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README.md
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README.md
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Discord RPC Sample
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==================
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This is a lib and a couple of quick demos, one that implements the very minimal subset to show
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current status, and one that is more complete. The idea here is to give you an lib that implements
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the rpc connection and wraps sending events, and a basic example that uses it; you can use the lib
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directly if you like, or use it as a guide to writing your own if it doesn't suit your game as is.
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src/discord-rpc.cpp
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src/discord-rpc.cpp
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src/discord-rpc.h
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src/discord-rpc.h
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#pragma once
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/* Requirements Overview
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*
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initialize the local IPC connection to Discord
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what we need for rich presence
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- send rich presence data to the client
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- start spectating a session
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- join a game party
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- request to send rich presence data ('on discord client connected')
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general usage
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- initialize the discord connection
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- determine if the user is a guest account
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- shutdown / support timing out
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*/
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struct DiscordRichPresence {
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const char* name; // do we need this hear or can it be pulled from the app page?
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uint64_t contextStartTimeUTC;
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uint64_t contextEndTimeUTC;
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const char* gameState; // eg. In Game
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const char* gameMode; // e.g. Summoner's Rift
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const char* gameModifier; // e.g. Ranked
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const char* choice; // e.g. Aatrox
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const char* flavorImageKey; // e.g. The map background
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const char* choiceImageKey; // e.g. The character's portrait icon
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const char* partyId;
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uint16_t partySize; // e.g. 0 means ignored
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uint16_t partyCapacity; // e.g. 0 means no limit
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const char* contextSecret; // Required for the "notify me" feature
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uint8_t isInstance; // Together with context_secret enables the "notify me" feature
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const char* joinSecret; // Enables the "invite to join" feature
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const char* spectateSecret; // Enables the "invite to spectate" feature
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};
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struct DiscordRichPresence {
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uint64_t contextStartTimeUTC; // 0 means unspecified
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uint64_t contextStopTimeUTC; // 0 means unspecified
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const char* partyStatus[4]; // e.g. "In Game", "Summoner's Rift", "Ranked", "Aatrox"
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const char* largeImageKey; // e.g. The map background
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const char* smallImageKey; // e.g. The character's portrait icon
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const char* partyId;
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uint16_t partySize; // e.g. 0 means ignored
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uint16_t partyCapacity; // e.g. 0 means no limit
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// optional
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const char* contextSecret; // Required for the "notify me" feature
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uint8_t isInstance; // Together with context_secret enables the "notify me" feature
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const char* joinSecret; // Enables the "invite to join" feature
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const char* spectateSecret; // Enables the "invite to spectate" feature
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};
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struct DiscordEventHandlers {
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// required.
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void (*ready)();
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void (*disconnected)();
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// optional for rich presence
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void (*wantsPresence)();
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void (*joinGame)(const char* joinSecret);
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void (*spectateGame)(const char* spectateSecret);
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};
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struct DiscordChannelEventHandlers {
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void (*messageCreate)(const DiscordMessage* message);
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void (*messageUpdate)(const DiscordMessage* message);
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void (*messageDelete)(const DiscordMessage* message);
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void (*voiceStateCreate)(const DiscordVoiceState* state);
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void (*voiceStateDelete)(const DiscordVoiceState* state);
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void (*speakingStart)(const DiscordSpeakingState* state);
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void (*speakingStop)(const DiscordSpeakingState* state);
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}
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// Call this to start up the Discord SDK
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void Discord_Initialize(const char* applicationId, DiscordEventHandlers* handlers);
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// Call this to subscribe to events in a specific voice or text channel
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void Discord_Subscribe(const char* channelId, const DiscordChannelEventHandlers* handlers)
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// Call this when you're all done so we can cleanup without timing out.
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void Discord_Shutdown();
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// Call this whenever any of the data in the payload changes in a material way.
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void Discord_UpdatePresence(const DiscordRichPresence* presence);
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// TBD RPC Requests
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void Discord_Authenticate();
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void Discord_Authorize();
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void Discord_GetGuilds();
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void Discord_GetChannels();
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void Discord_GetChannel();
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void Discord_SelectVoiceChannel();
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void Discord_SelectTextChannel();
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void Discord_SendMessage();
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src/full.cpp
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src/full.cpp
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src/simple.cpp
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src/simple.cpp
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static const char* YOUR_APPLICATION_ID = "23984729347234";
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void updateDiscordPresence() {
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DiscordRichPresence myPresence = {0};
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myPresence.name = "League of Legends";
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myPresence.gameState = "In Game";
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myPresence.gameMode = "Summoner's Rift";
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myPresence.gameModifier = "Ranked";
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myPresence.choice = "Aatrox";
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myPresence.flavorImageKey = "FLAVOR_SUMMONERS_RIFT";
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myPresence.choiceImageKey = "PORTRAIT_AATROX";
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myPresence.partyId = GameEngine_GetMultiplayerPartyId();
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myPresence.partySize = GameEngine_GetCurrentPartyCount();
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myPresence.partyCapacity = PARTY_CAPACITY;
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myPresence.context = GameEngine_GetPartyAndMatchSecret();
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myPresence.isInstance = true;
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myPresence.joinSecret = GameEngine_GetPartyAndMatchSecret();
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myPresence.spectateSecret = GameEngine_GetUserIdSecret();
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Discord_UpdatePresence(&myPresence);
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}
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void handleDiscordDisconnected() {
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// oh noes
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}
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void handleDiscordReady() {
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updateDiscordPresence();
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}
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void handleDiscordWantsPresence() {
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updateDiscordPresence();
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}
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void handleDiscordJoinGame(const char* joinSecret) {
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GameEngine_JoinParty(joinSecret);
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}
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void handleDiscordSpectateGame(const char* spectateSecret) {
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GameEngine_SpectateGame(spectateSecret);
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}
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int main() {
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DiscordEventHandlers handlers = {0};
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handlers.ready = handleDiscordReady;
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handlers.disconnected = handleDiscordDisconnected;
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handlers.wantsPresence = handleDiscordWantsPresence;
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handlers.joinGame = handleDiscordJoinGame;
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handlers.spectateGame = handleDiscordSpectateGame;
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Discord_Initialize(YOUR_APPLICATION_ID, handlers);
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}
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