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Update DiscordRichPresenceClient presence logic

This commit is contained in:
Lucas A 2019-05-14 19:13:21 +02:00
parent e4ad30cc07
commit ee2bbf950f

View File

@ -9,6 +9,7 @@ using osu.Framework.Logging;
using osu.Game.Online.API;
using osu.Game.Rulesets;
using osu.Game.Users;
using static osu.Game.Users.UserActivity;
using User = osu.Game.Users.User;
namespace osu.Desktop
@ -28,32 +29,43 @@ namespace osu.Desktop
user.ValueChanged += usr =>
{
usr.OldValue.Status.ValueChanged -= updateStatus;
usr.NewValue.Status.ValueChanged += updateStatus;
usr.NewValue.Activity.ValueChanged += activity => updateStatus(user.Value.Status.Value, activity.NewValue);
usr.NewValue.Status.ValueChanged += status => updateStatus(status.NewValue, user.Value.Activity.Value);
};
user.Value.Status.ValueChanged += updateStatus;
user.TriggerChange();
client.OnReady += (_, __) => Logger.Log("Discord RPC Client ready.", LoggingTarget.Network, LogLevel.Debug);
client.OnError += (_, e) => Logger.Log($"An error occurred with Discord RPC Client : {e.Message}", LoggingTarget.Network, LogLevel.Debug);
client.OnConnectionFailed += (_, e) => Logger.Log("Discord RPC Client failed to initialize : is discord running ?", LoggingTarget.Network, LogLevel.Debug);
client.OnPresenceUpdate += (_, __) => Logger.Log("Updated Discord Rich Presence", LoggingTarget.Network, LogLevel.Debug);
enableLogging();
client.Initialize();
}
private void updateStatus(ValueChangedEvent<UserStatus> e)
private void enableLogging()
{
var presence = defaultPresence(e.NewValue.Message);
client.OnReady += (_, __) => Logger.Log("Discord RPC Client ready.", LoggingTarget.Network, LogLevel.Debug);
client.OnError += (_, e) => Logger.Log($"An error occurred with Discord RPC Client : {e.Message}", LoggingTarget.Network, LogLevel.Debug);
client.OnConnectionFailed += (_, e) => Logger.Log("Discord RPC Client failed to initialize : is discord running ?", LoggingTarget.Network, LogLevel.Debug);
client.OnPresenceUpdate += (_, __) => Logger.Log("Updated Discord Rich Presence", LoggingTarget.Network, LogLevel.Debug);
}
switch (e.NewValue)
private void updateStatus(UserStatus st, UserActivity a)
{
var presence = defaultPresence(st is UserStatusOnline ? a?.Status : st.Message);
if (!(st is UserStatusOnline)) //don't update the presence any further if the current user status is DND / Offline & simply return with the default presence
{
case UserStatusSoloGame game:
client.SetPresence(presence);
return;
}
switch (a)
{
case UserActivitySoloGame game:
presence.State = $"{game.Beatmap.Metadata.Artist} - {game.Beatmap.Metadata.Title} [{game.Beatmap.Version}]";
setPresenceGamemode(game.Ruleset, presence);
break;
case UserStatusEditing editing:
case UserActivityEditing editing:
presence.State = $"{editing.Beatmap.Metadata.Artist} - {editing.Beatmap.Metadata.Title} " + (!string.IsNullOrEmpty(editing.Beatmap.Version) ? $"[{editing.Beatmap.Version}]" : "");
presence.Assets.SmallImageKey = "edit";
presence.Assets.SmallImageText = "editing";