mirror of https://github.com/ppy/osu
Fix yapping
Co-authored-by: Salman Ahmed <frenzibyte@gmail.com>
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92235e7789
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@ -25,7 +25,6 @@ namespace osu.Desktop
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internal partial class DiscordRichPresence : Component
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{
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private const string client_id = "367827983903490050";
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public const string DISCORD_PROTOCOL = $"discord-{client_id}://";
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private DiscordRpcClient client = null!;
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@ -69,11 +68,9 @@ private void load(OsuConfigManager config)
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client.OnReady += onReady;
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client.OnError += (_, e) => Logger.Log($"An error occurred with Discord RPC Client: {e.Code} {e.Message}", LoggingTarget.Network, LogLevel.Error);
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// set up stuff for spectate/join
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// first, we register a uri scheme for when osu! isn't running and a user clicks join/spectate
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// the rpc library we use also happens to _require_ that we do this
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// A URI scheme is required to support game invitations, as well as informing Discord of the game executable path to support launching the game when a user clicks on join/spectate.
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client.RegisterUriScheme();
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client.Subscribe(EventType.Join); // we have to explicitly tell discord to send us join events.
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client.Subscribe(EventType.Join);
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client.OnJoin += onJoin;
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config.BindWith(OsuSetting.DiscordRichPresence, privacyMode);
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@ -184,7 +181,7 @@ private void updateStatus()
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private void onJoin(object sender, JoinMessage args)
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{
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game.Window?.Raise(); // users will expect to be brought back to osu! when joining a lobby from discord
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game.Window?.Raise();
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if (!tryParseRoomSecret(args.Secret, out long roomId, out string? password))
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Logger.Log("Failed to parse the room secret Discord gave us", LoggingTarget.Network, LogLevel.Error);
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@ -232,7 +229,6 @@ private static bool tryParseRoomSecret(ReadOnlySpan<char> secret, out long roomI
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if (!long.TryParse(secret[..roomSecretSplitIndex], out roomId))
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return false;
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// just convert to string here, we're going to have to alloc it later anyways
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password = secret[(roomSecretSplitIndex + 1)..].ToString();
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if (password.Length == 0) password = null;
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