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Update implementation to a byte total check.
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parent
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commit
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@ -1,6 +1,7 @@
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using DiscordRPC;
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using Ryujinx.Common;
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using Ryujinx.UI.Common.Configuration;
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using System.Text;
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namespace Ryujinx.UI.Common
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{
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@ -9,7 +10,7 @@ namespace Ryujinx.UI.Common
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private const string Description = "A simple, experimental Nintendo Switch emulator.";
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private const string ApplicationId = "1216775165866807456";
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private const int TitleCharLimit = 128;
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private const int TitleByteLimit = 128;
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private static DiscordRpcClient _discordClient;
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private static RichPresence _discordPresenceMain;
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@ -64,20 +65,16 @@ namespace Ryujinx.UI.Common
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public static void SwitchToPlayingState(string titleId, string titleName)
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{
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// LargeImageText and Details must be 128 characters or less.
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titleName = titleName.Length > TitleCharLimit ? titleName[..TitleCharLimit] : titleName;
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string details = titleName.Length > TitleCharLimit - 8 ? titleName[..(TitleCharLimit - 8)] : titleName;
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_discordClient?.SetPresence(new RichPresence
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{
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Assets = new Assets
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{
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LargeImageKey = "game",
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LargeImageText = titleName,
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LargeImageText = TruncateToByteLength(titleName, TitleByteLimit),
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SmallImageKey = "ryujinx",
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SmallImageText = Description,
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},
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Details = $"Playing {details}",
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Details = TruncateToByteLength($"Playing {titleName}", TitleByteLimit),
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State = (titleId == "0000000000000000") ? "Homebrew" : titleId.ToUpper(),
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Timestamps = Timestamps.Now,
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Buttons =
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@ -96,6 +93,22 @@ namespace Ryujinx.UI.Common
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_discordClient?.SetPresence(_discordPresenceMain);
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}
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private static string TruncateToByteLength(string input, int byteLimit)
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{
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string trimmed = input;
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while (Encoding.UTF8.GetByteCount(trimmed) > byteLimit)
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{
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// Remove one character from the end of the string at a time.
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trimmed = trimmed[..^1];
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}
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// Remove another 3 characters to make sure we have room for "…".
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trimmed = trimmed[..^3].TrimEnd() + "…";
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return trimmed == input ? input : trimmed;
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}
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public static void Exit()
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{
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_discordClient?.Dispose();
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