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Organise code, still hook up to RoomChanged
to update room privacy mode, and use SkipIdenticalPresence
+ scheduling to avoid potential rate-limits
This commit is contained in:
parent
1a08dbaa2b
commit
b11ae1c571
@ -2,16 +2,16 @@
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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.Diagnostics;
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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 Newtonsoft.Json;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Development;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Logging;
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using osu.Framework.Threading;
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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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@ -53,8 +53,6 @@ namespace osu.Desktop
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private readonly Bindable<DiscordRichPresenceMode> privacyMode = new Bindable<DiscordRichPresenceMode>();
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private int usersCurrentlyInLobby;
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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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@ -72,7 +70,9 @@ namespace osu.Desktop
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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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// SkipIdenticalPresence allows us to fire SetPresence at any point and leave it to the underlying implementation
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// to check whether a difference has actually occurred before sending a command to Discord (with a minor caveat that's handled in onReady).
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SkipIdenticalPresence = true
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};
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client.OnReady += onReady;
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@ -95,10 +95,11 @@ namespace osu.Desktop
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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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ruleset.BindValueChanged(_ => updatePresence());
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status.BindValueChanged(_ => updatePresence());
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activity.BindValueChanged(_ => updatePresence());
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privacyMode.BindValueChanged(_ => updatePresence());
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multiplayerClient.RoomUpdated += onRoomUpdated;
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client.Initialize();
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}
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@ -106,13 +107,23 @@ namespace osu.Desktop
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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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Schedule(updateStatus);
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// when RPC is lost and reconnected, we have to clear presence state for updatePresence to work (see DiscordRpcClient.SkipIdenticalPresence).
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if (client.CurrentPresence != null)
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client.SetPresence(null);
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updatePresence();
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}
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private void updateStatus()
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{
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Debug.Assert(ThreadSafety.IsUpdateThread);
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private void onRoomUpdated() => updatePresence();
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private ScheduledDelegate? presenceUpdateDelegate;
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private void updatePresence()
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{
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presenceUpdateDelegate?.Cancel();
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presenceUpdateDelegate = Scheduler.AddDelayed(() =>
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{
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if (!client.IsInitialized)
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return;
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@ -124,6 +135,16 @@ namespace osu.Desktop
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bool hideIdentifiableInformation = privacyMode.Value == DiscordRichPresenceMode.Limited || status.Value == UserStatus.DoNotDisturb;
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updatePresenceStatus(hideIdentifiableInformation);
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updatePresenceParty(hideIdentifiableInformation);
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updatePresenceAssets();
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client.SetPresence(presence);
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}, 200);
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}
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private void updatePresenceStatus(bool hideIdentifiableInformation)
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{
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if (activity.Value != null)
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{
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presence.State = truncate(activity.Value.GetStatus(hideIdentifiableInformation));
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@ -150,14 +171,14 @@ namespace osu.Desktop
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presence.State = "Idle";
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presence.Details = string.Empty;
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}
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}
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private void updatePresenceParty(bool hideIdentifiableInformation)
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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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if (room.Users.Count == usersCurrentlyInLobby)
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return;
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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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@ -175,17 +196,16 @@ namespace osu.Desktop
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};
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presence.Secrets.JoinSecret = JsonConvert.SerializeObject(roomSecret);
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usersCurrentlyInLobby = room.Users.Count;
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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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usersCurrentlyInLobby = 0;
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}
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}
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Logger.Log($"Updating Discord RPC presence with activity status: {presence.State}, details: {presence.Details}", LoggingTarget.Network, LogLevel.Debug);
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private void updatePresenceAssets()
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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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@ -200,17 +220,15 @@ namespace osu.Desktop
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// update ruleset
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presence.Assets.SmallImageKey = ruleset.Value.IsLegacyRuleset() ? $"mode_{ruleset.Value.OnlineID}" : "mode_custom";
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presence.Assets.SmallImageText = ruleset.Value.Name;
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client.SetPresence(presence);
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}
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private void onJoin(object sender, JoinMessage args)
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private void onJoin(object sender, JoinMessage args) => Scheduler.AddOnce(() =>
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{
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game.Window?.Raise();
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if (!api.IsLoggedIn)
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{
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Schedule(() => login?.Show());
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login?.Show();
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return;
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}
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@ -231,7 +249,7 @@ namespace osu.Desktop
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});
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request.Failure += _ => Logger.Log($"Could not join multiplayer room, room could not be found (room ID: {roomId}).", LoggingTarget.Network, LogLevel.Important);
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api.Queue(request);
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}
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});
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private static readonly int ellipsis_length = Encoding.UTF8.GetByteCount(new[] { '…' });
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@ -294,6 +312,9 @@ namespace osu.Desktop
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protected override void Dispose(bool isDisposing)
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{
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if (multiplayerClient.IsNotNull())
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multiplayerClient.RoomUpdated -= onRoomUpdated;
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client.Dispose();
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base.Dispose(isDisposing);
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}
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