Merge pull request #7249 from yourWaifu/discord-rpc-join

Add Discord Join Net Play functionally
This commit is contained in:
Pierre Bourdon
2018-08-19 13:43:33 +02:00
committed by GitHub
17 changed files with 574 additions and 6 deletions

View File

@ -3,6 +3,11 @@
// Refer to the license.txt file included.
#include "UICommon/DiscordPresence.h"
#include "Common/Hash.h"
#include "Common/StringUtil.h"
#include "Core/Config/NetplaySettings.h"
#include "Core/Config/UISettings.h"
#include "Core/ConfigManager.h"
@ -15,6 +20,72 @@
namespace Discord
{
#ifdef USE_DISCORD_PRESENCE
static Handler* event_handler = nullptr;
static const char* username = "";
static void HandleDiscordReady(const DiscordUser* user)
{
username = user->username;
}
static void HandleDiscordJoinRequest(const DiscordUser* user)
{
if (event_handler == nullptr)
return;
const std::string discord_tag = StringFromFormat("%s#%s", user->username, user->discriminator);
event_handler->DiscordJoinRequest(user->userId, discord_tag, user->avatar);
}
static void HandleDiscordJoin(const char* join_secret)
{
if (event_handler == nullptr)
return;
if (Config::Get(Config::NETPLAY_NICKNAME) == Config::NETPLAY_NICKNAME.default_value)
Config::SetCurrent(Config::NETPLAY_NICKNAME, username);
std::string secret(join_secret);
std::string type = secret.substr(0, secret.find('\n'));
size_t offset = type.length() + 1;
switch (static_cast<SecretType>(std::stol(type)))
{
default:
case SecretType::Empty:
return;
case SecretType::IPAddress:
{
// SetBaseOrCurrent will save the ip address, which isn't what's wanted in this situation
Config::SetCurrent(Config::NETPLAY_TRAVERSAL_CHOICE, "direct");
std::string host = secret.substr(offset, secret.find_last_of(':') - offset);
Config::SetCurrent(Config::NETPLAY_ADDRESS, host);
offset += host.length();
if (secret[offset] == ':')
Config::SetCurrent(Config::NETPLAY_CONNECT_PORT, std::stoul(secret.substr(offset + 1)));
}
break;
case SecretType::RoomID:
{
Config::SetCurrent(Config::NETPLAY_TRAVERSAL_CHOICE, "traversal");
Config::SetCurrent(Config::NETPLAY_HOST_CODE, secret.substr(offset));
}
break;
}
event_handler->DiscordJoin();
}
#endif
Discord::Handler::~Handler() = default;
void Init()
{
#ifdef USE_DISCORD_PRESENCE
@ -22,29 +93,102 @@ void Init()
return;
DiscordEventHandlers handlers = {};
handlers.ready = HandleDiscordReady;
handlers.joinRequest = HandleDiscordJoinRequest;
handlers.joinGame = HandleDiscordJoin;
// The number is the client ID for Dolphin, it's used for images and the appication name
Discord_Initialize("455712169795780630", &handlers, 1, nullptr);
UpdateDiscordPresence();
#endif
}
void UpdateDiscordPresence()
void CallPendingCallbacks()
{
#ifdef USE_DISCORD_PRESENCE
if (!Config::Get(Config::MAIN_USE_DISCORD_PRESENCE))
return;
const std::string& title = SConfig::GetInstance().GetTitleDescription();
Discord_RunCallbacks();
#endif
}
void InitNetPlayFunctionality(Handler& handler)
{
#ifdef USE_DISCORD_PRESENCE
event_handler = &handler;
#endif
}
void UpdateDiscordPresence(int party_size, SecretType type, const std::string& secret,
const std::string& current_game)
{
#ifdef USE_DISCORD_PRESENCE
if (!Config::Get(Config::MAIN_USE_DISCORD_PRESENCE))
return;
const std::string& title =
current_game.empty() ? SConfig::GetInstance().GetTitleDescription() : current_game;
DiscordRichPresence discord_presence = {};
discord_presence.largeImageKey = "dolphin_logo";
discord_presence.largeImageText = "Dolphin is an emulator for the GameCube and the Wii.";
discord_presence.details = title.empty() ? "Not in-game" : title.c_str();
discord_presence.startTimestamp = std::time(nullptr);
if (party_size > 0)
{
if (party_size < 4)
{
discord_presence.state = "In a party";
discord_presence.partySize = party_size;
discord_presence.partyMax = 4;
}
else
{
// others can still join to spectate
discord_presence.state = "In a full party";
discord_presence.partySize = party_size;
// Note: joining still works without partyMax
}
}
std::string party_id;
std::string secret_final;
if (type != SecretType::Empty)
{
// Declearing party_id or secret_final here will deallocate the variable before passing the
// values over to Discord_UpdatePresence.
const size_t secret_length = secret.length();
party_id = std::to_string(
Common::HashAdler32(reinterpret_cast<const u8*>(secret.c_str()), secret_length));
const std::string secret_type = std::to_string(static_cast<int>(type));
secret_final.reserve(secret_type.length() + 1 + secret_length);
secret_final += secret_type;
secret_final += '\n';
secret_final += secret;
}
discord_presence.partyId = party_id.c_str();
discord_presence.joinSecret = secret_final.c_str();
Discord_UpdatePresence(&discord_presence);
#endif
}
std::string CreateSecretFromIPAddress(const std::string& ip_address, int port)
{
const std::string port_string = std::to_string(port);
std::string secret;
secret.reserve(ip_address.length() + 1 + port_string.length());
secret += ip_address;
secret += ':';
secret += port_string;
return secret;
}
void Shutdown()
{
#ifdef USE_DISCORD_PRESENCE

View File

@ -4,10 +4,33 @@
#pragma once
#include <functional>
#include <string>
namespace Discord
{
class Handler
{
public:
virtual ~Handler();
virtual void DiscordJoin() = 0;
virtual void DiscordJoinRequest(const char* id, const std::string& discord_tag,
const char* avatar) = 0;
};
enum class SecretType
{
Empty,
IPAddress,
RoomID,
};
void Init();
void UpdateDiscordPresence();
void InitNetPlayFunctionality(Handler& handler);
void CallPendingCallbacks();
void UpdateDiscordPresence(int party_size = 0, SecretType type = SecretType::Empty,
const std::string& secret = {}, const std::string& current_game = {});
std::string CreateSecretFromIPAddress(const std::string& ip_address, int port);
void Shutdown();
void SetDiscordPresenceEnabled(bool enabled);
} // namespace Discord