRunning.load()) {
Discord_UpdateConnection();
while (keepRunning.load()) {
std::unique_lock<std::mutex> lock(waitForIOMutex);
waitForIOActivity.wait_for(lock, maxWait);
Discord_UpdateConnection();
}
});
}
@ -117,7 +120,7 @@ public:
void Notify() {}
};
#endif // DISCORD_DISABLE_IO_THREAD
static IoThreadHolder IoThread;
static IoThreadHolder* IoThread{nullptr};
static void UpdateReconnectTime()
{
@ -212,17 +215,17 @@ static void Discord_UpdateConnection(void)
}
// writes
if (QueuedPresence.length) {
if (UpdatePresence.exchange(false) && QueuedPresence.length) {
QueuedMessage local;
{
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
std::lock_guard<std::mutex> guard(PresenceMutex);
QueuedPresence.Copy(local);
UpdatePresence.exchange(true);
}
}
@ -236,7 +239,9 @@ static void Discord_UpdateConnection(void)
static void SignalIOActivity()
{
IoThread.Notify();
if (IoThread != nullptr) {
IoThread->Notify();
}
}
static bool RegisterForEvent(const char* evtName)
@ -270,6 +275,11 @@ extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
int autoRegister,
const char* optionalSteamId)
{
IoThread = new (std::nothrow) IoThreadHolder();
if (IoThread == nullptr) {
return;
}
if (autoRegister) {
if (optionalSteamId && optionalSteamId[0]) {
Discord_RegisterSteamGame(applicationId, optionalSteamId);
@ -292,7 +302,6 @@ extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
}
Handlers = {};
}
if (Connection) {
@ -300,23 +309,42 @@ extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
}
Connection = RpcConnection::Create(applicationId);
Connection->onConnect = []() {
Connection->onConnect = [](JsonDocument& readyMessage) {
Discord_UpdateHandlers(&QueuedHandlers);
if (QueuedPresence.length > 0) {
UpdatePresence.exchange(true);
SignalIOActivity();
}
auto data = GetObjMember(&readyMessage, "data");
auto user = GetObjMember(data, "user");
auto userId = GetStrMember(user, "id");
auto username = GetStrMember(user, "username");
auto avatar = GetStrMember(user, "avatar");
if (userId && username) {
StringCopy(connectedUser.userId, userId);
StringCopy(connectedUser.username, username);
auto discriminator = GetStrMember(user, "discriminator");
if (discriminator) {
StringCopy(connectedUser.discriminator, discriminator);
}
if (avatar) {
StringCopy(connectedUser.avatar, avatar);
}
else {
connectedUser.avatar[0] = 0;
}
}
WasJustConnected.exchange(true);
ReconnectTimeMs.reset();
};
Connection->onDisconnect = [](int err, const char* message) {
LastDisconnectErrorCode = err;
StringCopy(LastDisconnectErrorMessage, message);
{
std::lock_guard<std::mutex> guard(HandlerMutex);
Handlers = {};
}
WasJustDisconnected.exchange(true);
UpdateReconnectTime();
};
IoThread.Start();
IoThread->Start();
}
extern "C" DISCORD_EXPORT void Discord_Shutdown(void)
@ -327,7 +355,14 @@ extern "C" DISCORD_EXPORT void Discord_Shutdown(void)
Connection->onConnect = nullptr;
Connection->onDisconnect = nullptr;
Handlers = {};
IoThread.Stop();
QueuedPresence.length = 0;
UpdatePresence.exchange(false);
if (IoThread != nullptr) {
IoThread->Stop();
delete IoThread;
IoThread = nullptr;
}
RpcConnection::Destroy(Connection);
}
@ -337,6 +372,7 @@ extern "C" DISCORD_EXPORT void Discord_UpdatePresence(const DiscordRichPresence*
std::lock_guard<std::mutex> guard(PresenceMutex);
QueuedPresence.length = JsonWriteRichPresenceObj(
QueuedPresence.buffer, sizeof(QueuedPresence.buffer), Nonce++, Pid, presence);
UpdatePresence.exchange(true);
}
SignalIOActivity();
}
@ -385,7 +421,11 @@ extern "C" DISCORD_EXPORT void Discord_RunCallbacks(void)
if (WasJustConnected.exchange(false)) {
std::lock_guard<std::mutex> guard(HandlerMutex);
if (Handlers.ready) {
Handlers.ready();
DiscordUser du{connectedUser.userId,
connectedUser.username,
connectedUser.discriminator,
connectedUser.avatar};
Handlers.ready(&du);
}
}
@ -420,8 +460,8 @@ extern "C" DISCORD_EXPORT void Discord_RunCallbacks(void)
{
std::lock_guard<std::mutex> guard(HandlerMutex);
if (Handlers.joinRequest) {
DiscordJoinRequest djr{req->userId, req->username, req->discriminator, req->avatar};
Handlers.joinRequest(&djr);
DiscordUser du{req->userId, req->username, req->discriminator, req->avatar};
Handlers.joinRequest(&du);
}
}
JoinAskQueue.CommitSend();
@ -439,7 +479,6 @@ extern "C" DISCORD_EXPORT void Discord_RunCallbacks(void)
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); \
@ -457,8 +496,7 @@ extern "C" DISCORD_EXPORT void Discord_UpdateHandlers(DiscordEventHandlers* newH
Handlers = *newHandlers;
}
else
{
else {
std::lock_guard<std::mutex> guard(HandlerMutex);
Handlers = {};
}

View File

@ -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};

View File

@ -26,13 +26,9 @@ void RpcConnection::Open()
return;
}
if (state == State::Disconnected) {
if (connection->Open()) {
}
else {
if (state == State::Disconnected && !connection->Open()) {
return;
}
}
if (state == State::SentHandshake) {
JsonDocument message;
@ -42,7 +38,7 @@ void RpcConnection::Open()
if (cmd && evt && !strcmp(cmd, "DISPATCH") && !strcmp(evt, "READY")) {
state = State::Connected;
if (onConnect) {
onConnect();
onConnect(message);
}
}
}

View File

@ -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};

View File

@ -102,8 +102,7 @@ size_t JsonWriteRichPresenceObj(char* dest,
WriteKey(writer, "pid");
writer.Int(pid);
if (presence != nullptr)
{
if (presence != nullptr) {
WriteObject activity(writer, "activity");
WriteOptionalString(writer, "state", presence->state);