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Support Discord game invites in multiplayer lobbies
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commit
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@ -9,10 +9,13 @@ 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;
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using osu.Game.Configuration;
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using osu.Game.Extensions;
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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.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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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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@ -22,6 +25,7 @@ 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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@ -33,6 +37,12 @@ namespace osu.Desktop
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[Resolved]
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private IAPIProvider api { get; set; } = null!;
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[Resolved]
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private OsuGame game { get; set; } = null!;
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[Resolved]
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private MultiplayerClient multiplayerClient { get; set; } = null!;
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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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@ -40,7 +50,12 @@ namespace osu.Desktop
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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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Assets = new Assets { LargeImageKey = "osu_logo_lazer" },
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Secrets = new Secrets
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{
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JoinSecret = null,
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SpectateSecret = null,
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},
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};
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[BackgroundDependencyLoader]
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@ -52,8 +67,14 @@ namespace osu.Desktop
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};
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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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client.OnError += (_, e) => Logger.Log($"An error occurred with Discord RPC Client: {e.Code} {e.Message}", LoggingTarget.Network);
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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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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.OnJoin += onJoin;
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config.BindWith(OsuSetting.DiscordRichPresence, privacyMode);
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@ -114,6 +135,28 @@ namespace osu.Desktop
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{
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presence.Buttons = null;
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}
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if (!hideIdentifiableInformation && multiplayerClient.Room != null)
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{
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MultiplayerRoom room = multiplayerClient.Room;
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presence.Party = new Party
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{
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Privacy = string.IsNullOrEmpty(room.Settings.Password) ? Party.PrivacySetting.Public : Party.PrivacySetting.Private,
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ID = room.RoomID.ToString(),
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// technically lobbies can have infinite users, but Discord needs this to be set to something.
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// 1024 just happens to look nice.
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// https://discord.com/channels/188630481301012481/188630652340404224/1212967974793642034
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Max = 1024,
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Size = room.Users.Count,
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};
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presence.Secrets.JoinSecret = $"{room.RoomID}:{room.Settings.Password}";
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}
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else
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{
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presence.Party = null;
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presence.Secrets.JoinSecret = null;
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}
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}
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else
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{
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@ -139,6 +182,22 @@ namespace osu.Desktop
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client.SetPresence(presence);
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}
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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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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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var request = new GetRoomRequest(roomId);
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request.Success += room => Schedule(() =>
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{
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game.PresentMultiplayerMatch(room, password);
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});
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request.Failure += _ => Logger.Log("Couldn't find the room Discord gave us", LoggingTarget.Network, LogLevel.Error);
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api.Queue(request);
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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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@ -160,6 +219,26 @@ namespace osu.Desktop
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});
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}
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private static bool tryParseRoomSecret(ReadOnlySpan<char> secret, out long roomId, out string? password)
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{
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roomId = 0;
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password = null;
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int roomSecretSplitIndex = secret.IndexOf(':');
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if (roomSecretSplitIndex == -1)
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return false;
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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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return true;
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}
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private int? getBeatmapID(UserActivity activity)
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{
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switch (activity)
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