early-access version 1795

This commit is contained in:
pineappleEA 2021-06-18 22:05:25 +02:00
parent b57607168a
commit 635de11af2
16 changed files with 144 additions and 78 deletions

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@ -1,7 +1,7 @@
yuzu emulator early access yuzu emulator early access
============= =============
This is the source code for early-access 1794. This is the source code for early-access 1795.
## Legal Notice ## Legal Notice

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@ -43,5 +43,5 @@ before_install:
script: script:
- mkdir build - mkdir build
- cd 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 - cmake --build . -- -j2

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@ -1,5 +1,11 @@
# Discord RPC # Discord RPC
## Deprecation Notice
This library has been deprecated in favor of Discord's GameSDK. [Learn more here](https://discordapp.com/developers/docs/game-sdk/sdk-starter-guide)
---
This is a library for interfacing your game with a locally running Discord desktop client. It's known to work on Windows, macOS, and Linux. You can use the lib directly if you like, or use it as a guide to writing your own if it doesn't suit your game as is. PRs/feedback welcome if you have an improvement everyone might want, or can describe how this doesn't meet your needs. This is a library for interfacing your game with a locally running Discord desktop client. It's known to work on Windows, macOS, and Linux. You can use the lib directly if you like, or use it as a guide to writing your own if it doesn't suit your game as is. PRs/feedback welcome if you have an improvement everyone might want, or can describe how this doesn't meet your needs.
Included here are some quick demos that implement the very minimal subset to show current status, and Included here are some quick demos that implement the very minimal subset to show current status, and
@ -15,6 +21,33 @@ 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. 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.
### Unreal Engine 4 Setup
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`
### Unity Setup ### 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: If you're a Unity developer looking to integrate Rich Presence into your game, follow this simple guide to get started towards success:
@ -29,14 +62,14 @@ We've got our `Plugins` folder ready, so let's get platform-specific!
4. Create `x86` and `x86_64` folders inside `Assets/Plugins/` 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/` 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/Plguins/x86/` 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 7. Click on both DLLs and make sure they are targetting the correct architectures in the Unity editor properties pane
8. Done! 8. Done!
#### MacOS #### MacOS
4. Copy `discord-rpc-osx/osx-dynamic/lib/libdiscord-rpc.dylib` to `Assets/Plugins/` 4. Copy `discord-rpc-osx/osx-dynamic/lib/libdiscord-rpc.dylib` to `Assets/Plugins/`
5. Rename `libdiscord-rpc.dylib` to `libdiscord-rpc.bundle` 5. Rename `libdiscord-rpc.dylib` to `discord-rpc.bundle`
6. Done! 6. Done!
#### Linux #### Linux
@ -101,33 +134,6 @@ 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. 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 ## 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: 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:
@ -141,7 +147,7 @@ Below is a table of unofficial, community-developed wrappers for and implementat
| Name | Language | | Name | Language |
| ------------------------------------------------------------------------- | --------------------------------- | | ------------------------------------------------------------------------- | --------------------------------- |
| [Discord RPC C#](https://github.com/Lachee/discord-rpc-csharp) | C# | | [Discord RPC C#](https://github.com/Lachee/discord-rpc-csharp) | C# |
| [DerelictDiscordRPC](https://github.com/voidblaster/DerelictDiscordRPC) | [D](https://dlang.org/) | | [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 | | [discord-rpc.jar](https://github.com/Vatuu/discord-rpc 'Discord-RPC.jar') | Java |
| [java-discord-rpc](https://github.com/MinnDevelopment/java-discord-rpc) | Java | | [java-discord-rpc](https://github.com/MinnDevelopment/java-discord-rpc) | Java |
| [Discord-IPC](https://github.com/jagrosh/DiscordIPC) | Java | | [Discord-IPC](https://github.com/jagrosh/DiscordIPC) | Java |

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@ -14,7 +14,6 @@ public class DiscordController : MonoBehaviour
public DiscordRpc.RichPresence presence = new DiscordRpc.RichPresence(); public DiscordRpc.RichPresence presence = new DiscordRpc.RichPresence();
public string applicationId; public string applicationId;
public string optionalSteamId; public string optionalSteamId;
public int callbackCalls;
public int clickCounter; public int clickCounter;
public DiscordRpc.DiscordUser joinRequest; public DiscordRpc.DiscordUser joinRequest;
public UnityEngine.Events.UnityEvent onConnect; public UnityEngine.Events.UnityEvent onConnect;
@ -32,6 +31,11 @@ public class DiscordController : MonoBehaviour
clickCounter++; clickCounter++;
presence.details = string.Format("Button clicked {0} times", clickCounter); presence.details = string.Format("Button clicked {0} times", clickCounter);
presence.joinSecret = "aSecret";
presence.partyId = "aPartyId";
presence.partySize = 1;
presence.partyMax = 3;
presence.partyPrivacy = DiscordRpc.PartyPrivacy.Public;
DiscordRpc.UpdatePresence(presence); DiscordRpc.UpdatePresence(presence);
} }
@ -52,41 +56,35 @@ public class DiscordController : MonoBehaviour
public void ReadyCallback(ref DiscordRpc.DiscordUser connectedUser) public void ReadyCallback(ref DiscordRpc.DiscordUser connectedUser)
{ {
++callbackCalls;
Debug.Log(string.Format("Discord: connected to {0}#{1}: {2}", connectedUser.username, connectedUser.discriminator, connectedUser.userId)); Debug.Log(string.Format("Discord: connected to {0}#{1}: {2}", connectedUser.username, connectedUser.discriminator, connectedUser.userId));
onConnect.Invoke(); onConnect.Invoke();
} }
public void DisconnectedCallback(int errorCode, string message) public void DisconnectedCallback(int errorCode, string message)
{ {
++callbackCalls;
Debug.Log(string.Format("Discord: disconnect {0}: {1}", errorCode, message)); Debug.Log(string.Format("Discord: disconnect {0}: {1}", errorCode, message));
onDisconnect.Invoke(); onDisconnect.Invoke();
} }
public void ErrorCallback(int errorCode, string message) public void ErrorCallback(int errorCode, string message)
{ {
++callbackCalls;
Debug.Log(string.Format("Discord: error {0}: {1}", errorCode, message)); Debug.Log(string.Format("Discord: error {0}: {1}", errorCode, message));
} }
public void JoinCallback(string secret) public void JoinCallback(string secret)
{ {
++callbackCalls;
Debug.Log(string.Format("Discord: join ({0})", secret)); Debug.Log(string.Format("Discord: join ({0})", secret));
onJoin.Invoke(secret); onJoin.Invoke(secret);
} }
public void SpectateCallback(string secret) public void SpectateCallback(string secret)
{ {
++callbackCalls;
Debug.Log(string.Format("Discord: spectate ({0})", secret)); Debug.Log(string.Format("Discord: spectate ({0})", secret));
onSpectate.Invoke(secret); onSpectate.Invoke(secret);
} }
public void RequestCallback(ref DiscordRpc.DiscordUser 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)); Debug.Log(string.Format("Discord: join request {0}#{1}: {2}", request.username, request.discriminator, request.userId));
joinRequest = request; joinRequest = request;
onJoinRequest.Invoke(request); onJoinRequest.Invoke(request);
@ -104,10 +102,8 @@ public class DiscordController : MonoBehaviour
void OnEnable() void OnEnable()
{ {
Debug.Log("Discord: init"); Debug.Log("Discord: init");
callbackCalls = 0;
handlers = new DiscordRpc.EventHandlers(); handlers = new DiscordRpc.EventHandlers();
handlers.readyCallback = ReadyCallback; handlers.readyCallback += ReadyCallback;
handlers.disconnectedCallback += DisconnectedCallback; handlers.disconnectedCallback += DisconnectedCallback;
handlers.errorCallback += ErrorCallback; handlers.errorCallback += ErrorCallback;
handlers.joinCallback += JoinCallback; handlers.joinCallback += JoinCallback;

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@ -2,35 +2,44 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Runtime.InteropServices; using System.Runtime.InteropServices;
using System.Text; using System.Text;
using AOT;
public class DiscordRpc public class DiscordRpc
{ {
[UnmanagedFunctionPointer(CallingConvention.Cdecl)] [MonoPInvokeCallback(typeof(OnReadyInfo))]
public delegate void ReadyCallback(ref DiscordUser connectedUser); public static void ReadyCallback(ref DiscordUser connectedUser) { Callbacks.readyCallback(ref connectedUser); }
public delegate void OnReadyInfo(ref DiscordUser connectedUser);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)] [MonoPInvokeCallback(typeof(OnDisconnectedInfo))]
public delegate void DisconnectedCallback(int errorCode, string message); public static void DisconnectedCallback(int errorCode, string message) { Callbacks.disconnectedCallback(errorCode, message); }
public delegate void OnDisconnectedInfo(int errorCode, string message);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)] [MonoPInvokeCallback(typeof(OnErrorInfo))]
public delegate void ErrorCallback(int errorCode, string message); public static void ErrorCallback(int errorCode, string message) { Callbacks.errorCallback(errorCode, message); }
public delegate void OnErrorInfo(int errorCode, string message);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)] [MonoPInvokeCallback(typeof(OnJoinInfo))]
public delegate void JoinCallback(string secret); public static void JoinCallback(string secret) { Callbacks.joinCallback(secret); }
public delegate void OnJoinInfo(string secret);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)] [MonoPInvokeCallback(typeof(OnSpectateInfo))]
public delegate void SpectateCallback(string secret); public static void SpectateCallback(string secret) { Callbacks.spectateCallback(secret); }
public delegate void OnSpectateInfo(string secret);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)] [MonoPInvokeCallback(typeof(OnRequestInfo))]
public delegate void RequestCallback(ref DiscordUser request); public static void RequestCallback(ref DiscordUser request) { Callbacks.requestCallback(ref request); }
public delegate void OnRequestInfo(ref DiscordUser request);
static EventHandlers Callbacks { get; set; }
public struct EventHandlers public struct EventHandlers
{ {
public ReadyCallback readyCallback; public OnReadyInfo readyCallback;
public DisconnectedCallback disconnectedCallback; public OnDisconnectedInfo disconnectedCallback;
public ErrorCallback errorCallback; public OnErrorInfo errorCallback;
public JoinCallback joinCallback; public OnJoinInfo joinCallback;
public SpectateCallback spectateCallback; public OnSpectateInfo spectateCallback;
public RequestCallback requestCallback; public OnRequestInfo requestCallback;
} }
[Serializable, StructLayout(LayoutKind.Sequential)] [Serializable, StructLayout(LayoutKind.Sequential)]
@ -47,6 +56,7 @@ public class DiscordRpc
public IntPtr partyId; /* max 128 bytes */ public IntPtr partyId; /* max 128 bytes */
public int partySize; public int partySize;
public int partyMax; public int partyMax;
public int partyPrivacy;
public IntPtr matchSecret; /* max 128 bytes */ public IntPtr matchSecret; /* max 128 bytes */
public IntPtr joinSecret; /* max 128 bytes */ public IntPtr joinSecret; /* max 128 bytes */
public IntPtr spectateSecret; /* max 128 bytes */ public IntPtr spectateSecret; /* max 128 bytes */
@ -69,8 +79,29 @@ public class DiscordRpc
Ignore = 2 Ignore = 2
} }
public enum PartyPrivacy
{
Private = 0,
Public = 1
}
public static void Initialize(string applicationId, ref EventHandlers handlers, bool autoRegister, string optionalSteamId)
{
Callbacks = handlers;
EventHandlers staticEventHandlers = new EventHandlers();
staticEventHandlers.readyCallback += DiscordRpc.ReadyCallback;
staticEventHandlers.disconnectedCallback += DiscordRpc.DisconnectedCallback;
staticEventHandlers.errorCallback += DiscordRpc.ErrorCallback;
staticEventHandlers.joinCallback += DiscordRpc.JoinCallback;
staticEventHandlers.spectateCallback += DiscordRpc.SpectateCallback;
staticEventHandlers.requestCallback += DiscordRpc.RequestCallback;
InitializeInternal(applicationId, ref staticEventHandlers, autoRegister, optionalSteamId);
}
[DllImport("discord-rpc", EntryPoint = "Discord_Initialize", CallingConvention = CallingConvention.Cdecl)] [DllImport("discord-rpc", EntryPoint = "Discord_Initialize", CallingConvention = CallingConvention.Cdecl)]
public static extern void Initialize(string applicationId, ref EventHandlers handlers, bool autoRegister, string optionalSteamId); static extern void InitializeInternal(string applicationId, ref EventHandlers handlers, bool autoRegister, string optionalSteamId);
[DllImport("discord-rpc", EntryPoint = "Discord_Shutdown", CallingConvention = CallingConvention.Cdecl)] [DllImport("discord-rpc", EntryPoint = "Discord_Shutdown", CallingConvention = CallingConvention.Cdecl)]
public static extern void Shutdown(); public static extern void Shutdown();
@ -113,6 +144,7 @@ public class DiscordRpc
public string partyId; /* max 128 bytes */ public string partyId; /* max 128 bytes */
public int partySize; public int partySize;
public int partyMax; public int partyMax;
public PartyPrivacy partyPrivacy;
public string matchSecret; /* max 128 bytes */ public string matchSecret; /* max 128 bytes */
public string joinSecret; /* max 128 bytes */ public string joinSecret; /* max 128 bytes */
public string spectateSecret; /* max 128 bytes */ public string spectateSecret; /* max 128 bytes */
@ -140,6 +172,7 @@ public class DiscordRpc
_presence.partyId = StrToPtr(partyId); _presence.partyId = StrToPtr(partyId);
_presence.partySize = partySize; _presence.partySize = partySize;
_presence.partyMax = partyMax; _presence.partyMax = partyMax;
_presence.partyPrivacy = (int)partyPrivacy;
_presence.matchSecret = StrToPtr(matchSecret); _presence.matchSecret = StrToPtr(matchSecret);
_presence.joinSecret = StrToPtr(joinSecret); _presence.joinSecret = StrToPtr(joinSecret);
_presence.spectateSecret = StrToPtr(spectateSecret); _presence.spectateSecret = StrToPtr(spectateSecret);
@ -160,7 +193,7 @@ public class DiscordRpc
var buffer = Marshal.AllocHGlobal(convbytecnt + 1); var buffer = Marshal.AllocHGlobal(convbytecnt + 1);
for (int i = 0; i < convbytecnt + 1; i++) for (int i = 0; i < convbytecnt + 1; i++)
{ {
Marshal.WriteByte(buffer, i , 0); Marshal.WriteByte(buffer, i, 0);
} }
_buffers.Add(buffer); _buffers.Add(buffer);
Marshal.Copy(Encoding.UTF8.GetBytes(input), 0, buffer, convbytecnt); Marshal.Copy(Encoding.UTF8.GetBytes(input), 0, buffer, convbytecnt);

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@ -47,6 +47,7 @@ static void updateDiscordPresence()
discordPresence.partyId = "party1234"; discordPresence.partyId = "party1234";
discordPresence.partySize = 1; discordPresence.partySize = 1;
discordPresence.partyMax = 6; discordPresence.partyMax = 6;
discordPresence.partyPrivacy = DISCORD_PARTY_PUBLIC;
discordPresence.matchSecret = "xyzzy"; discordPresence.matchSecret = "xyzzy";
discordPresence.joinSecret = "join"; discordPresence.joinSecret = "join";
discordPresence.spectateSecret = "look"; discordPresence.spectateSecret = "look";

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@ -153,6 +153,7 @@ void UDiscordRpc::UpdatePresence()
rp.endTimestamp = RichPresence.endTimestamp; rp.endTimestamp = RichPresence.endTimestamp;
rp.partySize = RichPresence.partySize; rp.partySize = RichPresence.partySize;
rp.partyMax = RichPresence.partyMax; rp.partyMax = RichPresence.partyMax;
rp.partyPrivacy = (int)RichPresence.partyPrivacy;
rp.instance = RichPresence.instance; rp.instance = RichPresence.instance;
Discord_UpdatePresence(&rp); Discord_UpdatePresence(&rp);

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@ -35,6 +35,16 @@ enum class EDiscordJoinResponseCodes : uint8
DISCORD_REPLY_IGNORE UMETA(DisplayName="Ignore") DISCORD_REPLY_IGNORE UMETA(DisplayName="Ignore")
}; };
/**
* Valid party privacy values
*/
UENUM(BlueprintType)
enum class EDiscordPartyPrivacy: uint8
{
DISCORD_PARTY_PRIVATE UMETA(DisplayName="Private"),
DISCORD_PARTY_PUBLIC UMETA(DisplayName="Public")
};
DECLARE_LOG_CATEGORY_EXTERN(Discord, Log, All); DECLARE_LOG_CATEGORY_EXTERN(Discord, Log, All);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordConnected, const FDiscordUserData&, joinRequest); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordConnected, const FDiscordUserData&, joinRequest);
@ -77,6 +87,8 @@ struct FDiscordRichPresence {
UPROPERTY(BlueprintReadWrite) UPROPERTY(BlueprintReadWrite)
int partyMax; int partyMax;
UPROPERTY(BlueprintReadWrite) UPROPERTY(BlueprintReadWrite)
EDiscordPartyPrivacy partyPrivacy;
UPROPERTY(BlueprintReadWrite)
FString matchSecret; FString matchSecret;
UPROPERTY(BlueprintReadWrite) UPROPERTY(BlueprintReadWrite)
FString joinSecret; FString joinSecret;

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@ -35,6 +35,7 @@ typedef struct DiscordRichPresence {
const char* partyId; /* max 128 bytes */ const char* partyId; /* max 128 bytes */
int partySize; int partySize;
int partyMax; int partyMax;
int partyPrivacy;
const char* matchSecret; /* max 128 bytes */ const char* matchSecret; /* max 128 bytes */
const char* joinSecret; /* max 128 bytes */ const char* joinSecret; /* max 128 bytes */
const char* spectateSecret; /* max 128 bytes */ const char* spectateSecret; /* max 128 bytes */
@ -60,6 +61,8 @@ typedef struct DiscordEventHandlers {
#define DISCORD_REPLY_NO 0 #define DISCORD_REPLY_NO 0
#define DISCORD_REPLY_YES 1 #define DISCORD_REPLY_YES 1
#define DISCORD_REPLY_IGNORE 2 #define DISCORD_REPLY_IGNORE 2
#define DISCORD_PARTY_PRIVATE 0
#define DISCORD_PARTY_PUBLIC 1
DISCORD_EXPORT void Discord_Initialize(const char* applicationId, DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
DiscordEventHandlers* handlers, DiscordEventHandlers* handlers,

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@ -72,6 +72,11 @@ if(UNIX)
add_library(discord-rpc ${BASE_RPC_SRC}) add_library(discord-rpc ${BASE_RPC_SRC})
target_link_libraries(discord-rpc PUBLIC pthread) target_link_libraries(discord-rpc PUBLIC pthread)
if (APPLE)
target_link_libraries(discord-rpc PRIVATE "-framework AppKit, -mmacosx-version-min=10.10")
endif (APPLE)
target_compile_options(discord-rpc PRIVATE target_compile_options(discord-rpc PRIVATE
-g -g
-Wall -Wall

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

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@ -41,7 +41,7 @@ extern "C" DISCORD_EXPORT void Discord_Register(const char* applicationId, const
command = exePath; command = exePath;
} }
const char* destopFileFormat = "[Desktop Entry]\n" const char* desktopFileFormat = "[Desktop Entry]\n"
"Name=Game %s\n" "Name=Game %s\n"
"Exec=%s %%u\n" // note: it really wants that %u in there "Exec=%s %%u\n" // note: it really wants that %u in there
"Type=Application\n" "Type=Application\n"
@ -50,7 +50,7 @@ extern "C" DISCORD_EXPORT void Discord_Register(const char* applicationId, const
"MimeType=x-scheme-handler/discord-%s;\n"; "MimeType=x-scheme-handler/discord-%s;\n";
char desktopFile[2048]; char desktopFile[2048];
int fileLen = snprintf( int fileLen = snprintf(
desktopFile, sizeof(desktopFile), destopFileFormat, applicationId, command, applicationId); desktopFile, sizeof(desktopFile), desktopFileFormat, applicationId, command, applicationId);
if (fileLen <= 0) { if (fileLen <= 0) {
return; return;
} }

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@ -7,7 +7,6 @@
#define NOIME #define NOIME
#include <windows.h> #include <windows.h>
#include <psapi.h> #include <psapi.h>
#include <cwchar>
#include <cstdio> #include <cstdio>
/** /**
@ -20,6 +19,7 @@
* The entire function is rewritten * The entire function is rewritten
*/ */
#ifdef __MINGW32__ #ifdef __MINGW32__
#include <wchar.h>
/// strsafe.h fixes /// strsafe.h fixes
static HRESULT StringCbPrintfW(LPWSTR pszDest, size_t cbDest, LPCWSTR pszFormat, ...) static HRESULT StringCbPrintfW(LPWSTR pszDest, size_t cbDest, LPCWSTR pszFormat, ...)
{ {
@ -34,6 +34,7 @@ static HRESULT StringCbPrintfW(LPWSTR pszDest, size_t cbDest, LPCWSTR pszFormat,
return ret; return ret;
} }
#else #else
#include <cwchar>
#include <strsafe.h> #include <strsafe.h>
#endif // __MINGW32__ #endif // __MINGW32__

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@ -54,6 +54,7 @@ static std::atomic_bool WasJustDisconnected{false};
static std::atomic_bool GotErrorMessage{false}; static std::atomic_bool GotErrorMessage{false};
static std::atomic_bool WasJoinGame{false}; static std::atomic_bool WasJoinGame{false};
static std::atomic_bool WasSpectateGame{false}; static std::atomic_bool WasSpectateGame{false};
static std::atomic_bool UpdatePresence{false};
static char JoinGameSecret[256]; static char JoinGameSecret[256];
static char SpectateGameSecret[256]; static char SpectateGameSecret[256];
static int LastErrorCode{0}; static int LastErrorCode{0};
@ -214,17 +215,17 @@ static void Discord_UpdateConnection(void)
} }
// writes // writes
if (QueuedPresence.length) { if (UpdatePresence.exchange(false) && QueuedPresence.length) {
QueuedMessage local; QueuedMessage local;
{ {
std::lock_guard<std::mutex> guard(PresenceMutex); std::lock_guard<std::mutex> guard(PresenceMutex);
local.Copy(QueuedPresence); local.Copy(QueuedPresence);
QueuedPresence.length = 0;
} }
if (!Connection->Write(local.buffer, local.length)) { if (!Connection->Write(local.buffer, local.length)) {
// if we fail to send, requeue // if we fail to send, requeue
std::lock_guard<std::mutex> guard(PresenceMutex); std::lock_guard<std::mutex> guard(PresenceMutex);
QueuedPresence.Copy(local); QueuedPresence.Copy(local);
UpdatePresence.exchange(true);
} }
} }
@ -310,6 +311,10 @@ extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
Connection = RpcConnection::Create(applicationId); Connection = RpcConnection::Create(applicationId);
Connection->onConnect = [](JsonDocument& readyMessage) { Connection->onConnect = [](JsonDocument& readyMessage) {
Discord_UpdateHandlers(&QueuedHandlers); Discord_UpdateHandlers(&QueuedHandlers);
if (QueuedPresence.length > 0) {
UpdatePresence.exchange(true);
SignalIOActivity();
}
auto data = GetObjMember(&readyMessage, "data"); auto data = GetObjMember(&readyMessage, "data");
auto user = GetObjMember(data, "user"); auto user = GetObjMember(data, "user");
auto userId = GetStrMember(user, "id"); auto userId = GetStrMember(user, "id");
@ -335,10 +340,6 @@ extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
Connection->onDisconnect = [](int err, const char* message) { Connection->onDisconnect = [](int err, const char* message) {
LastDisconnectErrorCode = err; LastDisconnectErrorCode = err;
StringCopy(LastDisconnectErrorMessage, message); StringCopy(LastDisconnectErrorMessage, message);
{
std::lock_guard<std::mutex> guard(HandlerMutex);
Handlers = {};
}
WasJustDisconnected.exchange(true); WasJustDisconnected.exchange(true);
UpdateReconnectTime(); UpdateReconnectTime();
}; };
@ -354,6 +355,8 @@ extern "C" DISCORD_EXPORT void Discord_Shutdown(void)
Connection->onConnect = nullptr; Connection->onConnect = nullptr;
Connection->onDisconnect = nullptr; Connection->onDisconnect = nullptr;
Handlers = {}; Handlers = {};
QueuedPresence.length = 0;
UpdatePresence.exchange(false);
if (IoThread != nullptr) { if (IoThread != nullptr) {
IoThread->Stop(); IoThread->Stop();
delete IoThread; delete IoThread;
@ -369,6 +372,7 @@ extern "C" DISCORD_EXPORT void Discord_UpdatePresence(const DiscordRichPresence*
std::lock_guard<std::mutex> guard(PresenceMutex); std::lock_guard<std::mutex> guard(PresenceMutex);
QueuedPresence.length = JsonWriteRichPresenceObj( QueuedPresence.length = JsonWriteRichPresenceObj(
QueuedPresence.buffer, sizeof(QueuedPresence.buffer), Nonce++, Pid, presence); QueuedPresence.buffer, sizeof(QueuedPresence.buffer), Nonce++, Pid, presence);
UpdatePresence.exchange(true);
} }
SignalIOActivity(); SignalIOActivity();
} }

View file

@ -26,13 +26,9 @@ void RpcConnection::Open()
return; return;
} }
if (state == State::Disconnected) { if (state == State::Disconnected && !connection->Open()) {
if (connection->Open()) {
}
else {
return; return;
} }
}
if (state == State::SentHandshake) { if (state == State::SentHandshake) {
JsonDocument message; JsonDocument message;

View file

@ -134,7 +134,7 @@ size_t JsonWriteRichPresenceObj(char* dest,
} }
if ((presence->partyId && presence->partyId[0]) || presence->partySize || if ((presence->partyId && presence->partyId[0]) || presence->partySize ||
presence->partyMax) { presence->partyMax || presence->partyPrivacy) {
WriteObject party(writer, "party"); WriteObject party(writer, "party");
WriteOptionalString(writer, "id", presence->partyId); WriteOptionalString(writer, "id", presence->partyId);
if (presence->partySize && presence->partyMax) { if (presence->partySize && presence->partyMax) {
@ -142,6 +142,11 @@ size_t JsonWriteRichPresenceObj(char* dest,
writer.Int(presence->partySize); writer.Int(presence->partySize);
writer.Int(presence->partyMax); writer.Int(presence->partyMax);
} }
if (presence->partyPrivacy) {
WriteKey(writer, "privacy");
writer.Int(presence->partyPrivacy);
}
} }
if ((presence->matchSecret && presence->matchSecret[0]) || if ((presence->matchSecret && presence->matchSecret[0]) ||