osu/osu.Desktop/DiscordRichPresence.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System;
using System.Text;
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using DiscordRPC;
using DiscordRPC.Message;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Logging;
using osu.Game.Configuration;
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using osu.Game.Online.API;
using osu.Game.Rulesets;
using osu.Game.Users;
using LogLevel = osu.Framework.Logging.LogLevel;
using User = osu.Game.Users.User;
namespace osu.Desktop
{
internal class DiscordRichPresence : Component
{
private const string client_id = "367827983903490050";
private DiscordRpcClient client;
[Resolved]
private IBindable<RulesetInfo> ruleset { get; set; }
private IBindable<User> user;
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private readonly IBindable<UserStatus> status = new Bindable<UserStatus>();
private readonly IBindable<UserActivity> activity = new Bindable<UserActivity>();
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private readonly Bindable<DiscordRichPresenceMode> privacyMode = new Bindable<DiscordRichPresenceMode>();
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private readonly RichPresence presence = new RichPresence
{
Assets = new Assets { LargeImageKey = "osu_logo_lazer", }
};
[BackgroundDependencyLoader]
private void load(IAPIProvider provider, OsuConfigManager config)
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{
client = new DiscordRpcClient(client_id)
{
SkipIdenticalPresence = false // handles better on discord IPC loss, see updateStatus call in onReady.
};
client.OnReady += onReady;
// safety measure for now, until we performance test / improve backoff for failed connections.
client.OnConnectionFailed += (_, __) => client.Deinitialize();
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client.OnError += (_, e) => Logger.Log($"An error occurred with Discord RPC Client: {e.Code} {e.Message}", LoggingTarget.Network);
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config.BindWith(OsuSetting.DiscordRichPresence, privacyMode);
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(user = provider.LocalUser.GetBoundCopy()).BindValueChanged(u =>
{
status.UnbindBindings();
status.BindTo(u.NewValue.Status);
activity.UnbindBindings();
activity.BindTo(u.NewValue.Activity);
}, true);
ruleset.BindValueChanged(_ => updateStatus());
status.BindValueChanged(_ => updateStatus());
activity.BindValueChanged(_ => updateStatus());
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privacyMode.BindValueChanged(_ => updateStatus());
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client.Initialize();
}
private void onReady(object _, ReadyMessage __)
{
Logger.Log("Discord RPC Client ready.", LoggingTarget.Network, LogLevel.Debug);
updateStatus();
}
private void updateStatus()
{
if (!client.IsInitialized)
return;
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if (status.Value is UserStatusOffline || privacyMode.Value == DiscordRichPresenceMode.Off)
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{
client.ClearPresence();
return;
}
if (status.Value is UserStatusOnline && activity.Value != null)
{
presence.State = truncate(activity.Value.Status);
presence.Details = truncate(getDetails(activity.Value));
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}
else
{
presence.State = "Idle";
presence.Details = string.Empty;
}
// update user information
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if (privacyMode.Value == DiscordRichPresenceMode.Limited)
presence.Assets.LargeImageText = string.Empty;
else
presence.Assets.LargeImageText = $"{user.Value.Username}" + (user.Value.Statistics?.Ranks.Global > 0 ? $" (rank #{user.Value.Statistics.Ranks.Global:N0})" : string.Empty);
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// update ruleset
presence.Assets.SmallImageKey = ruleset.Value.ID <= 3 ? $"mode_{ruleset.Value.ID}" : "mode_custom";
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presence.Assets.SmallImageText = ruleset.Value.Name;
client.SetPresence(presence);
}
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private static readonly int ellipsis_length = Encoding.UTF8.GetByteCount(new[] { '…' });
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private string truncate(string str)
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{
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if (Encoding.UTF8.GetByteCount(str) <= 128)
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return str;
ReadOnlyMemory<char> strMem = str.AsMemory();
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do
{
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strMem = strMem[..^1];
} while (Encoding.UTF8.GetByteCount(strMem.Span) + ellipsis_length > 128);
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return string.Create(strMem.Length + 1, strMem, (span, mem) =>
{
mem.Span.CopyTo(span);
span[^1] = '…';
});
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}
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private string getDetails(UserActivity activity)
{
switch (activity)
{
case UserActivity.SoloGame solo:
return solo.Beatmap.ToString();
case UserActivity.Editing edit:
return edit.Beatmap.ToString();
case UserActivity.InLobby lobby:
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return privacyMode.Value == DiscordRichPresenceMode.Limited ? string.Empty : lobby.Room.Name.Value;
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}
return string.Empty;
}
protected override void Dispose(bool isDisposing)
{
client.Dispose();
base.Dispose(isDisposing);
}
}
}