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