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Fix yapping

Co-authored-by: Salman Ahmed <frenzibyte@gmail.com>
This commit is contained in:
Jayden 2024-03-01 14:32:44 -05:00 committed by GitHub
parent 92235e7789
commit 37e7a4dea7
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@ -25,7 +25,6 @@ namespace osu.Desktop
internal partial class DiscordRichPresence : Component
{
private const string client_id = "367827983903490050";
public const string DISCORD_PROTOCOL = $"discord-{client_id}://";
private DiscordRpcClient client = null!;
@ -69,11 +68,9 @@ namespace osu.Desktop
client.OnReady += onReady;
client.OnError += (_, e) => Logger.Log($"An error occurred with Discord RPC Client: {e.Code} {e.Message}", LoggingTarget.Network, LogLevel.Error);
// set up stuff for spectate/join
// first, we register a uri scheme for when osu! isn't running and a user clicks join/spectate
// the rpc library we use also happens to _require_ that we do this
// 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.
client.RegisterUriScheme();
client.Subscribe(EventType.Join); // we have to explicitly tell discord to send us join events.
client.Subscribe(EventType.Join);
client.OnJoin += onJoin;
config.BindWith(OsuSetting.DiscordRichPresence, privacyMode);
@ -184,7 +181,7 @@ namespace osu.Desktop
private void onJoin(object sender, JoinMessage args)
{
game.Window?.Raise(); // users will expect to be brought back to osu! when joining a lobby from discord
game.Window?.Raise();
if (!tryParseRoomSecret(args.Secret, out long roomId, out string? password))
Logger.Log("Failed to parse the room secret Discord gave us", LoggingTarget.Network, LogLevel.Error);
@ -232,7 +229,6 @@ namespace osu.Desktop
if (!long.TryParse(secret[..roomSecretSplitIndex], out roomId))
return false;
// just convert to string here, we're going to have to alloc it later anyways
password = secret[(roomSecretSplitIndex + 1)..].ToString();
if (password.Length == 0) password = null;