dolphin/Source/Core/UICommon/DiscordPresence.cpp
2019-02-25 19:31:49 +00:00

321 lines
9.8 KiB
C++

// Copyright 2018 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "UICommon/DiscordPresence.h"
#include "Common/Hash.h"
#include "Common/StringUtil.h"
#include "Core/Config/NetplaySettings.h"
#include "Core/Config/UISettings.h"
#include "Core/ConfigManager.h"
#ifdef USE_DISCORD_PRESENCE
#include <algorithm>
#include <cctype>
#include <ctime>
#include <discord-rpc/include/discord_rpc.h>
#include <string>
#endif
namespace Discord
{
#ifdef USE_DISCORD_PRESENCE
namespace
{
Handler* event_handler = nullptr;
const char* username = "";
void HandleDiscordReady(const DiscordUser* user)
{
username = user->username;
}
void HandleDiscordJoinRequest(const DiscordUser* user)
{
if (event_handler == nullptr)
return;
const std::string discord_tag = StringFromFormat("%s#%s", user->username, user->discriminator);
event_handler->DiscordJoinRequest(user->userId, discord_tag, user->avatar);
}
void HandleDiscordJoin(const char* join_secret)
{
if (event_handler == nullptr)
return;
if (Config::Get(Config::NETPLAY_NICKNAME) == Config::NETPLAY_NICKNAME.default_value)
Config::SetCurrent(Config::NETPLAY_NICKNAME, username);
std::string secret(join_secret);
std::string type = secret.substr(0, secret.find('\n'));
size_t offset = type.length() + 1;
switch (static_cast<SecretType>(std::stol(type)))
{
default:
case SecretType::Empty:
return;
case SecretType::IPAddress:
{
// SetBaseOrCurrent will save the ip address, which isn't what's wanted in this situation
Config::SetCurrent(Config::NETPLAY_TRAVERSAL_CHOICE, "direct");
std::string host = secret.substr(offset, secret.find_last_of(':') - offset);
Config::SetCurrent(Config::NETPLAY_ADDRESS, host);
offset += host.length();
if (secret[offset] == ':')
Config::SetCurrent(Config::NETPLAY_CONNECT_PORT, std::stoul(secret.substr(offset + 1)));
}
break;
case SecretType::RoomID:
{
Config::SetCurrent(Config::NETPLAY_TRAVERSAL_CHOICE, "traversal");
Config::SetCurrent(Config::NETPLAY_HOST_CODE, secret.substr(offset));
}
break;
}
event_handler->DiscordJoin();
}
std::string ArtworkForGameId(const std::string& gameid)
{
static const std::set<std::string> REGISTERED_GAMES{
"GAF", // GAFE01: Animal Crossing
"RUU", // RUUE01: Animal Crossing: City Folk
"SF8", // SF8E01: Donkey Kong Country Returns
"RDB", // RDBE70: Dragon Ball Z: Budokai Tenkaichi 2
"RDS", // RDSE70: Dragon Ball Z: Budokai Tenkaichi 3
"GFZ", // GFZE01: F-Zero GX
"GFE", // GFEE01: Fire Emblem: Path of Radiance
"RFE", // RFEE01: Fire Emblem: Radiant Dawn
"S5S", // S5SJHF: Inazuma Eleven GO: Strikers 2013
"GKY", // GKYE01: Kirby Air Ride
"SUK", // SUKE01: Kirby's Return to Dream Land
"GLM", // GLME01: Luigi's Mansion
"GFT", // GFTE01: Mario Golf: Toadstool Tour
"RMC", // RMCE01: Mario Kart Wii
"GM4", // GM4E01: Mario Kart: Double Dash!!
"GMP", // GMPE01: Mario Party 4
"GP5", // GP5E01: Mario Party 5
"GP6", // GP6E01: Mario Party 6
"GP7", // GP7E01: Mario Party 7
"RM8", // RM8E01: Mario Party 8
"SSQ", // SSQE01: Mario Party 9
"GOM", // GOME01: Mario Power Tennis
"GYQ", // GYQE01: Mario Superstar Baseball
"GGS", // GGSE01: Metal Gear Solid: The Twin Snakes
"GM8", // GM8E01: Metroid Prime
"G2M", // G2ME01: Metroid Prime 2: Echoes
"RM3", // RM3E01: Metroid Prime 3: Corruption
"R3M", // R3ME01: Metroid Prime: Trilogy
"SMN", // SMNE01: New Super Mario Bros. Wii
"G8M", // G8ME01: Paper Mario: The Thousand-Year Door
"GPI", // GPIE01: Pikmin (GC)
"R9I", // R9IE01: Pikmin (Wii)
"GPV", // GPVE01: Pikmin 2 (GC)
"R92", // R92E01: Pikmin 2 (Wii)
"GC6", // GC6E01: Pokemon Colosseum
"GXX", // GXXE01: Pokemon XD: Gale of Darkness
"GBI", // GBIE08: Resident Evil
"GHA", // GHAE08: Resident Evil 2
"GLE", // GLEE08: Resident Evil 3: Nemesis
"G4B", // G4BE08: Resident Evil 4
"GSN", // GSNE8P: Sonic Adventure 2: Battle
"GXS", // GXSE8P: Sonic Adventure DX: Director's Cut
"SNC", // SNCE8P: Sonic Colors
"G9S", // G9SE8P: Sonic Heroes
"GRS", // GRSEAF: SoulCalibur II
"RSL", // RSLEAF: SoulCalibur Legends
"GK2", // GK2E52: Spider-Man 2
"GQP", // GQPE78: SpongeBob SquarePants: Battle for Bikini Bottom
"SVM", // SVME01: Super Mario All-Stars: 25th Anniversary Edition
"RMG", // RMGE01: Super Mario Galaxy
"SB4", // SB4E01: Super Mario Galaxy 2
"G4Q", // G4QE01: Super Mario Strikers
"GMS", // GMSE01: Super Mario Sunshine
"GMB", // GMBE8P: Super Monkey Ball
"GM2", // GM2E8P: Super Monkey Ball 2
"R8P", // R8PE01: Super Paper Mario
"RSB", // RSBE01: Super Smash Bros. Brawl
"GAL", // GALE01: Super Smash Bros. Melee
"PZL", // PZLE01: The Legend of Zelda: Collector's Edition
"G4S", // G4SE01: The Legend of Zelda: Four Swords Adventures
"D43", // D43E01: The Legend of Zelda: Ocarina of Time / Master Quest
"SOU", // SOUE01: The Legend of Zelda: Skyward Sword
"GZL", // GZLE01: The Legend of Zelda: The Wind Waker
"GZ2", // GZ2E01: The Legend of Zelda: Twilight Princess (GC)
"RZD", // RZDE01: The Legend of Zelda: Twilight Princess (Wii)
"GHQ", // GHQE7D: The Simpsons: Hit & Run
"RSP", // RSPE01: Wii Sports
"RZT", // RZTE01: Wii Sports Resort
"SX4", // SX4E01: Xenoblade Chronicles
};
std::string region_neutral_gameid = gameid.substr(0, 3);
if (REGISTERED_GAMES.count(region_neutral_gameid) != 0)
{
// Discord asset keys can only be lowercase.
std::transform(region_neutral_gameid.begin(), region_neutral_gameid.end(),
region_neutral_gameid.begin(), tolower);
return "game_" + region_neutral_gameid;
}
return "";
}
} // namespace
#endif
Discord::Handler::~Handler() = default;
void Init()
{
#ifdef USE_DISCORD_PRESENCE
if (!Config::Get(Config::MAIN_USE_DISCORD_PRESENCE))
return;
DiscordEventHandlers handlers = {};
handlers.ready = HandleDiscordReady;
handlers.joinRequest = HandleDiscordJoinRequest;
handlers.joinGame = HandleDiscordJoin;
// The number is the client ID for Dolphin, it's used for images and the application name
Discord_Initialize("455712169795780630", &handlers, 1, nullptr);
UpdateDiscordPresence();
#endif
}
void CallPendingCallbacks()
{
#ifdef USE_DISCORD_PRESENCE
if (!Config::Get(Config::MAIN_USE_DISCORD_PRESENCE))
return;
Discord_RunCallbacks();
#endif
}
void InitNetPlayFunctionality(Handler& handler)
{
#ifdef USE_DISCORD_PRESENCE
event_handler = &handler;
#endif
}
void UpdateDiscordPresence(int party_size, SecretType type, const std::string& secret,
const std::string& current_game)
{
#ifdef USE_DISCORD_PRESENCE
if (!Config::Get(Config::MAIN_USE_DISCORD_PRESENCE))
return;
const std::string& title =
current_game.empty() ? SConfig::GetInstance().GetTitleDescription() : current_game;
std::string game_artwork = ArtworkForGameId(SConfig::GetInstance().GetGameID());
DiscordRichPresence discord_presence = {};
if (game_artwork.empty())
{
discord_presence.largeImageKey = "dolphin_logo";
discord_presence.largeImageText = "Dolphin is an emulator for the GameCube and the Wii.";
}
else
{
discord_presence.largeImageKey = game_artwork.c_str();
discord_presence.largeImageText = title.c_str();
discord_presence.smallImageKey = "dolphin_logo";
discord_presence.smallImageText = "Dolphin is an emulator for the GameCube and the Wii.";
}
discord_presence.details = title.empty() ? "Not in-game" : title.c_str();
discord_presence.startTimestamp = std::time(nullptr);
if (party_size > 0)
{
if (party_size < 4)
{
discord_presence.state = "In a party";
discord_presence.partySize = party_size;
discord_presence.partyMax = 4;
}
else
{
// others can still join to spectate
discord_presence.state = "In a full party";
discord_presence.partySize = party_size;
// Note: joining still works without partyMax
}
}
std::string party_id;
std::string secret_final;
if (type != SecretType::Empty)
{
// Declearing party_id or secret_final here will deallocate the variable before passing the
// values over to Discord_UpdatePresence.
const size_t secret_length = secret.length();
party_id = std::to_string(
Common::HashAdler32(reinterpret_cast<const u8*>(secret.c_str()), secret_length));
const std::string secret_type = std::to_string(static_cast<int>(type));
secret_final.reserve(secret_type.length() + 1 + secret_length);
secret_final += secret_type;
secret_final += '\n';
secret_final += secret;
}
discord_presence.partyId = party_id.c_str();
discord_presence.joinSecret = secret_final.c_str();
Discord_UpdatePresence(&discord_presence);
#endif
}
std::string CreateSecretFromIPAddress(const std::string& ip_address, int port)
{
const std::string port_string = std::to_string(port);
std::string secret;
secret.reserve(ip_address.length() + 1 + port_string.length());
secret += ip_address;
secret += ':';
secret += port_string;
return secret;
}
void Shutdown()
{
#ifdef USE_DISCORD_PRESENCE
if (!Config::Get(Config::MAIN_USE_DISCORD_PRESENCE))
return;
Discord_ClearPresence();
Discord_Shutdown();
#endif
}
void SetDiscordPresenceEnabled(bool enabled)
{
if (Config::Get(Config::MAIN_USE_DISCORD_PRESENCE) == enabled)
return;
if (Config::Get(Config::MAIN_USE_DISCORD_PRESENCE))
Discord::Shutdown();
Config::SetBase(Config::MAIN_USE_DISCORD_PRESENCE, enabled);
if (Config::Get(Config::MAIN_USE_DISCORD_PRESENCE))
Discord::Init();
}
} // namespace Discord