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https://github.com/yuzu-emu/discord-rpc.git
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Fix ordering of ready/disconnect callbacks.
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@ -274,18 +274,28 @@ extern "C" void Discord_UpdatePresence(const DiscordRichPresence* presence)
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extern "C" void Discord_RunCallbacks()
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{
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if (GotErrorMessage.exchange(false) && Handlers.errored) {
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Handlers.errored(LastErrorCode, LastErrorMessage);
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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 (WasJustDisconnected.exchange(false) && Handlers.disconnected) {
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Handlers.disconnected(LastDisconnectErrorCode, LastDisconnectErrorMessage);
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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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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) && Handlers.ready) {
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Handlers.ready();
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}
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if (GotErrorMessage.exchange(false) && Handlers.errored) {
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Handlers.errored(LastErrorCode, LastErrorMessage);
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}
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if (WasJoinGame.exchange(false) && Handlers.joinGame) {
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Handlers.joinGame(JoinGameSecret);
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}
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@ -293,4 +303,11 @@ extern "C" void Discord_RunCallbacks()
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if (WasSpectateGame.exchange(false) && Handlers.spectateGame) {
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Handlers.spectateGame(SpectateGameSecret);
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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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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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