h1-mod/src/client/component/discord.cpp
2022-05-28 16:45:44 +02:00

300 lines
8.0 KiB
C++

#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 "materials.hpp"
#include "discord.hpp"
#include "game/ui_scripting/execution.hpp"
#include <utils/string.hpp>
#include <utils/cryptography.hpp>
#include <utils/http.hpp>
#include <discord_rpc.h>
#define DEFAULT_AVATAR "discord_default_avatar"
#define AVATAR "discord_avatar_%s"
#define DEFAULT_AVATAR_URL "https://cdn.discordapp.com/embed/avatars/0.png"
#define AVATAR_URL "https://cdn.discordapp.com/avatars/%s/%s.png?size=128"
namespace discord
{
namespace
{
DiscordRichPresence discord_presence;
void update_discord()
{
if (!game::CL_IsCgameInitialized() || game::VirtualLobby_Loaded())
{
discord_presence.details = SELECT_VALUE("Singleplayer", "Multiplayer");
discord_presence.state = "Main Menu";
const auto in_firing_range = game::Dvar_FindVar("virtualLobbyInFiringRange");
if (in_firing_range && in_firing_range->current.enabled == 1)
{
discord_presence.state = "Firing Range";
}
discord_presence.partySize = 0;
discord_presence.partyMax = 0;
discord_presence.startTimestamp = 0;
discord_presence.largeImageKey = SELECT_VALUE("menu_singleplayer", "menu_multiplayer");
// set to blank when in lobby
discord_presence.matchSecret = "";
discord_presence.joinSecret = "";
discord_presence.partyId = "";
}
else
{
static char details[0x80] = {0};
const auto map = game::Dvar_FindVar("mapname")->current.string;
const auto mapname = game::UI_SafeTranslateString(
utils::string::va("PRESENCE_%s%s", SELECT_VALUE("SP_", ""), map));
if (game::environment::is_mp())
{
const auto gametype = game::UI_GetGameTypeDisplayName(
game::Dvar_FindVar("g_gametype")->current.string);
strcpy_s(details, 0x80, utils::string::va("%s on %s", gametype, mapname));
static char clean_hostname[0x80] = {0};
utils::string::strip(game::Dvar_FindVar("sv_hostname")->current.string,
clean_hostname, sizeof(clean_hostname));
auto max_clients = party::server_client_count();
// When true, we are in Private Match
if (game::SV_Loaded())
{
strcpy_s(clean_hostname, "Private Match");
max_clients = game::Dvar_FindVar("sv_maxclients")->current.integer;
discord_presence.partyPrivacy = DISCORD_PARTY_PRIVATE;
}
else
{
const auto server_net_info = party::get_state_host();
const auto server_ip_port = utils::string::va("%i.%i.%i.%i:%i",
static_cast<int>(server_net_info.ip[0]),
static_cast<int>(server_net_info.ip[1]),
static_cast<int>(server_net_info.ip[2]),
static_cast<int>(server_net_info.ip[3]),
static_cast<int>(ntohs(server_net_info.port))
);
static char join_secret[0x80] = {0};
strcpy_s(join_secret, 0x80, server_ip_port);
static char party_id[0x80] = {0};
const auto server_ip_port_hash = utils::cryptography::sha1::compute(server_ip_port, true).substr(0, 8);
strcpy_s(party_id, 0x80, server_ip_port_hash.data());
discord_presence.partyId = party_id;
discord_presence.joinSecret = join_secret;
discord_presence.partyPrivacy = DISCORD_PARTY_PUBLIC;
}
const auto client_state = *game::mp::client_state;
if (client_state != nullptr)
{
discord_presence.partySize = client_state->num_players;
}
else
{
discord_presence.partySize = 0;
}
discord_presence.partyMax = max_clients;
discord_presence.state = clean_hostname;
discord_presence.largeImageKey = map;
}
else if (game::environment::is_sp())
{
discord_presence.state = "";
discord_presence.largeImageKey = map;
strcpy_s(details, 0x80, mapname);
}
discord_presence.details = details;
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);
}
void download_user_avatar(const std::string& id, const std::string& avatar)
{
const auto data = utils::http::get_data(
utils::string::va(AVATAR_URL, id.data(), avatar.data()));
if (data.has_value())
{
materials::add(utils::string::va(AVATAR, id.data()), data.value());
}
}
bool has_default_avatar = false;
void download_default_avatar()
{
const auto data = utils::http::get_data(DEFAULT_AVATAR_URL);
if (data.has_value())
{
has_default_avatar = true;
materials::add(DEFAULT_AVATAR, data.value());
}
}
}
std::string get_avatar_material(const std::string& id)
{
const auto avatar_name = utils::string::va(AVATAR, id.data());
if (materials::exists(avatar_name))
{
return avatar_name;
}
if (has_default_avatar)
{
return DEFAULT_AVATAR;
}
return "black";
}
void respond(const std::string& id, int reply)
{
scheduler::once([=]()
{
Discord_Respond(id.data(), reply);
}, scheduler::pipeline::async);
}
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.spectateGame = nullptr;
if (game::environment::is_mp())
{
handlers.joinGame = join_game;
handlers.joinRequest = join_request;
}
Discord_Initialize("947125042930667530", &handlers, 1, nullptr);
scheduler::once(download_default_avatar, scheduler::pipeline::async);
scheduler::once([]()
{
scheduler::once(update_discord, scheduler::pipeline::async);
scheduler::loop(update_discord, scheduler::pipeline::async, 5s);
scheduler::loop(Discord_RunCallbacks, scheduler::pipeline::async, 1s);
}, 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 on %s (%s)\n", request->username, request->userId);
Discord_UpdatePresence(&discord_presence);
}
static void errored(const int error_code, const char* message)
{
console::error("Discord: Error (%i): %s\n", error_code, message);
}
static void join_game(const char* join_secret)
{
console::info("Discord: Join game called with join secret: %s\n", join_secret);
std::string secret = join_secret;
scheduler::once([=]()
{
game::netadr_s target{};
if (game::NET_StringToAdr(secret.data(), &target))
{
console::info("Discord: Connecting to server: %s\n", secret.data());
party::connect(target);
}
}, scheduler::pipeline::main);
}
static void join_request(const DiscordUser* request)
{
console::info("Discord: join_request from %s (%s)\n", request->username, request->userId);
if (game::Com_InFrontend() || !ui_scripting::lui_running())
{
Discord_Respond(request->userId, DISCORD_REPLY_IGNORE);
return;
}
std::string user_id = request->userId;
std::string avatar = request->avatar;
std::string discriminator = request->discriminator;
std::string username = request->username;
scheduler::once([=]()
{
const ui_scripting::table request_table{};
request_table.set("avatar", avatar);
request_table.set("discriminator", discriminator);
request_table.set("userid", user_id);
request_table.set("username", username);
ui_scripting::notify("discord_join_request",
{
{"request", request_table}
});
}, scheduler::pipeline::lui);
if (!materials::exists(utils::string::va(AVATAR, user_id.data())))
{
download_user_avatar(user_id, avatar);
}
}
};
}
REGISTER_COMPONENT(discord::component)