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v3.4.0
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54
README.md
54
README.md
@ -15,6 +15,33 @@ Zeroith, you should be set up to build things because you are a game developer,
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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.
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### Unreal Engine 4 Setup
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To use the Rich Presense plugin with Unreal Engine Projects:
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1. Download the latest [release](https://github.com/discordapp/discord-rpc/releases) for each operating system you are targeting and the zipped source code
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2. In the source code zip, copy the UE plugin—`examples/unrealstatus/Plugins/discordrpc`—to your project's plugin directory
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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
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4. Follow the steps below for each OS
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5. Build your UE4 project
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6. Launch the editor, and enable the Discord plugin.
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#### Windows
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- At `[YOUR_UE_PROJECT]/Plugins/discordrpc/source/ThirdParty/DiscordRpcLibrary/`, create a `Win64` folder
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- Copy `lib/discord-rpc.lib` and `bin/discord-rpc.dll` from `[RELEASE_ZIP]/win64-dynamic` to the `Win64` folder
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#### Mac
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- At `[YOUR_UE_PROJECT]/Plugins/discordrpc/source/ThirdParty/DiscordRpcLibrary/`, create a `Mac` folder
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- Copy `libdiscord-rpc.dylib` from `[RELEASE_ZIP]/osx-dynamic/lib` to the `Mac` folder
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#### Linux
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- At `[YOUR_UE_PROJECT]/Plugins/discordrpc/source/ThirdParty/DiscordRpcLibrary/`, create a `Linux` folder
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- Inside, create another folder `x86_64-unknown-linux-gnu`
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- Copy `libdiscord-rpc.so` from `[RELEASE_ZIP]/linux-dynamic/lib` to `Linux/x86_64-unknown-linux-gnu`
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### Unity Setup
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If you're a Unity developer looking to integrate Rich Presence into your game, follow this simple guide to get started towards success:
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@ -101,33 +128,6 @@ This is a sample [Unity](https://unity3d.com/) project that wraps a DLL version
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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.
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### Using the Unreal Engine plugin with your own project
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To use the Rich Presense plugin with Unreal Engine Projects:
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1. Download the latest [release](https://github.com/discordapp/discord-rpc/releases) for each operating system you are targeting and the zipped source code
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2. In the source code zip, copy the UE plugin—`examples/unrealstatus/Plugins/discordrpc`—to your project's plugin directory
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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
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4. Follow the steps below for each OS
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5. Build your UE4 project
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6. Launch the editor, and enable the Discord plugin.
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#### Windows
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- At `[YOUR_UE_PROJECT]/Plugins/discordrpc/source/ThirdParty/DiscordRpcLibrary/`, create a `Win64` folder
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- Copy `lib/discord-rpc.lib` and `bin/discord-rpc.dll` from `[RELEASE_ZIP]/win64-dynamic` to the `Win64` folder
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#### Mac
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- At `[YOUR_UE_PROJECT]/Plugins/discordrpc/source/ThirdParty/DiscordRpcLibrary/`, create a `Mac` folder
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- Copy `libdiscord-rpc.dylib` from `[RELEASE_ZIP]/osx-dynamic/lib` to the `Mac` folder
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#### Linux
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- At `[YOUR_UE_PROJECT]/Plugins/discordrpc/source/ThirdParty/DiscordRpcLibrary/`, create a `Linux` folder
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- Inside, create another folder `x86_64-unknown-linux-gnu`
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- Copy `libdiscord-rpc.so` from `[RELEASE_ZIP]/linux-dynamic/lib` to `Linux/x86_64-unknown-linux-gnu`
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## Wrappers and Implementations
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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:
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@ -7,29 +7,31 @@ using AOT;
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public class DiscordRpc
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{
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[MonoPInvokeCallback(typeof(OnReadyInfo))]
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public static void ReadyCallback(ref DiscordUser connectedUser) { }
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public static void ReadyCallback(ref DiscordUser connectedUser) { Callbacks.readyCallback(ref connectedUser); }
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public delegate void OnReadyInfo(ref DiscordUser connectedUser);
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[MonoPInvokeCallback(typeof(OnDisconnectedInfo))]
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public static void DisconnectedCallback(int errorCode, string message) { }
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public static void DisconnectedCallback(int errorCode, string message) { Callbacks.disconnectedCallback(errorCode, message); }
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public delegate void OnDisconnectedInfo(int errorCode, string message);
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[MonoPInvokeCallback(typeof(OnErrorInfo))]
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public static void ErrorCallback(int errorCode, string message) { }
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public static void ErrorCallback(int errorCode, string message) { Callbacks.errorCallback(errorCode, message); }
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public delegate void OnErrorInfo(int errorCode, string message);
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[MonoPInvokeCallback(typeof(OnJoinInfo))]
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public static void JoinCallback(string secret) { }
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public static void JoinCallback(string secret) { Callbacks.joinCallback(secret); }
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public delegate void OnJoinInfo(string secret);
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[MonoPInvokeCallback(typeof(OnSpectateInfo))]
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public static void SpectateCallback(string secret) { }
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public static void SpectateCallback(string secret) { Callbacks.spectateCallback(secret); }
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public delegate void OnSpectateInfo(string secret);
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[MonoPInvokeCallback(typeof(OnRequestInfo))]
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public static void RequestCallback(ref DiscordUser request) { }
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public static void RequestCallback(ref DiscordUser request) { Callbacks.requestCallback(ref request); }
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public delegate void OnRequestInfo(ref DiscordUser request);
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static EventHandlers Callbacks { get; set; }
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public struct EventHandlers
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{
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public OnReadyInfo readyCallback;
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@ -76,8 +78,23 @@ public class DiscordRpc
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Ignore = 2
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}
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public static void Initialize(string applicationId, ref EventHandlers handlers, bool autoRegister, string optionalSteamId, int pipe = 0)
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{
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Callbacks = handlers;
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EventHandlers staticEventHandlers = new EventHandlers();
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staticEventHandlers.readyCallback += DiscordRpc.ReadyCallback;
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staticEventHandlers.disconnectedCallback += DiscordRpc.DisconnectedCallback;
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staticEventHandlers.errorCallback += DiscordRpc.ErrorCallback;
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staticEventHandlers.joinCallback += DiscordRpc.JoinCallback;
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staticEventHandlers.spectateCallback += DiscordRpc.SpectateCallback;
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staticEventHandlers.requestCallback += DiscordRpc.RequestCallback;
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InitializeInternal(applicationId, ref staticEventHandlers, autoRegister, optionalSteamId, pipe);
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}
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[DllImport("discord-rpc", EntryPoint = "Discord_Initialize", CallingConvention = CallingConvention.Cdecl)]
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public static extern void Initialize(string applicationId, ref EventHandlers handlers, bool autoRegister, string optionalSteamId);
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static extern void InitializeInternal(string applicationId, ref EventHandlers handlers, bool autoRegister, string optionalSteamId, int pipe);
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[DllImport("discord-rpc", EntryPoint = "Discord_Shutdown", CallingConvention = CallingConvention.Cdecl)]
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public static extern void Shutdown();
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@ -129,7 +129,7 @@ static void discordInit()
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handlers.joinGame = handleDiscordJoin;
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handlers.spectateGame = handleDiscordSpectate;
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handlers.joinRequest = handleDiscordJoinRequest;
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Discord_Initialize(APPLICATION_ID, &handlers, 1, NULL);
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Discord_Initialize(APPLICATION_ID, &handlers, 1, NULL, 0);
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}
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static void gameLoop()
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@ -82,7 +82,8 @@ static void JoinRequestHandler(const DiscordUser* request)
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void UDiscordRpc::Initialize(const FString& applicationId,
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bool autoRegister,
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const FString& optionalSteamId)
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const FString& optionalSteamId,
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int pipe)
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{
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self = this;
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IsConnected = false;
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@ -102,7 +103,7 @@ void UDiscordRpc::Initialize(const FString& applicationId,
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auto appId = StringCast<ANSICHAR>(*applicationId);
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auto steamId = StringCast<ANSICHAR>(*optionalSteamId);
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Discord_Initialize(
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(const char*)appId.Get(), &handlers, autoRegister, (const char*)steamId.Get());
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(const char*)appId.Get(), &handlers, autoRegister, (const char*)steamId.Get(), pipe);
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}
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void UDiscordRpc::Shutdown()
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@ -99,7 +99,8 @@ public:
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Category = "Discord")
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void Initialize(const FString& applicationId,
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bool autoRegister,
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const FString& optionalSteamId);
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const FString& optionalSteamId,
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int optionalPipeNumber);
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UFUNCTION(BlueprintCallable,
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meta = (DisplayName = "Shut down connection", Keywords = "Discord rpc"),
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@ -64,7 +64,8 @@ typedef struct DiscordEventHandlers {
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DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
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DiscordEventHandlers* handlers,
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int autoRegister,
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const char* optionalSteamId);
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const char* optionalSteamId,
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int optionalPipeNumber);
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DISCORD_EXPORT void Discord_Shutdown(void);
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/* checks for incoming messages, dispatches callbacks */
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@ -72,6 +72,11 @@ if(UNIX)
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add_library(discord-rpc ${BASE_RPC_SRC})
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target_link_libraries(discord-rpc PUBLIC pthread)
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if (APPLE)
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target_link_libraries(discord-rpc PRIVATE "-framework AppKit, -mmacosx-version-min=10.10")
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endif (APPLE)
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target_compile_options(discord-rpc PRIVATE
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-g
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-Wall
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@ -12,7 +12,7 @@ struct BaseConnection {
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static BaseConnection* Create();
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static void Destroy(BaseConnection*&);
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bool isOpen{false};
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bool Open();
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bool Open(int pipe);
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bool Close();
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bool Write(const void* data, size_t length);
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bool Read(void* data, size_t length);
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@ -49,7 +49,7 @@ static const char* GetTempPath()
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c = nullptr;
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}
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bool BaseConnection::Open()
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bool BaseConnection::Open(int pipe)
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{
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const char* tempPath = GetTempPath();
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auto self = reinterpret_cast<BaseConnectionUnix*>(this);
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@ -62,8 +62,7 @@ bool BaseConnection::Open()
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int optval = 1;
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setsockopt(self->sock, SOL_SOCKET, SO_NOSIGPIPE, &optval, sizeof(optval));
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#endif
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for (int pipeNum = 0; pipeNum < 10; ++pipeNum) {
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for (int pipeNum = pipe; pipeNum < 10; ++pipeNum) {
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snprintf(
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PipeAddr.sun_path, sizeof(PipeAddr.sun_path), "%s/discord-ipc-%d", tempPath, pipeNum);
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int err = connect(self->sock, (const sockaddr*)&PipeAddr, sizeof(PipeAddr));
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@ -6,6 +6,7 @@
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#define NOIME
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#include <assert.h>
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#include <windows.h>
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#include <sstream>
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int GetProcessId()
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{
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@ -30,11 +31,11 @@ static BaseConnectionWin Connection;
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c = nullptr;
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}
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bool BaseConnection::Open()
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bool BaseConnection::Open(int pipe)
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{
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wchar_t pipeName[]{L"\\\\?\\pipe\\discord-ipc-0"};
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const size_t pipeDigit = sizeof(pipeName) / sizeof(wchar_t) - 2;
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pipeName[pipeDigit] = L'0';
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pipeName[pipeDigit] += pipe;
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auto self = reinterpret_cast<BaseConnectionWin*>(this);
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for (;;) {
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self->pipe = ::CreateFileW(
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@ -273,7 +273,8 @@ static bool DeregisterForEvent(const char* evtName)
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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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const char* optionalSteamId)
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const char* optionalSteamId,
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int pipe)
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{
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IoThread = new (std::nothrow) IoThreadHolder();
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if (IoThread == nullptr) {
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@ -308,7 +309,7 @@ extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
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return;
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}
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Connection = RpcConnection::Create(applicationId);
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Connection = RpcConnection::Create(applicationId, pipe);
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Connection->onConnect = [](JsonDocument& readyMessage) {
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Discord_UpdateHandlers(&QueuedHandlers);
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if (QueuedPresence.length > 0) {
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@ -6,10 +6,11 @@
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static const int RpcVersion = 1;
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static RpcConnection Instance;
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/*static*/ RpcConnection* RpcConnection::Create(const char* applicationId)
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/*static*/ RpcConnection* RpcConnection::Create(const char* applicationId, int pipe)
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{
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Instance.connection = BaseConnection::Create();
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StringCopy(Instance.appId, applicationId);
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Instance.pipe = pipe;
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return &Instance;
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}
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@ -26,7 +27,7 @@ void RpcConnection::Open()
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return;
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}
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if (state == State::Disconnected && !connection->Open()) {
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if (state == State::Disconnected && !connection->Open(Instance.pipe)) {
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return;
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}
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@ -43,11 +43,12 @@ struct RpcConnection {
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void (*onConnect)(JsonDocument& message){nullptr};
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void (*onDisconnect)(int errorCode, const char* message){nullptr};
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char appId[64]{};
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int pipe;
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int lastErrorCode{0};
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char lastErrorMessage[256]{};
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RpcConnection::MessageFrame sendFrame;
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static RpcConnection* Create(const char* applicationId);
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static RpcConnection* Create(const char* applicationId, int pipe);
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static void Destroy(RpcConnection*&);
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inline bool IsOpen() const { return state == State::Connected; }
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Reference in New Issue
Block a user