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osu-lazer/osu.Desktop/DiscordRichPresenceClient.cs
2019-12-18 12:39:50 +09:00

105 lines
4.1 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using DiscordRPC;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
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
{
internal class DiscordRichPresenceClient : Component
{
private const string client_id = "367827983903490050";
private Bindable<User> user;
private readonly DiscordRpcClient client = new DiscordRpcClient(client_id);
[BackgroundDependencyLoader]
private void load(IAPIProvider provider)
{
user = provider.LocalUser.GetBoundCopy();
user.ValueChanged += usr =>
{
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.TriggerChange();
enableLogging();
client.Initialize();
}
private void enableLogging()
{
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);
}
private void updateStatus(UserStatus st, UserActivity a)
{
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
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
{
client.SetPresence(presence);
return;
}
switch (a)
{
case SoloGame game:
presence.State = $"{game.Beatmap.Metadata.Artist} - {game.Beatmap.Metadata.Title} [{game.Beatmap.Version}]";
setPresenceGamemode(game.Ruleset, presence);
break;
case Editing 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";
break;
}
client.SetPresence(presence);
}
private void setPresenceGamemode(RulesetInfo ruleset, RichPresence presence)
{
if (ruleset.ID != null && ruleset.ID <= 3) //legacy rulesets use an ID between 0 and 3
presence.Assets.SmallImageKey = ruleset.ShortName;
else
presence.Assets.SmallImageKey = "unknown"; //not a legacy ruleset so let's display the unknown ruleset icon.
presence.Assets.SmallImageText = ruleset.ShortName;
}
private RichPresence defaultPresence(string status) => new RichPresence
{
Details = status,
Assets = new Assets
{
LargeImageKey = "lazer",
LargeImageText = user.Value.Username
}
};
protected override void Dispose(bool isDisposing)
{
client.Dispose();
base.Dispose(isDisposing);
}
}
}