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105 lines
4.1 KiB
C#
105 lines
4.1 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using DiscordRPC;
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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.Online.API;
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using osu.Game.Rulesets;
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using osu.Game.Users;
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using static osu.Game.Users.UserActivity;
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using User = osu.Game.Users.User;
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namespace osu.Desktop
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{
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internal class DiscordRichPresenceClient : Component
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{
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private const string client_id = "367827983903490050";
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private Bindable<User> user;
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private readonly DiscordRpcClient client = new DiscordRpcClient(client_id);
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[BackgroundDependencyLoader]
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private void load(IAPIProvider provider)
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{
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user = provider.LocalUser.GetBoundCopy();
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user.ValueChanged += usr =>
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{
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usr.NewValue.Activity.ValueChanged += activity => updateStatus(user.Value.Status.Value, activity.NewValue);
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usr.NewValue.Status.ValueChanged += status => updateStatus(status.NewValue, user.Value.Activity.Value);
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};
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user.TriggerChange();
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enableLogging();
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client.Initialize();
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}
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private void enableLogging()
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{
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client.OnReady += (_, __) => Logger.Log("Discord RPC Client ready.", LoggingTarget.Network, LogLevel.Debug);
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client.OnError += (_, e) => Logger.Log($"An error occurred with Discord RPC Client : {e.Message}", LoggingTarget.Network, LogLevel.Debug);
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client.OnConnectionFailed += (_, e) => Logger.Log("Discord RPC Client failed to initialize : is discord running ?", LoggingTarget.Network, LogLevel.Debug);
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client.OnPresenceUpdate += (_, __) => Logger.Log("Updated Discord Rich Presence", LoggingTarget.Network, LogLevel.Debug);
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}
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private void updateStatus(UserStatus st, UserActivity a)
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{
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var presence = defaultPresence(st is UserStatusOnline ? a?.Status ?? st.Message : st.Message); //display the current user activity if the user status is online & user activity != null, else display the current user online status
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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
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{
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client.SetPresence(presence);
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return;
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}
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switch (a)
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{
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case SoloGame game:
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presence.State = $"{game.Beatmap.Metadata.Artist} - {game.Beatmap.Metadata.Title} [{game.Beatmap.Version}]";
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setPresenceGamemode(game.Ruleset, presence);
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break;
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case Editing editing:
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presence.State = $"{editing.Beatmap.Metadata.Artist} - {editing.Beatmap.Metadata.Title} " + (!string.IsNullOrEmpty(editing.Beatmap.Version) ? $"[{editing.Beatmap.Version}]" : "");
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presence.Assets.SmallImageKey = "edit";
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presence.Assets.SmallImageText = "editing";
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break;
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}
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client.SetPresence(presence);
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}
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private void setPresenceGamemode(RulesetInfo ruleset, RichPresence presence)
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{
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if (ruleset.ID != null && ruleset.ID <= 3) //legacy rulesets use an ID between 0 and 3
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presence.Assets.SmallImageKey = ruleset.ShortName;
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else
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presence.Assets.SmallImageKey = "unknown"; //not a legacy ruleset so let's display the unknown ruleset icon.
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presence.Assets.SmallImageText = ruleset.ShortName;
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}
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private RichPresence defaultPresence(string status) => new RichPresence
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{
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Details = status,
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Assets = new Assets
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{
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LargeImageKey = "lazer",
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LargeImageText = user.Value.Username
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}
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};
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protected override void Dispose(bool isDisposing)
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{
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client.Dispose();
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base.Dispose(isDisposing);
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}
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}
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}
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