early-access version 1795
This commit is contained in:
parent
b57607168a
commit
635de11af2
16 changed files with 144 additions and 78 deletions
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@ -1,7 +1,7 @@
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yuzu emulator early access
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=============
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This is the source code for early-access 1794.
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This is the source code for early-access 1795.
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## Legal Notice
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2
externals/discord-rpc/.travis.yml
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2
externals/discord-rpc/.travis.yml
vendored
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@ -43,5 +43,5 @@ before_install:
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script:
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- mkdir build
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- cd build
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- cmake -DCLANG_FORMAT_SUFFIX=$CLANG_FORMAT_SUFFIX --config Release ..
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- cmake -DCLANG_FORMAT_SUFFIX=$CLANG_FORMAT_SUFFIX -DWARNINGS_AS_ERRORS=On --config Release ..
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- cmake --build . -- -j2
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66
externals/discord-rpc/README.md
vendored
66
externals/discord-rpc/README.md
vendored
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# Discord RPC
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## Deprecation Notice
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This library has been deprecated in favor of Discord's GameSDK. [Learn more here](https://discordapp.com/developers/docs/game-sdk/sdk-starter-guide)
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---
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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.
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Included here are some quick demos that implement the very minimal subset to show current status, and
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@ -15,6 +21,33 @@ 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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4. Create `x86` and `x86_64` folders inside `Assets/Plugins/`
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5. Copy `discord-rpc-win/win64-dynamic/bin/discord-rpc.dll` to `Assets/Plugins/x86_64/`
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6. Copy `discord-rpc-win/win32-dynamic/bin/discord-rpc.dll` to `Assets/Plguins/x86/`
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6. Copy `discord-rpc-win/win32-dynamic/bin/discord-rpc.dll` to `Assets/Plugins/x86/`
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7. Click on both DLLs and make sure they are targetting the correct architectures in the Unity editor properties pane
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8. Done!
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#### MacOS
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4. Copy `discord-rpc-osx/osx-dynamic/lib/libdiscord-rpc.dylib` to `Assets/Plugins/`
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5. Rename `libdiscord-rpc.dylib` to `libdiscord-rpc.bundle`
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5. Rename `libdiscord-rpc.dylib` to `discord-rpc.bundle`
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6. Done!
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#### Linux
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@ -101,33 +134,6 @@ 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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| Name | Language |
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| ------------------------------------------------------------------------- | --------------------------------- |
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| [Discord RPC C#](https://github.com/Lachee/discord-rpc-csharp) | C# |
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| [DerelictDiscordRPC](https://github.com/voidblaster/DerelictDiscordRPC) | [D](https://dlang.org/) |
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| [Discord RPC D](https://github.com/voidblaster/discord-rpc-d) | [D](https://dlang.org/) |
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| [discord-rpc.jar](https://github.com/Vatuu/discord-rpc 'Discord-RPC.jar') | Java |
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| [java-discord-rpc](https://github.com/MinnDevelopment/java-discord-rpc) | Java |
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| [Discord-IPC](https://github.com/jagrosh/DiscordIPC) | Java |
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@ -14,7 +14,6 @@ public class DiscordController : MonoBehaviour
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public DiscordRpc.RichPresence presence = new DiscordRpc.RichPresence();
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public string applicationId;
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public string optionalSteamId;
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public int callbackCalls;
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public int clickCounter;
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public DiscordRpc.DiscordUser joinRequest;
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public UnityEngine.Events.UnityEvent onConnect;
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clickCounter++;
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presence.details = string.Format("Button clicked {0} times", clickCounter);
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presence.joinSecret = "aSecret";
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presence.partyId = "aPartyId";
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presence.partySize = 1;
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presence.partyMax = 3;
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presence.partyPrivacy = DiscordRpc.PartyPrivacy.Public;
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DiscordRpc.UpdatePresence(presence);
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}
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public void ReadyCallback(ref DiscordRpc.DiscordUser connectedUser)
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{
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++callbackCalls;
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Debug.Log(string.Format("Discord: connected to {0}#{1}: {2}", connectedUser.username, connectedUser.discriminator, connectedUser.userId));
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onConnect.Invoke();
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}
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public void DisconnectedCallback(int errorCode, string message)
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{
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++callbackCalls;
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Debug.Log(string.Format("Discord: disconnect {0}: {1}", errorCode, message));
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onDisconnect.Invoke();
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}
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public void ErrorCallback(int errorCode, string message)
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{
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++callbackCalls;
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Debug.Log(string.Format("Discord: error {0}: {1}", errorCode, message));
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}
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public void JoinCallback(string secret)
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{
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++callbackCalls;
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Debug.Log(string.Format("Discord: join ({0})", secret));
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onJoin.Invoke(secret);
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}
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public void SpectateCallback(string secret)
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{
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++callbackCalls;
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Debug.Log(string.Format("Discord: spectate ({0})", secret));
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onSpectate.Invoke(secret);
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}
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public void RequestCallback(ref DiscordRpc.DiscordUser request)
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{
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++callbackCalls;
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Debug.Log(string.Format("Discord: join request {0}#{1}: {2}", request.username, request.discriminator, request.userId));
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joinRequest = request;
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onJoinRequest.Invoke(request);
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void OnEnable()
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{
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Debug.Log("Discord: init");
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callbackCalls = 0;
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handlers = new DiscordRpc.EventHandlers();
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handlers.readyCallback = ReadyCallback;
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handlers.readyCallback += ReadyCallback;
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handlers.disconnectedCallback += DisconnectedCallback;
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handlers.errorCallback += ErrorCallback;
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handlers.joinCallback += JoinCallback;
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@ -2,35 +2,44 @@
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using System.Text;
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using AOT;
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public class DiscordRpc
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{
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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public delegate void ReadyCallback(ref DiscordUser connectedUser);
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[MonoPInvokeCallback(typeof(OnReadyInfo))]
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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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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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public delegate void DisconnectedCallback(int errorCode, string message);
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[MonoPInvokeCallback(typeof(OnDisconnectedInfo))]
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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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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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public delegate void ErrorCallback(int errorCode, string message);
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[MonoPInvokeCallback(typeof(OnErrorInfo))]
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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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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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public delegate void JoinCallback(string secret);
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[MonoPInvokeCallback(typeof(OnJoinInfo))]
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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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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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public delegate void SpectateCallback(string secret);
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[MonoPInvokeCallback(typeof(OnSpectateInfo))]
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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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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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public delegate void RequestCallback(ref DiscordUser request);
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[MonoPInvokeCallback(typeof(OnRequestInfo))]
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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 ReadyCallback readyCallback;
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public DisconnectedCallback disconnectedCallback;
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public ErrorCallback errorCallback;
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public JoinCallback joinCallback;
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public SpectateCallback spectateCallback;
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public RequestCallback requestCallback;
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public OnReadyInfo readyCallback;
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public OnDisconnectedInfo disconnectedCallback;
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public OnErrorInfo errorCallback;
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public OnJoinInfo joinCallback;
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public OnSpectateInfo spectateCallback;
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public OnRequestInfo requestCallback;
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}
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[Serializable, StructLayout(LayoutKind.Sequential)]
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public IntPtr partyId; /* max 128 bytes */
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public int partySize;
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public int partyMax;
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public int partyPrivacy;
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public IntPtr matchSecret; /* max 128 bytes */
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public IntPtr joinSecret; /* max 128 bytes */
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public IntPtr spectateSecret; /* max 128 bytes */
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Ignore = 2
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}
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public enum PartyPrivacy
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{
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Private = 0,
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Public = 1
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}
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public static void Initialize(string applicationId, ref EventHandlers handlers, bool autoRegister, string optionalSteamId)
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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);
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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);
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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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public string partyId; /* max 128 bytes */
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public int partySize;
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public int partyMax;
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public PartyPrivacy partyPrivacy;
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public string matchSecret; /* max 128 bytes */
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public string joinSecret; /* max 128 bytes */
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public string spectateSecret; /* max 128 bytes */
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@ -140,6 +172,7 @@ public class DiscordRpc
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_presence.partyId = StrToPtr(partyId);
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_presence.partySize = partySize;
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_presence.partyMax = partyMax;
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_presence.partyPrivacy = (int)partyPrivacy;
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_presence.matchSecret = StrToPtr(matchSecret);
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_presence.joinSecret = StrToPtr(joinSecret);
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_presence.spectateSecret = StrToPtr(spectateSecret);
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@ -160,7 +193,7 @@ public class DiscordRpc
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var buffer = Marshal.AllocHGlobal(convbytecnt + 1);
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for (int i = 0; i < convbytecnt + 1; i++)
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{
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Marshal.WriteByte(buffer, i , 0);
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Marshal.WriteByte(buffer, i, 0);
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}
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_buffers.Add(buffer);
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Marshal.Copy(Encoding.UTF8.GetBytes(input), 0, buffer, convbytecnt);
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@ -47,6 +47,7 @@ static void updateDiscordPresence()
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discordPresence.partyId = "party1234";
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discordPresence.partySize = 1;
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discordPresence.partyMax = 6;
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discordPresence.partyPrivacy = DISCORD_PARTY_PUBLIC;
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discordPresence.matchSecret = "xyzzy";
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discordPresence.joinSecret = "join";
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discordPresence.spectateSecret = "look";
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@ -153,6 +153,7 @@ void UDiscordRpc::UpdatePresence()
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rp.endTimestamp = RichPresence.endTimestamp;
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rp.partySize = RichPresence.partySize;
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rp.partyMax = RichPresence.partyMax;
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rp.partyPrivacy = (int)RichPresence.partyPrivacy;
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rp.instance = RichPresence.instance;
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Discord_UpdatePresence(&rp);
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|
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@ -35,6 +35,16 @@ enum class EDiscordJoinResponseCodes : uint8
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DISCORD_REPLY_IGNORE UMETA(DisplayName="Ignore")
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};
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/**
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* Valid party privacy values
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*/
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UENUM(BlueprintType)
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enum class EDiscordPartyPrivacy: uint8
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{
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DISCORD_PARTY_PRIVATE UMETA(DisplayName="Private"),
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DISCORD_PARTY_PUBLIC UMETA(DisplayName="Public")
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};
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DECLARE_LOG_CATEGORY_EXTERN(Discord, Log, All);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordConnected, const FDiscordUserData&, joinRequest);
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@ -77,6 +87,8 @@ struct FDiscordRichPresence {
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UPROPERTY(BlueprintReadWrite)
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int partyMax;
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UPROPERTY(BlueprintReadWrite)
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EDiscordPartyPrivacy partyPrivacy;
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UPROPERTY(BlueprintReadWrite)
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FString matchSecret;
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UPROPERTY(BlueprintReadWrite)
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FString joinSecret;
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|
|
3
externals/discord-rpc/include/discord_rpc.h
vendored
3
externals/discord-rpc/include/discord_rpc.h
vendored
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@ -35,6 +35,7 @@ typedef struct DiscordRichPresence {
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const char* partyId; /* max 128 bytes */
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int partySize;
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||||
int partyMax;
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||||
int partyPrivacy;
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const char* matchSecret; /* max 128 bytes */
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const char* joinSecret; /* max 128 bytes */
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const char* spectateSecret; /* max 128 bytes */
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|
@ -60,6 +61,8 @@ typedef struct DiscordEventHandlers {
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#define DISCORD_REPLY_NO 0
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#define DISCORD_REPLY_YES 1
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#define DISCORD_REPLY_IGNORE 2
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#define DISCORD_PARTY_PRIVATE 0
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#define DISCORD_PARTY_PUBLIC 1
|
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|
||||
DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
|
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DiscordEventHandlers* handlers,
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|
|
5
externals/discord-rpc/src/CMakeLists.txt
vendored
5
externals/discord-rpc/src/CMakeLists.txt
vendored
|
@ -72,6 +72,11 @@ if(UNIX)
|
|||
|
||||
add_library(discord-rpc ${BASE_RPC_SRC})
|
||||
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
|
||||
-g
|
||||
-Wall
|
||||
|
|
|
@ -118,5 +118,8 @@ bool BaseConnection::Read(void* data, size_t length)
|
|||
}
|
||||
Close();
|
||||
}
|
||||
else if (res == 0) {
|
||||
Close();
|
||||
}
|
||||
return res == (int)length;
|
||||
}
|
||||
|
|
|
@ -41,7 +41,7 @@ extern "C" DISCORD_EXPORT void Discord_Register(const char* applicationId, const
|
|||
command = exePath;
|
||||
}
|
||||
|
||||
const char* destopFileFormat = "[Desktop Entry]\n"
|
||||
const char* desktopFileFormat = "[Desktop Entry]\n"
|
||||
"Name=Game %s\n"
|
||||
"Exec=%s %%u\n" // note: it really wants that %u in there
|
||||
"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";
|
||||
char desktopFile[2048];
|
||||
int fileLen = snprintf(
|
||||
desktopFile, sizeof(desktopFile), destopFileFormat, applicationId, command, applicationId);
|
||||
desktopFile, sizeof(desktopFile), desktopFileFormat, applicationId, command, applicationId);
|
||||
if (fileLen <= 0) {
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -7,7 +7,6 @@
|
|||
#define NOIME
|
||||
#include <windows.h>
|
||||
#include <psapi.h>
|
||||
#include <cwchar>
|
||||
#include <cstdio>
|
||||
|
||||
/**
|
||||
|
@ -20,6 +19,7 @@
|
|||
* The entire function is rewritten
|
||||
*/
|
||||
#ifdef __MINGW32__
|
||||
#include <wchar.h>
|
||||
/// strsafe.h fixes
|
||||
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;
|
||||
}
|
||||
#else
|
||||
#include <cwchar>
|
||||
#include <strsafe.h>
|
||||
#endif // __MINGW32__
|
||||
|
||||
|
|
16
externals/discord-rpc/src/discord_rpc.cpp
vendored
16
externals/discord-rpc/src/discord_rpc.cpp
vendored
|
@ -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};
|
||||
|
@ -214,17 +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);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -310,6 +311,10 @@ extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
|
|||
Connection = RpcConnection::Create(applicationId);
|
||||
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");
|
||||
|
@ -335,10 +340,6 @@ extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
|
|||
Connection->onDisconnect = [](int err, const char* message) {
|
||||
LastDisconnectErrorCode = err;
|
||||
StringCopy(LastDisconnectErrorMessage, message);
|
||||
{
|
||||
std::lock_guard<std::mutex> guard(HandlerMutex);
|
||||
Handlers = {};
|
||||
}
|
||||
WasJustDisconnected.exchange(true);
|
||||
UpdateReconnectTime();
|
||||
};
|
||||
|
@ -354,6 +355,8 @@ extern "C" DISCORD_EXPORT void Discord_Shutdown(void)
|
|||
Connection->onConnect = nullptr;
|
||||
Connection->onDisconnect = nullptr;
|
||||
Handlers = {};
|
||||
QueuedPresence.length = 0;
|
||||
UpdatePresence.exchange(false);
|
||||
if (IoThread != nullptr) {
|
||||
IoThread->Stop();
|
||||
delete IoThread;
|
||||
|
@ -369,6 +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();
|
||||
}
|
||||
|
|
8
externals/discord-rpc/src/rpc_connection.cpp
vendored
8
externals/discord-rpc/src/rpc_connection.cpp
vendored
|
@ -26,12 +26,8 @@ void RpcConnection::Open()
|
|||
return;
|
||||
}
|
||||
|
||||
if (state == State::Disconnected) {
|
||||
if (connection->Open()) {
|
||||
}
|
||||
else {
|
||||
return;
|
||||
}
|
||||
if (state == State::Disconnected && !connection->Open()) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (state == State::SentHandshake) {
|
||||
|
|
7
externals/discord-rpc/src/serialization.cpp
vendored
7
externals/discord-rpc/src/serialization.cpp
vendored
|
@ -134,7 +134,7 @@ size_t JsonWriteRichPresenceObj(char* dest,
|
|||
}
|
||||
|
||||
if ((presence->partyId && presence->partyId[0]) || presence->partySize ||
|
||||
presence->partyMax) {
|
||||
presence->partyMax || presence->partyPrivacy) {
|
||||
WriteObject party(writer, "party");
|
||||
WriteOptionalString(writer, "id", presence->partyId);
|
||||
if (presence->partySize && presence->partyMax) {
|
||||
|
@ -142,6 +142,11 @@ size_t JsonWriteRichPresenceObj(char* dest,
|
|||
writer.Int(presence->partySize);
|
||||
writer.Int(presence->partyMax);
|
||||
}
|
||||
|
||||
if (presence->partyPrivacy) {
|
||||
WriteKey(writer, "privacy");
|
||||
writer.Int(presence->partyPrivacy);
|
||||
}
|
||||
}
|
||||
|
||||
if ((presence->matchSecret && presence->matchSecret[0]) ||
|
||||
|
|
Loading…
Reference in a new issue