504 lines
16 KiB
C++
Executable file
504 lines
16 KiB
C++
Executable file
#include "discord_rpc.h"
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#include "backoff.h"
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#include "discord_register.h"
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#include "msg_queue.h"
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#include "rpc_connection.h"
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#include "serialization.h"
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#include <atomic>
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#include <chrono>
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#include <mutex>
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#ifndef DISCORD_DISABLE_IO_THREAD
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#include <condition_variable>
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#include <thread>
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#endif
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constexpr size_t MaxMessageSize{16 * 1024};
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constexpr size_t MessageQueueSize{8};
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constexpr size_t JoinQueueSize{8};
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struct QueuedMessage {
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size_t length;
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char buffer[MaxMessageSize];
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void Copy(const QueuedMessage& other)
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{
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length = other.length;
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if (length) {
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memcpy(buffer, other.buffer, length);
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}
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}
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};
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struct User {
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// snowflake (64bit int), turned into a ascii decimal string, at most 20 chars +1 null
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// terminator = 21
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char userId[32];
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// 32 unicode glyphs is max name size => 4 bytes per glyph in the worst case, +1 for null
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// terminator = 129
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char username[344];
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// 4 decimal digits + 1 null terminator = 5
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char discriminator[8];
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// optional 'a_' + md5 hex digest (32 bytes) + null terminator = 35
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char avatar[128];
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// Rounded way up because I'm paranoid about games breaking from future changes in these sizes
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};
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static RpcConnection* Connection{nullptr};
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static DiscordEventHandlers QueuedHandlers{};
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static DiscordEventHandlers Handlers{};
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static std::atomic_bool WasJustConnected{false};
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static std::atomic_bool WasJustDisconnected{false};
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static std::atomic_bool GotErrorMessage{false};
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static std::atomic_bool WasJoinGame{false};
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static std::atomic_bool WasSpectateGame{false};
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static std::atomic_bool UpdatePresence{false};
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static char JoinGameSecret[256];
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static char SpectateGameSecret[256];
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static int LastErrorCode{0};
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static char LastErrorMessage[256];
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static int LastDisconnectErrorCode{0};
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static char LastDisconnectErrorMessage[256];
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static std::mutex PresenceMutex;
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static std::mutex HandlerMutex;
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static QueuedMessage QueuedPresence{};
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static MsgQueue<QueuedMessage, MessageQueueSize> SendQueue;
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static MsgQueue<User, JoinQueueSize> JoinAskQueue;
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static User connectedUser;
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// We want to auto connect, and retry on failure, but not as fast as possible. This does expoential
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// backoff from 0.5 seconds to 1 minute
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static Backoff ReconnectTimeMs(500, 60 * 1000);
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static auto NextConnect = std::chrono::system_clock::now();
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static int Pid{0};
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static int Nonce{1};
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#ifndef DISCORD_DISABLE_IO_THREAD
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static void Discord_UpdateConnection(void);
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class IoThreadHolder {
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private:
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std::atomic_bool keepRunning{true};
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std::mutex waitForIOMutex;
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std::condition_variable waitForIOActivity;
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std::thread ioThread;
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public:
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void Start()
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{
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keepRunning.store(true);
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ioThread = std::thread([&]() {
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const std::chrono::duration<int64_t, std::milli> maxWait{500LL};
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Discord_UpdateConnection();
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while (keepRunning.load()) {
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std::unique_lock<std::mutex> lock(waitForIOMutex);
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waitForIOActivity.wait_for(lock, maxWait);
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Discord_UpdateConnection();
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}
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});
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}
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void Notify() { waitForIOActivity.notify_all(); }
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void Stop()
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{
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keepRunning.exchange(false);
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Notify();
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if (ioThread.joinable()) {
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ioThread.join();
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}
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}
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~IoThreadHolder() { Stop(); }
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};
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#else
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class IoThreadHolder {
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public:
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void Start() {}
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void Stop() {}
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void Notify() {}
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};
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#endif // DISCORD_DISABLE_IO_THREAD
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static IoThreadHolder* IoThread{nullptr};
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static void UpdateReconnectTime()
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{
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NextConnect = std::chrono::system_clock::now() +
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std::chrono::duration<int64_t, std::milli>{ReconnectTimeMs.nextDelay()};
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}
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#ifdef DISCORD_DISABLE_IO_THREAD
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extern "C" DISCORD_EXPORT void Discord_UpdateConnection(void)
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#else
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static void Discord_UpdateConnection(void)
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#endif
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{
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if (!Connection) {
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return;
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}
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if (!Connection->IsOpen()) {
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if (std::chrono::system_clock::now() >= NextConnect) {
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UpdateReconnectTime();
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Connection->Open();
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}
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}
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else {
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// reads
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for (;;) {
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JsonDocument message;
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if (!Connection->Read(message)) {
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break;
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}
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const char* evtName = GetStrMember(&message, "evt");
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const char* nonce = GetStrMember(&message, "nonce");
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if (nonce) {
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// in responses only -- should use to match up response when needed.
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if (evtName && strcmp(evtName, "ERROR") == 0) {
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auto data = GetObjMember(&message, "data");
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LastErrorCode = GetIntMember(data, "code");
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StringCopy(LastErrorMessage, GetStrMember(data, "message", ""));
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GotErrorMessage.store(true);
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}
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}
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else {
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// should have evt == name of event, optional data
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if (evtName == nullptr) {
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continue;
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}
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auto data = GetObjMember(&message, "data");
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if (strcmp(evtName, "ACTIVITY_JOIN") == 0) {
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auto secret = GetStrMember(data, "secret");
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if (secret) {
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StringCopy(JoinGameSecret, secret);
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WasJoinGame.store(true);
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}
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}
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else if (strcmp(evtName, "ACTIVITY_SPECTATE") == 0) {
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auto secret = GetStrMember(data, "secret");
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if (secret) {
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StringCopy(SpectateGameSecret, secret);
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WasSpectateGame.store(true);
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}
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}
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else if (strcmp(evtName, "ACTIVITY_JOIN_REQUEST") == 0) {
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auto user = GetObjMember(data, "user");
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auto userId = GetStrMember(user, "id");
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auto username = GetStrMember(user, "username");
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auto avatar = GetStrMember(user, "avatar");
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auto joinReq = JoinAskQueue.GetNextAddMessage();
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if (userId && username && joinReq) {
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StringCopy(joinReq->userId, userId);
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StringCopy(joinReq->username, username);
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auto discriminator = GetStrMember(user, "discriminator");
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if (discriminator) {
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StringCopy(joinReq->discriminator, discriminator);
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}
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if (avatar) {
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StringCopy(joinReq->avatar, avatar);
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}
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else {
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joinReq->avatar[0] = 0;
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}
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JoinAskQueue.CommitAdd();
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}
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}
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}
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}
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// writes
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if (UpdatePresence.exchange(false) && QueuedPresence.length) {
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QueuedMessage local;
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{
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std::lock_guard<std::mutex> guard(PresenceMutex);
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local.Copy(QueuedPresence);
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}
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if (!Connection->Write(local.buffer, local.length)) {
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// if we fail to send, requeue
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std::lock_guard<std::mutex> guard(PresenceMutex);
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QueuedPresence.Copy(local);
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UpdatePresence.exchange(true);
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}
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}
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while (SendQueue.HavePendingSends()) {
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auto qmessage = SendQueue.GetNextSendMessage();
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Connection->Write(qmessage->buffer, qmessage->length);
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SendQueue.CommitSend();
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}
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}
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}
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static void SignalIOActivity()
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{
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if (IoThread != nullptr) {
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IoThread->Notify();
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}
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}
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static bool RegisterForEvent(const char* evtName)
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{
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auto qmessage = SendQueue.GetNextAddMessage();
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if (qmessage) {
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qmessage->length =
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JsonWriteSubscribeCommand(qmessage->buffer, sizeof(qmessage->buffer), Nonce++, evtName);
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SendQueue.CommitAdd();
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SignalIOActivity();
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return true;
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}
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return false;
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}
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static bool DeregisterForEvent(const char* evtName)
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{
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auto qmessage = SendQueue.GetNextAddMessage();
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if (qmessage) {
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qmessage->length =
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JsonWriteUnsubscribeCommand(qmessage->buffer, sizeof(qmessage->buffer), Nonce++, evtName);
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SendQueue.CommitAdd();
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SignalIOActivity();
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return true;
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}
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return false;
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}
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extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
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DiscordEventHandlers* handlers,
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int autoRegister,
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const char* optionalSteamId)
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{
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IoThread = new (std::nothrow) IoThreadHolder();
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if (IoThread == nullptr) {
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return;
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}
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if (autoRegister) {
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if (optionalSteamId && optionalSteamId[0]) {
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Discord_RegisterSteamGame(applicationId, optionalSteamId);
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}
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else {
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Discord_Register(applicationId, nullptr);
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}
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}
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Pid = GetProcessId();
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{
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std::lock_guard<std::mutex> guard(HandlerMutex);
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if (handlers) {
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QueuedHandlers = *handlers;
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}
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else {
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QueuedHandlers = {};
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}
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Handlers = {};
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}
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if (Connection) {
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return;
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}
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Connection = RpcConnection::Create(applicationId);
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Connection->onConnect = [](JsonDocument& readyMessage) {
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Discord_UpdateHandlers(&QueuedHandlers);
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if (QueuedPresence.length > 0) {
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UpdatePresence.exchange(true);
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SignalIOActivity();
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}
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auto data = GetObjMember(&readyMessage, "data");
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auto user = GetObjMember(data, "user");
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auto userId = GetStrMember(user, "id");
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auto username = GetStrMember(user, "username");
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auto avatar = GetStrMember(user, "avatar");
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if (userId && username) {
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StringCopy(connectedUser.userId, userId);
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StringCopy(connectedUser.username, username);
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auto discriminator = GetStrMember(user, "discriminator");
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if (discriminator) {
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StringCopy(connectedUser.discriminator, discriminator);
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}
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if (avatar) {
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StringCopy(connectedUser.avatar, avatar);
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}
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else {
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connectedUser.avatar[0] = 0;
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}
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}
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WasJustConnected.exchange(true);
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ReconnectTimeMs.reset();
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};
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Connection->onDisconnect = [](int err, const char* message) {
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LastDisconnectErrorCode = err;
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StringCopy(LastDisconnectErrorMessage, message);
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WasJustDisconnected.exchange(true);
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UpdateReconnectTime();
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};
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IoThread->Start();
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}
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extern "C" DISCORD_EXPORT void Discord_Shutdown(void)
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{
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if (!Connection) {
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return;
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}
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Connection->onConnect = nullptr;
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Connection->onDisconnect = nullptr;
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Handlers = {};
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QueuedPresence.length = 0;
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UpdatePresence.exchange(false);
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if (IoThread != nullptr) {
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IoThread->Stop();
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delete IoThread;
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IoThread = nullptr;
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}
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RpcConnection::Destroy(Connection);
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}
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extern "C" DISCORD_EXPORT void Discord_UpdatePresence(const DiscordRichPresence* presence)
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{
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{
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std::lock_guard<std::mutex> guard(PresenceMutex);
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QueuedPresence.length = JsonWriteRichPresenceObj(
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QueuedPresence.buffer, sizeof(QueuedPresence.buffer), Nonce++, Pid, presence);
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UpdatePresence.exchange(true);
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}
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SignalIOActivity();
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}
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extern "C" DISCORD_EXPORT void Discord_ClearPresence(void)
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{
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Discord_UpdatePresence(nullptr);
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}
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extern "C" DISCORD_EXPORT void Discord_Respond(const char* userId, /* DISCORD_REPLY_ */ int reply)
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{
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// if we are not connected, let's not batch up stale messages for later
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if (!Connection || !Connection->IsOpen()) {
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return;
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}
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auto qmessage = SendQueue.GetNextAddMessage();
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if (qmessage) {
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qmessage->length =
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JsonWriteJoinReply(qmessage->buffer, sizeof(qmessage->buffer), userId, reply, Nonce++);
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SendQueue.CommitAdd();
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SignalIOActivity();
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}
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}
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extern "C" DISCORD_EXPORT void Discord_RunCallbacks(void)
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{
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// Note on some weirdness: internally we might connect, get other signals, disconnect any number
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// of times inbetween calls here. Externally, we want the sequence to seem sane, so any other
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// signals are book-ended by calls to ready and disconnect.
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if (!Connection) {
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return;
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}
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bool wasDisconnected = WasJustDisconnected.exchange(false);
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bool isConnected = Connection->IsOpen();
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if (isConnected) {
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// if we are connected, disconnect cb first
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std::lock_guard<std::mutex> guard(HandlerMutex);
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if (wasDisconnected && Handlers.disconnected) {
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Handlers.disconnected(LastDisconnectErrorCode, LastDisconnectErrorMessage);
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}
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}
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if (WasJustConnected.exchange(false)) {
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std::lock_guard<std::mutex> guard(HandlerMutex);
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if (Handlers.ready) {
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DiscordUser du{connectedUser.userId,
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connectedUser.username,
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connectedUser.discriminator,
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connectedUser.avatar};
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Handlers.ready(&du);
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}
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}
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if (GotErrorMessage.exchange(false)) {
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std::lock_guard<std::mutex> guard(HandlerMutex);
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if (Handlers.errored) {
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Handlers.errored(LastErrorCode, LastErrorMessage);
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}
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}
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if (WasJoinGame.exchange(false)) {
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std::lock_guard<std::mutex> guard(HandlerMutex);
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if (Handlers.joinGame) {
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Handlers.joinGame(JoinGameSecret);
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}
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}
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if (WasSpectateGame.exchange(false)) {
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std::lock_guard<std::mutex> guard(HandlerMutex);
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if (Handlers.spectateGame) {
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Handlers.spectateGame(SpectateGameSecret);
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}
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}
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// Right now this batches up any requests and sends them all in a burst; I could imagine a world
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// where the implementer would rather sequentially accept/reject each one before the next invite
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// is sent. I left it this way because I could also imagine wanting to process these all and
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// maybe show them in one common dialog and/or start fetching the avatars in parallel, and if
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// not it should be trivial for the implementer to make a queue themselves.
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while (JoinAskQueue.HavePendingSends()) {
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auto req = JoinAskQueue.GetNextSendMessage();
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{
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std::lock_guard<std::mutex> guard(HandlerMutex);
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if (Handlers.joinRequest) {
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DiscordUser du{req->userId, req->username, req->discriminator, req->avatar};
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Handlers.joinRequest(&du);
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}
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}
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JoinAskQueue.CommitSend();
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}
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if (!isConnected) {
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// if we are not connected, disconnect message last
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std::lock_guard<std::mutex> guard(HandlerMutex);
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if (wasDisconnected && Handlers.disconnected) {
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Handlers.disconnected(LastDisconnectErrorCode, LastDisconnectErrorMessage);
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}
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}
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}
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extern "C" DISCORD_EXPORT void Discord_UpdateHandlers(DiscordEventHandlers* newHandlers)
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{
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if (newHandlers) {
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#define HANDLE_EVENT_REGISTRATION(handler_name, event) \
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if (!Handlers.handler_name && newHandlers->handler_name) { \
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RegisterForEvent(event); \
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} \
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else if (Handlers.handler_name && !newHandlers->handler_name) { \
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DeregisterForEvent(event); \
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}
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std::lock_guard<std::mutex> guard(HandlerMutex);
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HANDLE_EVENT_REGISTRATION(joinGame, "ACTIVITY_JOIN")
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HANDLE_EVENT_REGISTRATION(spectateGame, "ACTIVITY_SPECTATE")
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HANDLE_EVENT_REGISTRATION(joinRequest, "ACTIVITY_JOIN_REQUEST")
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#undef HANDLE_EVENT_REGISTRATION
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Handlers = *newHandlers;
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}
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else {
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std::lock_guard<std::mutex> guard(HandlerMutex);
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Handlers = {};
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}
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return;
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}
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