h1-mod/src/client/component/discord.cpp

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#include <std_include.hpp>
#include "loader/component_loader.hpp"
#include "scheduler.hpp"
#include "game/game.hpp"
#include "console.hpp"
#include "command.hpp"
#include "network.hpp"
#include "party.hpp"
#include <utils/string.hpp>
#include <discord_rpc.h>
namespace discord
{
namespace
{
DiscordRichPresence discord_presence;
void update_discord()
{
Discord_RunCallbacks();
if (!game::CL_IsCgameInitialized() || game::VirtualLobby_Loaded())
{
discord_presence.details = game::environment::is_sp() ? "Singleplayer" : "Multiplayer";
discord_presence.state = "Main Menu";
auto firingRangeDvar = game::Dvar_FindVar("virtualLobbyInFiringRange");
if (firingRangeDvar && firingRangeDvar->current.enabled == 1)
{
discord_presence.state = "Firing Range";
}
discord_presence.partySize = 0;
discord_presence.partyMax = 0;
discord_presence.startTimestamp = 0;
discord_presence.largeImageKey = game::environment::is_sp() ? "menu_singleplayer" : "menu_multiplayer";
}
else
{
const auto map = game::Dvar_FindVar("mapname")->current.string;
const auto mapname = game::UI_SafeTranslateString(utils::string::va("PRESENCE_%s%s", (game::environment::is_sp() ? "SP_" : ""), map));
if (game::environment::is_mp())
{
const auto gametype = game::UI_GetGameTypeDisplayName(game::Dvar_FindVar("g_gametype")->current.string);
discord_presence.details = utils::string::va("%s on %s", gametype, mapname);
auto host_name = game::Dvar_FindVar("sv_hostname")->current.string;
auto max_clients = game::Dvar_FindVar("sv_maxclients")->current.integer;
if (game::SV_Loaded())
{
max_clients = party::server_client_count();
}
auto clients = *(reinterpret_cast<int*>(0x14621BE00));
discord_presence.partySize = clients;
discord_presence.partyMax = max_clients;
discord_presence.state = host_name;
discord_presence.largeImageKey = map;
}
else if (game::environment::is_sp())
{
discord_presence.state = "";
discord_presence.largeImageKey = map;
discord_presence.details = mapname;
}
if (!discord_presence.startTimestamp)
{
discord_presence.startTimestamp = std::chrono::duration_cast<std::chrono::seconds>(
std::chrono::system_clock::now().time_since_epoch()).count();
}
}
Discord_UpdatePresence(&discord_presence);
}
}
class component final : public component_interface
{
public:
void post_load() override
{
if (game::environment::is_dedi())
{
return;
}
DiscordEventHandlers handlers;
ZeroMemory(&handlers, sizeof(handlers));
handlers.ready = ready;
handlers.errored = errored;
handlers.disconnected = errored;
handlers.joinGame = nullptr;
handlers.spectateGame = nullptr;
handlers.joinRequest = nullptr;
Discord_Initialize("947125042930667530", &handlers, 1, nullptr);
scheduler::once([]()
{
scheduler::once(update_discord, scheduler::pipeline::async);
scheduler::loop(update_discord, scheduler::pipeline::async, 5s);
}, scheduler::pipeline::main);
initialized_ = true;
}
void pre_destroy() override
{
if (!initialized_ || game::environment::is_dedi())
{
return;
}
Discord_Shutdown();
}
private:
bool initialized_ = false;
static void ready(const DiscordUser* /*request*/)
{
ZeroMemory(&discord_presence, sizeof(discord_presence));
discord_presence.instance = 1;
console::info("Discord: Ready\n");
Discord_UpdatePresence(&discord_presence);
}
static void errored(const int error_code, const char* message)
{
console::error("Discord: Error (%i): %s\n", error_code, message);
}
};
}
REGISTER_COMPONENT(discord::component)