// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Text; using DiscordRPC; using DiscordRPC.Message; using Newtonsoft.Json; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Extensions.ObjectExtensions; using osu.Framework.Graphics; using osu.Framework.Logging; using osu.Framework.Threading; using osu.Game; using osu.Game.Configuration; using osu.Game.Extensions; using osu.Game.Online.API; using osu.Game.Online.API.Requests.Responses; using osu.Game.Online.Multiplayer; using osu.Game.Online.Rooms; using osu.Game.Overlays; using osu.Game.Rulesets; using osu.Game.Users; using LogLevel = osu.Framework.Logging.LogLevel; namespace osu.Desktop { internal partial class DiscordRichPresence : Component { private const string client_id = "1216669957799018608"; private DiscordRpcClient client = null!; [Resolved] private IBindable ruleset { get; set; } = null!; [Resolved] private IAPIProvider api { get; set; } = null!; [Resolved] private OsuGame game { get; set; } = null!; [Resolved] private LoginOverlay? login { get; set; } [Resolved] private MultiplayerClient multiplayerClient { get; set; } = null!; [Resolved] private OsuConfigManager config { get; set; } = null!; private readonly IBindable status = new Bindable(); private readonly IBindable activity = new Bindable(); private readonly Bindable privacyMode = new Bindable(); private readonly RichPresence presence = new RichPresence { Assets = new Assets { LargeImageKey = "osu_logo_lazer" }, Secrets = new Secrets { JoinSecret = null, SpectateSecret = null, }, }; private IBindable? user; [BackgroundDependencyLoader] private void load() { client = new DiscordRpcClient(client_id) { // SkipIdenticalPresence allows us to fire SetPresence at any point and leave it to the underlying implementation // to check whether a difference has actually occurred before sending a command to Discord (with a minor caveat that's handled in onReady). SkipIdenticalPresence = true }; client.OnReady += onReady; client.OnError += (_, e) => Logger.Log($"An error occurred with Discord RPC Client: {e.Message} ({e.Code})", LoggingTarget.Network, LogLevel.Error); try { client.RegisterUriScheme(); client.Subscribe(EventType.Join); client.OnJoin += onJoin; } catch (Exception ex) { // This is known to fail in at least the following sandboxed environments: // - macOS (when packaged as an app bundle) // - flatpak (see: https://github.com/flathub/sh.ppy.osu/issues/170) // There is currently no better way to do this offered by Discord, so the best we can do is simply ignore it for now. Logger.Log($"Failed to register Discord URI scheme: {ex}"); } client.Initialize(); } protected override void LoadComplete() { base.LoadComplete(); config.BindWith(OsuSetting.DiscordRichPresence, privacyMode); user = api.LocalUser.GetBoundCopy(); user.BindValueChanged(u => { status.UnbindBindings(); status.BindTo(u.NewValue.Status); activity.UnbindBindings(); activity.BindTo(u.NewValue.Activity); }, true); ruleset.BindValueChanged(_ => schedulePresenceUpdate()); status.BindValueChanged(_ => schedulePresenceUpdate()); activity.BindValueChanged(_ => schedulePresenceUpdate()); privacyMode.BindValueChanged(_ => schedulePresenceUpdate()); multiplayerClient.RoomUpdated += onRoomUpdated; } private void onReady(object _, ReadyMessage __) { Logger.Log("Discord RPC Client ready.", LoggingTarget.Network, LogLevel.Debug); // when RPC is lost and reconnected, we have to clear presence state for updatePresence to work (see DiscordRpcClient.SkipIdenticalPresence). if (client.CurrentPresence != null) client.SetPresence(null); schedulePresenceUpdate(); } private void onRoomUpdated() => schedulePresenceUpdate(); private ScheduledDelegate? presenceUpdateDelegate; private void schedulePresenceUpdate() { presenceUpdateDelegate?.Cancel(); presenceUpdateDelegate = Scheduler.AddDelayed(() => { if (!client.IsInitialized) return; if (status.Value == UserStatus.Offline || privacyMode.Value == DiscordRichPresenceMode.Off) { client.ClearPresence(); return; } bool hideIdentifiableInformation = privacyMode.Value == DiscordRichPresenceMode.Limited || status.Value == UserStatus.DoNotDisturb; updatePresence(hideIdentifiableInformation); client.SetPresence(presence); }, 200); } private void updatePresence(bool hideIdentifiableInformation) { if (user == null) return; // user activity if (activity.Value != null) { presence.State = clampLength(activity.Value.GetStatus(hideIdentifiableInformation)); presence.Details = clampLength(activity.Value.GetDetails(hideIdentifiableInformation) ?? string.Empty); if (getBeatmapID(activity.Value) is int beatmapId && beatmapId > 0) { presence.Buttons = new[] { new Button { Label = "View beatmap", Url = $@"{api.WebsiteRootUrl}/beatmaps/{beatmapId}?mode={ruleset.Value.ShortName}" } }; } else { presence.Buttons = null; } } else { presence.State = "Idle"; presence.Details = string.Empty; } // user party if (!hideIdentifiableInformation && multiplayerClient.Room != null) { MultiplayerRoom room = multiplayerClient.Room; presence.Party = new Party { Privacy = string.IsNullOrEmpty(room.Settings.Password) ? Party.PrivacySetting.Public : Party.PrivacySetting.Private, ID = room.RoomID.ToString(), // technically lobbies can have infinite users, but Discord needs this to be set to something. // to make party display sensible, assign a powers of two above participants count (8 at minimum). Max = (int)Math.Max(8, Math.Pow(2, Math.Ceiling(Math.Log2(room.Users.Count)))), Size = room.Users.Count, }; RoomSecret roomSecret = new RoomSecret { RoomID = room.RoomID, Password = room.Settings.Password, }; if (client.HasRegisteredUriScheme) presence.Secrets.JoinSecret = JsonConvert.SerializeObject(roomSecret); // discord cannot handle both secrets and buttons at the same time, so we need to choose something. // the multiplayer room seems more important. presence.Buttons = null; } else { presence.Party = null; presence.Secrets.JoinSecret = null; } // game images: // large image tooltip if (privacyMode.Value == DiscordRichPresenceMode.Limited) presence.Assets.LargeImageText = string.Empty; else { if (user.Value.RulesetsStatistics != null && user.Value.RulesetsStatistics.TryGetValue(ruleset.Value.ShortName, out UserStatistics? statistics)) presence.Assets.LargeImageText = $"{user.Value.Username}" + (statistics.GlobalRank > 0 ? $" (rank #{statistics.GlobalRank:N0})" : string.Empty); else presence.Assets.LargeImageText = $"{user.Value.Username}" + (user.Value.Statistics?.GlobalRank > 0 ? $" (rank #{user.Value.Statistics.GlobalRank:N0})" : string.Empty); } // small image presence.Assets.SmallImageKey = ruleset.Value.IsLegacyRuleset() ? $"mode_{ruleset.Value.OnlineID}" : "mode_custom"; presence.Assets.SmallImageText = ruleset.Value.Name; } private void onJoin(object sender, JoinMessage args) => Scheduler.AddOnce(() => { game.Window?.Raise(); if (!api.IsLoggedIn) { login?.Show(); return; } Logger.Log($"Received room secret from Discord RPC Client: \"{args.Secret}\"", LoggingTarget.Network, LogLevel.Debug); // Stable and lazer share the same Discord client ID, meaning they can accept join requests from each other. // Since they aren't compatible in multi, see if stable's format is being used and log to avoid confusion. if (args.Secret[0] != '{' || !tryParseRoomSecret(args.Secret, out long roomId, out string? password)) { Logger.Log("Could not join multiplayer room, invitation is invalid or incompatible.", LoggingTarget.Network, LogLevel.Important); return; } var request = new GetRoomRequest(roomId); request.Success += room => Schedule(() => { game.PresentMultiplayerMatch(room, password); }); request.Failure += _ => Logger.Log($"Could not join multiplayer room, room could not be found (room ID: {roomId}).", LoggingTarget.Network, LogLevel.Important); api.Queue(request); }); private static readonly int ellipsis_length = Encoding.UTF8.GetByteCount(new[] { '…' }); private static string clampLength(string str) { // For whatever reason, discord decides that strings shorter than 2 characters cannot possibly be valid input, because... reasons? // And yes, that is two *characters*, or *codepoints*, not *bytes* as further down below (as determined by empirical testing). // That seems very questionable, and isn't even documented anywhere. So to *make it* accept such valid input, // just tack on enough of U+200B ZERO WIDTH SPACEs at the end. if (str.Length < 2) return str.PadRight(2, '\u200B'); if (Encoding.UTF8.GetByteCount(str) <= 128) return str; ReadOnlyMemory strMem = str.AsMemory(); do { strMem = strMem[..^1]; } while (Encoding.UTF8.GetByteCount(strMem.Span) + ellipsis_length > 128); return string.Create(strMem.Length + 1, strMem, (span, mem) => { mem.Span.CopyTo(span); span[^1] = '…'; }); } private static bool tryParseRoomSecret(string secretJson, out long roomId, out string? password) { roomId = 0; password = null; RoomSecret? roomSecret; try { roomSecret = JsonConvert.DeserializeObject(secretJson); } catch { return false; } if (roomSecret == null) return false; roomId = roomSecret.RoomID; password = roomSecret.Password; return true; } private static int? getBeatmapID(UserActivity activity) { switch (activity) { case UserActivity.InGame game: return game.BeatmapID; case UserActivity.EditingBeatmap edit: return edit.BeatmapID; } return null; } protected override void Dispose(bool isDisposing) { if (multiplayerClient.IsNotNull()) multiplayerClient.RoomUpdated -= onRoomUpdated; client.Dispose(); base.Dispose(isDisposing); } private class RoomSecret { [JsonProperty(@"roomId", Required = Required.Always)] public long RoomID { get; set; } [JsonProperty(@"password", Required = Required.AllowNull)] public string? Password { get; set; } } } }