Refactor Games, support reading Rich Presences (#877)
* Add API-level support for Rich Presences * Add library-level support for Game presences * Add model conversions for outgoing+incoming rich presences * Refactored Game into Activities * Integrated Activities with user entities rebase hell from 5f3cb947a92f4fd01cc4df47ca548180036b47f3 * Fix JSON converters for Activities * Finish rebase, activity should be set on BaseSocketClient * Use ApplicationId to define a rich presence * Added SetActivityAsync to Base and Sharded Socket clients * Remove public parameterless Game constructor * Remove GameAssets, refactored to GameAsset * Hide constructors for types that should be read-only * Revert changes to Discord.Net.sln got damned visual studio caching * Refactor GameParty to use dedicated current/capacity values Per feedback from @khionu
This commit is contained in:
@@ -13,7 +13,7 @@ namespace Discord.WebSocket
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/// <summary> Gets the estimated round-trip latency, in milliseconds, to the gateway server. </summary>
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public abstract int Latency { get; protected set; }
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public abstract UserStatus Status { get; protected set; }
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public abstract Game? Game { get; protected set; }
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public abstract IActivity Activity { get; protected set; }
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internal new DiscordSocketApiClient ApiClient => base.ApiClient as DiscordSocketApiClient;
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@@ -45,6 +45,7 @@ namespace Discord.WebSocket
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public abstract Task StopAsync();
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public abstract Task SetStatusAsync(UserStatus status);
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public abstract Task SetGameAsync(string name, string streamUrl = null, StreamType streamType = StreamType.NotStreaming);
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public abstract Task SetActivityAsync(IActivity activity);
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public abstract Task DownloadUsersAsync(IEnumerable<IGuild> guilds);
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/// <inheritdoc />
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@@ -22,7 +22,7 @@ namespace Discord.WebSocket
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/// <summary> Gets the estimated round-trip latency, in milliseconds, to the gateway server. </summary>
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public override int Latency { get => GetLatency(); protected set { } }
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public override UserStatus Status { get => _shards[0].Status; protected set { } }
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public override Game? Game { get => _shards[0].Game; protected set { } }
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public override IActivity Activity { get => _shards[0].Activity; protected set { } }
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internal new DiscordSocketApiClient ApiClient => base.ApiClient as DiscordSocketApiClient;
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public override IReadOnlyCollection<SocketGuild> Guilds => GetGuilds().ToReadOnlyCollection(() => GetGuildCount());
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@@ -239,9 +239,18 @@ namespace Discord.WebSocket
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await _shards[i].SetStatusAsync(status).ConfigureAwait(false);
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}
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public override async Task SetGameAsync(string name, string streamUrl = null, StreamType streamType = StreamType.NotStreaming)
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{
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IActivity activity = null;
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if (streamUrl != null)
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activity = new StreamingGame(name, streamUrl, streamType);
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else if (name != null)
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activity = new Game(name);
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await SetActivityAsync(activity).ConfigureAwait(false);
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}
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public override async Task SetActivityAsync(IActivity activity)
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{
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for (int i = 0; i < _shards.Length; i++)
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await _shards[i].SetGameAsync(name, streamUrl, streamType).ConfigureAwait(false);
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await _shards[i].SetActivityAsync(activity).ConfigureAwait(false);
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}
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private void RegisterEvents(DiscordSocketClient client, bool isPrimary)
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@@ -48,7 +48,7 @@ namespace Discord.WebSocket
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/// <inheritdoc />
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public override int Latency { get; protected set; }
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public override UserStatus Status { get; protected set; } = UserStatus.Online;
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public override Game? Game { get; protected set; }
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public override IActivity Activity { get; protected set; }
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//From DiscordSocketConfig
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internal int TotalShards { get; private set; }
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@@ -328,33 +328,39 @@ namespace Discord.WebSocket
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}
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public override async Task SetGameAsync(string name, string streamUrl = null, StreamType streamType = StreamType.NotStreaming)
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{
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if (name != null)
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Game = new Game(name, streamUrl, streamType);
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if (streamUrl != null)
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Activity = new StreamingGame(name, streamUrl, streamType);
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else if (name != null)
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Activity = new Game(name);
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else
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Game = null;
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Activity = null;
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await SendStatusAsync().ConfigureAwait(false);
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}
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public override async Task SetActivityAsync(IActivity activity)
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{
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Activity = activity;
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await SendStatusAsync().ConfigureAwait(false);
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}
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private async Task SendStatusAsync()
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{
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if (CurrentUser == null)
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return;
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var game = Game;
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var activity = Activity;
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var status = Status;
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var statusSince = _statusSince;
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CurrentUser.Presence = new SocketPresence(status, game);
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CurrentUser.Presence = new SocketPresence(status, activity);
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GameModel gameModel;
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if (game != null)
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var gameModel = new GameModel();
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// Discord only accepts rich presence over RPC, don't even bother building a payload
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if (activity is RichGame game) throw new NotSupportedException("Outgoing Rich Presences are not supported");
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if (activity is StreamingGame stream)
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{
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gameModel = new API.Game
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{
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Name = game.Value.Name,
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StreamType = game.Value.StreamType,
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StreamUrl = game.Value.StreamUrl
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};
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gameModel.StreamUrl = stream.Url;
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gameModel.StreamType = stream.StreamType;
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}
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else
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gameModel = null;
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else if (activity != null)
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gameModel.Name = activity.Name;
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await ApiClient.SendStatusUpdateAsync(
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status,
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@@ -8,20 +8,20 @@ namespace Discord.WebSocket
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public struct SocketPresence : IPresence
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{
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public UserStatus Status { get; }
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public Game? Game { get; }
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public IActivity Activity { get; }
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internal SocketPresence(UserStatus status, Game? game)
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internal SocketPresence(UserStatus status, IActivity activity)
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{
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Status = status;
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Game = game;
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Activity= activity;
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}
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internal static SocketPresence Create(Model model)
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{
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return new SocketPresence(model.Status, model.Game != null ? model.Game.ToEntity() : (Game?)null);
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return new SocketPresence(model.Status, model.Game?.ToEntity());
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}
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public override string ToString() => Status.ToString();
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private string DebuggerDisplay => $"{Status}{(Game != null ? $", {Game.Value.Name} ({Game.Value.StreamType})" : "")}";
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private string DebuggerDisplay => $"{Status}{(Activity != null ? $", {Activity.Name}": "")}";
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internal SocketPresence Clone() => this;
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}
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@@ -18,7 +18,7 @@ namespace Discord.WebSocket
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public DateTimeOffset CreatedAt => SnowflakeUtils.FromSnowflake(Id);
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public string Discriminator => DiscriminatorValue.ToString("D4");
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public string Mention => MentionUtils.MentionUser(Id);
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public Game? Game => Presence.Game;
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public IActivity Activity => Presence.Activity;
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public UserStatus Status => Presence.Status;
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internal SocketUser(DiscordSocketClient discord, ulong id)
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@@ -2,11 +2,83 @@
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{
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internal static class EntityExtensions
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{
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public static Game ToEntity(this API.Game model)
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public static IActivity ToEntity(this API.Game model)
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{
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return new Game(model.Name,
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model.StreamUrl.GetValueOrDefault(null),
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model.StreamType.GetValueOrDefault(null) ?? StreamType.NotStreaming);
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// Rich Game
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if (model.ApplicationId.IsSpecified)
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{
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ulong appId = model.ApplicationId.Value;
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var assets = model.Assets.GetValueOrDefault()?.ToEntity(appId);
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return new RichGame
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{
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ApplicationId = appId,
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Name = model.Name,
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Details = model.Details.GetValueOrDefault(),
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State = model.State.GetValueOrDefault(),
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SmallAsset = assets?[0],
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LargeAsset = assets?[1],
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Party = model.Party.GetValueOrDefault()?.ToEntity(),
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Secrets = model.Secrets.GetValueOrDefault()?.ToEntity(),
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Timestamps = model.Timestamps.GetValueOrDefault()?.ToEntity()
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};
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}
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// Stream Game
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if (model.StreamUrl.IsSpecified)
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{
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return new StreamingGame(
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model.Name,
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model.StreamUrl.Value,
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model.StreamType.Value.GetValueOrDefault());
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}
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// Normal Game
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return new Game(model.Name);
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}
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// (Small, Large)
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public static GameAsset[] ToEntity(this API.GameAssets model, ulong appId)
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{
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return new GameAsset[]
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{
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model.SmallImage.IsSpecified ? new GameAsset
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{
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ApplicationId = appId,
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ImageId = model.SmallImage.GetValueOrDefault(),
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Text = model.SmallText.GetValueOrDefault()
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} : null,
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model.LargeImage.IsSpecified ? new GameAsset
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{
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ApplicationId = appId,
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ImageId = model.LargeImage.GetValueOrDefault(),
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Text = model.LargeText.GetValueOrDefault()
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} : null,
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};
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}
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public static GameParty ToEntity(this API.GameParty model)
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{
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// Discord will probably send bad data since they don't validate anything
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int current = 0, cap = 0;
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if (model.Size.Length == 2)
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{
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current = model.Size[0];
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cap = model.Size[1];
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}
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return new GameParty
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{
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Id = model.Id,
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Members = current,
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Capacity = cap,
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};
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}
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public static GameSecrets ToEntity(this API.GameSecrets model)
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{
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return new GameSecrets(model.Match, model.Join, model.Spectate);
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}
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public static GameTimestamps ToEntity(this API.GameTimestamps model)
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{
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return new GameTimestamps(model.Start.ToNullable(), model.End.ToNullable());
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}
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}
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}
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