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Externals: Update discord-rpc
Upgrade to 963aa9f3e5ce81a4682c6ca3d136cddda614db33
This commit is contained in:
committed by
Admiral H. Curtiss
parent
14ce952519
commit
6ad99a860c
64
Externals/discord-rpc/README.md
vendored
64
Externals/discord-rpc/README.md
vendored
@@ -1,5 +1,11 @@
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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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@@ -29,14 +62,14 @@ We've got our `Plugins` folder ready, so let's get platform-specific!
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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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3
Externals/discord-rpc/include/discord_rpc.h
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3
Externals/discord-rpc/include/discord_rpc.h
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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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@@ -118,5 +118,8 @@ bool BaseConnection::Read(void* data, size_t length)
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}
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Close();
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}
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else if (res == 0) {
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Close();
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}
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return res == (int)length;
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}
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@@ -41,7 +41,7 @@ extern "C" DISCORD_EXPORT void Discord_Register(const char* applicationId, const
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command = exePath;
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}
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const char* destopFileFormat = "[Desktop Entry]\n"
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const char* desktopFileFormat = "[Desktop Entry]\n"
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"Name=Game %s\n"
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"Exec=%s %%u\n" // note: it really wants that %u in there
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"Type=Application\n"
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@@ -50,7 +50,7 @@ extern "C" DISCORD_EXPORT void Discord_Register(const char* applicationId, const
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"MimeType=x-scheme-handler/discord-%s;\n";
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char desktopFile[2048];
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int fileLen = snprintf(
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desktopFile, sizeof(desktopFile), destopFileFormat, applicationId, command, applicationId);
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desktopFile, sizeof(desktopFile), desktopFileFormat, applicationId, command, applicationId);
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if (fileLen <= 0) {
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return;
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}
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@@ -7,7 +7,6 @@
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#define NOIME
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#include <windows.h>
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#include <psapi.h>
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#include <cwchar>
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#include <cstdio>
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/**
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@@ -20,6 +19,7 @@
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* The entire function is rewritten
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*/
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#ifdef __MINGW32__
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#include <wchar.h>
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/// strsafe.h fixes
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static HRESULT StringCbPrintfW(LPWSTR pszDest, size_t cbDest, LPCWSTR pszFormat, ...)
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{
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@@ -34,6 +34,7 @@ static HRESULT StringCbPrintfW(LPWSTR pszDest, size_t cbDest, LPCWSTR pszFormat,
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return ret;
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}
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#else
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#include <cwchar>
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#include <strsafe.h>
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#endif // __MINGW32__
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Externals/discord-rpc/src/discord_rpc.cpp
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16
Externals/discord-rpc/src/discord_rpc.cpp
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@@ -54,6 +54,7 @@ static std::atomic_bool WasJustDisconnected{false};
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static std::atomic_bool GotErrorMessage{false};
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static std::atomic_bool WasJoinGame{false};
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static std::atomic_bool WasSpectateGame{false};
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static std::atomic_bool UpdatePresence{false};
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static char JoinGameSecret[256];
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static char SpectateGameSecret[256];
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static int LastErrorCode{0};
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@@ -214,17 +215,17 @@ static void Discord_UpdateConnection(void)
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}
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// writes
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if (QueuedPresence.length) {
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if (UpdatePresence.exchange(false) && QueuedPresence.length) {
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QueuedMessage local;
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{
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std::lock_guard<std::mutex> guard(PresenceMutex);
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local.Copy(QueuedPresence);
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QueuedPresence.length = 0;
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}
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if (!Connection->Write(local.buffer, local.length)) {
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// if we fail to send, requeue
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std::lock_guard<std::mutex> guard(PresenceMutex);
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QueuedPresence.Copy(local);
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UpdatePresence.exchange(true);
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}
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}
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@@ -310,6 +311,10 @@ extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
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Connection = RpcConnection::Create(applicationId);
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Connection->onConnect = [](JsonDocument& readyMessage) {
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Discord_UpdateHandlers(&QueuedHandlers);
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if (QueuedPresence.length > 0) {
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UpdatePresence.exchange(true);
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SignalIOActivity();
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}
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auto data = GetObjMember(&readyMessage, "data");
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auto user = GetObjMember(data, "user");
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auto userId = GetStrMember(user, "id");
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@@ -335,10 +340,6 @@ extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
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Connection->onDisconnect = [](int err, const char* message) {
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LastDisconnectErrorCode = err;
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StringCopy(LastDisconnectErrorMessage, message);
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{
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std::lock_guard<std::mutex> guard(HandlerMutex);
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Handlers = {};
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}
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WasJustDisconnected.exchange(true);
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UpdateReconnectTime();
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};
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@@ -354,6 +355,8 @@ extern "C" DISCORD_EXPORT void Discord_Shutdown(void)
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Connection->onConnect = nullptr;
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Connection->onDisconnect = nullptr;
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Handlers = {};
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QueuedPresence.length = 0;
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UpdatePresence.exchange(false);
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if (IoThread != nullptr) {
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IoThread->Stop();
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delete IoThread;
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@@ -369,6 +372,7 @@ extern "C" DISCORD_EXPORT void Discord_UpdatePresence(const DiscordRichPresence*
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std::lock_guard<std::mutex> guard(PresenceMutex);
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QueuedPresence.length = JsonWriteRichPresenceObj(
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QueuedPresence.buffer, sizeof(QueuedPresence.buffer), Nonce++, Pid, presence);
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UpdatePresence.exchange(true);
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}
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SignalIOActivity();
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}
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Externals/discord-rpc/src/rpc_connection.cpp
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8
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@@ -26,12 +26,8 @@ void RpcConnection::Open()
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return;
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}
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if (state == State::Disconnected) {
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if (connection->Open()) {
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}
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else {
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return;
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}
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if (state == State::Disconnected && !connection->Open()) {
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return;
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}
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if (state == State::SentHandshake) {
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7
Externals/discord-rpc/src/serialization.cpp
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7
Externals/discord-rpc/src/serialization.cpp
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@@ -134,7 +134,7 @@ size_t JsonWriteRichPresenceObj(char* dest,
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}
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if ((presence->partyId && presence->partyId[0]) || presence->partySize ||
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presence->partyMax) {
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presence->partyMax || presence->partyPrivacy) {
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WriteObject party(writer, "party");
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WriteOptionalString(writer, "id", presence->partyId);
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if (presence->partySize && presence->partyMax) {
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@@ -142,6 +142,11 @@ size_t JsonWriteRichPresenceObj(char* dest,
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writer.Int(presence->partySize);
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writer.Int(presence->partyMax);
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}
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if (presence->partyPrivacy) {
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WriteKey(writer, "privacy");
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writer.Int(presence->partyPrivacy);
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}
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}
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if ((presence->matchSecret && presence->matchSecret[0]) ||
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