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
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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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