mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 11:07:52 +08:00
121 lines
4.0 KiB
C#
121 lines
4.0 KiB
C#
|
// 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.
|
|||
|
|
|||
|
using DiscordRPC;
|
|||
|
using DiscordRPC.Message;
|
|||
|
using osu.Framework.Allocation;
|
|||
|
using osu.Framework.Bindables;
|
|||
|
using osu.Framework.Graphics;
|
|||
|
using osu.Framework.Logging;
|
|||
|
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 Bindable<User> user;
|
|||
|
|
|||
|
private readonly IBindable<UserStatus> status = new Bindable<UserStatus>();
|
|||
|
private readonly IBindable<UserActivity> activity = new Bindable<UserActivity>();
|
|||
|
|
|||
|
private readonly RichPresence presence = new RichPresence
|
|||
|
{
|
|||
|
Assets = new Assets { LargeImageKey = "osu_logo_lazer", }
|
|||
|
};
|
|||
|
|
|||
|
[BackgroundDependencyLoader]
|
|||
|
private void load(IAPIProvider provider)
|
|||
|
{
|
|||
|
client = new DiscordRpcClient(client_id)
|
|||
|
{
|
|||
|
SkipIdenticalPresence = false // handles better on discord IPC loss, see updateStatus call in onReady.
|
|||
|
};
|
|||
|
|
|||
|
client.OnReady += onReady;
|
|||
|
client.OnError += (_, e) => Logger.Log($"An error occurred with Discord RPC Client: {e.Code} {e.Message}", LoggingTarget.Network, LogLevel.Error);
|
|||
|
client.OnConnectionFailed += (_, e) => Logger.Log($"An connection occurred with Discord RPC Client: {e.Type}", LoggingTarget.Network, LogLevel.Error);
|
|||
|
|
|||
|
(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());
|
|||
|
|
|||
|
client.Initialize();
|
|||
|
}
|
|||
|
|
|||
|
private void onReady(object _, ReadyMessage __)
|
|||
|
{
|
|||
|
Logger.Log("Discord RPC Client ready.", LoggingTarget.Network, LogLevel.Debug);
|
|||
|
updateStatus();
|
|||
|
}
|
|||
|
|
|||
|
private void updateStatus()
|
|||
|
{
|
|||
|
if (status.Value is UserStatusOffline)
|
|||
|
{
|
|||
|
client.ClearPresence();
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
if (status.Value is UserStatusOnline && activity.Value != null)
|
|||
|
{
|
|||
|
presence.State = activity.Value.Status;
|
|||
|
presence.Details = getDetails(activity.Value);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
presence.State = "Idle";
|
|||
|
presence.Details = string.Empty;
|
|||
|
}
|
|||
|
|
|||
|
// update user information
|
|||
|
presence.Assets.LargeImageText = $"{user.Value.Username}" + (user.Value.Statistics?.Ranks.Global > 0 ? $" (rank #{user.Value.Statistics.Ranks.Global:N0})" : string.Empty);
|
|||
|
|
|||
|
// update ruleset
|
|||
|
presence.Assets.SmallImageKey = ruleset.Value.ID <= 3 ? $"mode_{ruleset.Value.ID}" : "mode_unknown";
|
|||
|
presence.Assets.SmallImageText = ruleset.Value.Name;
|
|||
|
|
|||
|
client.SetPresence(presence);
|
|||
|
}
|
|||
|
|
|||
|
private string getDetails(UserActivity activity)
|
|||
|
{
|
|||
|
switch (activity)
|
|||
|
{
|
|||
|
case UserActivity.SoloGame solo:
|
|||
|
return solo.Beatmap.ToString();
|
|||
|
|
|||
|
case UserActivity.Editing edit:
|
|||
|
return edit.Beatmap.ToString();
|
|||
|
}
|
|||
|
|
|||
|
return string.Empty;
|
|||
|
}
|
|||
|
|
|||
|
protected override void Dispose(bool isDisposing)
|
|||
|
{
|
|||
|
client.Dispose();
|
|||
|
base.Dispose(isDisposing);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|