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If Rich Presence and Discord Presence are enabled in Achievement Settings, the string generated by rcheevos as the player's current Rich Presence will be sent to the Status field in the Discord Presence object. This will be updated whenever Rich Presence updates.
334 lines
9.5 KiB
C++
334 lines
9.5 KiB
C++
// Copyright 2018 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "UICommon/DiscordPresence.h"
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#include "Core/Config/NetplaySettings.h"
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#include "Core/Config/UISettings.h"
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#include "Core/ConfigManager.h"
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#ifdef USE_DISCORD_PRESENCE
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#include <algorithm>
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#include <ctime>
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#include <set>
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#include <string>
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#include <discord_rpc.h>
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#include <fmt/format.h>
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#include "Common/Hash.h"
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#include "Common/HttpRequest.h"
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#include "Common/StringUtil.h"
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#include "Core/AchievementManager.h"
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#include "Core/Config/AchievementSettings.h"
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#include "Core/System.h"
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#endif
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namespace Discord
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{
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#ifdef USE_DISCORD_PRESENCE
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static bool s_using_custom_client = false;
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namespace
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{
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Handler* event_handler = nullptr;
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const char* username = "";
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static int64_t s_start_timestamp = std::chrono::duration_cast<std::chrono::seconds>(
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std::chrono::system_clock::now().time_since_epoch())
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.count();
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void HandleDiscordReady(const DiscordUser* user)
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{
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username = user->username;
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}
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void HandleDiscordJoinRequest(const DiscordUser* user)
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{
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if (event_handler == nullptr)
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return;
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const std::string discord_tag = fmt::format("{}#{}", user->username, user->discriminator);
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event_handler->DiscordJoinRequest(user->userId, discord_tag, user->avatar);
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}
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void HandleDiscordJoin(const char* join_secret)
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{
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if (event_handler == nullptr)
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return;
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if (Config::Get(Config::NETPLAY_NICKNAME) == Config::NETPLAY_NICKNAME.GetDefaultValue())
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Config::SetCurrent(Config::NETPLAY_NICKNAME, username);
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std::string secret(join_secret);
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std::string type = secret.substr(0, secret.find('\n'));
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size_t offset = type.length() + 1;
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switch (static_cast<SecretType>(std::stol(type)))
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{
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default:
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case SecretType::Empty:
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return;
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case SecretType::IPAddress:
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{
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// SetBaseOrCurrent will save the ip address, which isn't what's wanted in this situation
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Config::SetCurrent(Config::NETPLAY_TRAVERSAL_CHOICE, "direct");
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std::string host = secret.substr(offset, secret.find_last_of(':') - offset);
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Config::SetCurrent(Config::NETPLAY_ADDRESS, host);
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offset += host.length();
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if (secret[offset] == ':')
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Config::SetCurrent(Config::NETPLAY_CONNECT_PORT, std::stoul(secret.substr(offset + 1)));
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}
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break;
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case SecretType::RoomID:
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{
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Config::SetCurrent(Config::NETPLAY_TRAVERSAL_CHOICE, "traversal");
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Config::SetCurrent(Config::NETPLAY_HOST_CODE, secret.substr(offset));
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}
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break;
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}
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event_handler->DiscordJoin();
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}
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std::string ArtworkForGameId()
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{
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const DiscIO::Region region = SConfig::GetInstance().m_region;
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const bool is_wii = Core::System::GetInstance().IsWii();
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const std::string region_code = SConfig::GetInstance().GetGameTDBImageRegionCode(is_wii, region);
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static constexpr char cover_url[] = "https://discord.dolphin-emu.org/cover-art/{}/{}.png";
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return fmt::format(cover_url, region_code, SConfig::GetInstance().GetGameTDBID());
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}
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} // namespace
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#endif
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Discord::Handler::~Handler() = default;
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void Init()
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{
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#ifdef USE_DISCORD_PRESENCE
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if (!Config::Get(Config::MAIN_USE_DISCORD_PRESENCE))
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return;
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DiscordEventHandlers handlers = {};
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handlers.ready = HandleDiscordReady;
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handlers.joinRequest = HandleDiscordJoinRequest;
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handlers.joinGame = HandleDiscordJoin;
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Discord_Initialize(DEFAULT_CLIENT_ID.c_str(), &handlers, 1, nullptr);
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UpdateDiscordPresence();
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#endif
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}
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void UpdateClientID(const std::string& new_client)
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{
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#ifdef USE_DISCORD_PRESENCE
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if (!Config::Get(Config::MAIN_USE_DISCORD_PRESENCE))
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return;
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s_using_custom_client = new_client.empty() || new_client.compare(DEFAULT_CLIENT_ID) != 0;
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Shutdown();
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if (s_using_custom_client)
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Discord_Initialize(new_client.c_str(), nullptr, 0, nullptr);
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else // if initialising dolphin's client ID, make sure to restore event handlers
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Init();
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#endif
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}
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void CallPendingCallbacks()
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{
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#ifdef USE_DISCORD_PRESENCE
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if (!Config::Get(Config::MAIN_USE_DISCORD_PRESENCE))
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return;
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Discord_RunCallbacks();
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#endif
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}
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void InitNetPlayFunctionality(Handler& handler)
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{
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#ifdef USE_DISCORD_PRESENCE
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event_handler = &handler;
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#endif
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}
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bool UpdateDiscordPresenceRaw(const std::string& details, const std::string& state,
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const std::string& large_image_key,
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const std::string& large_image_text,
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const std::string& small_image_key,
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const std::string& small_image_text, const int64_t start_timestamp,
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const int64_t end_timestamp, const int party_size,
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const int party_max)
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{
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#ifdef USE_DISCORD_PRESENCE
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if (!Config::Get(Config::MAIN_USE_DISCORD_PRESENCE))
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return false;
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// only /dev/dolphin sets this, don't let homebrew change official client ID raw presence
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if (!s_using_custom_client)
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return false;
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DiscordRichPresence discord_presence = {};
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discord_presence.details = details.c_str();
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discord_presence.state = state.c_str();
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discord_presence.largeImageKey = large_image_key.c_str();
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discord_presence.largeImageText = large_image_text.c_str();
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discord_presence.smallImageKey = small_image_key.c_str();
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discord_presence.smallImageText = small_image_text.c_str();
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discord_presence.startTimestamp = start_timestamp;
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discord_presence.endTimestamp = end_timestamp;
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discord_presence.partySize = party_size;
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discord_presence.partyMax = party_max;
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Discord_UpdatePresence(&discord_presence);
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return true;
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#else
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return false;
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#endif
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}
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void UpdateDiscordPresence(int party_size, SecretType type, const std::string& secret,
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const std::string& current_game, bool reset_timer)
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{
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#ifdef USE_DISCORD_PRESENCE
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if (!Config::Get(Config::MAIN_USE_DISCORD_PRESENCE))
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return;
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// reset the client ID if running homebrew has changed it
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if (s_using_custom_client)
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UpdateClientID(DEFAULT_CLIENT_ID);
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const std::string& title =
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current_game.empty() ? SConfig::GetInstance().GetTitleDescription() : current_game;
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std::string game_artwork =
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SConfig::GetInstance().GetGameTDBID().empty() ? "" : ArtworkForGameId();
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DiscordRichPresence discord_presence = {};
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if (game_artwork.empty())
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{
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discord_presence.largeImageKey = "dolphin_logo";
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discord_presence.largeImageText = "Dolphin is an emulator for the GameCube and the Wii.";
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}
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else
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{
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discord_presence.largeImageKey = game_artwork.c_str();
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discord_presence.largeImageText = title.c_str();
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discord_presence.smallImageKey = "dolphin_logo";
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discord_presence.smallImageText = "Dolphin is an emulator for the GameCube and the Wii.";
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}
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discord_presence.details = title.empty() ? "Not in-game" : title.c_str();
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if (reset_timer)
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{
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s_start_timestamp = std::chrono::duration_cast<std::chrono::seconds>(
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std::chrono::system_clock::now().time_since_epoch())
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.count();
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}
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discord_presence.startTimestamp = s_start_timestamp;
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#ifdef USE_RETRO_ACHIEVEMENTS
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std::string state_string;
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#endif // USE_RETRO_ACHIEVEMENTS
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if (party_size > 0)
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{
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if (party_size < 4)
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{
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discord_presence.state = "In a party";
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discord_presence.partySize = party_size;
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discord_presence.partyMax = 4;
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}
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else
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{
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// others can still join to spectate
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discord_presence.state = "In a full party";
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discord_presence.partySize = party_size;
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// Note: joining still works without partyMax
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}
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}
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#ifdef USE_RETRO_ACHIEVEMENTS
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else if (Config::Get(Config::RA_ENABLED) && Config::Get(Config::RA_DISCORD_PRESENCE_ENABLED))
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{
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state_string = AchievementManager::GetInstance().GetRichPresence().data();
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if (state_string.length() >= 128)
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{
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// 124 characters + 3 dots + null terminator - thanks to Stenzek for format
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state_string.resize(124);
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state_string += "...";
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}
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discord_presence.state = state_string.c_str();
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}
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#endif // USE_RETRO_ACHIEVEMENTS
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std::string party_id;
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std::string secret_final;
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if (type != SecretType::Empty)
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{
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// Declearing party_id or secret_final here will deallocate the variable before passing the
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// values over to Discord_UpdatePresence.
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const size_t secret_length = secret.length();
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party_id = std::to_string(
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Common::HashAdler32(reinterpret_cast<const u8*>(secret.c_str()), secret_length));
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const std::string secret_type = std::to_string(static_cast<int>(type));
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secret_final.reserve(secret_type.length() + 1 + secret_length);
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secret_final += secret_type;
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secret_final += '\n';
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secret_final += secret;
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}
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discord_presence.partyId = party_id.c_str();
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discord_presence.joinSecret = secret_final.c_str();
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Discord_UpdatePresence(&discord_presence);
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#endif
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}
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std::string CreateSecretFromIPAddress(const std::string& ip_address, int port)
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{
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const std::string port_string = std::to_string(port);
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std::string secret;
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secret.reserve(ip_address.length() + 1 + port_string.length());
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secret += ip_address;
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secret += ':';
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secret += port_string;
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return secret;
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}
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void Shutdown()
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{
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#ifdef USE_DISCORD_PRESENCE
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if (!Config::Get(Config::MAIN_USE_DISCORD_PRESENCE))
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return;
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Discord_ClearPresence();
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Discord_Shutdown();
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#endif
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}
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void SetDiscordPresenceEnabled(bool enabled)
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{
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if (Config::Get(Config::MAIN_USE_DISCORD_PRESENCE) == enabled)
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return;
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if (Config::Get(Config::MAIN_USE_DISCORD_PRESENCE))
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Discord::Shutdown();
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Config::SetBase(Config::MAIN_USE_DISCORD_PRESENCE, enabled);
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if (Config::Get(Config::MAIN_USE_DISCORD_PRESENCE))
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Discord::Init();
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}
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} // namespace Discord
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