380 lines
12 KiB
C++
380 lines
12 KiB
C++
#include "discord-rpc.h"
|
|
|
|
#include "backoff.h"
|
|
#include "discord_register.h"
|
|
#include "msg_queue.h"
|
|
#include "rpc_connection.h"
|
|
#include "serialization.h"
|
|
|
|
#include <atomic>
|
|
#include <chrono>
|
|
#include <mutex>
|
|
|
|
#ifndef DISCORD_DISABLE_IO_THREAD
|
|
#include <condition_variable>
|
|
#include <thread>
|
|
#endif
|
|
|
|
constexpr size_t MaxMessageSize{16 * 1024};
|
|
constexpr size_t MessageQueueSize{8};
|
|
constexpr size_t JoinQueueSize{8};
|
|
|
|
struct QueuedMessage {
|
|
size_t length;
|
|
char buffer[MaxMessageSize];
|
|
|
|
void Copy(const QueuedMessage& other)
|
|
{
|
|
length = other.length;
|
|
if (length) {
|
|
memcpy(buffer, other.buffer, length);
|
|
}
|
|
}
|
|
};
|
|
|
|
struct JoinRequest {
|
|
// snowflake (64bit int), turned into a ascii decimal string, at most 20 chars +1 null
|
|
// terminator = 21
|
|
char userId[22];
|
|
// 32 unicode glyphs is max name size => 4 bytes per glyph in the worst case, +1 for null
|
|
// terminator = 129
|
|
char username[130];
|
|
// optional 'a_' + md5 hex digest (32 bytes) + null terminator = 35
|
|
char avatar[36];
|
|
// +1 on each because: it's even / I'm paranoid
|
|
};
|
|
|
|
static RpcConnection* Connection{nullptr};
|
|
static DiscordEventHandlers Handlers{};
|
|
static std::atomic_bool WasJustConnected{false};
|
|
static std::atomic_bool WasJustDisconnected{false};
|
|
static std::atomic_bool GotErrorMessage{false};
|
|
static std::atomic_bool WasJoinGame{false};
|
|
static std::atomic_bool WasSpectateGame{false};
|
|
static char JoinGameSecret[256];
|
|
static char SpectateGameSecret[256];
|
|
static int LastErrorCode{0};
|
|
static char LastErrorMessage[256];
|
|
static int LastDisconnectErrorCode{0};
|
|
static char LastDisconnectErrorMessage[256];
|
|
static std::mutex PresenceMutex;
|
|
static QueuedMessage QueuedPresence{};
|
|
static MsgQueue<QueuedMessage, MessageQueueSize> SendQueue;
|
|
static MsgQueue<JoinRequest, JoinQueueSize> JoinAskQueue;
|
|
|
|
// We want to auto connect, and retry on failure, but not as fast as possible. This does expoential
|
|
// backoff from 0.5 seconds to 1 minute
|
|
static Backoff ReconnectTimeMs(500, 60 * 1000);
|
|
static auto NextConnect{std::chrono::system_clock::now()};
|
|
static int Pid{0};
|
|
static int Nonce{1};
|
|
|
|
#ifndef DISCORD_DISABLE_IO_THREAD
|
|
static std::atomic_bool KeepRunning{true};
|
|
static std::mutex WaitForIOMutex;
|
|
static std::condition_variable WaitForIOActivity;
|
|
static std::thread IoThread;
|
|
#endif // DISCORD_DISABLE_IO_THREAD
|
|
|
|
static void UpdateReconnectTime()
|
|
{
|
|
NextConnect = std::chrono::system_clock::now() +
|
|
std::chrono::duration<int64_t, std::milli>{ReconnectTimeMs.nextDelay()};
|
|
}
|
|
|
|
#ifdef DISCORD_DISABLE_IO_THREAD
|
|
extern "C" DISCORD_EXPORT void Discord_UpdateConnection(void)
|
|
#else
|
|
static void Discord_UpdateConnection(void)
|
|
#endif
|
|
{
|
|
if (!Connection) {
|
|
return;
|
|
}
|
|
|
|
if (!Connection->IsOpen()) {
|
|
if (std::chrono::system_clock::now() >= NextConnect) {
|
|
UpdateReconnectTime();
|
|
Connection->Open();
|
|
}
|
|
}
|
|
else {
|
|
// reads
|
|
|
|
for (;;) {
|
|
JsonDocument message;
|
|
|
|
if (!Connection->Read(message)) {
|
|
break;
|
|
}
|
|
|
|
const char* evtName = GetStrMember(&message, "evt");
|
|
const char* nonce = GetStrMember(&message, "nonce");
|
|
|
|
if (nonce) {
|
|
// in responses only -- should use to match up response when needed.
|
|
|
|
if (evtName && strcmp(evtName, "ERROR") == 0) {
|
|
auto data = GetObjMember(&message, "data");
|
|
LastErrorCode = GetIntMember(data, "code");
|
|
StringCopy(LastErrorMessage, GetStrMember(data, "message", ""));
|
|
GotErrorMessage.store(true);
|
|
}
|
|
}
|
|
else {
|
|
// should have evt == name of event, optional data
|
|
if (evtName == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
if (strcmp(evtName, "ACTIVITY_JOIN") == 0) {
|
|
auto data = GetObjMember(&message, "data");
|
|
auto secret = GetStrMember(data, "secret");
|
|
if (secret) {
|
|
StringCopy(JoinGameSecret, secret);
|
|
WasJoinGame.store(true);
|
|
}
|
|
}
|
|
else if (strcmp(evtName, "ACTIVITY_SPECTATE") == 0) {
|
|
auto data = GetObjMember(&message, "data");
|
|
auto secret = GetStrMember(data, "secret");
|
|
if (secret) {
|
|
StringCopy(SpectateGameSecret, secret);
|
|
WasSpectateGame.store(true);
|
|
}
|
|
}
|
|
else if (strcmp(evtName, "ACTIVITY_JOIN_REQUEST") == 0) {
|
|
auto data = GetObjMember(&message, "data");
|
|
auto user = GetObjMember(data, "user");
|
|
auto userId = GetStrMember(user, "id");
|
|
auto username = GetStrMember(user, "username");
|
|
auto avatar = GetStrMember(user, "avatar");
|
|
auto joinReq = JoinAskQueue.GetNextAddMessage();
|
|
if (userId && username && joinReq) {
|
|
StringCopy(joinReq->userId, userId);
|
|
StringCopy(joinReq->username, username);
|
|
if (avatar) {
|
|
StringCopy(joinReq->avatar, avatar);
|
|
}
|
|
else {
|
|
joinReq->avatar[0] = 0;
|
|
}
|
|
JoinAskQueue.CommitAdd();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// writes
|
|
if (QueuedPresence.length) {
|
|
QueuedMessage local;
|
|
PresenceMutex.lock();
|
|
local.Copy(QueuedPresence);
|
|
QueuedPresence.length = 0;
|
|
PresenceMutex.unlock();
|
|
if (!Connection->Write(local.buffer, local.length)) {
|
|
// if we fail to send, requeue
|
|
PresenceMutex.lock();
|
|
QueuedPresence.Copy(local);
|
|
PresenceMutex.unlock();
|
|
}
|
|
}
|
|
|
|
while (SendQueue.HavePendingSends()) {
|
|
auto qmessage = SendQueue.GetNextSendMessage();
|
|
Connection->Write(qmessage->buffer, qmessage->length);
|
|
SendQueue.CommitSend();
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifndef DISCORD_DISABLE_IO_THREAD
|
|
static void DiscordRpcIo(void)
|
|
{
|
|
const std::chrono::duration<int64_t, std::milli> maxWait{500LL};
|
|
|
|
while (KeepRunning.load()) {
|
|
Discord_UpdateConnection();
|
|
|
|
std::unique_lock<std::mutex> lock(WaitForIOMutex);
|
|
WaitForIOActivity.wait_for(lock, maxWait);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
static void SignalIOActivity()
|
|
{
|
|
#ifndef DISCORD_DISABLE_IO_THREAD
|
|
WaitForIOActivity.notify_all();
|
|
#endif
|
|
}
|
|
|
|
static bool RegisterForEvent(const char* evtName)
|
|
{
|
|
auto qmessage = SendQueue.GetNextAddMessage();
|
|
if (qmessage) {
|
|
qmessage->length =
|
|
JsonWriteSubscribeCommand(qmessage->buffer, sizeof(qmessage->buffer), Nonce++, evtName);
|
|
SendQueue.CommitAdd();
|
|
SignalIOActivity();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
|
|
DiscordEventHandlers* handlers,
|
|
int autoRegister,
|
|
const char* optionalSteamId)
|
|
{
|
|
if (autoRegister) {
|
|
if (optionalSteamId && optionalSteamId[0]) {
|
|
Discord_RegisterSteamGame(applicationId, optionalSteamId);
|
|
}
|
|
else {
|
|
Discord_Register(applicationId, nullptr);
|
|
}
|
|
}
|
|
|
|
Pid = GetProcessId();
|
|
|
|
if (handlers) {
|
|
Handlers = *handlers;
|
|
}
|
|
else {
|
|
Handlers = {};
|
|
}
|
|
|
|
if (Connection) {
|
|
return;
|
|
}
|
|
|
|
Connection = RpcConnection::Create(applicationId);
|
|
Connection->onConnect = []() {
|
|
WasJustConnected.exchange(true);
|
|
ReconnectTimeMs.reset();
|
|
|
|
if (Handlers.joinGame) {
|
|
RegisterForEvent("ACTIVITY_JOIN");
|
|
}
|
|
|
|
if (Handlers.spectateGame) {
|
|
RegisterForEvent("ACTIVITY_SPECTATE");
|
|
}
|
|
|
|
if (Handlers.joinRequest) {
|
|
RegisterForEvent("ACTIVITY_JOIN_REQUEST");
|
|
}
|
|
};
|
|
Connection->onDisconnect = [](int err, const char* message) {
|
|
LastDisconnectErrorCode = err;
|
|
StringCopy(LastDisconnectErrorMessage, message);
|
|
WasJustDisconnected.exchange(true);
|
|
UpdateReconnectTime();
|
|
};
|
|
|
|
#ifndef DISCORD_DISABLE_IO_THREAD
|
|
KeepRunning.store(true);
|
|
IoThread = std::thread(DiscordRpcIo);
|
|
#endif
|
|
}
|
|
|
|
extern "C" DISCORD_EXPORT void Discord_Shutdown()
|
|
{
|
|
if (!Connection) {
|
|
return;
|
|
}
|
|
Connection->onConnect = nullptr;
|
|
Connection->onDisconnect = nullptr;
|
|
Handlers = {};
|
|
#ifndef DISCORD_DISABLE_IO_THREAD
|
|
KeepRunning.exchange(false);
|
|
SignalIOActivity();
|
|
if (IoThread.joinable()) {
|
|
IoThread.join();
|
|
}
|
|
#endif
|
|
RpcConnection::Destroy(Connection);
|
|
}
|
|
|
|
extern "C" DISCORD_EXPORT void Discord_UpdatePresence(const DiscordRichPresence* presence)
|
|
{
|
|
PresenceMutex.lock();
|
|
QueuedPresence.length = JsonWriteRichPresenceObj(
|
|
QueuedPresence.buffer, sizeof(QueuedPresence.buffer), Nonce++, Pid, presence);
|
|
PresenceMutex.unlock();
|
|
SignalIOActivity();
|
|
}
|
|
|
|
extern "C" DISCORD_EXPORT void Discord_Respond(const char* userId, /* DISCORD_REPLY_ */ int reply)
|
|
{
|
|
// if we are not connected, let's not batch up stale messages for later
|
|
if (!Connection || !Connection->IsOpen()) {
|
|
return;
|
|
}
|
|
auto qmessage = SendQueue.GetNextAddMessage();
|
|
if (qmessage) {
|
|
qmessage->length =
|
|
JsonWriteJoinReply(qmessage->buffer, sizeof(qmessage->buffer), userId, reply, Nonce++);
|
|
SendQueue.CommitAdd();
|
|
SignalIOActivity();
|
|
}
|
|
}
|
|
|
|
extern "C" DISCORD_EXPORT void Discord_RunCallbacks()
|
|
{
|
|
// Note on some weirdness: internally we might connect, get other signals, disconnect any number
|
|
// of times inbetween calls here. Externally, we want the sequence to seem sane, so any other
|
|
// signals are book-ended by calls to ready and disconnect.
|
|
|
|
if (!Connection) {
|
|
return;
|
|
}
|
|
|
|
bool wasDisconnected = WasJustDisconnected.exchange(false);
|
|
bool isConnected = Connection->IsOpen();
|
|
|
|
if (isConnected) {
|
|
// if we are connected, disconnect cb first
|
|
if (wasDisconnected && Handlers.disconnected) {
|
|
Handlers.disconnected(LastDisconnectErrorCode, LastDisconnectErrorMessage);
|
|
}
|
|
}
|
|
|
|
if (WasJustConnected.exchange(false) && Handlers.ready) {
|
|
Handlers.ready();
|
|
}
|
|
|
|
if (GotErrorMessage.exchange(false) && Handlers.errored) {
|
|
Handlers.errored(LastErrorCode, LastErrorMessage);
|
|
}
|
|
|
|
if (WasJoinGame.exchange(false) && Handlers.joinGame) {
|
|
Handlers.joinGame(JoinGameSecret);
|
|
}
|
|
|
|
if (WasSpectateGame.exchange(false) && Handlers.spectateGame) {
|
|
Handlers.spectateGame(SpectateGameSecret);
|
|
}
|
|
|
|
// Right now this batches up any requests and sends them all in a burst; I could imagine a world
|
|
// where the implementer would rather sequentially accept/reject each one before the next invite
|
|
// is sent. I left it this way because I could also imagine wanting to process these all and
|
|
// maybe show them in one common dialog and/or start fetching the avatars in parallel, and if
|
|
// not it should be trivial for the implementer to make a queue themselves.
|
|
while (JoinAskQueue.HavePendingSends()) {
|
|
auto req = JoinAskQueue.GetNextSendMessage();
|
|
if (Handlers.joinRequest) {
|
|
DiscordJoinRequest djr{req->userId, req->username, req->avatar};
|
|
Handlers.joinRequest(&djr);
|
|
}
|
|
JoinAskQueue.CommitSend();
|
|
}
|
|
|
|
if (!isConnected) {
|
|
// if we are not connected, disconnect message last
|
|
if (wasDisconnected && Handlers.disconnected) {
|
|
Handlers.disconnected(LastDisconnectErrorCode, LastDisconnectErrorMessage);
|
|
}
|
|
}
|
|
}
|