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fe0af7e720
Closes https://github.com/ppy/osu/issues/28248. Destroy all software.
361 lines
13 KiB
C#
361 lines
13 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 System;
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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.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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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osu.Game.Overlays;
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using osu.Game.Rulesets;
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using osu.Game.Users;
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using LogLevel = osu.Framework.Logging.LogLevel;
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namespace osu.Desktop
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{
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internal partial class DiscordRichPresence : Component
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{
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private const string client_id = "1216669957799018608";
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private DiscordRpcClient client = null!;
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[Resolved]
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private IBindable<RulesetInfo> ruleset { get; set; } = null!;
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[Resolved]
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private IAPIProvider api { get; set; } = null!;
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[Resolved]
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private OsuGame game { get; set; } = null!;
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[Resolved]
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private LoginOverlay? login { get; set; }
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[Resolved]
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private MultiplayerClient multiplayerClient { get; set; } = null!;
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[Resolved]
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private OsuConfigManager config { get; set; } = null!;
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private readonly IBindable<UserStatus?> status = new Bindable<UserStatus?>();
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private readonly IBindable<UserActivity> activity = new Bindable<UserActivity>();
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private readonly Bindable<DiscordRichPresenceMode> privacyMode = new Bindable<DiscordRichPresenceMode>();
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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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Secrets = new Secrets
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{
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JoinSecret = null,
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SpectateSecret = null,
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},
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};
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private IBindable<APIUser>? user;
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[BackgroundDependencyLoader]
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private void load()
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{
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client = new DiscordRpcClient(client_id)
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{
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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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client.OnError += (_, e) => Logger.Log($"An error occurred with Discord RPC Client: {e.Message} ({e.Code})", LoggingTarget.Network, LogLevel.Error);
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try
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{
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client.RegisterUriScheme();
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client.Subscribe(EventType.Join);
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client.OnJoin += onJoin;
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}
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catch (Exception ex)
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{
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// This is known to fail in at least the following sandboxed environments:
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// - macOS (when packaged as an app bundle)
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// - flatpak (see: https://github.com/flathub/sh.ppy.osu/issues/170)
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// There is currently no better way to do this offered by Discord, so the best we can do is simply ignore it for now.
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Logger.Log($"Failed to register Discord URI scheme: {ex}");
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}
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client.Initialize();
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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config.BindWith(OsuSetting.DiscordRichPresence, privacyMode);
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user = api.LocalUser.GetBoundCopy();
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user.BindValueChanged(u =>
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{
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status.UnbindBindings();
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status.BindTo(u.NewValue.Status);
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activity.UnbindBindings();
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activity.BindTo(u.NewValue.Activity);
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}, true);
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ruleset.BindValueChanged(_ => schedulePresenceUpdate());
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status.BindValueChanged(_ => schedulePresenceUpdate());
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activity.BindValueChanged(_ => schedulePresenceUpdate());
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privacyMode.BindValueChanged(_ => schedulePresenceUpdate());
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multiplayerClient.RoomUpdated += onRoomUpdated;
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}
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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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// 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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schedulePresenceUpdate();
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}
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private void onRoomUpdated() => schedulePresenceUpdate();
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private ScheduledDelegate? presenceUpdateDelegate;
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private void schedulePresenceUpdate()
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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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if (status.Value == UserStatus.Offline || privacyMode.Value == DiscordRichPresenceMode.Off)
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{
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client.ClearPresence();
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return;
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}
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bool hideIdentifiableInformation = privacyMode.Value == DiscordRichPresenceMode.Limited || status.Value == UserStatus.DoNotDisturb;
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updatePresence(hideIdentifiableInformation);
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client.SetPresence(presence);
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}, 200);
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}
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private void updatePresence(bool hideIdentifiableInformation)
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{
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if (user == null)
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return;
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// user activity
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if (activity.Value != null)
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{
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presence.State = clampLength(activity.Value.GetStatus(hideIdentifiableInformation));
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presence.Details = clampLength(activity.Value.GetDetails(hideIdentifiableInformation) ?? string.Empty);
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if (getBeatmapID(activity.Value) is int beatmapId && beatmapId > 0)
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{
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presence.Buttons = new[]
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{
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new Button
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{
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Label = "View beatmap",
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Url = $@"{api.WebsiteRootUrl}/beatmaps/{beatmapId}?mode={ruleset.Value.ShortName}"
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}
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};
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}
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else
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{
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presence.Buttons = null;
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}
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}
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else
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{
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presence.State = "Idle";
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presence.Details = string.Empty;
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}
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// user party
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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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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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ID = room.RoomID.ToString(),
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// technically lobbies can have infinite users, but Discord needs this to be set to something.
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// to make party display sensible, assign a powers of two above participants count (8 at minimum).
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Max = (int)Math.Max(8, Math.Pow(2, Math.Ceiling(Math.Log2(room.Users.Count)))),
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Size = room.Users.Count,
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};
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RoomSecret roomSecret = new RoomSecret
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{
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RoomID = room.RoomID,
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Password = room.Settings.Password,
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};
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if (client.HasRegisteredUriScheme)
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presence.Secrets.JoinSecret = JsonConvert.SerializeObject(roomSecret);
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// discord cannot handle both secrets and buttons at the same time, so we need to choose something.
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// the multiplayer room seems more important.
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presence.Buttons = null;
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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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}
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// game images:
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// large image tooltip
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if (privacyMode.Value == DiscordRichPresenceMode.Limited)
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presence.Assets.LargeImageText = string.Empty;
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else
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{
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if (user.Value.RulesetsStatistics != null && user.Value.RulesetsStatistics.TryGetValue(ruleset.Value.ShortName, out UserStatistics? statistics))
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presence.Assets.LargeImageText = $"{user.Value.Username}" + (statistics.GlobalRank > 0 ? $" (rank #{statistics.GlobalRank:N0})" : string.Empty);
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else
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presence.Assets.LargeImageText = $"{user.Value.Username}" + (user.Value.Statistics?.GlobalRank > 0 ? $" (rank #{user.Value.Statistics.GlobalRank:N0})" : string.Empty);
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}
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// small image
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presence.Assets.SmallImageKey = ruleset.Value.IsLegacyRuleset() ? $"mode_{ruleset.Value.OnlineID}" : "mode_custom";
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presence.Assets.SmallImageText = ruleset.Value.Name;
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}
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private void onJoin(object sender, JoinMessage args) => Scheduler.AddOnce(() =>
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{
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game.Window?.Raise();
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if (!api.IsLoggedIn)
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{
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login?.Show();
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return;
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}
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Logger.Log($"Received room secret from Discord RPC Client: \"{args.Secret}\"", LoggingTarget.Network, LogLevel.Debug);
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// Stable and lazer share the same Discord client ID, meaning they can accept join requests from each other.
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// Since they aren't compatible in multi, see if stable's format is being used and log to avoid confusion.
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if (args.Secret[0] != '{' || !tryParseRoomSecret(args.Secret, out long roomId, out string? password))
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{
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Logger.Log("Could not join multiplayer room, invitation is invalid or incompatible.", LoggingTarget.Network, LogLevel.Important);
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return;
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}
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var request = new GetRoomRequest(roomId);
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request.Success += room => Schedule(() =>
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{
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game.PresentMultiplayerMatch(room, password);
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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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private static readonly int ellipsis_length = Encoding.UTF8.GetByteCount(new[] { '…' });
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private static string clampLength(string str)
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{
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// Empty strings are fine to discord even though single-character strings are not. Make it make sense.
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if (string.IsNullOrEmpty(str))
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return str;
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// As above, discord decides that *non-empty* strings shorter than 2 characters cannot possibly be valid input, because... reasons?
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// And yes, that is two *characters*, or *codepoints*, not *bytes* as further down below (as determined by empirical testing).
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// That seems very questionable, and isn't even documented anywhere. So to *make it* accept such valid input,
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// just tack on enough of U+200B ZERO WIDTH SPACEs at the end.
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if (str.Length < 2)
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return str.PadRight(2, '\u200B');
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if (Encoding.UTF8.GetByteCount(str) <= 128)
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return str;
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ReadOnlyMemory<char> strMem = str.AsMemory();
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do
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{
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strMem = strMem[..^1];
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} while (Encoding.UTF8.GetByteCount(strMem.Span) + ellipsis_length > 128);
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return string.Create(strMem.Length + 1, strMem, (span, mem) =>
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{
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mem.Span.CopyTo(span);
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span[^1] = '…';
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});
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}
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private static bool tryParseRoomSecret(string secretJson, out long roomId, out string? password)
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{
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roomId = 0;
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password = null;
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RoomSecret? roomSecret;
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try
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{
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roomSecret = JsonConvert.DeserializeObject<RoomSecret>(secretJson);
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}
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catch
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{
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return false;
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}
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if (roomSecret == null) return false;
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roomId = roomSecret.RoomID;
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password = roomSecret.Password;
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return true;
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}
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private static int? getBeatmapID(UserActivity activity)
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{
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switch (activity)
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{
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case UserActivity.InGame game:
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return game.BeatmapID;
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case UserActivity.EditingBeatmap edit:
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return edit.BeatmapID;
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}
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return null;
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}
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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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private class RoomSecret
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{
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[JsonProperty(@"roomId", Required = Required.Always)]
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public long RoomID { get; set; }
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[JsonProperty(@"password", Required = Required.AllowNull)]
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public string? Password { get; set; }
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}
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}
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}
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