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#include "discord.h"
#include "freespace.h"
#include "events/events.h"
#include "gamesequence/gamesequence.h"
#include "io/timer.h"
#include "mission/missioncampaign.h"
#include "mission/missionparse.h"
#include "parse/parselo.h"
#include "playerman/player.h"
#include "discord_rpc.h"
namespace {
struct PresenceInfo {
SCP_string state;
int64_t timestamp;
};
bool initialized = false;
bool discord_ready = false;
bool events_added = false;
UI_TIMESTAMP next_mission_update = UI_TIMESTAMP::invalid();
bool in_mission = false;
PresenceInfo current_info;
const char* APPLICATION_ID = "465270111440470016";
SCP_unordered_map<SCP_string, SCP_string> campaign_name_cache;
SCP_string get_campaign_name(const char* filename)
{
SCP_string name = filename;
auto iter = campaign_name_cache.find(name);
if (iter != campaign_name_cache.end()) {
return iter->second;
}
auto campaign_name = mission_campaign_get_name(filename);
campaign_name_cache[name] = campaign_name;
return campaign_name;
}
SCP_string get_current_campaign_name()
{
if (Game_mode & GM_CAMPAIGN_MODE) {
return Campaign.name;
} else if (Player != nullptr) {
return get_campaign_name(Player->current_campaign);
} else {
return "";
}
}
SCP_string get_details()
{
SCP_string res;
auto has_campaign = Player != nullptr && strlen(Player->current_campaign) > 0;
if (in_mission && !(Game_mode & GM_CAMPAIGN_MODE)) {
// This is a standalone mission so we don't actually have a campaign
has_campaign = false;
}
if (has_campaign && in_mission) {
sprintf(res, "%s: %s", get_current_campaign_name().c_str(), The_mission.name);
} else if (has_campaign) {
sprintf(res, "Campaign %s", get_current_campaign_name().c_str());
} else if (in_mission) {
res = The_mission.name;
} else {
res = "In game";
}
return res;
}
void update_presence() {
auto details = get_details();
DiscordRichPresence presence;
memset(&presence, 0, sizeof(presence));
presence.details = details.c_str();
presence.state = current_info.state.c_str();
presence.startTimestamp = current_info.timestamp;
Discord_UpdatePresence(&presence);
}
void set_presence(const SCP_string& state, int64_t timestamp = 0) {
if (current_info.state == state && current_info.timestamp == timestamp) {
// No changes
return;
}
current_info.state = state;
current_info.timestamp = timestamp;
if (discord_ready) {
update_presence();
}
}
void set_game_play_presence()
{
SCP_string state;
sprintf(state, "In mission (%d %s)", Player->stats.m_kill_count_ok,
Player->stats.m_kill_count_ok == 1 ? "kill" : "kills");
set_presence(state, (int64_t)time(nullptr) - f2i(Missiontime));
// Update this every 20 seconds since Discord already has a 15 second rate-limit
next_mission_update = ui_timestamp(20 * MILLISECONDS_PER_SECOND);
}
void update_discord()
{
if (!initialized)
return;
Discord_RunCallbacks();
if (gameseq_get_state() == GS_STATE_GAME_PLAY && ui_timestamp_elapsed(next_mission_update)) {
set_game_play_presence();
}
}
void shutdown_discord()
{
if (!initialized)
return;
Discord_Shutdown();
initialized = false;
discord_ready = false;
}
void handleEnterState(int old_state, int new_state)
{
if (!initialized)
return;
if (old_state == new_state) {
return;
}
if (new_state == GS_STATE_GAME_PLAY) {
// Update immediately if we enter the game play state again
set_game_play_presence();
return;
}
if (gameseq_get_state_idx(GS_STATE_GAME_PLAY) >= 0) {
// Special case for when we come out of game play
switch (new_state) {
case GS_STATE_OPTIONS_MENU:
case GS_STATE_HOTKEY_SCREEN:
case GS_STATE_GAMEPLAY_HELP:
case GS_STATE_MISSION_LOG_SCROLLBACK:
set_presence("In game menu");
return;
default:
break;
}
}
switch (new_state) {
case GS_STATE_MAIN_MENU:
set_presence("In main hall");
break;
case GS_STATE_BRIEFING:
set_presence("In mission briefing");
break;
case GS_STATE_CMD_BRIEF:
set_presence("In command briefing");
break;
case GS_EVENT_DEBRIEF:
set_presence("In debriefing");
break;
case GS_STATE_GAME_PAUSED:
set_presence("Paused");
break;
case GS_STATE_RED_ALERT:
set_presence("In red-alert briefing");
break;
case GS_STATE_INITIAL_PLAYER_SELECT:
set_presence("Selecting player");
break;
case GS_STATE_FICTION_VIEWER:
set_presence("In fiction viewer");
break;
default:
break;
}
}
void handleLeaveState(int old_state, int /*new_state*/)
{
if (!initialized)
return;
if (old_state == GS_STATE_GAME_PAUSED) {
// Reset the game play state immediately
set_game_play_presence();
}
if (old_state == GS_STATE_GAME_PLAY) {
in_mission = false;
next_mission_update = UI_TIMESTAMP::invalid();
}
}
void handleMissionLoad(const char* /*filename*/)
{
if (!initialized)
return;
set_presence("Loading mission");
in_mission = true;
}
} // namespace
namespace libs {
namespace discord {
void init()
{
//If we've already initialized then just return
if (initialized)
return;
DiscordEventHandlers handlers;
memset(&handlers, 0, sizeof(handlers));
handlers.ready = [](const DiscordUser* connectedUser) {
mprintf(("Discord: connected to user %s#%s - %s\n", connectedUser->username, connectedUser->discriminator,
connectedUser->userId));
discord_ready = true;
update_presence();
};
handlers.errored = [](int errcode, const char* message) {
mprintf(("Discord: error (%d: %s)\n", errcode, message));
discord_ready = false;
};
handlers.disconnected = [](int errcode, const char* message) {
mprintf(("Discord: disconnected (%d: %s)\n", errcode, message));
discord_ready = false;
};
Discord_Initialize(APPLICATION_ID, &handlers, 0, nullptr);
//Only ever register these events once even if discord presence is toggled back on during the same game instance -Mjn
if (!events_added) {
events::EngineUpdate.add(update_discord);
events::EngineShutdown.add(shutdown_discord);
events::GameEnterState.add(handleEnterState);
events::GameLeaveState.add(handleLeaveState);
events::GameMissionLoad.add(handleMissionLoad);
events_added = true;
}
initialized = true;
}
void shutdown()
{
shutdown_discord();
}
void set_presence_string(const SCP_string &text)
{
set_presence(text);
}
void set_presence_gameplay()
{
set_game_play_presence();
}
} // namespace discord
} // namespace libs
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