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mirror of https://github.com/libretro/RetroArch synced 2024-07-03 00:38:44 +00:00

Merge github:libretro/RetroArch

This commit is contained in:
gblues 2018-06-04 23:38:38 -07:00
commit 21fd83f766
439 changed files with 61757 additions and 359 deletions

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@ -13,7 +13,10 @@
"frontend_driver.h": "c",
"*.in": "c",
"*.rh": "c",
"array": "c"
"array": "c",
"stdlib.h": "c",
"cmath": "c",
"cstdlib": "c"
},
"C_Cpp.dimInactiveRegions": false,
}

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@ -5,6 +5,7 @@
- LOCALIZATION: Update Italian translation.
- LOCALIZATION: Update Polish translation.
- LOCALIZATION: Update Portuguese / Brazilian translation.
- LOCALIZATION: Update Spanish translation.
- MENU/QT/WIMP: QT QSlider styling for Dark Theme.
- MENU/QT/WIMP: Remove button ghostly inside highlighting.
- PS3: Add audio mixer support for FLAC and MP3.

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@ -1623,6 +1623,29 @@ ifeq ($(HAVE_NETWORKING), 1)
$(LIBRETRO_COMM_DIR)/utils/md5.o
endif
ifeq ($(HAVE_DISCORD), 1)
DEFINES += -DHAVE_DISCORD
DEFINES += -Ideps/discord-rpc/include/ -Ideps/discord-rpc/thirdparty/rapidjson-1.1.0/include/
OBJ += deps/discord-rpc/src/discord_rpc.o \
deps/discord-rpc/src/rpc_connection.o \
deps/discord-rpc/src/serialization.o \
discord/discord.o
ifneq ($(findstring Win32,$(OS)),)
OBJ += deps/discord-rpc/src/discord_register_win.o \
deps/discord-rpc/src/connection_win.o
LIBS += -lpsapi -ladvapi32
endif
ifneq ($(findstring Linux,$(OS)),)
OBJ += deps/discord-rpc/src/discord_register_linux.o \
deps/discord-rpc/src/connection_unix.o
endif
ifneq ($(findstring Darwin,$(OS)),)
OBJ += deps/discord-rpc/src/discord_register_osx.o \
deps/discord-rpc/src/connection_unix.o
endif
endif
ifeq ($(HAVE_NETWORKGAMEPAD), 1)
OBJ += input/input_remote.o \
cores/libretro-net-retropad/net_retropad_core.o

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@ -5,7 +5,7 @@ DEBUG = 0
GRIFFIN_BUILD = 1
WHOLE_ARCHIVE_LINK = 0
BUILD_3DSX = 1
BUILD_3DS = 1
BUILD_3DS = 0
BUILD_CIA = 1
LIBCTRU_NO_DEPRECATION = 1
@ -168,7 +168,7 @@ endif
all: $(TARGET)
$(TARGET): $(TARGET_3DSX) $(TARGET_3DS) $(TARGET_CIA) $(TARGET).core
$(TARGET): $(TARGET_3DSX) $(TARGET_3DS) $(TARGET_CIA)
$(TARGET).3dsx: $(TARGET).elf
$(TARGET).elf: $(OBJ) libretro_ctr.a
@ -261,9 +261,6 @@ $(TARGET).3ds: $(TARGET).elf $(TARGET).bnr $(TARGET).icn $(APP_RSF)
$(TARGET).cia: $(TARGET).elf $(TARGET).bnr $(TARGET).icn $(APP_RSF)
$(MAKEROM) -f cia -o $@ $(MAKEROM_ARGS_COMMON) -DAPP_ENCRYPTED=false
$(TARGET).core: $(TARGET).elf
echo $(APP_UNIQUE_ID) > $(TARGET).core
clean:
rm -f $(OBJ)
@ -271,7 +268,6 @@ clean:
rm -f $(TARGET).elf
rm -f $(TARGET).3ds
rm -f $(TARGET).cia
rm -f $(TARGET).core
rm -f $(TARGET).smdh
rm -f $(TARGET).bnr
rm -f $(TARGET).icn

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@ -2,12 +2,12 @@ TARGET := retroarch_3ds_salamander
LIBRETRO =
DEBUG = 0
BUILD_3DSX = 0
BUILD_3DSX = 1
BUILD_3DS = 0
BUILD_CIA = 1
APP_TITLE = Retroarch 3DS
APP_DESCRIPTION = Retroarch 3DS
APP_TITLE = RetroArch 3DS
APP_DESCRIPTION = RetroArch 3DS
APP_AUTHOR = Team Libretro
APP_PRODUCT_CODE = RETROARCH-3DS
APP_UNIQUE_ID = 0xBAC00
@ -189,7 +189,7 @@ ifeq ($(APP_BIG_TEXT_SECTION), 1)
else
rm -f $(TARGET).xml
endif
-3dsxtool $< $@ $(_3DSXFLAGS)
$(DEVKITARM)/bin/3dsxtool $< $@ $(_3DSXFLAGS)
$(TARGET).elf: ctr/3dsx_custom_crt0.o
$(LD) $(LDFLAGS) $(OBJ) $(LIBDIRS) $(LIBS) -o $@

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@ -6,13 +6,13 @@ WHOLE_ARCHIVE_LINK = 0
OBJ :=
DEFINES := -DSWITCH=1 -U__linux__ -U__linux -DRARCH_INTERNAL
DEFINES := -DSWITCH=1 -U__linux__ -U__linux -DRARCH_INTERNAL -DHAVE_DYNAMIC
ifeq ($(GRIFFIN_BUILD), 1)
OBJ += griffin/griffin.o
DEFINES += -DHAVE_GRIFFIN=1 -DHAVE_NEON -DHAVE_MATERIALUI -DHAVE_LIBRETRODB -DHAVE_CC_RESAMPLER
DEFINES += -DHAVE_ZLIB -DHAVE_RPNG -DHAVE_RJPEG -DHAVE_RBMP -DHAVE_RTGA -DWANT_ZLIB
DEFINES += -DHAVE_RUNAHEAD
DEFINES += -DHAVE_RUNAHEAD -DHAVE_DYNAMIC
else
HAVE_CC_RESAMPLER = 1
HAVE_MENU_COMMON = 1
@ -31,6 +31,7 @@ else
HAVE_STATIC_AUDIO_FILTERS = 1
HAVE_MENU = 1
HAVE_RUNAHEAD = 1
HAVE_DYNAMIC = 1
include Makefile.common
BLACKLIST :=

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@ -27,12 +27,11 @@ interface to include support for emulators and/or game engines. libretro is comp
## Binaries
Latest Windows binaries are currently hosted on the [buildbot](http://buildbot.libretro.com/).
Latest binaries are currently hosted on the [buildbot](http://buildbot.libretro.com/).
## Support
To reach developers, either make an issue here on GitHub, make a thread on the [forum](http://www.libretro.com/forums/),
or visit our IRC channel: #retroarch @ irc.freenode.org.
To reach developers, either make an issue here on GitHub, make a thread on the [forum](http://www.libretro.com/forums/), chat on [Discord](https://discord.gg/C4amCeV), or visit our IRC channel: #retroarch @ irc.freenode.org.
## Documentation
@ -51,13 +50,13 @@ More developer-centric stuff is found [here](https://github.com/libretro/libretr
RetroArch attempts to be small and lean
while still having all the useful core features expected from an emulator.
It is designed to be very portable and features a gamepad-centric UI.
It is designed to be very portable and features a gamepad-centric and touchscreen UI.
It also has a full-featured command-line interface.
In some areas, RetroArch goes beyond and emphasizes on not-so-common technical features such as multi-pass shader support,
real-time rewind (Braid-style), video recording (using FFmpeg), etc.
real-time rewind (Braid-style), video recording (using FFmpeg), run-ahead input latency removal, etc.
RetroArch also emphasizes on being easy to integrate into various launcher frontends.
RetroArch also emphasizes being easy to integrate into various launcher frontends.
## Platforms
@ -66,22 +65,24 @@ RetroArch has been ported to the following platforms:
- DOS
- Windows
- Linux
- Emscripten
- Emscripten (WebAssembly and JavaScript)
- FreeBSD
- NetBSD
- OpenBSD
- Haiku
- Solaris
- MacOS X
- macOS (PPC, x86-32 and x86-64)
- PlayStation 3
- PlayStation Portable
- PlayStation Vita
- Original Microsoft Xbox
- Microsoft Xbox 360 (Libxenon/XeXDK)
- Nintendo Wii, GameCube (Libogc)
- Nintendo GameCube
- Nintendo Wii
- Nintendo Wii U
- Nintendo 3DS
- Nintendo Switch
- Nintendo NES/SNES Classic Edition
- Raspberry Pi
- Android
- iOS
@ -147,9 +148,9 @@ Instructions for compiling and installing RetroArch can be found in the [Libretr
## CRT 15Khz Resolution Switching
CRT Switch res will turn on, on the fly. However, you will need to restart retroarch to disable it. With CRT SwitchRes enable Retroarch will start in 2560 x 480 @ 60.
CRT SwitchRes will turn on, on the fly. However, you will need to restart RetroArch to disable it. With CRT SwitchRes enable RetroArch will start in 2560 x 480 @ 60.
If you are running windows, before enabling the CRT SwitchRes options please make sure you have installed CRTEmudriver and installed some modelines. The minimum modelins for all games to switch correctly are:
If you are running Windows, before enabling the CRT SwitchRes options please make sure you have installed CRTEmudriver and installed some modelines. The minimum modelines for all games to switch correctly are:
- 2560 x 192 @ 60.000000
- 2560 x 200 @ 60.000000
@ -161,7 +162,7 @@ If you are running windows, before enabling the CRT SwitchRes options please mak
- 2560 x 448 @ 60.000000
- 2560 x 480 @ 60.000000
Install these modelines replacing 2560 with your desired super resolution. The above resolutions are NTSC only so if you would be playing any PAL content please add pal modelines:
Install these modelines replacing 2560 with your desired super resolution. The above resolutions are NTSC only so if you would be playing any PAL content please add PAL modelines:
- 2560 x 192 @ 50.000000
- 2560 x 200 @ 50.000000
@ -251,8 +252,8 @@ If native resolutions are activated you will need a whole new set of modelines:
These modelines are more accurate giving exact hz. However, some games may have unwanted results. This is due to mid-scanline resolution changes on the original hardware. For the best results super resolutions are the way to go.
## CRT resolution switching & Mame
## CRT resolution switching & MAME
Some arcade resolutions can be a lot different. There is resolution detection to ensure mame games will be displayed in the closest available resolution but drawn at their native resolution within this resolution. Meaning that the mame game will look just like the original hardware.
Some arcade resolutions can be very different from consumer CRTs. There is resolution detection to ensure MAME games will be displayed in the closest available resolution but drawn at their native resolution within this resolution. Meaning that the MAME game will look just like the original hardware.
Mame roms that run in a vertical aspect like DoDonPachi need to be rotated within mame before resolution switching and aspect correction will work. Do this before enabling CRT switchRes so that Retroarch will run in your desktop resolution. Once you have roted any games that may need it switch CRT SwitchRes on.
MAME ROMs that run in a vertical aspect like DoDonPachi need to be rotated within MAME before resolution switching and aspect correction will work. Do this before enabling CRT SwitchRes so that RetroArch will run in your desktop resolution. Once you have rotated any games that may need it turn CRT SwitchRes on.

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@ -2041,7 +2041,7 @@ void cheevos_reset_game(void)
void cheevos_populate_menu(void *data)
{
#ifdef HAVE_MENU
unsigned i;
unsigned i = 0;
unsigned items_found = 0;
settings_t *settings = config_get_ptr();
menu_displaylist_info_t *info = (menu_displaylist_info_t*)data;
@ -2072,34 +2072,32 @@ void cheevos_populate_menu(void *data)
{
if (!(cheevo->active & CHEEVOS_ACTIVE_HARDCORE))
{
menu_entries_append_enum(info->list, cheevo->title,
menu_entries_append_enum(info->list, cheevo->title,
cheevo->description,
MENU_ENUM_LABEL_CHEEVOS_UNLOCKED_ENTRY_HARDCORE,
MENU_SETTINGS_CHEEVOS_START + i, 0, 0);
items_found++;
set_badge_info(&badges_ctx, i, cheevo->badge,
set_badge_info(&badges_ctx, i, cheevo->badge,
(cheevo->active & CHEEVOS_ACTIVE_HARDCORE));
}
else if (!(cheevo->active & CHEEVOS_ACTIVE_SOFTCORE))
{
menu_entries_append_enum(info->list, cheevo->title,
menu_entries_append_enum(info->list, cheevo->title,
cheevo->description,
MENU_ENUM_LABEL_CHEEVOS_UNLOCKED_ENTRY,
MENU_SETTINGS_CHEEVOS_START + i, 0, 0);
items_found++;
set_badge_info(&badges_ctx, i, cheevo->badge,
set_badge_info(&badges_ctx, i, cheevo->badge,
(cheevo->active & CHEEVOS_ACTIVE_SOFTCORE));
}
else
{
menu_entries_append_enum(info->list, cheevo->title,
menu_entries_append_enum(info->list, cheevo->title,
cheevo->description,
MENU_ENUM_LABEL_CHEEVOS_LOCKED_ENTRY,
MENU_SETTINGS_CHEEVOS_START + i, 0, 0);
items_found++;
set_badge_info(&badges_ctx, i, cheevo->badge,
set_badge_info(&badges_ctx, i, cheevo->badge,
(cheevo->active & CHEEVOS_ACTIVE_SOFTCORE));
}
items_found++;
}
}
@ -2109,7 +2107,7 @@ void cheevos_populate_menu(void *data)
{
end = cheevo + cheevos_locals.unofficial.count;
for (i = cheevos_locals.core.count; cheevo < end; i++, cheevo++)
for (i = items_found; cheevo < end; i++, cheevo++)
{
if (!(cheevo->active & CHEEVOS_ACTIVE_HARDCORE))
{
@ -2117,7 +2115,6 @@ void cheevos_populate_menu(void *data)
cheevo->description,
MENU_ENUM_LABEL_CHEEVOS_UNLOCKED_ENTRY_HARDCORE,
MENU_SETTINGS_CHEEVOS_START + i, 0, 0);
items_found++;
set_badge_info(&badges_ctx, i, cheevo->badge,
(cheevo->active & CHEEVOS_ACTIVE_HARDCORE));
}
@ -2127,7 +2124,6 @@ void cheevos_populate_menu(void *data)
cheevo->description,
MENU_ENUM_LABEL_CHEEVOS_UNLOCKED_ENTRY,
MENU_SETTINGS_CHEEVOS_START + i, 0, 0);
items_found++;
set_badge_info(&badges_ctx, i, cheevo->badge,
(cheevo->active & CHEEVOS_ACTIVE_SOFTCORE));
}
@ -2137,10 +2133,10 @@ void cheevos_populate_menu(void *data)
cheevo->description,
MENU_ENUM_LABEL_CHEEVOS_LOCKED_ENTRY,
MENU_SETTINGS_CHEEVOS_START + i, 0, 0);
items_found++;
set_badge_info(&badges_ctx, i, cheevo->badge,
(cheevo->active & CHEEVOS_ACTIVE_SOFTCORE));
}
items_found++;
}
}
@ -2170,7 +2166,7 @@ bool cheevos_get_description(cheevos_ctx_desc_t *desc)
if (desc->idx >= cheevos_locals.core.count)
{
cheevos = cheevos_locals.unofficial.cheevos;
desc->idx -= cheevos_locals.unofficial.count;
desc->idx -= cheevos_locals.core.count;
}
if (!string_is_empty(cheevos[desc->idx].description))

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@ -44,6 +44,10 @@
#include "cheevos/var.h"
#endif
#ifdef HAVE_DISCORD
#include "discord/discord.h"
#endif
#ifdef HAVE_MENU
#include "menu/menu_driver.h"
#include "menu/menu_content.h"
@ -1275,8 +1279,8 @@ static bool command_event_init_core(enum rarch_core_type *data)
if (!core_load(settings->uints.input_poll_type_behavior))
return false;
rarch_ctl(RARCH_CTL_SET_FRAME_LIMIT, NULL);
rarch_ctl(RARCH_CTL_SET_FRAME_LIMIT, NULL);
return true;
}
@ -1740,8 +1744,8 @@ void command_playlist_update_write(
**/
bool command_event(enum event_command cmd, void *data)
{
settings_t *settings = config_get_ptr();
bool boolean = false;
static bool discord_inited = false;
bool boolean = false;
switch (cmd)
{
@ -1938,25 +1942,26 @@ bool command_event(enum event_command cmd, void *data)
case CMD_EVENT_REINIT_FROM_TOGGLE:
retroarch_unset_forced_fullscreen();
case CMD_EVENT_REINIT:
video_driver_reinit();
{
video_driver_reinit();
{
const input_driver_t *input_drv = input_get_ptr();
void *input_data = input_get_data();
/* Poll input to avoid possibly stale data to corrupt things. */
if (input_drv && input_drv->poll)
input_drv->poll(input_data);
}
command_event(CMD_EVENT_GAME_FOCUS_TOGGLE, (void*)(intptr_t)-1);
const input_driver_t *input_drv = input_get_ptr();
void *input_data = input_get_data();
/* Poll input to avoid possibly stale data to corrupt things. */
if (input_drv && input_drv->poll)
input_drv->poll(input_data);
}
command_event(CMD_EVENT_GAME_FOCUS_TOGGLE, (void*)(intptr_t)-1);
#ifdef HAVE_MENU
{
settings_t *settings = config_get_ptr();
menu_display_set_framebuffer_dirty_flag();
if (settings->bools.video_fullscreen)
video_driver_hide_mouse();
if (menu_driver_is_alive())
command_event(CMD_EVENT_VIDEO_SET_BLOCKING_STATE, NULL);
#endif
}
#endif
break;
case CMD_EVENT_CHEATS_DEINIT:
cheat_manager_state_free();
@ -2820,6 +2825,41 @@ TODO: Add a setting for these tweaks */
#if HAVE_LIBUI
extern int libui_main(void);
libui_main();
#endif
break;
case CMD_EVENT_DISCORD_INIT:
#ifdef HAVE_DISCORD
{
settings_t *settings = config_get_ptr();
if (!settings->bools.discord_enable)
return false;
if (discord_inited)
return true;
discord_init();
discord_inited = true;
}
#endif
break;
case CMD_EVENT_DISCORD_DEINIT:
#ifdef HAVE_DISCORD
if (!discord_inited)
return false;
discord_shutdown();
discord_inited = false;
#endif
break;
case CMD_EVENT_DISCORD_UPDATE:
#ifdef HAVE_DISCORD
if (!data || !discord_inited)
return false;
{
discord_userdata_t *userdata = (discord_userdata_t*)data;
discord_update(userdata->status);
}
#endif
break;
case CMD_EVENT_NONE:

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@ -231,6 +231,9 @@ enum event_command
CMD_EVENT_DISABLE_OVERRIDES,
CMD_EVENT_RESTORE_REMAPS,
CMD_EVENT_RESTORE_DEFAULT_SHADER_PRESET,
CMD_EVENT_DISCORD_INIT,
CMD_EVENT_DISCORD_DEINIT,
CMD_EVENT_DISCORD_UPDATE,
CMD_EVENT_LIBUI_TEST
};

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@ -1263,6 +1263,7 @@ static struct config_bool_setting *populate_settings_bool(settings_t *settings,
SETTING_BOOL("video_font_enable", &settings->bools.video_font_enable, true, font_enable, false);
SETTING_BOOL("core_updater_auto_extract_archive", &settings->bools.network_buildbot_auto_extract_archive, true, true, false);
SETTING_BOOL("camera_allow", &settings->bools.camera_allow, true, false, false);
SETTING_BOOL("discord_allow", &settings->bools.discord_enable, true, false, false);
#if defined(VITA)
SETTING_BOOL("input_backtouch_enable", &settings->bools.input_backtouch_enable, false, false, false);
SETTING_BOOL("input_backtouch_toggle", &settings->bools.input_backtouch_toggle, false, false, false);

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@ -230,6 +230,7 @@ typedef struct settings
bool bundle_assets_extract_enable;
/* Misc. */
bool discord_enable;
bool threaded_data_runloop_enable;
bool set_supports_no_game_enable;
bool auto_screenshot_filename;

92
deps/discord-rpc/.clang-format vendored Normal file
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@ -0,0 +1,92 @@
---
AccessModifierOffset: -4
AlignAfterOpenBracket: true
AlignConsecutiveAssignments: false
AlignConsecutiveDeclarations: false
AlignEscapedNewlines: Left
AlignOperands: false
AlignTrailingComments: true
AllowAllParametersOfDeclarationOnNextLine: false
AllowShortBlocksOnASingleLine: false
AllowShortCaseLabelsOnASingleLine: false
AllowShortFunctionsOnASingleLine: InlineOnly
AllowShortIfStatementsOnASingleLine: false
AllowShortLoopsOnASingleLine: false
AlwaysBreakAfterReturnType: None
AlwaysBreakBeforeMultilineStrings: false
AlwaysBreakTemplateDeclarations: true
BinPackArguments: false
BinPackParameters: false
BreakBeforeBinaryOperators: None
BreakBeforeBraces: Stroustrup
BreakBeforeInheritanceComma: true
BreakBeforeTernaryOperators: true
BreakConstructorInitializers: BeforeComma
BreakStringLiterals: true
ColumnLimit: 100
CommentPragmas: ''
CompactNamespaces: false
ConstructorInitializerAllOnOneLineOrOnePerLine: false
ConstructorInitializerIndentWidth: 2
ContinuationIndentWidth: 2
Cpp11BracedListStyle: true
DerivePointerAlignment: false
DisableFormat: false
FixNamespaceComments: true
ForEachMacros: []
IndentCaseLabels: false
IncludeCategories:
- Regex: '^("|<)stdafx\.h(pp)?("|>)'
Priority: -1
- Regex: '^<(W|w)indows.h>'
Priority: 1
- Regex: '^<'
Priority: 2
- Regex: '.*'
Priority: 3
IncludeIsMainRegex: '(_test|_win|_linux|_mac|_ios|_osx|_null)?$'
IndentCaseLabels: false
IndentWidth: 4
IndentWrappedFunctionNames: false
KeepEmptyLinesAtTheStartOfBlocks: false
MacroBlockBegin: ''
MacroBlockEnd: ''
MaxEmptyLinesToKeep: 1
NamespaceIndentation: None
PenaltyBreakAssignment: 0
PenaltyBreakBeforeFirstCallParameter: 1
PenaltyBreakComment: 300
PenaltyBreakFirstLessLess: 120
PenaltyBreakString: 1000
PenaltyExcessCharacter: 1000000
PenaltyReturnTypeOnItsOwnLine: 9999999
PointerAlignment: Left
ReflowComments: true
SortIncludes: false
SortUsingDeclarations: true
SpaceAfterCStyleCast: false
SpaceAfterTemplateKeyword: true
SpaceBeforeAssignmentOperators: true
SpaceBeforeParens: ControlStatements
SpaceInEmptyParentheses: false
SpacesBeforeTrailingComments: 1
SpacesInAngles: false
SpacesInCStyleCastParentheses: false
SpacesInContainerLiterals: true
SpacesInParentheses: false
SpacesInSquareBrackets: false
Standard: Cpp11
TabWidth: 4
UseTab: Never
---
Language: Cpp
---
Language: ObjC
ObjCBlockIndentWidth: 4
ObjCSpaceAfterProperty: true
ObjCSpaceBeforeProtocolList: false
---
Language: Java
BasedOnStyle: Google
BreakAfterJavaFieldAnnotations: true
...

5
deps/discord-rpc/.gitignore vendored Normal file
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@ -0,0 +1,5 @@
/build*/
/.vscode/
/thirdparty/
.vs/
.DS_Store

47
deps/discord-rpc/.travis.yml vendored Normal file
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@ -0,0 +1,47 @@
language: cpp
env:
global:
- CLANG_FORMAT_SUFFIX="-dummy" # don't use formatting on Travis, this is
# needed not to use default 3.5 version
# which is too old.
matrix:
include:
- os: linux
env: MATRIX_EVAL="CC=gcc-5 && CXX=g++-5"
addons:
apt:
sources:
- ubuntu-toolchain-r-test
packages:
- g++-5
- os: linux
env: MATRIX_EVAL="CC=clang-4.0 && CXX=clang++-4.0"
addons:
apt:
sources:
- llvm-toolchain-trusty-4.0
packages:
- clang-4.0
- os: linux
env: MATRIX_EVAL="CC=clang-5.0 && CXX=clang++-5.0"
addons:
apt:
sources:
- llvm-toolchain-trusty-5.0
packages:
- clang-5.0
- os: osx
osx_image: xcode9
# prevent Travis from overwriting our CXX variables
before_install:
- eval "${MATRIX_EVAL}"
- echo $CXX
script:
- mkdir build
- cd build
- cmake -DCLANG_FORMAT_SUFFIX=$CLANG_FORMAT_SUFFIX --config Release ..
- cmake --build . -- -j2

56
deps/discord-rpc/CMakeLists.txt vendored Normal file
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@ -0,0 +1,56 @@
cmake_minimum_required (VERSION 3.2.0)
project (DiscordRPC)
include(GNUInstallDirs)
option(BUILD_EXAMPLES "Build example apps" ON)
# format
file(GLOB_RECURSE ALL_SOURCE_FILES
examples/*.cpp examples/*.h examples/*.c
include/*.h
src/*.cpp src/*.h src/*.c
)
# Set CLANG_FORMAT_SUFFIX if you are using custom clang-format, e.g. clang-format-5.0
find_program(CLANG_FORMAT_CMD clang-format${CLANG_FORMAT_SUFFIX})
if (CLANG_FORMAT_CMD)
add_custom_target(
clangformat
COMMAND ${CLANG_FORMAT_CMD}
-i -style=file -fallback-style=none
${ALL_SOURCE_FILES}
DEPENDS
${ALL_SOURCE_FILES}
)
endif(CLANG_FORMAT_CMD)
# thirdparty stuff
execute_process(
COMMAND mkdir ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty
ERROR_QUIET
)
find_file(RAPIDJSONTEST NAMES rapidjson rapidjson-1.1.0 PATHS ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty CMAKE_FIND_ROOT_PATH_BOTH)
if (NOT RAPIDJSONTEST)
message("no rapidjson, download")
set(RJ_TAR_FILE ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty/v1.1.0.tar.gz)
file(DOWNLOAD https://github.com/miloyip/rapidjson/archive/v1.1.0.tar.gz ${RJ_TAR_FILE})
execute_process(
COMMAND ${CMAKE_COMMAND} -E tar xzf ${RJ_TAR_FILE}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty
)
file(REMOVE ${RJ_TAR_FILE})
endif(NOT RAPIDJSONTEST)
find_file(RAPIDJSON NAMES rapidjson rapidjson-1.1.0 PATHS ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty CMAKE_FIND_ROOT_PATH_BOTH)
add_library(rapidjson STATIC IMPORTED ${RAPIDJSON})
# add subdirs
add_subdirectory(src)
if (BUILD_EXAMPLES)
add_subdirectory(examples/send-presence)
endif(BUILD_EXAMPLES)

19
deps/discord-rpc/LICENSE vendored Normal file
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@ -0,0 +1,19 @@
Copyright 2017 Discord, Inc.
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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# Discord RPC
This is a library for interfacing your game with a locally running Discord desktop client. It's known to work on Windows, macOS, and Linux. You can use the lib directly if you like, or use it as a guide to writing your own if it doesn't suit your game as is. PRs/feedback welcome if you have an improvement everyone might want, or can describe how this doesn't meet your needs.
Included here are some quick demos that implement the very minimal subset to show current status, and
have callbacks for where a more complete game would do more things (joining, spectating, etc).
## Documentation
The most up to date documentation for Rich Presence can always be found on our [developer site](https://discordapp.com/developers/docs/rich-presence/how-to)! If you're interested in rolling your own native implementation of Rich Presence via IPC sockets instead of using our SDK—hey, you've got free time, right?—check out the ["Hard Mode" documentation](https://github.com/discordapp/discord-rpc/blob/master/documentation/hard-mode.md).
## Basic Usage
Zeroith, you should be set up to build things because you are a game developer, right?
First, head on over to the [Discord developers site](https://discordapp.com/developers/applications/me) and make yourself an app. Keep track of `Client ID` -- you'll need it here to pass to the init function.
### From package
Download a release package for your platform(s) -- they have subdirs with various prebuilt options, select the one you need add `/include` to your compile includes, `/lib` to your linker paths, and link with `discord-rpc`. For the dynamically linked builds, you'll need to ship the associated file along with your game.
### From repo
First-eth, you'll want `CMake`. There's a few different ways to install it on your system, and you should refer to [their website](https://cmake.org/install/). Many package managers provide ways of installing CMake as well.
To make sure it's installed correctly, type `cmake --version` into your flavor of terminal/cmd. If you get a response with a version number, you're good to go!
There's a [CMake](https://cmake.org/download/) file that should be able to generate the lib for you; Sometimes I use it like this:
```sh
cd <path to discord-rpc>
mkdir build
cd build
cmake .. -DCMAKE_INSTALL_PREFIX=<path to install discord-rpc to>
cmake --build . --config Release --target install
```
There is a wrapper build script `build.py` that runs `cmake` with a few different options.
Usually, I run `build.py` to get things started, then use the generated project files as I work on things. It does depend on `click` library, so do a quick `pip install click` to make sure you have it if you want to run `build.py`.
There are some CMake options you might care about:
| flag | default | does |
|------|---------|------|
| `ENABLE_IO_THREAD` | `ON` | When enabled, we start up a thread to do io processing, if disabled you should call `Discord_UpdateConnection` yourself.
| `USE_STATIC_CRT` | `OFF` | (Windows) Enable to statically link the CRT, avoiding requiring users install the redistributable package. (The prebuilt binaries enable this option)
| [`BUILD_SHARED_LIBS`](https://cmake.org/cmake/help/v3.7/variable/BUILD_SHARED_LIBS.html) | `OFF` | Build library as a DLL
| `WARNINGS_AS_ERRORS` | `OFF` | When enabled, compiles with `-Werror` (on *nix platforms). |
## Continuous Builds
Why do we have three of these? Three times the fun!
| CI | badge |
|----|-------|
| TravisCI | [![Build status](https://travis-ci.org/discordapp/discord-rpc.svg?branch=master)](https://travis-ci.org/discordapp/discord-rpc)
| AppVeyor | [![Build status](https://ci.appveyor.com/api/projects/status/qvkoc0w1c4f4b8tj?svg=true)](https://ci.appveyor.com/project/crmarsh/discord-rpc)
| Buildkite (internal) | [![Build status](https://badge.buildkite.com/e103d79d247f6776605a15246352a04b8fd83d69211b836111.svg)](https://buildkite.com/discord/discord-rpc)
## Sample: send-presence
This is a text adventure "game" that inits/deinits the connection to Discord, and sends a presence update on each command.
## Sample: button-clicker
This is a sample [Unity](https://unity3d.com/) project that wraps a DLL version of the library, and sends presence updates when you click on a button. Run `python build.py unity` in the root directory to build the correct library files and place them in their respective folders.
## Sample: unrealstatus
This is a sample [Unreal](https://www.unrealengine.com) project that wraps the DLL version of the library with an Unreal plugin, exposes a blueprint class for interacting with it, and uses that to make a very simple UI. Run `python build.py unreal` in the root directory to build the correct library files and place them in their respective folders.
## Wrappers and Implementations
Below is a table of unofficial, community-developed wrappers for and implementations of Rich Presence in various languages. If you would like to have yours added, please make a pull request adding your repository to the table. The repository should include:
- The code
- A brief ReadMe of how to use it
- A working example
###### Rich Presence Wrappers and Implementations
| Name | Language |
|------|----------|
| [DerelictDiscordRPC](https://github.com/voidblaster/DerelictDiscordRPC) | [D](https://dlang.org/) |
| [discord-rpc.jar](https://github.com/Vatuu/discord-rpc "Discord-RPC.jar") | Java |
| [java-discord-rpc](https://github.com/MinnDevelopment/java-discord-rpc) | Java |
| [Discord-IPC](https://github.com/jagrosh/DiscordIPC) | Java |
| [Discord Rich Presence](https://npmjs.org/discord-rich-presence) | JavaScript |
| [drpc4k](https://github.com/Bluexin/drpc4k) | [Kotlin](https://kotlinlang.org/) |
| [lua-discordRPC](https://github.com/pfirsich/lua-discordRPC) | LuaJIT (FFI) |
| [pypresence](https://github.com/qwertyquerty/pypresence) | [Python](https://python.org/) |
| [SwordRPC](https://github.com/Azoy/SwordRPC) | [Swift](https://swift.org) |

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version: '{build}'
install:
- python -m pip install click
build_script:
- mkdir examples\unrealstatus\Plugins\discordrpc\Binaries\ThirdParty\discordrpcLibrary\Win64
- python build.py
artifacts:
- path: builds\install\win32-dynamic
name: win32-dynamic
- path: builds\install\win32-static
name: win32-static
- path: builds\install\win64-dynamic
name: win64-dynamic
- path: builds\install\win64-static
name: win64-static

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#!/usr/bin/env python
import os
import subprocess
import sys
import shutil
import zipfile
from contextlib import contextmanager
import click
def get_platform():
""" a name for the platform """
if sys.platform.startswith('win'):
return 'win'
elif sys.platform == 'darwin':
return 'osx'
elif sys.platform.startswith('linux'):
return 'linux'
raise Exception('Unsupported platform ' + sys.platform)
SCRIPT_PATH = os.path.dirname(os.path.abspath(__file__))
# we use Buildkite which sets this env variable by default
IS_BUILD_MACHINE = os.environ.get('CI', '') == 'true'
PLATFORM = get_platform()
INSTALL_ROOT = os.path.join(SCRIPT_PATH, 'builds', 'install')
def get_signtool():
""" get path to code signing tool """
if PLATFORM == 'win':
sdk_dir = 'c:\\Program Files (x86)\\Windows Kits\\10' # os.environ['WindowsSdkDir']
return os.path.join(sdk_dir, 'bin', 'x86', 'signtool.exe')
elif PLATFORM == 'osx':
return '/usr/bin/codesign'
@contextmanager
def cd(new_dir):
""" Temporarily change current directory """
if new_dir:
old_dir = os.getcwd()
os.chdir(new_dir)
yield
if new_dir:
os.chdir(old_dir)
def mkdir_p(path):
""" mkdir -p """
if not os.path.isdir(path):
click.secho('Making ' + path, fg='yellow')
os.makedirs(path)
@click.group(invoke_without_command=True)
@click.pass_context
@click.option('--clean', is_flag=True)
def cli(ctx, clean):
""" click wrapper for command line stuff """
if ctx.invoked_subcommand is None:
ctx.invoke(libs, clean=clean)
if IS_BUILD_MACHINE:
ctx.invoke(sign)
ctx.invoke(archive)
@cli.command()
@click.pass_context
def unity(ctx):
""" build just dynamic libs for use in unity project """
ctx.invoke(libs, clean=False, static=False, shared=True, skip_formatter=True, just_release=True)
BUILDS = []
click.echo('--- Copying libs and header into unity example')
UNITY_PROJECT_PATH = os.path.join(SCRIPT_PATH, 'examples', 'button-clicker', 'Assets', 'Plugins')
if sys.platform.startswith('win'):
LIBRARY_NAME = 'discord-rpc.dll'
BUILD_64_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'win64-dynamic', 'src', 'Release')
UNITY_64_DLL_PATH = os.path.join(UNITY_PROJECT_PATH, 'x86_64')
BUILDS.append({BUILD_64_BASE_PATH: UNITY_64_DLL_PATH})
BUILD_32_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'win32-dynamic', 'src', 'Release')
UNITY_32_DLL_PATH = os.path.join(UNITY_PROJECT_PATH, 'x86')
BUILDS.append({BUILD_32_BASE_PATH: UNITY_32_DLL_PATH})
elif sys.platform == 'darwin':
LIBRARY_NAME = 'discord-rpc.bundle'
BUILD_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'osx-dynamic', 'src')
UNITY_DLL_PATH = UNITY_PROJECT_PATH
os.rename(
os.path.join(BUILD_BASE_PATH, 'libdiscord-rpc.dylib'), os.path.join(BUILD_BASE_PATH, 'discord-rpc.bundle'))
BUILDS.append({BUILD_BASE_PATH: UNITY_DLL_PATH})
elif sys.platform.startswith('linux'):
LIBRARY_NAME = 'discord-rpc.so'
BUILD_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'linux-dynamic', 'src')
UNITY_DLL_PATH = os.path.join(UNITY_PROJECT_PATH, 'x86')
os.rename(os.path.join(BUILD_BASE_PATH, 'libdiscord-rpc.so'), os.path.join(BUILD_BASE_PATH, 'discord-rpc.so'))
BUILDS.append({BUILD_BASE_PATH: UNITY_DLL_PATH})
else:
raise Exception('Unsupported platform ' + sys.platform)
for build in BUILDS:
for i in build:
mkdir_p(build[i])
shutil.copy(os.path.join(i, LIBRARY_NAME), build[i])
@cli.command()
@click.pass_context
def unreal(ctx):
""" build libs and copy them into the unreal project """
ctx.invoke(libs, clean=False, static=False, shared=True, skip_formatter=True, just_release=True)
BUILDS = []
click.echo('--- Copying libs and header into unreal example')
UNREAL_PROJECT_PATH = os.path.join(SCRIPT_PATH, 'examples', 'unrealstatus', 'Plugins', 'discordrpc')
UNREAL_INCLUDE_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Include')
mkdir_p(UNREAL_INCLUDE_PATH)
shutil.copy(os.path.join(SCRIPT_PATH, 'include', 'discord_rpc.h'), UNREAL_INCLUDE_PATH)
if sys.platform.startswith('win'):
LIBRARY_NAME = 'discord-rpc.lib'
BUILD_64_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'win64-dynamic', 'src', 'Release')
UNREAL_64_DLL_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Win64')
BUILDS.append({BUILD_64_BASE_PATH: UNREAL_64_DLL_PATH})
BUILD_32_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'win32-dynamic', 'src', 'Release')
UNREAL_32_DLL_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Win32')
BUILDS.append({BUILD_32_BASE_PATH: UNREAL_32_DLL_PATH})
elif sys.platform == 'darwin':
LIBRARY_NAME = 'libdiscord-rpc.dylib'
BUILD_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'osx-dynamic', 'src')
UNREAL_DLL_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Mac')
BUILDS.append({BUILD_BASE_PATH: UNREAL_DLL_PATH})
elif sys.platform.startswith('linux'):
LIBRARY_NAME = 'libdiscord-rpc.so'
BUILD_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'linux-dynamic', 'src')
UNREAL_DLL_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Linux')
BUILDS.append({BUILD_BASE_PATH: UNREAL_DLL_PATH})
else:
raise Exception('Unsupported platform ' + sys.platform)
for build in BUILDS:
for i in build:
mkdir_p(build[i])
shutil.copy(os.path.join(i, LIBRARY_NAME), build[i])
def build_lib(build_name, generator, options, just_release):
""" Create a dir under builds, run build and install in it """
build_path = os.path.join(SCRIPT_PATH, 'builds', build_name)
install_path = os.path.join(INSTALL_ROOT, build_name)
mkdir_p(build_path)
mkdir_p(install_path)
with cd(build_path):
initial_cmake = ['cmake', SCRIPT_PATH, '-DCMAKE_INSTALL_PREFIX=%s' % os.path.join('..', 'install', build_name)]
if generator:
initial_cmake.extend(['-G', generator])
for key in options:
val = options[key]
if type(val) is bool:
val = 'ON' if val else 'OFF'
initial_cmake.append('-D%s=%s' % (key, val))
click.echo('--- Building ' + build_name)
subprocess.check_call(initial_cmake)
if not just_release:
subprocess.check_call(['cmake', '--build', '.', '--config', 'Debug'])
subprocess.check_call(['cmake', '--build', '.', '--config', 'Release', '--target', 'install'])
@cli.command()
def archive():
""" create zip of install dir """
click.echo('--- Archiving')
archive_file_path = os.path.join(SCRIPT_PATH, 'builds', 'discord-rpc-%s.zip' % get_platform())
archive_file = zipfile.ZipFile(archive_file_path, 'w', zipfile.ZIP_DEFLATED)
archive_src_base_path = INSTALL_ROOT
archive_dst_base_path = 'discord-rpc'
with cd(archive_src_base_path):
for path, _, filenames in os.walk('.'):
for fname in filenames:
fpath = os.path.join(path, fname)
dst_path = os.path.normpath(os.path.join(archive_dst_base_path, fpath))
click.echo('Adding ' + dst_path)
archive_file.write(fpath, dst_path)
@cli.command()
def sign():
""" Do code signing within install directory using our cert """
tool = get_signtool()
signable_extensions = set()
if PLATFORM == 'win':
signable_extensions.add('.dll')
sign_command_base = [
tool,
'sign',
'/n',
'Discord Inc.',
'/a',
'/tr',
'http://timestamp.digicert.com/rfc3161',
'/as',
'/td',
'sha256',
'/fd',
'sha256',
]
elif PLATFORM == 'osx':
signable_extensions.add('.dylib')
sign_command_base = [
tool,
'--keychain',
os.path.expanduser('~/Library/Keychains/login.keychain'),
'-vvvv',
'--deep',
'--force',
'--sign',
'Developer ID Application: Hammer & Chisel Inc. (53Q6R32WPB)',
]
else:
click.secho('Not signing things on this platform yet', fg='red')
return
click.echo('--- Signing')
for path, _, filenames in os.walk(INSTALL_ROOT):
for fname in filenames:
ext = os.path.splitext(fname)[1]
if ext not in signable_extensions:
continue
fpath = os.path.join(path, fname)
click.echo('Sign ' + fpath)
sign_command = sign_command_base + [fpath]
subprocess.check_call(sign_command)
@cli.command()
@click.option('--clean', is_flag=True)
@click.option('--static', is_flag=True)
@click.option('--shared', is_flag=True)
@click.option('--skip_formatter', is_flag=True)
@click.option('--just_release', is_flag=True)
def libs(clean, static, shared, skip_formatter, just_release):
""" Do all the builds for this platform """
if clean:
shutil.rmtree('builds', ignore_errors=True)
mkdir_p('builds')
if not (static or shared):
static = True
shared = True
static_options = {}
dynamic_options = {
'BUILD_SHARED_LIBS': True,
'USE_STATIC_CRT': True,
}
if skip_formatter or IS_BUILD_MACHINE:
static_options['CLANG_FORMAT_SUFFIX'] = 'none'
dynamic_options['CLANG_FORMAT_SUFFIX'] = 'none'
if IS_BUILD_MACHINE:
just_release = True
static_options['WARNINGS_AS_ERRORS'] = True
dynamic_options['WARNINGS_AS_ERRORS'] = True
if PLATFORM == 'win':
generator32 = 'Visual Studio 14 2015'
generator64 = 'Visual Studio 14 2015 Win64'
if static:
build_lib('win32-static', generator32, static_options, just_release)
build_lib('win64-static', generator64, static_options, just_release)
if shared:
build_lib('win32-dynamic', generator32, dynamic_options, just_release)
build_lib('win64-dynamic', generator64, dynamic_options, just_release)
elif PLATFORM == 'osx':
if static:
build_lib('osx-static', None, static_options, just_release)
if shared:
build_lib('osx-dynamic', None, dynamic_options, just_release)
elif PLATFORM == 'linux':
if static:
build_lib('linux-static', None, static_options, just_release)
if shared:
build_lib('linux-dynamic', None, dynamic_options, just_release)
if __name__ == '__main__':
os.chdir(SCRIPT_PATH)
sys.exit(cli())

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# Hard Mode: Roll Your Own Client
Discord's Rich Presence feature is designed as an obfuscated addition to our existing [RPC infrastructure](https://discordapp.com/developers/docs/topics/rpc). The standalone library and header files make it easy for any dev to drop it into their game.
Our library communicates with Discord over the local Discord RPC socket. We've already done the work in connecting properly, handling disconnects and reconnects, and other RPC intracacies, but those who have done this implementation for our private alpha Voice and Chat SDK can simply make use of the new RPC commands and events to implement Rich Presence.
## Hark! A warning!
By committing to an RPC-only integration, you decide to forego the work our library and header file have done for you in the way of error handling, state storage, disconnecting and reconnecting, and other quality of life abstractions. While simply implementing the new RPC command and events will enable Rich Presence for your game, we highly suggest that you do your best to mimic the functionality of the SDK the most that you can. It ensure not only code quality on your part, but also an excellent experience on the part of your players.
## Application Protocol Registration
One thing that cannot be explicitly done over RPC is registering an application protocol for your game. If you choose to do an RPC-only implementation, you will have to register your application protocol yourself in the format of `discord-[your_app_id]://`. You can use `Discord_Register()` as a good(?) example of how to properly register an application protocol for use with Discord. For OSX and Linux it is probably simpler to handle the protocol registration as part of your install/packaging.
## New RPC Command
The new RPC command for Rich Presence is `SET_ACTIVITY`. The fields are similar to what is outlined in the SDK; we've combined similar fields into objects for the sake of less data on the wire.
The one major difference is the `party.size` field. It is an array with a size of two. The first element is the current party size, `partySize` from the main documentation. The second element is the maximum party size, `partyMax` from the main documentation.
Below is a full example of a `SET_ACTIVITY` command. Field restrictions like size are the same as outlined in the main documentation.
```
{
"cmd": "SET_ACTIVITY",
"args": {
"pid": 9999, // Your application's process id - required field
"activity": {
"state": "In a Group",
"details": "Competitive | In a Match",
"timestamps": {
"start": time(nullptr),
"end": time(nullptr) + ((60 * 5) + 23)
},
"assets": {
"large_image": "numbani_map",
"large_text": "Numbani",
"small_image": "pharah_profile",
"small_text": "Pharah"
},
"party": {
"id": GameEngine.GetPartyId(),
"size": [3, 6]
},
"secrets": {
"join": "025ed05c71f639de8bfaa0d679d7c94b2fdce12f",
"spectate": "e7eb30d2ee025ed05c71ea495f770b76454ee4e0",
"match": "4b2fdce12f639de8bfa7e3591b71a0d679d7c93f"
},
"instance": true
}
},
"nonce": "647d814a-4cf8-4fbb-948f-898abd24f55b"
}
```
## New RPC Events
The three new RPC events for Rich Presence power the ability to join and spectate your friends' games.
First is the `ACTIVITY_JOIN` event:
```json
{
"cmd": "DISPATCH",
"data": {
"secret": "025ed05c71f639de8bfaa0d679d7c94b2fdce12f"
},
"evt": "ACTIVITY_JOIN"
}
```
Second is the `ACTIVITY_SPECTATE` event:
```json
{
"cmd": "DISPATCH",
"data": {
"secret": "e7eb30d2ee025ed05c71ea495f770b76454ee4e0"
},
"evt": "ACTIVITY_SPECTATE"
}
```
And third is the `ACTIVITY_JOIN_REQUEST` event:
```json
{
"cmd": "DISPATCH",
"data": {
"user": {
"id": "53908232506183680",
"username": "Mason",
"discriminator": "1337",
"avatar": "a_bab14f271d565501444b2ca3be944b25"
}
},
"evt": "ACTIVITY_JOIN_REQUEST"
}
```
In order to receive these events, you need to [subscribe](https://discordapp.com/developers/docs/topics/rpc#subscribe) to them like so:
```json
{
"nonce": "be9a6de3-31d0-4767-a8e9-4818c5690015",
"evt": "ACTIVITY_JOIN",
"cmd": "SUBSCRIBE"
}
```
```json
{
"nonce": "ae9qdde3-31d0-8989-a8e9-dnakwy174he",
"evt": "ACTIVITY_SPECTATE",
"cmd": "SUBSCRIBE"
}
```
```json
{
"nonce": "5dc0c062-98c6-47a0-8922-bbb52e9d6afa",
"evt": "ACTIVITY_JOIN_REQUEST",
"cmd": "SUBSCRIBE"
}
```
To unsubscribe from these events, resend with the command `UNSUBSCRIBE`
## Responding
A discord user will request access to the game. If the ACTIVITY_JOIN_REQUEST has been subscribed too, the ACTIVITY_JOIN_REQUEST event will be sent to the host's game. Accept it with following model:
```json
{
"nonce": "5dc0c062-98c6-47a0-8922-15aerg126",
"cmd": "SEND_ACTIVITY_JOIN_INVITE",
"args":
{
"user_id": "53908232506183680"
}
}
```
To reject the request, use `CLOSE_ACTIVITY_REQUEST`:
```json
{
"nonce": "5dc0c062-98c6-47a0-8922-dasg256eafg",
"cmd": "CLOSE_ACTIVITY_REQUEST",
"args":
{
"user_id": "53908232506183680"
}
}
```
## Notes
Here are just some quick notes to help with some common troubleshooting problems.
* IPC will echo back every command you send as a response. Use this as a lock-step feature to avoid flooding messages. Can be used to validate messages such as the Presence or Subscribes.
* The pipe expects for frames to be written in a single byte array. You cannot do multiple `stream.Write(opcode);` `stream.Write(length);` as it will break the pipe. Instead create a buffer, write the data to the buffer, then send the entire buffer to the stream.
* Discord can be on any pipe ranging from `discord-ipc-0` to `discord-ipc-9`. It is a good idea to try and connect to each one and keeping the first one you connect too. For multiple clients (eg Discord and Canary), you might want to add a feature to manually select the pipe so you can more easily debug the application.
* All enums are `lower_snake_case`.
* The opcode and length in the header are `Little Endian Unsigned Integers (32bits)`. In some languages, you must convert them as they can be architecture specific.
* [Discord Rich Presence How-To](https://discordapp.com/developers/docs/rich-presence/how-to) contains a lot of the information this document doesn't. For example, it will tell you about the response payload.
* In the documentation, DISCORD_REPLY_IGNORE is just implemented the same as DISCORD_REPLY_NO.
* You can test the Join / Spectate feature by enabling them in your profile and whitelisting a test account. Use Canary to run 2 accounts on the same machine.

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/Library/
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using UnityEngine;
[System.Serializable]
public class DiscordJoinEvent : UnityEngine.Events.UnityEvent<string> { }
[System.Serializable]
public class DiscordSpectateEvent : UnityEngine.Events.UnityEvent<string> { }
[System.Serializable]
public class DiscordJoinRequestEvent : UnityEngine.Events.UnityEvent<DiscordRpc.DiscordUser> { }
public class DiscordController : MonoBehaviour
{
public DiscordRpc.RichPresence presence = new DiscordRpc.RichPresence();
public string applicationId;
public string optionalSteamId;
public int callbackCalls;
public int clickCounter;
public DiscordRpc.DiscordUser joinRequest;
public UnityEngine.Events.UnityEvent onConnect;
public UnityEngine.Events.UnityEvent onDisconnect;
public UnityEngine.Events.UnityEvent hasResponded;
public DiscordJoinEvent onJoin;
public DiscordJoinEvent onSpectate;
public DiscordJoinRequestEvent onJoinRequest;
DiscordRpc.EventHandlers handlers;
public void OnClick()
{
Debug.Log("Discord: on click!");
clickCounter++;
presence.details = string.Format("Button clicked {0} times", clickCounter);
DiscordRpc.UpdatePresence(presence);
}
public void RequestRespondYes()
{
Debug.Log("Discord: responding yes to Ask to Join request");
DiscordRpc.Respond(joinRequest.userId, DiscordRpc.Reply.Yes);
hasResponded.Invoke();
}
public void RequestRespondNo()
{
Debug.Log("Discord: responding no to Ask to Join request");
DiscordRpc.Respond(joinRequest.userId, DiscordRpc.Reply.No);
hasResponded.Invoke();
}
public void ReadyCallback(ref DiscordRpc.DiscordUser connectedUser)
{
++callbackCalls;
Debug.Log(string.Format("Discord: connected to {0}#{1}: {2}", connectedUser.username, connectedUser.discriminator, connectedUser.userId));
onConnect.Invoke();
}
public void DisconnectedCallback(int errorCode, string message)
{
++callbackCalls;
Debug.Log(string.Format("Discord: disconnect {0}: {1}", errorCode, message));
onDisconnect.Invoke();
}
public void ErrorCallback(int errorCode, string message)
{
++callbackCalls;
Debug.Log(string.Format("Discord: error {0}: {1}", errorCode, message));
}
public void JoinCallback(string secret)
{
++callbackCalls;
Debug.Log(string.Format("Discord: join ({0})", secret));
onJoin.Invoke(secret);
}
public void SpectateCallback(string secret)
{
++callbackCalls;
Debug.Log(string.Format("Discord: spectate ({0})", secret));
onSpectate.Invoke(secret);
}
public void RequestCallback(ref DiscordRpc.DiscordUser request)
{
++callbackCalls;
Debug.Log(string.Format("Discord: join request {0}#{1}: {2}", request.username, request.discriminator, request.userId));
joinRequest = request;
onJoinRequest.Invoke(request);
}
void Start()
{
}
void Update()
{
DiscordRpc.RunCallbacks();
}
void OnEnable()
{
Debug.Log("Discord: init");
callbackCalls = 0;
handlers = new DiscordRpc.EventHandlers();
handlers.readyCallback = ReadyCallback;
handlers.disconnectedCallback += DisconnectedCallback;
handlers.errorCallback += ErrorCallback;
handlers.joinCallback += JoinCallback;
handlers.spectateCallback += SpectateCallback;
handlers.requestCallback += RequestCallback;
DiscordRpc.Initialize(applicationId, ref handlers, true, optionalSteamId);
}
void OnDisable()
{
Debug.Log("Discord: shutdown");
DiscordRpc.Shutdown();
}
void OnDestroy()
{
}
}

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using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
public class DiscordRpc
{
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void ReadyCallback(ref DiscordUser connectedUser);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void DisconnectedCallback(int errorCode, string message);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void ErrorCallback(int errorCode, string message);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void JoinCallback(string secret);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void SpectateCallback(string secret);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void RequestCallback(ref DiscordUser request);
public struct EventHandlers
{
public ReadyCallback readyCallback;
public DisconnectedCallback disconnectedCallback;
public ErrorCallback errorCallback;
public JoinCallback joinCallback;
public SpectateCallback spectateCallback;
public RequestCallback requestCallback;
}
[Serializable, StructLayout(LayoutKind.Sequential)]
public struct RichPresenceStruct
{
public IntPtr state; /* max 128 bytes */
public IntPtr details; /* max 128 bytes */
public long startTimestamp;
public long endTimestamp;
public IntPtr largeImageKey; /* max 32 bytes */
public IntPtr largeImageText; /* max 128 bytes */
public IntPtr smallImageKey; /* max 32 bytes */
public IntPtr smallImageText; /* max 128 bytes */
public IntPtr partyId; /* max 128 bytes */
public int partySize;
public int partyMax;
public IntPtr matchSecret; /* max 128 bytes */
public IntPtr joinSecret; /* max 128 bytes */
public IntPtr spectateSecret; /* max 128 bytes */
public bool instance;
}
[Serializable]
public struct DiscordUser
{
public string userId;
public string username;
public string discriminator;
public string avatar;
}
public enum Reply
{
No = 0,
Yes = 1,
Ignore = 2
}
[DllImport("discord-rpc", EntryPoint = "Discord_Initialize", CallingConvention = CallingConvention.Cdecl)]
public static extern void Initialize(string applicationId, ref EventHandlers handlers, bool autoRegister, string optionalSteamId);
[DllImport("discord-rpc", EntryPoint = "Discord_Shutdown", CallingConvention = CallingConvention.Cdecl)]
public static extern void Shutdown();
[DllImport("discord-rpc", EntryPoint = "Discord_RunCallbacks", CallingConvention = CallingConvention.Cdecl)]
public static extern void RunCallbacks();
[DllImport("discord-rpc", EntryPoint = "Discord_UpdatePresence", CallingConvention = CallingConvention.Cdecl)]
private static extern void UpdatePresenceNative(ref RichPresenceStruct presence);
[DllImport("discord-rpc", EntryPoint = "Discord_ClearPresence", CallingConvention = CallingConvention.Cdecl)]
public static extern void ClearPresence();
[DllImport("discord-rpc", EntryPoint = "Discord_Respond", CallingConvention = CallingConvention.Cdecl)]
public static extern void Respond(string userId, Reply reply);
[DllImport("discord-rpc", EntryPoint = "Discord_UpdateHandlers", CallingConvention = CallingConvention.Cdecl)]
public static extern void UpdateHandlers(ref EventHandlers handlers);
public static void UpdatePresence(RichPresence presence)
{
var presencestruct = presence.GetStruct();
UpdatePresenceNative(ref presencestruct);
presence.FreeMem();
}
public class RichPresence
{
private RichPresenceStruct _presence;
private readonly List<IntPtr> _buffers = new List<IntPtr>(10);
public string state; /* max 128 bytes */
public string details; /* max 128 bytes */
public long startTimestamp;
public long endTimestamp;
public string largeImageKey; /* max 32 bytes */
public string largeImageText; /* max 128 bytes */
public string smallImageKey; /* max 32 bytes */
public string smallImageText; /* max 128 bytes */
public string partyId; /* max 128 bytes */
public int partySize;
public int partyMax;
public string matchSecret; /* max 128 bytes */
public string joinSecret; /* max 128 bytes */
public string spectateSecret; /* max 128 bytes */
public bool instance;
/// <summary>
/// Get the <see cref="RichPresenceStruct"/> reprensentation of this instance
/// </summary>
/// <returns><see cref="RichPresenceStruct"/> reprensentation of this instance</returns>
internal RichPresenceStruct GetStruct()
{
if (_buffers.Count > 0)
{
FreeMem();
}
_presence.state = StrToPtr(state, 128);
_presence.details = StrToPtr(details, 128);
_presence.startTimestamp = startTimestamp;
_presence.endTimestamp = endTimestamp;
_presence.largeImageKey = StrToPtr(largeImageKey, 32);
_presence.largeImageText = StrToPtr(largeImageText, 128);
_presence.smallImageKey = StrToPtr(smallImageKey, 32);
_presence.smallImageText = StrToPtr(smallImageText, 128);
_presence.partyId = StrToPtr(partyId, 128);
_presence.partySize = partySize;
_presence.partyMax = partyMax;
_presence.matchSecret = StrToPtr(matchSecret, 128);
_presence.joinSecret = StrToPtr(joinSecret, 128);
_presence.spectateSecret = StrToPtr(spectateSecret, 128);
_presence.instance = instance;
return _presence;
}
/// <summary>
/// Returns a pointer to a representation of the given string with a size of maxbytes
/// </summary>
/// <param name="input">String to convert</param>
/// <param name="maxbytes">Max number of bytes to use</param>
/// <returns>Pointer to the UTF-8 representation of <see cref="input"/></returns>
private IntPtr StrToPtr(string input, int maxbytes)
{
if (string.IsNullOrEmpty(input)) return IntPtr.Zero;
var convstr = StrClampBytes(input, maxbytes);
var convbytecnt = Encoding.UTF8.GetByteCount(convstr);
var buffer = Marshal.AllocHGlobal(convbytecnt);
_buffers.Add(buffer);
Marshal.Copy(Encoding.UTF8.GetBytes(convstr), 0, buffer, convbytecnt);
return buffer;
}
/// <summary>
/// Convert string to UTF-8 and add null termination
/// </summary>
/// <param name="toconv">string to convert</param>
/// <returns>UTF-8 representation of <see cref="toconv"/> with added null termination</returns>
private static string StrToUtf8NullTerm(string toconv)
{
var str = toconv.Trim();
var bytes = Encoding.Default.GetBytes(str);
if (bytes.Length > 0 && bytes[bytes.Length - 1] != 0)
{
str += "\0\0";
}
return Encoding.UTF8.GetString(Encoding.UTF8.GetBytes(str));
}
/// <summary>
/// Clamp the string to the given byte length preserving null termination
/// </summary>
/// <param name="toclamp">string to clamp</param>
/// <param name="maxbytes">max bytes the resulting string should have (including null termination)</param>
/// <returns>null terminated string with a byte length less or equal to <see cref="maxbytes"/></returns>
private static string StrClampBytes(string toclamp, int maxbytes)
{
var str = StrToUtf8NullTerm(toclamp);
var strbytes = Encoding.UTF8.GetBytes(str);
if (strbytes.Length <= maxbytes)
{
return str;
}
var newstrbytes = new byte[] { };
Array.Copy(strbytes, 0, newstrbytes, 0, maxbytes - 1);
newstrbytes[newstrbytes.Length - 1] = 0;
newstrbytes[newstrbytes.Length - 2] = 0;
return Encoding.UTF8.GetString(newstrbytes);
}
/// <summary>
/// Free the allocated memory for conversion to <see cref="RichPresenceStruct"/>
/// </summary>
internal void FreeMem()
{
for (var i = _buffers.Count - 1; i >= 0; i--)
{
Marshal.FreeHGlobal(_buffers[i]);
_buffers.RemoveAt(i);
}
}
}
}

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using UnityEditor;
using System.Diagnostics;
using System.IO;
[InitializeOnLoad]
public class ScriptBatch
{
static ScriptBatch()
{
EnsureDLL();
}
public static bool FileExists(string filename)
{
return new FileInfo(filename).Exists;
}
public static bool RunRpcBuildScript()
{
UnityEngine.Debug.Log("Try to run build script");
Process proc = new Process();
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
proc.StartInfo.UseShellExecute = false;
// brew installs cmake in /usr/local/bin, which Unity seems to strip from PATH?
string newPath = proc.StartInfo.EnvironmentVariables["PATH"] + ":/usr/local/bin";
proc.StartInfo.EnvironmentVariables["PATH"] = newPath;
#endif
proc.StartInfo.FileName = "python";
proc.StartInfo.Arguments = "build.py unity";
proc.StartInfo.WorkingDirectory = "../..";
proc.Start();
proc.WaitForExit();
return proc.ExitCode == 0;
}
public static void EnsureDLL()
{
#if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN
string[] dstDirs = { "Assets/Plugins", "Assets/Plugins/x86", "Assets/Plugins/x86_64" };
string[] dstDlls = { "Assets/Plugins/x86/discord-rpc.dll", "Assets/Plugins/x86_64/discord-rpc.dll" };
string[] srcDlls = { "../../builds/install/win64-dynamic/bin/discord-rpc.dll", "../../builds/install/win64-dynamic/bin/discord-rpc.dll" };
#elif UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
string[] dstDirs = { "Assets/Plugins" };
string[] dstDlls = { "Assets/Plugins/discord-rpc.bundle" };
string[] srcDlls = { "../../builds/install/osx-dynamic/lib/libdiscord-rpc.dylib" };
#else
string[] dstDirs = { "Assets/Plugins", "Assets/Plugins/x86", "Assets/Plugins/x86_64" };
string[] dstDlls = { "Assets/Plugins/discord-rpc.so" };
string[] srcDlls = { "../../builds/install/linux-dynamic/lib/libdiscord-rpc.so" };
#endif
Debug.Assert(dstDlls.Length == srcDlls.Length);
bool exists = true;
foreach (string fname in dstDlls)
{
if (!FileExists(fname))
{
exists = false;
break;
}
}
if (exists)
{
return;
}
exists = true;
foreach (string fname in srcDlls)
{
if (!FileExists(fname))
{
exists = false;
break;
}
}
if (!exists)
{
if (!RunRpcBuildScript())
{
UnityEngine.Debug.LogError("Build failed");
return;
}
}
// make sure the dirs exist
foreach (string dirname in dstDirs)
{
Directory.CreateDirectory(dirname);
}
// Copy dlls
for (int i = 0; i < dstDlls.Length; ++i)
{
FileUtil.CopyFileOrDirectory(srcDlls[i], dstDlls[i]);
}
}
}

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{
"dependencies": {
}
}

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include_directories(${PROJECT_SOURCE_DIR}/include)
add_executable(
send-presence
MACOSX_BUNDLE
send-presence.c
)
set_target_properties(send-presence PROPERTIES
MACOSX_BUNDLE_BUNDLE_NAME "Send Presence"
MACOSX_BUNDLE_GUI_IDENTIFIER "com.discordapp.examples.send-presence"
)
target_link_libraries(send-presence discord-rpc)
install(
TARGETS send-presence
RUNTIME
DESTINATION "bin"
CONFIGURATIONS Release
BUNDLE
DESTINATION "bin"
CONFIGURATIONS Release
)

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/*
This is a simple example in C of using the rich presence API asynchronously.
*/
#define _CRT_SECURE_NO_WARNINGS /* thanks Microsoft */
#include <stdint.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "discord_rpc.h"
static const char* APPLICATION_ID = "345229890980937739";
static int FrustrationLevel = 0;
static int64_t StartTime;
static int SendPresence = 1;
static int prompt(char* line, size_t size)
{
int res;
char* nl;
printf("\n> ");
fflush(stdout);
res = fgets(line, (int)size, stdin) ? 1 : 0;
line[size - 1] = 0;
nl = strchr(line, '\n');
if (nl) {
*nl = 0;
}
return res;
}
static void updateDiscordPresence()
{
if (SendPresence) {
char buffer[256];
DiscordRichPresence discordPresence;
memset(&discordPresence, 0, sizeof(discordPresence));
discordPresence.state = "West of House";
sprintf(buffer, "Frustration level: %d", FrustrationLevel);
discordPresence.details = buffer;
discordPresence.startTimestamp = StartTime;
discordPresence.endTimestamp = time(0) + 5 * 60;
discordPresence.largeImageKey = "canary-large";
discordPresence.smallImageKey = "ptb-small";
discordPresence.partyId = "party1234";
discordPresence.partySize = 1;
discordPresence.partyMax = 6;
discordPresence.matchSecret = "xyzzy";
discordPresence.joinSecret = "join";
discordPresence.spectateSecret = "look";
discordPresence.instance = 0;
Discord_UpdatePresence(&discordPresence);
}
else {
Discord_ClearPresence();
}
}
static void handleDiscordReady(const DiscordUser* connectedUser)
{
printf("\nDiscord: connected to user %s#%s - %s\n",
connectedUser->username,
connectedUser->discriminator,
connectedUser->userId);
}
static void handleDiscordDisconnected(int errcode, const char* message)
{
printf("\nDiscord: disconnected (%d: %s)\n", errcode, message);
}
static void handleDiscordError(int errcode, const char* message)
{
printf("\nDiscord: error (%d: %s)\n", errcode, message);
}
static void handleDiscordJoin(const char* secret)
{
printf("\nDiscord: join (%s)\n", secret);
}
static void handleDiscordSpectate(const char* secret)
{
printf("\nDiscord: spectate (%s)\n", secret);
}
static void handleDiscordJoinRequest(const DiscordUser* request)
{
int response = -1;
char yn[4];
printf("\nDiscord: join request from %s#%s - %s\n",
request->username,
request->discriminator,
request->userId);
do {
printf("Accept? (y/n)");
if (!prompt(yn, sizeof(yn))) {
break;
}
if (!yn[0]) {
continue;
}
if (yn[0] == 'y') {
response = DISCORD_REPLY_YES;
break;
}
if (yn[0] == 'n') {
response = DISCORD_REPLY_NO;
break;
}
} while (1);
if (response != -1) {
Discord_Respond(request->userId, response);
}
}
static void discordInit()
{
DiscordEventHandlers handlers;
memset(&handlers, 0, sizeof(handlers));
handlers.ready = handleDiscordReady;
handlers.disconnected = handleDiscordDisconnected;
handlers.errored = handleDiscordError;
handlers.joinGame = handleDiscordJoin;
handlers.spectateGame = handleDiscordSpectate;
handlers.joinRequest = handleDiscordJoinRequest;
Discord_Initialize(APPLICATION_ID, &handlers, 1, NULL);
}
static void gameLoop()
{
char line[512];
char* space;
StartTime = time(0);
printf("You are standing in an open field west of a white house.\n");
while (prompt(line, sizeof(line))) {
if (line[0]) {
if (line[0] == 'q') {
break;
}
if (line[0] == 't') {
printf("Shutting off Discord.\n");
Discord_Shutdown();
continue;
}
if (line[0] == 'c') {
if (SendPresence) {
printf("Clearing presence information.\n");
SendPresence = 0;
}
else {
printf("Restoring presence information.\n");
SendPresence = 1;
}
updateDiscordPresence();
continue;
}
if (line[0] == 'y') {
printf("Reinit Discord.\n");
discordInit();
continue;
}
if (time(NULL) & 1) {
printf("I don't understand that.\n");
}
else {
space = strchr(line, ' ');
if (space) {
*space = 0;
}
printf("I don't know the word \"%s\".\n", line);
}
++FrustrationLevel;
updateDiscordPresence();
}
#ifdef DISCORD_DISABLE_IO_THREAD
Discord_UpdateConnection();
#endif
Discord_RunCallbacks();
}
}
int main(int argc, char* argv[])
{
discordInit();
gameLoop();
Discord_Shutdown();
return 0;
}

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# Visual Studio 2015 user specific files
.vs/
# Visual Studio 2015 database file
*.VC.db
# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
# Fortran module files
*.mod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app
*.ipa
# These project files can be generated by the engine
*.xcodeproj
*.xcworkspace
*.sln
*.suo
*.opensdf
*.sdf
*.VC.db
*.VC.opendb
# Precompiled Assets
SourceArt/**/*.png
SourceArt/**/*.tga
# Binary Files
Binaries/
# Builds
Build/*
# Whitelist PakBlacklist-<BuildConfiguration>.txt files
!Build/*/
Build/*/**
!Build/*/PakBlacklist*.txt
# Don't ignore icon files in Build
!Build/**/*.ico
# Built data for maps
*_BuiltData.uasset
# Configuration files generated by the Editor
Saved/*
# Compiled source files for the engine to use
Intermediate/
# Cache files for the editor to use
DerivedDataCache/
# Library headers must be copied automatically by the build script (build.py unreal)
Plugins/DiscordRpc/Source/ThirdParty/DiscordRpcLibrary/Include

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MaxContactOffset=1.000000
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DefaultShapeComplexity=CTF_UseSimpleAndComplex
bDefaultHasComplexCollision=True
bSuppressFaceRemapTable=False
bSupportUVFromHitResults=False
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bDisableCCD=False
MaxPhysicsDeltaTime=0.033333
bSubstepping=False
bSubsteppingAsync=False
MaxSubstepDeltaTime=0.016667
MaxSubsteps=6
SyncSceneSmoothingFactor=0.000000
AsyncSceneSmoothingFactor=0.990000
InitialAverageFrameRate=0.016667
[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/ShowTheUILevel.ShowTheUILevel
GameDefaultMap=/Game/ShowTheUILevel.ShowTheUILevel

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[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=E5977A24492699DF20B8ADBF736AF6C6
ProjectName=Discord RPC Example
CompanyName=Discord Inc.
Homepage="https://discordapp.com/"
CopyrightNotice=

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{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "Discord RPC",
"Description": "Wrap the Discord RPC library.",
"Category": "Messaging",
"CreatedBy": "Chris Marsh <chris@discordapp.com>",
"CreatedByURL": "https://discordapp.com/",
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"CanContainContent": true,
"IsBetaVersion": true,
"Installed": false,
"Modules": [
{
"Name": "DiscordRpc",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms" :
[
"Win64",
"Linux",
"Mac"
]
}
]
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class DiscordRpc : ModuleRules
{
#if WITH_FORWARDED_MODULE_RULES_CTOR
public DiscordRpc(ReadOnlyTargetRules Target) : base(Target)
#else
public DiscordRpc(TargetInfo Target)
#endif
{
Definitions.Add("DISCORD_DYNAMIC_LIB=1");
PublicIncludePaths.AddRange(
new string[] {
"DiscordRpc/Public"
}
);
PrivateIncludePaths.AddRange(
new string[] {
"DiscordRpc/Private"
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"DiscordRpcLibrary"
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
"Projects"
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
string BaseDirectory = Path.GetFullPath(Path.Combine(ModuleDirectory, "..", "..", "Source", "ThirdParty", "DiscordRpcLibrary"));
PublicIncludePaths.Add(Path.Combine(BaseDirectory, "Include"));
}
}

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "DiscordRpcPrivatePCH.h"
#include "IPluginManager.h"
#include "ModuleManager.h"
#define LOCTEXT_NAMESPACE "FDiscordRpcModule"
void FDiscordRpcModule::StartupModule()
{
#if !PLATFORM_LINUX
#if defined(DISCORD_DYNAMIC_LIB)
// Get the base directory of this plugin
FString BaseDir = IPluginManager::Get().FindPlugin("DiscordRpc")->GetBaseDir();
const FString SDKDir =
FPaths::Combine(*BaseDir, TEXT("Source"), TEXT("ThirdParty"), TEXT("DiscordRpcLibrary"));
#if PLATFORM_WINDOWS
const FString LibName = TEXT("discord-rpc");
const FString LibDir = FPaths::Combine(*SDKDir, TEXT("Win64"));
if (!LoadDependency(LibDir, LibName, DiscordRpcLibraryHandle)) {
FMessageDialog::Open(
EAppMsgType::Ok,
LOCTEXT(LOCTEXT_NAMESPACE,
"Failed to load DiscordRpc plugin. Plug-in will not be functional."));
FreeDependency(DiscordRpcLibraryHandle);
}
#elif PLATFORM_MAC
const FString LibName = TEXT("libdiscord-rpc");
const FString LibDir = FPaths::Combine(*SDKDir, TEXT("Mac"));
if (!LoadDependency(LibDir, LibName, DiscordRpcLibraryHandle)) {
FMessageDialog::Open(
EAppMsgType::Ok,
LOCTEXT(LOCTEXT_NAMESPACE,
"Failed to load DiscordRpc plugin. Plug-in will not be functional."));
FreeDependency(DiscordRpcLibraryHandle);
}
#endif
#endif
#endif
}
void FDiscordRpcModule::ShutdownModule()
{
// Free the dll handle
#if !PLATFORM_LINUX
#if defined(DISCORD_DYNAMIC_LIB)
FreeDependency(DiscordRpcLibraryHandle);
#endif
#endif
}
bool FDiscordRpcModule::LoadDependency(const FString& Dir, const FString& Name, void*& Handle)
{
FString Lib = Name + TEXT(".") + FPlatformProcess::GetModuleExtension();
FString Path = Dir.IsEmpty() ? *Lib : FPaths::Combine(*Dir, *Lib);
Handle = FPlatformProcess::GetDllHandle(*Path);
if (Handle == nullptr) {
return false;
}
return true;
}
void FDiscordRpcModule::FreeDependency(void*& Handle)
{
if (Handle != nullptr) {
FPlatformProcess::FreeDllHandle(Handle);
Handle = nullptr;
}
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FDiscordRpcModule, DiscordRpc)

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#include "DiscordRpcPrivatePCH.h"
#include "DiscordRpcBlueprint.h"
#include "discord_rpc.h"
DEFINE_LOG_CATEGORY(Discord)
static UDiscordRpc* self = nullptr;
static void ReadyHandler(const DiscordUser* connectedUser)
{
FDiscordUserData ud;
ud.userId = ANSI_TO_TCHAR(connectedUser->userId);
ud.username = ANSI_TO_TCHAR(connectedUser->username);
ud.discriminator = ANSI_TO_TCHAR(connectedUser->discriminator);
ud.avatar = ANSI_TO_TCHAR(connectedUser->avatar);
UE_LOG(Discord,
Log,
TEXT("Discord connected to %s - %s#%s"),
*ud.userId,
*ud.username,
*ud.discriminator);
if (self) {
self->IsConnected = true;
self->OnConnected.Broadcast(ud);
}
}
static void DisconnectHandler(int errorCode, const char* message)
{
auto msg = FString(message);
UE_LOG(Discord, Log, TEXT("Discord disconnected (%d): %s"), errorCode, *msg);
if (self) {
self->IsConnected = false;
self->OnDisconnected.Broadcast(errorCode, msg);
}
}
static void ErroredHandler(int errorCode, const char* message)
{
auto msg = FString(message);
UE_LOG(Discord, Log, TEXT("Discord error (%d): %s"), errorCode, *msg);
if (self) {
self->OnErrored.Broadcast(errorCode, msg);
}
}
static void JoinGameHandler(const char* joinSecret)
{
auto secret = FString(joinSecret);
UE_LOG(Discord, Log, TEXT("Discord join %s"), *secret);
if (self) {
self->OnJoin.Broadcast(secret);
}
}
static void SpectateGameHandler(const char* spectateSecret)
{
auto secret = FString(spectateSecret);
UE_LOG(Discord, Log, TEXT("Discord spectate %s"), *secret);
if (self) {
self->OnSpectate.Broadcast(secret);
}
}
static void JoinRequestHandler(const DiscordUser* request)
{
FDiscordUserData ud;
ud.userId = ANSI_TO_TCHAR(request->userId);
ud.username = ANSI_TO_TCHAR(request->username);
ud.discriminator = ANSI_TO_TCHAR(request->discriminator);
ud.avatar = ANSI_TO_TCHAR(request->avatar);
UE_LOG(Discord,
Log,
TEXT("Discord join request from %s - %s#%s"),
*ud.userId,
*ud.username,
*ud.discriminator);
if (self) {
self->OnJoinRequest.Broadcast(ud);
}
}
void UDiscordRpc::Initialize(const FString& applicationId,
bool autoRegister,
const FString& optionalSteamId)
{
self = this;
IsConnected = false;
DiscordEventHandlers handlers{};
handlers.ready = ReadyHandler;
handlers.disconnected = DisconnectHandler;
handlers.errored = ErroredHandler;
if (OnJoin.IsBound()) {
handlers.joinGame = JoinGameHandler;
}
if (OnSpectate.IsBound()) {
handlers.spectateGame = SpectateGameHandler;
}
if (OnJoinRequest.IsBound()) {
handlers.joinRequest = JoinRequestHandler;
}
auto appId = StringCast<ANSICHAR>(*applicationId);
auto steamId = StringCast<ANSICHAR>(*optionalSteamId);
Discord_Initialize(
(const char*)appId.Get(), &handlers, autoRegister, (const char*)steamId.Get());
}
void UDiscordRpc::Shutdown()
{
Discord_Shutdown();
self = nullptr;
}
void UDiscordRpc::RunCallbacks()
{
Discord_RunCallbacks();
}
void UDiscordRpc::UpdatePresence()
{
DiscordRichPresence rp{};
auto state = StringCast<ANSICHAR>(*RichPresence.state);
rp.state = state.Get();
auto details = StringCast<ANSICHAR>(*RichPresence.details);
rp.details = details.Get();
auto largeImageKey = StringCast<ANSICHAR>(*RichPresence.largeImageKey);
rp.largeImageKey = largeImageKey.Get();
auto largeImageText = StringCast<ANSICHAR>(*RichPresence.largeImageText);
rp.largeImageText = largeImageText.Get();
auto smallImageKey = StringCast<ANSICHAR>(*RichPresence.smallImageKey);
rp.smallImageKey = smallImageKey.Get();
auto smallImageText = StringCast<ANSICHAR>(*RichPresence.smallImageText);
rp.smallImageText = smallImageText.Get();
auto partyId = StringCast<ANSICHAR>(*RichPresence.partyId);
rp.partyId = partyId.Get();
auto matchSecret = StringCast<ANSICHAR>(*RichPresence.matchSecret);
rp.matchSecret = matchSecret.Get();
auto joinSecret = StringCast<ANSICHAR>(*RichPresence.joinSecret);
rp.joinSecret = joinSecret.Get();
auto spectateSecret = StringCast<ANSICHAR>(*RichPresence.spectateSecret);
rp.spectateSecret = spectateSecret.Get();
rp.startTimestamp = RichPresence.startTimestamp;
rp.endTimestamp = RichPresence.endTimestamp;
rp.partySize = RichPresence.partySize;
rp.partyMax = RichPresence.partyMax;
rp.instance = RichPresence.instance;
Discord_UpdatePresence(&rp);
}
void UDiscordRpc::ClearPresence()
{
Discord_ClearPresence();
}
void UDiscordRpc::Respond(const FString& userId, int reply)
{
UE_LOG(Discord, Log, TEXT("Responding %d to join request from %s"), reply, *userId);
FTCHARToUTF8 utf8_userid(*userId);
Discord_Respond(utf8_userid.Get(), reply);
}

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#include "Core.h"
#include "DiscordRpc.h"

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ModuleManager.h"
class FDiscordRpcModule : public IModuleInterface {
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
private:
/** Handle to the test dll we will load */
void* DiscordRpcLibraryHandle;
/** StartupModule is covered with defines, these functions are the place to put breakpoints */
static bool LoadDependency(const FString& Dir, const FString& Name, void*& Handle);
static void FreeDependency(void*& Handle);
};

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#pragma once
#include "CoreMinimal.h"
#include "Engine.h"
#include "DiscordRpcBlueprint.generated.h"
// unreal's header tool hates clang-format
// clang-format off
/**
* Ask to join callback data
*/
USTRUCT(BlueprintType)
struct FDiscordUserData {
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadOnly)
FString userId;
UPROPERTY(BlueprintReadOnly)
FString username;
UPROPERTY(BlueprintReadOnly)
FString discriminator;
UPROPERTY(BlueprintReadOnly)
FString avatar;
};
DECLARE_LOG_CATEGORY_EXTERN(Discord, Log, All);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordConnected, const FDiscordUserData&, joinRequest);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDiscordDisconnected, int, errorCode, const FString&, errorMessage);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDiscordErrored, int, errorCode, const FString&, errorMessage);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordJoin, const FString&, joinSecret);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordSpectate, const FString&, spectateSecret);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordJoinRequest, const FDiscordUserData&, joinRequest);
// clang-format on
/**
* Rich presence data
*/
USTRUCT(BlueprintType)
struct FDiscordRichPresence {
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadWrite)
FString state;
UPROPERTY(BlueprintReadWrite)
FString details;
// todo, timestamps are 64bit, does that even matter?
UPROPERTY(BlueprintReadWrite)
int startTimestamp;
UPROPERTY(BlueprintReadWrite)
int endTimestamp;
UPROPERTY(BlueprintReadWrite)
FString largeImageKey;
UPROPERTY(BlueprintReadWrite)
FString largeImageText;
UPROPERTY(BlueprintReadWrite)
FString smallImageKey;
UPROPERTY(BlueprintReadWrite)
FString smallImageText;
UPROPERTY(BlueprintReadWrite)
FString partyId;
UPROPERTY(BlueprintReadWrite)
int partySize;
UPROPERTY(BlueprintReadWrite)
int partyMax;
UPROPERTY(BlueprintReadWrite)
FString matchSecret;
UPROPERTY(BlueprintReadWrite)
FString joinSecret;
UPROPERTY(BlueprintReadWrite)
FString spectateSecret;
UPROPERTY(BlueprintReadWrite)
bool instance;
};
/**
*
*/
UCLASS(BlueprintType, meta = (DisplayName = "Discord RPC"), Category = "Discord")
class DISCORDRPC_API UDiscordRpc : public UObject {
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Initialize connection", Keywords = "Discord rpc"),
Category = "Discord")
void Initialize(const FString& applicationId,
bool autoRegister,
const FString& optionalSteamId);
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Shut down connection", Keywords = "Discord rpc"),
Category = "Discord")
void Shutdown();
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Check for callbacks", Keywords = "Discord rpc"),
Category = "Discord")
void RunCallbacks();
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Send presence", Keywords = "Discord rpc"),
Category = "Discord")
void UpdatePresence();
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Clear presence", Keywords = "Discord rpc"),
Category = "Discord")
void ClearPresence();
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Respond to join request", Keywords = "Discord rpc"),
Category = "Discord")
void Respond(const FString& userId, int reply);
UPROPERTY(BlueprintReadOnly,
meta = (DisplayName = "Is Discord connected", Keywords = "Discord rpc"),
Category = "Discord")
bool IsConnected;
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "On connection", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordConnected OnConnected;
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "On disconnection", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordDisconnected OnDisconnected;
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "On error message", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordErrored OnErrored;
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "When Discord user presses join", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordJoin OnJoin;
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "When Discord user presses spectate", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordSpectate OnSpectate;
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "When Discord another user sends a join request",
Keywords = "Discord rpc"),
Category = "Discord")
FDiscordJoinRequest OnJoinRequest;
UPROPERTY(BlueprintReadWrite,
meta = (DisplayName = "Rich presence info", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordRichPresence RichPresence;
};

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// Fill out your copyright notice in the Description page of Project Settings.
using System.IO;
using UnrealBuildTool;
public class DiscordRpcLibrary : ModuleRules
{
#if WITH_FORWARDED_MODULE_RULES_CTOR
public DiscordRpcLibrary(ReadOnlyTargetRules Target) : base(Target)
#else
public DiscordRpcLibrary(TargetInfo Target)
#endif
{
Type = ModuleType.External;
Definitions.Add("DISCORD_DYNAMIC_LIB=1");
string BaseDirectory = Path.GetFullPath(Path.Combine(ModuleDirectory, "..", "..", "ThirdParty", "DiscordRpcLibrary"));
if (Target.Platform == UnrealTargetPlatform.Win64)
{
string lib = Path.Combine(BaseDirectory, "Win64");
// Include headers
PublicIncludePaths.Add(Path.Combine(BaseDirectory, "Include"));
// Add the import library
PublicLibraryPaths.Add(lib);
PublicAdditionalLibraries.Add(Path.Combine(lib, "discord-rpc.lib"));
// Dynamic
RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(lib, "discord-rpc.dll")));
PublicDelayLoadDLLs.Add("discord-rpc.dll");
}
else if (Target.Platform == UnrealTargetPlatform.Linux)
{
string lib = Path.Combine(BaseDirectory, "Linux", "x86_64-unknown-linux-gnu");
// Include headers
PublicIncludePaths.Add(Path.Combine(BaseDirectory, "Include"));
// Add the import library
PublicLibraryPaths.Add(lib);
PublicAdditionalLibraries.Add(Path.Combine(lib, "libdiscord-rpc.so"));
RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(lib, "libdiscord-rpc.so")));
}
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
string lib = Path.Combine(BaseDirectory, "Mac");
// Include headers
PublicIncludePaths.Add(Path.Combine(BaseDirectory, "Include"));
// Add the import library
PublicLibraryPaths.Add(lib);
PublicAdditionalLibraries.Add(Path.Combine(lib, "libdiscord-rpc.dylib"));
RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(lib, "libdiscord-rpc.dylib")));
}
}
}

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// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
using System.Collections.Generic;
public class unrealstatusTarget : TargetRules
{
public unrealstatusTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
ExtraModuleNames.AddRange( new string[] { "unrealstatus" } );
}
}

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// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
public class unrealstatus : ModuleRules
{
public unrealstatus(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
PrivateDependencyModuleNames.AddRange(new string[] { });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}
}

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// Fill out your copyright notice in the Description page of Project Settings.
#include "unrealstatus.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE(FDefaultGameModuleImpl, unrealstatus, "unrealstatus");

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"

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// Fill out your copyright notice in the Description page of Project Settings.
#include "unrealstatusGameModeBase.h"

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "unrealstatusGameModeBase.generated.h"
/**
*
*/
UCLASS()
class UNREALSTATUS_API AunrealstatusGameModeBase : public AGameModeBase {
GENERATED_BODY()
};

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// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
using System.Collections.Generic;
public class unrealstatusEditorTarget : TargetRules
{
public unrealstatusEditorTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
ExtraModuleNames.AddRange( new string[] { "unrealstatus" } );
}
}

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{
"FileVersion": 3,
"EngineAssociation": "4.18",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "unrealstatus",
"Type": "Runtime",
"LoadingPhase": "Default"
}
],
"TargetPlatforms": [
"LinuxNoEditor",
"MacNoEditor",
"WindowsNoEditor",
"AllDesktop"
]
}

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#pragma once
#if defined(DISCORD_DYNAMIC_LIB)
#if defined(_WIN32)
#if defined(DISCORD_BUILDING_SDK)
#define DISCORD_EXPORT __declspec(dllexport)
#else
#define DISCORD_EXPORT __declspec(dllimport)
#endif
#else
#define DISCORD_EXPORT __attribute__((visibility("default")))
#endif
#else
#define DISCORD_EXPORT
#endif
#ifdef __cplusplus
extern "C" {
#endif
DISCORD_EXPORT void Discord_Register(const char* applicationId, const char* command);
DISCORD_EXPORT void Discord_RegisterSteamGame(const char* applicationId, const char* steamId);
#ifdef __cplusplus
}
#endif

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#pragma once
#include <stdint.h>
// clang-format off
#if defined(DISCORD_DYNAMIC_LIB)
# if defined(_WIN32)
# if defined(DISCORD_BUILDING_SDK)
# define DISCORD_EXPORT __declspec(dllexport)
# else
# define DISCORD_EXPORT __declspec(dllimport)
# endif
# else
# define DISCORD_EXPORT __attribute__((visibility("default")))
# endif
#else
# define DISCORD_EXPORT
#endif
// clang-format on
#ifdef __cplusplus
extern "C" {
#endif
typedef struct DiscordRichPresence {
const char* state; /* max 128 bytes */
const char* details; /* max 128 bytes */
int64_t startTimestamp;
int64_t endTimestamp;
const char* largeImageKey; /* max 32 bytes */
const char* largeImageText; /* max 128 bytes */
const char* smallImageKey; /* max 32 bytes */
const char* smallImageText; /* max 128 bytes */
const char* partyId; /* max 128 bytes */
int partySize;
int partyMax;
const char* matchSecret; /* max 128 bytes */
const char* joinSecret; /* max 128 bytes */
const char* spectateSecret; /* max 128 bytes */
int8_t instance;
} DiscordRichPresence;
typedef struct DiscordUser {
const char* userId;
const char* username;
const char* discriminator;
const char* avatar;
} DiscordUser;
typedef struct DiscordEventHandlers {
void (*ready)(const DiscordUser* request);
void (*disconnected)(int errorCode, const char* message);
void (*errored)(int errorCode, const char* message);
void (*joinGame)(const char* joinSecret);
void (*spectateGame)(const char* spectateSecret);
void (*joinRequest)(const DiscordUser* request);
} DiscordEventHandlers;
#define DISCORD_REPLY_NO 0
#define DISCORD_REPLY_YES 1
#define DISCORD_REPLY_IGNORE 2
DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
DiscordEventHandlers* handlers,
int autoRegister,
const char* optionalSteamId);
DISCORD_EXPORT void Discord_Shutdown(void);
/* checks for incoming messages, dispatches callbacks */
DISCORD_EXPORT void Discord_RunCallbacks(void);
/* If you disable the lib starting its own io thread, you'll need to call this from your own */
#ifdef DISCORD_DISABLE_IO_THREAD
DISCORD_EXPORT void Discord_UpdateConnection(void);
#endif
DISCORD_EXPORT void Discord_UpdatePresence(const DiscordRichPresence* presence);
DISCORD_EXPORT void Discord_ClearPresence(void);
DISCORD_EXPORT void Discord_Respond(const char* userid, /* DISCORD_REPLY_ */ int reply);
DISCORD_EXPORT void Discord_UpdateHandlers(DiscordEventHandlers* handlers);
#ifdef __cplusplus
} /* extern "C" */
#endif

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include_directories(${PROJECT_SOURCE_DIR}/include)
option(ENABLE_IO_THREAD "Start up a separate I/O thread, otherwise I'd need to call an update function" ON)
option(USE_STATIC_CRT "Use /MT[d] for dynamic library" OFF)
option(WARNINGS_AS_ERRORS "When enabled, compiles with `-Werror` (on *nix platforms)." OFF)
set(CMAKE_CXX_STANDARD 14)
set(BASE_RPC_SRC
${PROJECT_SOURCE_DIR}/include/discord_rpc.h
discord_rpc.cpp
${PROJECT_SOURCE_DIR}/include/discord_register.h
rpc_connection.h
rpc_connection.cpp
serialization.h
serialization.cpp
connection.h
backoff.h
msg_queue.h
)
if (${BUILD_SHARED_LIBS})
if(WIN32)
set(BASE_RPC_SRC ${BASE_RPC_SRC} dllmain.cpp)
endif(WIN32)
endif(${BUILD_SHARED_LIBS})
if(WIN32)
add_definitions(-DDISCORD_WINDOWS)
set(BASE_RPC_SRC ${BASE_RPC_SRC} connection_win.cpp discord_register_win.cpp)
add_library(discord-rpc ${BASE_RPC_SRC})
if (MSVC)
if(USE_STATIC_CRT)
foreach(CompilerFlag
CMAKE_CXX_FLAGS
CMAKE_CXX_FLAGS_DEBUG
CMAKE_CXX_FLAGS_RELEASE
CMAKE_C_FLAGS
CMAKE_C_FLAGS_DEBUG
CMAKE_C_FLAGS_RELEASE)
string(REPLACE "/MD" "/MT" ${CompilerFlag} "${${CompilerFlag}}")
endforeach()
endif(USE_STATIC_CRT)
target_compile_options(discord-rpc PRIVATE /EHsc
/Wall
/wd4100 # unreferenced formal parameter
/wd4514 # unreferenced inline
/wd4625 # copy constructor deleted
/wd5026 # move constructor deleted
/wd4626 # move assignment operator deleted
/wd4668 # not defined preprocessor macro
/wd4710 # function not inlined
/wd4711 # function was inlined
/wd4820 # structure padding
/wd4946 # reinterpret_cast used between related classes
/wd5027 # move assignment operator was implicitly defined as deleted
)
endif(MSVC)
target_link_libraries(discord-rpc PRIVATE psapi advapi32)
endif(WIN32)
if(UNIX)
set(BASE_RPC_SRC ${BASE_RPC_SRC} connection_unix.cpp)
if (APPLE)
add_definitions(-DDISCORD_OSX)
set(BASE_RPC_SRC ${BASE_RPC_SRC} discord_register_osx.m)
else (APPLE)
add_definitions(-DDISCORD_LINUX)
set(BASE_RPC_SRC ${BASE_RPC_SRC} discord_register_linux.cpp)
endif(APPLE)
add_library(discord-rpc ${BASE_RPC_SRC})
target_link_libraries(discord-rpc PUBLIC pthread)
target_compile_options(discord-rpc PRIVATE
-g
-Wall
-Wextra
-Wpedantic
)
if (${WARNINGS_AS_ERRORS})
target_compile_options(discord-rpc PRIVATE -Werror)
endif (${WARNINGS_AS_ERRORS})
target_compile_options(discord-rpc PRIVATE
-Wno-unknown-pragmas # pragma push thing doesn't work on clang
-Wno-old-style-cast # it's fine
-Wno-c++98-compat # that was almost 2 decades ago
-Wno-c++98-compat-pedantic
-Wno-missing-noreturn
-Wno-padded # structure padding
-Wno-covered-switch-default
-Wno-exit-time-destructors # not sure about these
-Wno-global-constructors
)
if (${BUILD_SHARED_LIBS})
target_compile_options(discord-rpc PRIVATE -fPIC)
endif (${BUILD_SHARED_LIBS})
if (APPLE)
target_link_libraries(discord-rpc PRIVATE "-framework AppKit")
endif (APPLE)
endif(UNIX)
target_include_directories(discord-rpc PRIVATE ${RAPIDJSON}/include)
if (NOT ${ENABLE_IO_THREAD})
target_compile_definitions(discord-rpc PUBLIC -DDISCORD_DISABLE_IO_THREAD)
endif (NOT ${ENABLE_IO_THREAD})
if (${BUILD_SHARED_LIBS})
target_compile_definitions(discord-rpc PUBLIC -DDISCORD_DYNAMIC_LIB)
target_compile_definitions(discord-rpc PRIVATE -DDISCORD_BUILDING_SDK)
endif(${BUILD_SHARED_LIBS})
if (CLANG_FORMAT_CMD)
add_dependencies(discord-rpc clangformat)
endif(CLANG_FORMAT_CMD)
# install
install(
TARGETS discord-rpc
EXPORT "discord-rpc"
RUNTIME
DESTINATION "${CMAKE_INSTALL_BINDIR}"
LIBRARY
DESTINATION "${CMAKE_INSTALL_LIBDIR}"
ARCHIVE
DESTINATION "${CMAKE_INSTALL_LIBDIR}"
INCLUDES
DESTINATION "${CMAKE_INSTALL_INCLUDEDIR}"
)
install(
FILES
"../include/discord_rpc.h"
"../include/discord_register.h"
DESTINATION "include"
)

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#pragma once
#include <algorithm>
#include <random>
#include <stdint.h>
#include <time.h>
struct Backoff {
int64_t minAmount;
int64_t maxAmount;
int64_t current;
int fails;
std::mt19937_64 randGenerator;
std::uniform_real_distribution<> randDistribution;
double rand01() { return randDistribution(randGenerator); }
Backoff(int64_t min, int64_t max)
: minAmount(min)
, maxAmount(max)
, current(min)
, fails(0)
, randGenerator((uint64_t)time(0))
{
}
void reset()
{
fails = 0;
current = minAmount;
}
int64_t nextDelay()
{
++fails;
int64_t delay = (int64_t)((double)current * 2.0 * rand01());
current = std::min(current + delay, maxAmount);
return current;
}
};

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deps/discord-rpc/src/connection.h vendored Normal file
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#pragma once
// This is to wrap the platform specific kinds of connect/read/write.
#include <stdint.h>
#include <stdlib.h>
// not really connectiony, but need per-platform
int GetProcessId();
struct BaseConnection {
static BaseConnection* Create();
static void Destroy(BaseConnection*&);
bool isOpen{false};
bool Open();
bool Close();
bool Write(const void* data, size_t length);
bool Read(void* data, size_t length);
};

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deps/discord-rpc/src/connection_unix.cpp vendored Normal file
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#include "connection.h"
#include <errno.h>
#include <fcntl.h>
#include <stdio.h>
#include <string.h>
#include <sys/socket.h>
#include <sys/types.h>
#include <sys/un.h>
#include <unistd.h>
int GetProcessId()
{
return ::getpid();
}
struct BaseConnectionUnix : public BaseConnection {
int sock{-1};
};
static BaseConnectionUnix Connection;
static sockaddr_un PipeAddr{};
#ifdef MSG_NOSIGNAL
static int MsgFlags = MSG_NOSIGNAL;
#else
static int MsgFlags = 0;
#endif
static const char* GetTempPath()
{
const char* temp = getenv("XDG_RUNTIME_DIR");
temp = temp ? temp : getenv("TMPDIR");
temp = temp ? temp : getenv("TMP");
temp = temp ? temp : getenv("TEMP");
temp = temp ? temp : "/tmp";
return temp;
}
/*static*/ BaseConnection* BaseConnection::Create()
{
PipeAddr.sun_family = AF_UNIX;
return &Connection;
}
/*static*/ void BaseConnection::Destroy(BaseConnection*& c)
{
auto self = reinterpret_cast<BaseConnectionUnix*>(c);
self->Close();
c = nullptr;
}
bool BaseConnection::Open()
{
const char* tempPath = GetTempPath();
auto self = reinterpret_cast<BaseConnectionUnix*>(this);
self->sock = socket(AF_UNIX, SOCK_STREAM, 0);
if (self->sock == -1) {
return false;
}
fcntl(self->sock, F_SETFL, O_NONBLOCK);
#ifdef SO_NOSIGPIPE
int optval = 1;
setsockopt(self->sock, SOL_SOCKET, SO_NOSIGPIPE, &optval, sizeof(optval));
#endif
for (int pipeNum = 0; pipeNum < 10; ++pipeNum) {
snprintf(
PipeAddr.sun_path, sizeof(PipeAddr.sun_path), "%s/discord-ipc-%d", tempPath, pipeNum);
int err = connect(self->sock, (const sockaddr*)&PipeAddr, sizeof(PipeAddr));
if (err == 0) {
self->isOpen = true;
return true;
}
}
self->Close();
return false;
}
bool BaseConnection::Close()
{
auto self = reinterpret_cast<BaseConnectionUnix*>(this);
if (self->sock == -1) {
return false;
}
close(self->sock);
self->sock = -1;
self->isOpen = false;
return true;
}
bool BaseConnection::Write(const void* data, size_t length)
{
auto self = reinterpret_cast<BaseConnectionUnix*>(this);
if (self->sock == -1) {
return false;
}
ssize_t sentBytes = send(self->sock, data, length, MsgFlags);
if (sentBytes < 0) {
Close();
}
return sentBytes == (ssize_t)length;
}
bool BaseConnection::Read(void* data, size_t length)
{
auto self = reinterpret_cast<BaseConnectionUnix*>(this);
if (self->sock == -1) {
return false;
}
int res = (int)recv(self->sock, data, length, MsgFlags);
if (res < 0) {
if (errno == EAGAIN) {
return false;
}
Close();
}
return res == (int)length;
}

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deps/discord-rpc/src/connection_win.cpp vendored Normal file
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#include "connection.h"
#define WIN32_LEAN_AND_MEAN
#define NOMCX
#define NOSERVICE
#define NOIME
#include <assert.h>
#include <windows.h>
int GetProcessId()
{
return (int)::GetCurrentProcessId();
}
struct BaseConnectionWin : public BaseConnection {
HANDLE pipe{INVALID_HANDLE_VALUE};
};
static BaseConnectionWin Connection;
/*static*/ BaseConnection* BaseConnection::Create()
{
return &Connection;
}
/*static*/ void BaseConnection::Destroy(BaseConnection*& c)
{
auto self = reinterpret_cast<BaseConnectionWin*>(c);
self->Close();
c = nullptr;
}
bool BaseConnection::Open()
{
wchar_t pipeName[]{L"\\\\?\\pipe\\discord-ipc-0"};
const size_t pipeDigit = sizeof(pipeName) / sizeof(wchar_t) - 2;
pipeName[pipeDigit] = L'0';
auto self = reinterpret_cast<BaseConnectionWin*>(this);
for (;;) {
self->pipe = ::CreateFileW(
pipeName, GENERIC_READ | GENERIC_WRITE, 0, nullptr, OPEN_EXISTING, 0, nullptr);
if (self->pipe != INVALID_HANDLE_VALUE) {
self->isOpen = true;
return true;
}
auto lastError = GetLastError();
if (lastError == ERROR_FILE_NOT_FOUND) {
if (pipeName[pipeDigit] < L'9') {
pipeName[pipeDigit]++;
continue;
}
}
else if (lastError == ERROR_PIPE_BUSY) {
if (!WaitNamedPipeW(pipeName, 10000)) {
return false;
}
continue;
}
return false;
}
}
bool BaseConnection::Close()
{
auto self = reinterpret_cast<BaseConnectionWin*>(this);
::CloseHandle(self->pipe);
self->pipe = INVALID_HANDLE_VALUE;
self->isOpen = false;
return true;
}
bool BaseConnection::Write(const void* data, size_t length)
{
if (length == 0) {
return true;
}
auto self = reinterpret_cast<BaseConnectionWin*>(this);
assert(self);
if (!self) {
return false;
}
if (self->pipe == INVALID_HANDLE_VALUE) {
return false;
}
assert(data);
if (!data) {
return false;
}
const DWORD bytesLength = (DWORD)length;
DWORD bytesWritten = 0;
return ::WriteFile(self->pipe, data, bytesLength, &bytesWritten, nullptr) == TRUE &&
bytesWritten == bytesLength;
}
bool BaseConnection::Read(void* data, size_t length)
{
assert(data);
if (!data) {
return false;
}
auto self = reinterpret_cast<BaseConnectionWin*>(this);
assert(self);
if (!self) {
return false;
}
if (self->pipe == INVALID_HANDLE_VALUE) {
return false;
}
DWORD bytesAvailable = 0;
if (::PeekNamedPipe(self->pipe, nullptr, 0, nullptr, &bytesAvailable, nullptr)) {
if (bytesAvailable >= length) {
DWORD bytesToRead = (DWORD)length;
DWORD bytesRead = 0;
if (::ReadFile(self->pipe, data, bytesToRead, &bytesRead, nullptr) == TRUE) {
assert(bytesToRead == bytesRead);
return true;
}
else {
Close();
}
}
}
else {
Close();
}
return false;
}

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#include "discord_rpc.h"
#include "discord_register.h"
#include <stdio.h>
#include <errno.h>
#include <stdlib.h>
#include <string.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <unistd.h>
static bool Mkdir(const char* path)
{
int result = mkdir(path, 0755);
if (result == 0) {
return true;
}
if (errno == EEXIST) {
return true;
}
return false;
}
// we want to register games so we can run them from Discord client as discord-<appid>://
extern "C" DISCORD_EXPORT void Discord_Register(const char* applicationId, const char* command)
{
// Add a desktop file and update some mime handlers so that xdg-open does the right thing.
const char* home = getenv("HOME");
if (!home) {
return;
}
char exePath[1024];
if (!command || !command[0]) {
if (readlink("/proc/self/exe", exePath, sizeof(exePath)) <= 0) {
return;
}
command = exePath;
}
const char* destopFileFormat = "[Desktop Entry]\n"
"Name=Game %s\n"
"Exec=%s %%u\n" // note: it really wants that %u in there
"Type=Application\n"
"NoDisplay=true\n"
"Categories=Discord;Games;\n"
"MimeType=x-scheme-handler/discord-%s;\n";
char desktopFile[2048];
int fileLen = snprintf(
desktopFile, sizeof(desktopFile), destopFileFormat, applicationId, command, applicationId);
if (fileLen <= 0) {
return;
}
char desktopFilename[256];
snprintf(desktopFilename, sizeof(desktopFilename), "/discord-%s.desktop", applicationId);
char desktopFilePath[1024];
snprintf(desktopFilePath, sizeof(desktopFilePath), "%s/.local", home);
if (!Mkdir(desktopFilePath)) {
return;
}
strcat(desktopFilePath, "/share");
if (!Mkdir(desktopFilePath)) {
return;
}
strcat(desktopFilePath, "/applications");
if (!Mkdir(desktopFilePath)) {
return;
}
strcat(desktopFilePath, desktopFilename);
FILE* fp = fopen(desktopFilePath, "w");
if (fp) {
fwrite(desktopFile, 1, fileLen, fp);
fclose(fp);
}
else {
return;
}
char xdgMimeCommand[1024];
snprintf(xdgMimeCommand,
sizeof(xdgMimeCommand),
"xdg-mime default discord-%s.desktop x-scheme-handler/discord-%s",
applicationId,
applicationId);
if (system(xdgMimeCommand) < 0) {
fprintf(stderr, "Failed to register mime handler\n");
}
}
extern "C" DISCORD_EXPORT void Discord_RegisterSteamGame(const char* applicationId,
const char* steamId)
{
char command[256];
sprintf(command, "xdg-open steam://rungameid/%s", steamId);
Discord_Register(applicationId, command);
}

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#include <stdio.h>
#include <sys/stat.h>
#import <AppKit/AppKit.h>
#include "discord_register.h"
static void RegisterCommand(const char* applicationId, const char* command)
{
// There does not appear to be a way to register arbitrary commands on OSX, so instead we'll save the command
// to a file in the Discord config path, and when it is needed, Discord can try to load the file there, open
// the command therein (will pass to js's window.open, so requires a url-like thing)
// Note: will not work for sandboxed apps
NSString *home = NSHomeDirectory();
if (!home) {
return;
}
NSString *path = [[[[[[home stringByAppendingPathComponent:@"Library"]
stringByAppendingPathComponent:@"Application Support"]
stringByAppendingPathComponent:@"discord"]
stringByAppendingPathComponent:@"games"]
stringByAppendingPathComponent:[NSString stringWithUTF8String:applicationId]]
stringByAppendingPathExtension:@"json"];
[[NSFileManager defaultManager] createDirectoryAtPath:[path stringByDeletingLastPathComponent] withIntermediateDirectories:YES attributes:nil error:nil];
NSString *jsonBuffer = [NSString stringWithFormat:@"{\"command\": \"%s\"}", command];
[jsonBuffer writeToFile:path atomically:NO encoding:NSUTF8StringEncoding error:nil];
}
static void RegisterURL(const char* applicationId)
{
char url[256];
snprintf(url, sizeof(url), "discord-%s", applicationId);
CFStringRef cfURL = CFStringCreateWithCString(NULL, url, kCFStringEncodingUTF8);
NSString* myBundleId = [[NSBundle mainBundle] bundleIdentifier];
if (!myBundleId) {
fprintf(stderr, "No bundle id found\n");
return;
}
NSURL* myURL = [[NSBundle mainBundle] bundleURL];
if (!myURL) {
fprintf(stderr, "No bundle url found\n");
return;
}
OSStatus status = LSSetDefaultHandlerForURLScheme(cfURL, (__bridge CFStringRef)myBundleId);
if (status != noErr) {
fprintf(stderr, "Error in LSSetDefaultHandlerForURLScheme: %d\n", (int)status);
return;
}
status = LSRegisterURL((__bridge CFURLRef)myURL, true);
if (status != noErr) {
fprintf(stderr, "Error in LSRegisterURL: %d\n", (int)status);
}
}
void Discord_Register(const char* applicationId, const char* command)
{
if (command) {
RegisterCommand(applicationId, command);
}
else {
// raii lite
@autoreleasepool {
RegisterURL(applicationId);
}
}
}
void Discord_RegisterSteamGame(const char* applicationId, const char* steamId)
{
char command[256];
snprintf(command, 256, "steam://rungameid/%s", steamId);
Discord_Register(applicationId, command);
}

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#include "discord_rpc.h"
#include "discord_register.h"
#define WIN32_LEAN_AND_MEAN
#define NOMCX
#define NOSERVICE
#define NOIME
#include <windows.h>
#include <psapi.h>
#include <cwchar>
#include <cstdio>
/**
* Updated fixes for MinGW and WinXP
* This block is written the way it does not involve changing the rest of the code
* Checked to be compiling
* 1) strsafe.h belongs to Windows SDK and cannot be added to MinGW
* #include guarded, functions redirected to <string.h> substitutes
* 2) RegSetKeyValueW and LSTATUS are not declared in <winreg.h>
* The entire function is rewritten
*/
#ifdef __MINGW32__
/// strsafe.h fixes
static HRESULT StringCbPrintfW(LPWSTR pszDest, size_t cbDest, LPCWSTR pszFormat, ...)
{
HRESULT ret;
va_list va;
va_start(va, pszFormat);
cbDest /= 2; // Size is divided by 2 to convert from bytes to wide characters - causes segfault
// othervise
ret = vsnwprintf(pszDest, cbDest, pszFormat, va);
pszDest[cbDest - 1] = 0; // Terminate the string in case a buffer overflow; -1 will be returned
va_end(va);
return ret;
}
#else
#include <strsafe.h>
#endif // __MINGW32__
/// winreg.h fixes
#ifndef LSTATUS
#define LSTATUS LONG
#endif
#ifdef RegSetKeyValueW
#undefine RegSetKeyValueW
#endif
#define RegSetKeyValueW regset
static LSTATUS regset(HKEY hkey,
LPCWSTR subkey,
LPCWSTR name,
DWORD type,
const void* data,
DWORD len)
{
HKEY htkey = hkey, hsubkey = nullptr;
LSTATUS ret;
if (subkey && subkey[0]) {
if ((ret = RegCreateKeyExW(hkey, subkey, 0, 0, 0, KEY_ALL_ACCESS, 0, &hsubkey, 0)) !=
ERROR_SUCCESS)
return ret;
htkey = hsubkey;
}
ret = RegSetValueExW(htkey, name, 0, type, (const BYTE*)data, len);
if (hsubkey && hsubkey != hkey)
RegCloseKey(hsubkey);
return ret;
}
static void Discord_RegisterW(const wchar_t* applicationId, const wchar_t* command)
{
// https://msdn.microsoft.com/en-us/library/aa767914(v=vs.85).aspx
// we want to register games so we can run them as discord-<appid>://
// Update the HKEY_CURRENT_USER, because it doesn't seem to require special permissions.
wchar_t exeFilePath[MAX_PATH];
DWORD exeLen = GetModuleFileNameW(nullptr, exeFilePath, MAX_PATH);
wchar_t openCommand[1024];
if (command && command[0]) {
StringCbPrintfW(openCommand, sizeof(openCommand), L"%s", command);
}
else {
// StringCbCopyW(openCommand, sizeof(openCommand), exeFilePath);
StringCbPrintfW(openCommand, sizeof(openCommand), L"%s", exeFilePath);
}
wchar_t protocolName[64];
StringCbPrintfW(protocolName, sizeof(protocolName), L"discord-%s", applicationId);
wchar_t protocolDescription[128];
StringCbPrintfW(
protocolDescription, sizeof(protocolDescription), L"URL:Run game %s protocol", applicationId);
wchar_t urlProtocol = 0;
wchar_t keyName[256];
StringCbPrintfW(keyName, sizeof(keyName), L"Software\\Classes\\%s", protocolName);
HKEY key;
auto status =
RegCreateKeyExW(HKEY_CURRENT_USER, keyName, 0, nullptr, 0, KEY_WRITE, nullptr, &key, nullptr);
if (status != ERROR_SUCCESS) {
fprintf(stderr, "Error creating key\n");
return;
}
DWORD len;
LSTATUS result;
len = (DWORD)lstrlenW(protocolDescription) + 1;
result =
RegSetKeyValueW(key, nullptr, nullptr, REG_SZ, protocolDescription, len * sizeof(wchar_t));
if (FAILED(result)) {
fprintf(stderr, "Error writing description\n");
}
len = (DWORD)lstrlenW(protocolDescription) + 1;
result = RegSetKeyValueW(key, nullptr, L"URL Protocol", REG_SZ, &urlProtocol, sizeof(wchar_t));
if (FAILED(result)) {
fprintf(stderr, "Error writing description\n");
}
result = RegSetKeyValueW(
key, L"DefaultIcon", nullptr, REG_SZ, exeFilePath, (exeLen + 1) * sizeof(wchar_t));
if (FAILED(result)) {
fprintf(stderr, "Error writing icon\n");
}
len = (DWORD)lstrlenW(openCommand) + 1;
result = RegSetKeyValueW(
key, L"shell\\open\\command", nullptr, REG_SZ, openCommand, len * sizeof(wchar_t));
if (FAILED(result)) {
fprintf(stderr, "Error writing command\n");
}
RegCloseKey(key);
}
extern "C" DISCORD_EXPORT void Discord_Register(const char* applicationId, const char* command)
{
wchar_t appId[32];
MultiByteToWideChar(CP_UTF8, 0, applicationId, -1, appId, 32);
wchar_t openCommand[1024];
const wchar_t* wcommand = nullptr;
if (command && command[0]) {
const auto commandBufferLen = sizeof(openCommand) / sizeof(*openCommand);
MultiByteToWideChar(CP_UTF8, 0, command, -1, openCommand, commandBufferLen);
wcommand = openCommand;
}
Discord_RegisterW(appId, wcommand);
}
extern "C" DISCORD_EXPORT void Discord_RegisterSteamGame(const char* applicationId,
const char* steamId)
{
wchar_t appId[32];
MultiByteToWideChar(CP_UTF8, 0, applicationId, -1, appId, 32);
wchar_t wSteamId[32];
MultiByteToWideChar(CP_UTF8, 0, steamId, -1, wSteamId, 32);
HKEY key;
auto status = RegOpenKeyExW(HKEY_CURRENT_USER, L"Software\\Valve\\Steam", 0, KEY_READ, &key);
if (status != ERROR_SUCCESS) {
fprintf(stderr, "Error opening Steam key\n");
return;
}
wchar_t steamPath[MAX_PATH];
DWORD pathBytes = sizeof(steamPath);
status = RegQueryValueExW(key, L"SteamExe", nullptr, nullptr, (BYTE*)steamPath, &pathBytes);
RegCloseKey(key);
if (status != ERROR_SUCCESS || pathBytes < 1) {
fprintf(stderr, "Error reading SteamExe key\n");
return;
}
DWORD pathChars = pathBytes / sizeof(wchar_t);
for (DWORD i = 0; i < pathChars; ++i) {
if (steamPath[i] == L'/') {
steamPath[i] = L'\\';
}
}
wchar_t command[1024];
StringCbPrintfW(command, sizeof(command), L"\"%s\" steam://rungameid/%s", steamPath, wSteamId);
Discord_RegisterW(appId, command);
}

499
deps/discord-rpc/src/discord_rpc.cpp vendored Normal file
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#include "discord_rpc.h"
#include "backoff.h"
#include "discord_register.h"
#include "msg_queue.h"
#include "rpc_connection.h"
#include "serialization.h"
#include <atomic>
#include <chrono>
#include <mutex>
#ifndef DISCORD_DISABLE_IO_THREAD
#include <condition_variable>
#include <thread>
#endif
constexpr size_t MaxMessageSize{16 * 1024};
constexpr size_t MessageQueueSize{8};
constexpr size_t JoinQueueSize{8};
struct QueuedMessage {
size_t length;
char buffer[MaxMessageSize];
void Copy(const QueuedMessage& other)
{
length = other.length;
if (length) {
memcpy(buffer, other.buffer, length);
}
}
};
struct User {
// snowflake (64bit int), turned into a ascii decimal string, at most 20 chars +1 null
// terminator = 21
char userId[32];
// 32 unicode glyphs is max name size => 4 bytes per glyph in the worst case, +1 for null
// terminator = 129
char username[344];
// 4 decimal digits + 1 null terminator = 5
char discriminator[8];
// optional 'a_' + md5 hex digest (32 bytes) + null terminator = 35
char avatar[128];
// Rounded way up because I'm paranoid about games breaking from future changes in these sizes
};
static RpcConnection* Connection{nullptr};
static DiscordEventHandlers QueuedHandlers{};
static DiscordEventHandlers Handlers{};
static std::atomic_bool WasJustConnected{false};
static std::atomic_bool WasJustDisconnected{false};
static std::atomic_bool GotErrorMessage{false};
static std::atomic_bool WasJoinGame{false};
static std::atomic_bool WasSpectateGame{false};
static char JoinGameSecret[256];
static char SpectateGameSecret[256];
static int LastErrorCode{0};
static char LastErrorMessage[256];
static int LastDisconnectErrorCode{0};
static char LastDisconnectErrorMessage[256];
static std::mutex PresenceMutex;
static std::mutex HandlerMutex;
static QueuedMessage QueuedPresence{};
static MsgQueue<QueuedMessage, MessageQueueSize> SendQueue;
static MsgQueue<User, JoinQueueSize> JoinAskQueue;
static User connectedUser;
// We want to auto connect, and retry on failure, but not as fast as possible. This does expoential
// backoff from 0.5 seconds to 1 minute
static Backoff ReconnectTimeMs(500, 60 * 1000);
static auto NextConnect = std::chrono::system_clock::now();
static int Pid{0};
static int Nonce{1};
#ifndef DISCORD_DISABLE_IO_THREAD
static void Discord_UpdateConnection(void);
class IoThreadHolder {
private:
std::atomic_bool keepRunning{true};
std::mutex waitForIOMutex;
std::condition_variable waitForIOActivity;
std::thread ioThread;
public:
void Start()
{
keepRunning.store(true);
ioThread = std::thread([&]() {
const std::chrono::duration<int64_t, std::milli> maxWait{500LL};
while (keepRunning.load()) {
Discord_UpdateConnection();
std::unique_lock<std::mutex> lock(waitForIOMutex);
waitForIOActivity.wait_for(lock, maxWait);
}
});
}
void Notify() { waitForIOActivity.notify_all(); }
void Stop()
{
keepRunning.exchange(false);
Notify();
if (ioThread.joinable()) {
ioThread.join();
}
}
~IoThreadHolder() { Stop(); }
};
#else
class IoThreadHolder {
public:
void Start() {}
void Stop() {}
void Notify() {}
};
#endif // DISCORD_DISABLE_IO_THREAD
static IoThreadHolder* IoThread{nullptr};
static void UpdateReconnectTime()
{
NextConnect = std::chrono::system_clock::now() +
std::chrono::duration<int64_t, std::milli>{ReconnectTimeMs.nextDelay()};
}
#ifdef DISCORD_DISABLE_IO_THREAD
extern "C" DISCORD_EXPORT void Discord_UpdateConnection(void)
#else
static void Discord_UpdateConnection(void)
#endif
{
if (!Connection) {
return;
}
if (!Connection->IsOpen()) {
if (std::chrono::system_clock::now() >= NextConnect) {
UpdateReconnectTime();
Connection->Open();
}
}
else {
// reads
for (;;) {
JsonDocument message;
if (!Connection->Read(message)) {
break;
}
const char* evtName = GetStrMember(&message, "evt");
const char* nonce = GetStrMember(&message, "nonce");
if (nonce) {
// in responses only -- should use to match up response when needed.
if (evtName && strcmp(evtName, "ERROR") == 0) {
auto data = GetObjMember(&message, "data");
LastErrorCode = GetIntMember(data, "code");
StringCopy(LastErrorMessage, GetStrMember(data, "message", ""));
GotErrorMessage.store(true);
}
}
else {
// should have evt == name of event, optional data
if (evtName == nullptr) {
continue;
}
auto data = GetObjMember(&message, "data");
if (strcmp(evtName, "ACTIVITY_JOIN") == 0) {
auto secret = GetStrMember(data, "secret");
if (secret) {
StringCopy(JoinGameSecret, secret);
WasJoinGame.store(true);
}
}
else if (strcmp(evtName, "ACTIVITY_SPECTATE") == 0) {
auto secret = GetStrMember(data, "secret");
if (secret) {
StringCopy(SpectateGameSecret, secret);
WasSpectateGame.store(true);
}
}
else if (strcmp(evtName, "ACTIVITY_JOIN_REQUEST") == 0) {
auto user = GetObjMember(data, "user");
auto userId = GetStrMember(user, "id");
auto username = GetStrMember(user, "username");
auto avatar = GetStrMember(user, "avatar");
auto joinReq = JoinAskQueue.GetNextAddMessage();
if (userId && username && joinReq) {
StringCopy(joinReq->userId, userId);
StringCopy(joinReq->username, username);
auto discriminator = GetStrMember(user, "discriminator");
if (discriminator) {
StringCopy(joinReq->discriminator, discriminator);
}
if (avatar) {
StringCopy(joinReq->avatar, avatar);
}
else {
joinReq->avatar[0] = 0;
}
JoinAskQueue.CommitAdd();
}
}
}
}
// writes
if (QueuedPresence.length) {
QueuedMessage local;
{
std::lock_guard<std::mutex> guard(PresenceMutex);
local.Copy(QueuedPresence);
QueuedPresence.length = 0;
}
if (!Connection->Write(local.buffer, local.length)) {
// if we fail to send, requeue
std::lock_guard<std::mutex> guard(PresenceMutex);
QueuedPresence.Copy(local);
}
}
while (SendQueue.HavePendingSends()) {
auto qmessage = SendQueue.GetNextSendMessage();
Connection->Write(qmessage->buffer, qmessage->length);
SendQueue.CommitSend();
}
}
}
static void SignalIOActivity()
{
if (IoThread != nullptr) {
IoThread->Notify();
}
}
static bool RegisterForEvent(const char* evtName)
{
auto qmessage = SendQueue.GetNextAddMessage();
if (qmessage) {
qmessage->length =
JsonWriteSubscribeCommand(qmessage->buffer, sizeof(qmessage->buffer), Nonce++, evtName);
SendQueue.CommitAdd();
SignalIOActivity();
return true;
}
return false;
}
static bool DeregisterForEvent(const char* evtName)
{
auto qmessage = SendQueue.GetNextAddMessage();
if (qmessage) {
qmessage->length =
JsonWriteUnsubscribeCommand(qmessage->buffer, sizeof(qmessage->buffer), Nonce++, evtName);
SendQueue.CommitAdd();
SignalIOActivity();
return true;
}
return false;
}
extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
DiscordEventHandlers* handlers,
int autoRegister,
const char* optionalSteamId)
{
IoThread = new (std::nothrow) IoThreadHolder();
if (IoThread == nullptr) {
return;
}
if (autoRegister) {
if (optionalSteamId && optionalSteamId[0]) {
Discord_RegisterSteamGame(applicationId, optionalSteamId);
}
else {
Discord_Register(applicationId, nullptr);
}
}
Pid = GetProcessId();
{
std::lock_guard<std::mutex> guard(HandlerMutex);
if (handlers) {
QueuedHandlers = *handlers;
}
else {
QueuedHandlers = {};
}
Handlers = {};
}
if (Connection) {
return;
}
Connection = RpcConnection::Create(applicationId);
Connection->onConnect = [](JsonDocument& readyMessage) {
Discord_UpdateHandlers(&QueuedHandlers);
auto data = GetObjMember(&readyMessage, "data");
auto user = GetObjMember(data, "user");
auto userId = GetStrMember(user, "id");
auto username = GetStrMember(user, "username");
auto avatar = GetStrMember(user, "avatar");
if (userId && username) {
StringCopy(connectedUser.userId, userId);
StringCopy(connectedUser.username, username);
auto discriminator = GetStrMember(user, "discriminator");
if (discriminator) {
StringCopy(connectedUser.discriminator, discriminator);
}
if (avatar) {
StringCopy(connectedUser.avatar, avatar);
}
else {
connectedUser.avatar[0] = 0;
}
}
WasJustConnected.exchange(true);
ReconnectTimeMs.reset();
};
Connection->onDisconnect = [](int err, const char* message) {
LastDisconnectErrorCode = err;
StringCopy(LastDisconnectErrorMessage, message);
{
std::lock_guard<std::mutex> guard(HandlerMutex);
Handlers = {};
}
WasJustDisconnected.exchange(true);
UpdateReconnectTime();
};
IoThread->Start();
}
extern "C" DISCORD_EXPORT void Discord_Shutdown(void)
{
if (!Connection) {
return;
}
Connection->onConnect = nullptr;
Connection->onDisconnect = nullptr;
Handlers = {};
if (IoThread != nullptr) {
IoThread->Stop();
delete IoThread;
IoThread = nullptr;
}
RpcConnection::Destroy(Connection);
}
extern "C" DISCORD_EXPORT void Discord_UpdatePresence(const DiscordRichPresence* presence)
{
{
std::lock_guard<std::mutex> guard(PresenceMutex);
QueuedPresence.length = JsonWriteRichPresenceObj(
QueuedPresence.buffer, sizeof(QueuedPresence.buffer), Nonce++, Pid, presence);
}
SignalIOActivity();
}
extern "C" DISCORD_EXPORT void Discord_ClearPresence(void)
{
Discord_UpdatePresence(nullptr);
}
extern "C" DISCORD_EXPORT void Discord_Respond(const char* userId, /* DISCORD_REPLY_ */ int reply)
{
// if we are not connected, let's not batch up stale messages for later
if (!Connection || !Connection->IsOpen()) {
return;
}
auto qmessage = SendQueue.GetNextAddMessage();
if (qmessage) {
qmessage->length =
JsonWriteJoinReply(qmessage->buffer, sizeof(qmessage->buffer), userId, reply, Nonce++);
SendQueue.CommitAdd();
SignalIOActivity();
}
}
extern "C" DISCORD_EXPORT void Discord_RunCallbacks(void)
{
// Note on some weirdness: internally we might connect, get other signals, disconnect any number
// of times inbetween calls here. Externally, we want the sequence to seem sane, so any other
// signals are book-ended by calls to ready and disconnect.
if (!Connection) {
return;
}
bool wasDisconnected = WasJustDisconnected.exchange(false);
bool isConnected = Connection->IsOpen();
if (isConnected) {
// if we are connected, disconnect cb first
std::lock_guard<std::mutex> guard(HandlerMutex);
if (wasDisconnected && Handlers.disconnected) {
Handlers.disconnected(LastDisconnectErrorCode, LastDisconnectErrorMessage);
}
}
if (WasJustConnected.exchange(false)) {
std::lock_guard<std::mutex> guard(HandlerMutex);
if (Handlers.ready) {
DiscordUser du{connectedUser.userId,
connectedUser.username,
connectedUser.discriminator,
connectedUser.avatar};
Handlers.ready(&du);
}
}
if (GotErrorMessage.exchange(false)) {
std::lock_guard<std::mutex> guard(HandlerMutex);
if (Handlers.errored) {
Handlers.errored(LastErrorCode, LastErrorMessage);
}
}
if (WasJoinGame.exchange(false)) {
std::lock_guard<std::mutex> guard(HandlerMutex);
if (Handlers.joinGame) {
Handlers.joinGame(JoinGameSecret);
}
}
if (WasSpectateGame.exchange(false)) {
std::lock_guard<std::mutex> guard(HandlerMutex);
if (Handlers.spectateGame) {
Handlers.spectateGame(SpectateGameSecret);
}
}
// Right now this batches up any requests and sends them all in a burst; I could imagine a world
// where the implementer would rather sequentially accept/reject each one before the next invite
// is sent. I left it this way because I could also imagine wanting to process these all and
// maybe show them in one common dialog and/or start fetching the avatars in parallel, and if
// not it should be trivial for the implementer to make a queue themselves.
while (JoinAskQueue.HavePendingSends()) {
auto req = JoinAskQueue.GetNextSendMessage();
{
std::lock_guard<std::mutex> guard(HandlerMutex);
if (Handlers.joinRequest) {
DiscordUser du{req->userId, req->username, req->discriminator, req->avatar};
Handlers.joinRequest(&du);
}
}
JoinAskQueue.CommitSend();
}
if (!isConnected) {
// if we are not connected, disconnect message last
std::lock_guard<std::mutex> guard(HandlerMutex);
if (wasDisconnected && Handlers.disconnected) {
Handlers.disconnected(LastDisconnectErrorCode, LastDisconnectErrorMessage);
}
}
}
extern "C" DISCORD_EXPORT void Discord_UpdateHandlers(DiscordEventHandlers* newHandlers)
{
if (newHandlers) {
#define HANDLE_EVENT_REGISTRATION(handler_name, event) \
if (!Handlers.handler_name && newHandlers->handler_name) { \
RegisterForEvent(event); \
} \
else if (Handlers.handler_name && !newHandlers->handler_name) { \
DeregisterForEvent(event); \
}
std::lock_guard<std::mutex> guard(HandlerMutex);
HANDLE_EVENT_REGISTRATION(joinGame, "ACTIVITY_JOIN")
HANDLE_EVENT_REGISTRATION(spectateGame, "ACTIVITY_SPECTATE")
HANDLE_EVENT_REGISTRATION(joinRequest, "ACTIVITY_JOIN_REQUEST")
#undef HANDLE_EVENT_REGISTRATION
Handlers = *newHandlers;
}
else {
std::lock_guard<std::mutex> guard(HandlerMutex);
Handlers = {};
}
return;
}

8
deps/discord-rpc/src/dllmain.cpp vendored Normal file
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#include <windows.h>
// outsmart GCC's missing-declarations warning
BOOL WINAPI DllMain(HMODULE, DWORD, LPVOID);
BOOL WINAPI DllMain(HMODULE, DWORD, LPVOID)
{
return TRUE;
}

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deps/discord-rpc/src/msg_queue.h vendored Normal file
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#pragma once
#include <atomic>
// A simple queue. No locks, but only works with a single thread as producer and a single thread as
// a consumer. Mutex up as needed.
template <typename ElementType, size_t QueueSize>
class MsgQueue {
ElementType queue_[QueueSize];
std::atomic_uint nextAdd_{0};
std::atomic_uint nextSend_{0};
std::atomic_uint pendingSends_{0};
public:
MsgQueue() {}
ElementType* GetNextAddMessage()
{
// if we are falling behind, bail
if (pendingSends_.load() >= QueueSize) {
return nullptr;
}
auto index = (nextAdd_++) % QueueSize;
return &queue_[index];
}
void CommitAdd() { ++pendingSends_; }
bool HavePendingSends() const { return pendingSends_.load() != 0; }
ElementType* GetNextSendMessage()
{
auto index = (nextSend_++) % QueueSize;
return &queue_[index];
}
void CommitSend() { --pendingSends_; }
};

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deps/discord-rpc/src/rpc_connection.cpp vendored Normal file
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#include "rpc_connection.h"
#include "serialization.h"
#include <atomic>
static const int RpcVersion = 1;
static RpcConnection Instance;
/*static*/ RpcConnection* RpcConnection::Create(const char* applicationId)
{
Instance.connection = BaseConnection::Create();
StringCopy(Instance.appId, applicationId);
return &Instance;
}
/*static*/ void RpcConnection::Destroy(RpcConnection*& c)
{
c->Close();
BaseConnection::Destroy(c->connection);
c = nullptr;
}
void RpcConnection::Open()
{
if (state == State::Connected) {
return;
}
if (state == State::Disconnected) {
if (connection->Open()) {
}
else {
return;
}
}
if (state == State::SentHandshake) {
JsonDocument message;
if (Read(message)) {
auto cmd = GetStrMember(&message, "cmd");
auto evt = GetStrMember(&message, "evt");
if (cmd && evt && !strcmp(cmd, "DISPATCH") && !strcmp(evt, "READY")) {
state = State::Connected;
if (onConnect) {
onConnect(message);
}
}
}
}
else {
sendFrame.opcode = Opcode::Handshake;
sendFrame.length = (uint32_t)JsonWriteHandshakeObj(
sendFrame.message, sizeof(sendFrame.message), RpcVersion, appId);
if (connection->Write(&sendFrame, sizeof(MessageFrameHeader) + sendFrame.length)) {
state = State::SentHandshake;
}
else {
Close();
}
}
}
void RpcConnection::Close()
{
if (onDisconnect && (state == State::Connected || state == State::SentHandshake)) {
onDisconnect(lastErrorCode, lastErrorMessage);
}
connection->Close();
state = State::Disconnected;
}
bool RpcConnection::Write(const void* data, size_t length)
{
sendFrame.opcode = Opcode::Frame;
memcpy(sendFrame.message, data, length);
sendFrame.length = (uint32_t)length;
if (!connection->Write(&sendFrame, sizeof(MessageFrameHeader) + length)) {
Close();
return false;
}
return true;
}
bool RpcConnection::Read(JsonDocument& message)
{
if (state != State::Connected && state != State::SentHandshake) {
return false;
}
MessageFrame readFrame;
for (;;) {
bool didRead = connection->Read(&readFrame, sizeof(MessageFrameHeader));
if (!didRead) {
if (!connection->isOpen) {
lastErrorCode = (int)ErrorCode::PipeClosed;
StringCopy(lastErrorMessage, "Pipe closed");
Close();
}
return false;
}
if (readFrame.length > 0) {
didRead = connection->Read(readFrame.message, readFrame.length);
if (!didRead) {
lastErrorCode = (int)ErrorCode::ReadCorrupt;
StringCopy(lastErrorMessage, "Partial data in frame");
Close();
return false;
}
readFrame.message[readFrame.length] = 0;
}
switch (readFrame.opcode) {
case Opcode::Close: {
message.ParseInsitu(readFrame.message);
lastErrorCode = GetIntMember(&message, "code");
StringCopy(lastErrorMessage, GetStrMember(&message, "message", ""));
Close();
return false;
}
case Opcode::Frame:
message.ParseInsitu(readFrame.message);
return true;
case Opcode::Ping:
readFrame.opcode = Opcode::Pong;
if (!connection->Write(&readFrame, sizeof(MessageFrameHeader) + readFrame.length)) {
Close();
}
break;
case Opcode::Pong:
break;
case Opcode::Handshake:
default:
// something bad happened
lastErrorCode = (int)ErrorCode::ReadCorrupt;
StringCopy(lastErrorMessage, "Bad ipc frame");
Close();
return false;
}
}
}

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deps/discord-rpc/src/rpc_connection.h vendored Normal file
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#pragma once
#include "connection.h"
#include "serialization.h"
// I took this from the buffer size libuv uses for named pipes; I suspect ours would usually be much
// smaller.
constexpr size_t MaxRpcFrameSize = 64 * 1024;
struct RpcConnection {
enum class ErrorCode : int {
Success = 0,
PipeClosed = 1,
ReadCorrupt = 2,
};
enum class Opcode : uint32_t {
Handshake = 0,
Frame = 1,
Close = 2,
Ping = 3,
Pong = 4,
};
struct MessageFrameHeader {
Opcode opcode;
uint32_t length;
};
struct MessageFrame : public MessageFrameHeader {
char message[MaxRpcFrameSize - sizeof(MessageFrameHeader)];
};
enum class State : uint32_t {
Disconnected,
SentHandshake,
AwaitingResponse,
Connected,
};
BaseConnection* connection{nullptr};
State state{State::Disconnected};
void (*onConnect)(JsonDocument& message){nullptr};
void (*onDisconnect)(int errorCode, const char* message){nullptr};
char appId[64]{};
int lastErrorCode{0};
char lastErrorMessage[256]{};
RpcConnection::MessageFrame sendFrame;
static RpcConnection* Create(const char* applicationId);
static void Destroy(RpcConnection*&);
inline bool IsOpen() const { return state == State::Connected; }
void Open();
void Close();
bool Write(const void* data, size_t length);
bool Read(JsonDocument& message);
};

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deps/discord-rpc/src/serialization.cpp vendored Normal file
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#include "serialization.h"
#include "connection.h"
#include "discord_rpc.h"
template <typename T>
void NumberToString(char* dest, T number)
{
if (!number) {
*dest++ = '0';
*dest++ = 0;
return;
}
if (number < 0) {
*dest++ = '-';
number = -number;
}
char temp[32];
int place = 0;
while (number) {
auto digit = number % 10;
number = number / 10;
temp[place++] = '0' + (char)digit;
}
for (--place; place >= 0; --place) {
*dest++ = temp[place];
}
*dest = 0;
}
// it's ever so slightly faster to not have to strlen the key
template <typename T>
void WriteKey(JsonWriter& w, T& k)
{
w.Key(k, sizeof(T) - 1);
}
struct WriteObject {
JsonWriter& writer;
WriteObject(JsonWriter& w)
: writer(w)
{
writer.StartObject();
}
template <typename T>
WriteObject(JsonWriter& w, T& name)
: writer(w)
{
WriteKey(writer, name);
writer.StartObject();
}
~WriteObject() { writer.EndObject(); }
};
struct WriteArray {
JsonWriter& writer;
template <typename T>
WriteArray(JsonWriter& w, T& name)
: writer(w)
{
WriteKey(writer, name);
writer.StartArray();
}
~WriteArray() { writer.EndArray(); }
};
template <typename T>
void WriteOptionalString(JsonWriter& w, T& k, const char* value)
{
if (value && value[0]) {
w.Key(k, sizeof(T) - 1);
w.String(value);
}
}
static void JsonWriteNonce(JsonWriter& writer, int nonce)
{
WriteKey(writer, "nonce");
char nonceBuffer[32];
NumberToString(nonceBuffer, nonce);
writer.String(nonceBuffer);
}
size_t JsonWriteRichPresenceObj(char* dest,
size_t maxLen,
int nonce,
int pid,
const DiscordRichPresence* presence)
{
JsonWriter writer(dest, maxLen);
{
WriteObject top(writer);
JsonWriteNonce(writer, nonce);
WriteKey(writer, "cmd");
writer.String("SET_ACTIVITY");
{
WriteObject args(writer, "args");
WriteKey(writer, "pid");
writer.Int(pid);
if (presence != nullptr) {
WriteObject activity(writer, "activity");
WriteOptionalString(writer, "state", presence->state);
WriteOptionalString(writer, "details", presence->details);
if (presence->startTimestamp || presence->endTimestamp) {
WriteObject timestamps(writer, "timestamps");
if (presence->startTimestamp) {
WriteKey(writer, "start");
writer.Int64(presence->startTimestamp);
}
if (presence->endTimestamp) {
WriteKey(writer, "end");
writer.Int64(presence->endTimestamp);
}
}
if ((presence->largeImageKey && presence->largeImageKey[0]) ||
(presence->largeImageText && presence->largeImageText[0]) ||
(presence->smallImageKey && presence->smallImageKey[0]) ||
(presence->smallImageText && presence->smallImageText[0])) {
WriteObject assets(writer, "assets");
WriteOptionalString(writer, "large_image", presence->largeImageKey);
WriteOptionalString(writer, "large_text", presence->largeImageText);
WriteOptionalString(writer, "small_image", presence->smallImageKey);
WriteOptionalString(writer, "small_text", presence->smallImageText);
}
if ((presence->partyId && presence->partyId[0]) || presence->partySize ||
presence->partyMax) {
WriteObject party(writer, "party");
WriteOptionalString(writer, "id", presence->partyId);
if (presence->partySize && presence->partyMax) {
WriteArray size(writer, "size");
writer.Int(presence->partySize);
writer.Int(presence->partyMax);
}
}
if ((presence->matchSecret && presence->matchSecret[0]) ||
(presence->joinSecret && presence->joinSecret[0]) ||
(presence->spectateSecret && presence->spectateSecret[0])) {
WriteObject secrets(writer, "secrets");
WriteOptionalString(writer, "match", presence->matchSecret);
WriteOptionalString(writer, "join", presence->joinSecret);
WriteOptionalString(writer, "spectate", presence->spectateSecret);
}
writer.Key("instance");
writer.Bool(presence->instance != 0);
}
}
}
return writer.Size();
}
size_t JsonWriteHandshakeObj(char* dest, size_t maxLen, int version, const char* applicationId)
{
JsonWriter writer(dest, maxLen);
{
WriteObject obj(writer);
WriteKey(writer, "v");
writer.Int(version);
WriteKey(writer, "client_id");
writer.String(applicationId);
}
return writer.Size();
}
size_t JsonWriteSubscribeCommand(char* dest, size_t maxLen, int nonce, const char* evtName)
{
JsonWriter writer(dest, maxLen);
{
WriteObject obj(writer);
JsonWriteNonce(writer, nonce);
WriteKey(writer, "cmd");
writer.String("SUBSCRIBE");
WriteKey(writer, "evt");
writer.String(evtName);
}
return writer.Size();
}
size_t JsonWriteUnsubscribeCommand(char* dest, size_t maxLen, int nonce, const char* evtName)
{
JsonWriter writer(dest, maxLen);
{
WriteObject obj(writer);
JsonWriteNonce(writer, nonce);
WriteKey(writer, "cmd");
writer.String("UNSUBSCRIBE");
WriteKey(writer, "evt");
writer.String(evtName);
}
return writer.Size();
}
size_t JsonWriteJoinReply(char* dest, size_t maxLen, const char* userId, int reply, int nonce)
{
JsonWriter writer(dest, maxLen);
{
WriteObject obj(writer);
WriteKey(writer, "cmd");
if (reply == DISCORD_REPLY_YES) {
writer.String("SEND_ACTIVITY_JOIN_INVITE");
}
else {
writer.String("CLOSE_ACTIVITY_JOIN_REQUEST");
}
WriteKey(writer, "args");
{
WriteObject args(writer);
WriteKey(writer, "user_id");
writer.String(userId);
}
JsonWriteNonce(writer, nonce);
}
return writer.Size();
}

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deps/discord-rpc/src/serialization.h vendored Normal file
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#pragma once
#include <stdint.h>
#ifndef __MINGW32__
#pragma warning(push)
#pragma warning(disable : 4061) // enum is not explicitly handled by a case label
#pragma warning(disable : 4365) // signed/unsigned mismatch
#pragma warning(disable : 4464) // relative include path contains
#pragma warning(disable : 4668) // is not defined as a preprocessor macro
#pragma warning(disable : 6313) // Incorrect operator
#endif // __MINGW32__
#include "rapidjson/document.h"
#include "rapidjson/stringbuffer.h"
#include "rapidjson/writer.h"
#ifndef __MINGW32__
#pragma warning(pop)
#endif // __MINGW32__
// if only there was a standard library function for this
template <size_t Len>
inline size_t StringCopy(char (&dest)[Len], const char* src)
{
if (!src || !Len) {
return 0;
}
size_t copied;
char* out = dest;
for (copied = 1; *src && copied < Len; ++copied) {
*out++ = *src++;
}
*out = 0;
return copied - 1;
}
size_t JsonWriteHandshakeObj(char* dest, size_t maxLen, int version, const char* applicationId);
// Commands
struct DiscordRichPresence;
size_t JsonWriteRichPresenceObj(char* dest,
size_t maxLen,
int nonce,
int pid,
const DiscordRichPresence* presence);
size_t JsonWriteSubscribeCommand(char* dest, size_t maxLen, int nonce, const char* evtName);
size_t JsonWriteUnsubscribeCommand(char* dest, size_t maxLen, int nonce, const char* evtName);
size_t JsonWriteJoinReply(char* dest, size_t maxLen, const char* userId, int reply, int nonce);
// I want to use as few allocations as I can get away with, and to do that with RapidJson, you need
// to supply some of your own allocators for stuff rather than use the defaults
class LinearAllocator {
public:
char* buffer_;
char* end_;
LinearAllocator()
{
assert(0); // needed for some default case in rapidjson, should not use
}
LinearAllocator(char* buffer, size_t size)
: buffer_(buffer)
, end_(buffer + size)
{
}
static const bool kNeedFree = false;
void* Malloc(size_t size)
{
char* res = buffer_;
buffer_ += size;
if (buffer_ > end_) {
buffer_ = res;
return nullptr;
}
return res;
}
void* Realloc(void* originalPtr, size_t originalSize, size_t newSize)
{
if (newSize == 0) {
return nullptr;
}
// allocate how much you need in the first place
assert(!originalPtr && !originalSize);
// unused parameter warning
(void)(originalPtr);
(void)(originalSize);
return Malloc(newSize);
}
static void Free(void* ptr)
{
/* shrug */
(void)ptr;
}
};
template <size_t Size>
class FixedLinearAllocator : public LinearAllocator {
public:
char fixedBuffer_[Size];
FixedLinearAllocator()
: LinearAllocator(fixedBuffer_, Size)
{
}
static const bool kNeedFree = false;
};
// wonder why this isn't a thing already, maybe I missed it
class DirectStringBuffer {
public:
using Ch = char;
char* buffer_;
char* end_;
char* current_;
DirectStringBuffer(char* buffer, size_t maxLen)
: buffer_(buffer)
, end_(buffer + maxLen)
, current_(buffer)
{
}
void Put(char c)
{
if (current_ < end_) {
*current_++ = c;
}
}
void Flush() {}
size_t GetSize() const { return (size_t)(current_ - buffer_); }
};
using MallocAllocator = rapidjson::CrtAllocator;
using PoolAllocator = rapidjson::MemoryPoolAllocator<MallocAllocator>;
using UTF8 = rapidjson::UTF8<char>;
// Writer appears to need about 16 bytes per nested object level (with 64bit size_t)
using StackAllocator = FixedLinearAllocator<2048>;
constexpr size_t WriterNestingLevels = 2048 / (2 * sizeof(size_t));
using JsonWriterBase =
rapidjson::Writer<DirectStringBuffer, UTF8, UTF8, StackAllocator, rapidjson::kWriteNoFlags>;
class JsonWriter : public JsonWriterBase {
public:
DirectStringBuffer stringBuffer_;
StackAllocator stackAlloc_;
JsonWriter(char* dest, size_t maxLen)
: JsonWriterBase(stringBuffer_, &stackAlloc_, WriterNestingLevels)
, stringBuffer_(dest, maxLen)
, stackAlloc_()
{
}
size_t Size() const { return stringBuffer_.GetSize(); }
};
using JsonDocumentBase = rapidjson::GenericDocument<UTF8, PoolAllocator, StackAllocator>;
class JsonDocument : public JsonDocumentBase {
public:
static const int kDefaultChunkCapacity = 32 * 1024;
// json parser will use this buffer first, then allocate more if needed; I seriously doubt we
// send any messages that would use all of this, though.
char parseBuffer_[32 * 1024];
MallocAllocator mallocAllocator_;
PoolAllocator poolAllocator_;
StackAllocator stackAllocator_;
JsonDocument()
: JsonDocumentBase(rapidjson::kObjectType,
&poolAllocator_,
sizeof(stackAllocator_.fixedBuffer_),
&stackAllocator_)
, poolAllocator_(parseBuffer_, sizeof(parseBuffer_), kDefaultChunkCapacity, &mallocAllocator_)
, stackAllocator_()
{
}
};
using JsonValue = rapidjson::GenericValue<UTF8, PoolAllocator>;
inline JsonValue* GetObjMember(JsonValue* obj, const char* name)
{
if (obj) {
auto member = obj->FindMember(name);
if (member != obj->MemberEnd() && member->value.IsObject()) {
return &member->value;
}
}
return nullptr;
}
inline int GetIntMember(JsonValue* obj, const char* name, int notFoundDefault = 0)
{
if (obj) {
auto member = obj->FindMember(name);
if (member != obj->MemberEnd() && member->value.IsInt()) {
return member->value.GetInt();
}
}
return notFoundDefault;
}
inline const char* GetStrMember(JsonValue* obj,
const char* name,
const char* notFoundDefault = nullptr)
{
if (obj) {
auto member = obj->FindMember(name);
if (member != obj->MemberEnd() && member->value.IsString()) {
return member->value.GetString();
}
}
return notFoundDefault;
}

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# Set the default behavior, in case people don't have core.autocrlf set.
* text=auto
# Explicitly declare text files you want to always be normalized and converted
# to native line endings on checkout.
*.cpp text
*.h text
*.txt text
*.md text
*.cmake text
*.svg text
*.dot text
*.yml text
*.in text
*.sh text
*.autopkg text
Dockerfile text
# Denote all files that are truly binary and should not be modified.
*.png binary
*.jpg binary
*.json binary

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@ -0,0 +1,25 @@
/bin/*
!/bin/data
!/bin/encodings
!/bin/jsonchecker
!/bin/types
/build
/doc/html
/doc/doxygen_*.db
*.a
# Temporary files created during CMake build
CMakeCache.txt
CMakeFiles
cmake_install.cmake
CTestTestfile.cmake
Makefile
RapidJSON*.cmake
RapidJSON.pc
Testing
/googletest
install_manifest.txt
Doxyfile
Doxyfile.zh-cn
DartConfiguration.tcl
*.nupkg

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[submodule "thirdparty/gtest"]
path = thirdparty/gtest
url = https://github.com/google/googletest.git

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@ -0,0 +1,98 @@
sudo: required
dist: precise
language: cpp
cache:
- ccache
env:
global:
- USE_CCACHE=1
- CCACHE_SLOPPINESS=pch_defines,time_macros
- CCACHE_COMPRESS=1
- CCACHE_MAXSIZE=100M
- ARCH_FLAGS_x86='-m32' # #266: don't use SSE on 32-bit
- ARCH_FLAGS_x86_64='-msse4.2' # use SSE4.2 on 64-bit
- GITHUB_REPO='miloyip/rapidjson'
- secure: "HrsaCb+N66EG1HR+LWH1u51SjaJyRwJEDzqJGYMB7LJ/bfqb9mWKF1fLvZGk46W5t7TVaXRDD5KHFx9DPWvKn4gRUVkwTHEy262ah5ORh8M6n/6VVVajeV/AYt2C0sswdkDBDO4Xq+xy5gdw3G8s1A4Inbm73pUh+6vx+7ltBbk="
before_install:
- sudo apt-add-repository -y ppa:ubuntu-toolchain-r/test
- sudo apt-get update -qq
- sudo apt-get install -y cmake valgrind g++-multilib libc6-dbg:i386
matrix:
include:
# gcc
- env: CONF=release ARCH=x86 CXX11=ON
compiler: gcc
- env: CONF=release ARCH=x86_64 CXX11=ON
compiler: gcc
- env: CONF=debug ARCH=x86 CXX11=OFF
compiler: gcc
- env: CONF=debug ARCH=x86_64 CXX11=OFF
compiler: gcc
# clang
- env: CONF=debug ARCH=x86 CXX11=ON CCACHE_CPP2=yes
compiler: clang
- env: CONF=debug ARCH=x86_64 CXX11=ON CCACHE_CPP2=yes
compiler: clang
- env: CONF=debug ARCH=x86 CXX11=OFF CCACHE_CPP2=yes
compiler: clang
- env: CONF=debug ARCH=x86_64 CXX11=OFF CCACHE_CPP2=yes
compiler: clang
- env: CONF=release ARCH=x86 CXX11=ON CCACHE_CPP2=yes
compiler: clang
- env: CONF=release ARCH=x86_64 CXX11=ON CCACHE_CPP2=yes
compiler: clang
# coverage report
- env: CONF=debug ARCH=x86 CXX11=ON GCOV_FLAGS='--coverage'
compiler: gcc
cache:
- ccache
- pip
after_success:
- pip install --user cpp-coveralls
- coveralls -r .. --gcov-options '\-lp' -e thirdparty -e example -e test -e build/CMakeFiles -e include/rapidjson/msinttypes -e include/rapidjson/internal/meta.h -e include/rapidjson/error/en.h
- env: CONF=debug ARCH=x86_64 GCOV_FLAGS='--coverage'
compiler: gcc
cache:
- ccache
- pip
after_success:
- pip install --user cpp-coveralls
- coveralls -r .. --gcov-options '\-lp' -e thirdparty -e example -e test -e build/CMakeFiles -e include/rapidjson/msinttypes -e include/rapidjson/internal/meta.h -e include/rapidjson/error/en.h
- script: # Documentation task
- cd build
- cmake .. -DRAPIDJSON_HAS_STDSTRING=ON -DCMAKE_VERBOSE_MAKEFILE=ON
- make travis_doc
cache: false
addons:
apt:
packages:
- doxygen
before_script:
- ccache -s
# hack to avoid Valgrind bug (https://bugs.kde.org/show_bug.cgi?id=326469),
# exposed by merging PR#163 (using -march=native)
# TODO: Since this bug is already fixed. Remove this when valgrind can be upgraded.
- sed -i "s/-march=native//" CMakeLists.txt
- mkdir build
script:
- if [ "$CXX" = "clang++" ]; then export CXXFLAGS="-stdlib=libc++ ${CXXFLAGS}"; fi
- >
eval "ARCH_FLAGS=\${ARCH_FLAGS_${ARCH}}" ;
(cd build && cmake
-DRAPIDJSON_HAS_STDSTRING=ON
-DRAPIDJSON_BUILD_CXX11=$CXX11
-DCMAKE_VERBOSE_MAKEFILE=ON
-DCMAKE_BUILD_TYPE=$CONF
-DCMAKE_CXX_FLAGS="$ARCH_FLAGS $GCOV_FLAGS"
-DCMAKE_EXE_LINKER_FLAGS=$GCOV_FLAGS
..)
- cd build
- make tests -j 2
- make examples -j 2
- ctest -j 2 -V `[ "$CONF" = "release" ] || echo "-E perftest"`

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# Change Log
All notable changes to this project will be documented in this file.
This project adheres to [Semantic Versioning](http://semver.org/).
## [Unreleased]
## 1.1.0 - 2016-08-25
### Added
* Add GenericDocument ctor overload to specify JSON type (#369)
* Add FAQ (#372, #373, #374, #376)
* Add forward declaration header `fwd.h`
* Add @PlatformIO Library Registry manifest file (#400)
* Implement assignment operator for BigInteger (#404)
* Add comments support (#443)
* Adding coapp definition (#460)
* documenttest.cpp: EXPECT_THROW when checking empty allocator (470)
* GenericDocument: add implicit conversion to ParseResult (#480)
* Use <wchar.h> with C++ linkage on Windows ARM (#485)
* Detect little endian for Microsoft ARM targets
* Check Nan/Inf when writing a double (#510)
* Add JSON Schema Implementation (#522)
* Add iostream wrapper (#530)
* Add Jsonx example for converting JSON into JSONx (a XML format) (#531)
* Add optional unresolvedTokenIndex parameter to Pointer::Get() (#532)
* Add encoding validation option for Writer/PrettyWriter (#534)
* Add Writer::SetMaxDecimalPlaces() (#536)
* Support {0, } and {0, m} in Regex (#539)
* Add Value::Get/SetFloat(), Value::IsLossLessFloat/Double() (#540)
* Add stream position check to reader unit tests (#541)
* Add Templated accessors and range-based for (#542)
* Add (Pretty)Writer::RawValue() (#543)
* Add Document::Parse(std::string), Document::Parse(const char*, size_t length) and related APIs. (#553)
* Add move constructor for GenericSchemaDocument (#554)
* Add VS2010 and VS2015 to AppVeyor CI (#555)
* Add parse-by-parts example (#556, #562)
* Support parse number as string (#564, #589)
* Add kFormatSingleLineArray for PrettyWriter (#577)
* Added optional support for trailing commas (#584)
* Added filterkey and filterkeydom examples (#615)
* Added npm docs (#639)
* Allow options for writing and parsing NaN/Infinity (#641)
* Add std::string overload to PrettyWriter::Key() when RAPIDJSON_HAS_STDSTRING is defined (#698)
### Fixed
* Fix gcc/clang/vc warnings (#350, #394, #397, #444, #447, #473, #515, #582, #589, #595, #667)
* Fix documentation (#482, #511, #550, #557, #614, #635, #660)
* Fix emscripten alignment issue (#535)
* Fix missing allocator to uses of AddMember in document (#365)
* CMake will no longer complain that the minimum CMake version is not specified (#501)
* Make it usable with old VC8 (VS2005) (#383)
* Prohibit C++11 move from Document to Value (#391)
* Try to fix incorrect 64-bit alignment (#419)
* Check return of fwrite to avoid warn_unused_result build failures (#421)
* Fix UB in GenericDocument::ParseStream (#426)
* Keep Document value unchanged on parse error (#439)
* Add missing return statement (#450)
* Fix Document::Parse(const Ch*) for transcoding (#478)
* encodings.h: fix typo in preprocessor condition (#495)
* Custom Microsoft headers are necessary only for Visual Studio 2012 and lower (#559)
* Fix memory leak for invalid regex (26e69ffde95ba4773ab06db6457b78f308716f4b)
* Fix a bug in schema minimum/maximum keywords for 64-bit integer (e7149d665941068ccf8c565e77495521331cf390)
* Fix a crash bug in regex (#605)
* Fix schema "required" keyword cannot handle duplicated keys (#609)
* Fix cmake CMP0054 warning (#612)
* Added missing include guards in istreamwrapper.h and ostreamwrapper.h (#634)
* Fix undefined behaviour (#646)
* Fix buffer overrun using PutN (#673)
* Fix rapidjson::value::Get<std::string>() may returns wrong data (#681)
* Add Flush() for all value types (#689)
* Handle malloc() fail in PoolAllocator (#691)
* Fix builds on x32 platform. #703
### Changed
* Clarify problematic JSON license (#392)
* Move Travis to container based infrastructure (#504, #558)
* Make whitespace array more compact (#513)
* Optimize Writer::WriteString() with SIMD (#544)
* x86-64 48-bit pointer optimization for GenericValue (#546)
* Define RAPIDJSON_HAS_CXX11_RVALUE_REFS directly in clang (#617)
* Make GenericSchemaDocument constructor explicit (#674)
* Optimize FindMember when use std::string (#690)
## [1.0.2] - 2015-05-14
### Added
* Add Value::XXXMember(...) overloads for std::string (#335)
### Fixed
* Include rapidjson.h for all internal/error headers.
* Parsing some numbers incorrectly in full-precision mode (`kFullPrecisionParseFlag`) (#342)
* Fix some numbers parsed incorrectly (#336)
* Fix alignment of 64bit platforms (#328)
* Fix MemoryPoolAllocator::Clear() to clear user-buffer (0691502573f1afd3341073dd24b12c3db20fbde4)
### Changed
* CMakeLists for include as a thirdparty in projects (#334, #337)
* Change Document::ParseStream() to use stack allocator for Reader (ffbe38614732af8e0b3abdc8b50071f386a4a685)
## [1.0.1] - 2015-04-25
### Added
* Changelog following [Keep a CHANGELOG](https://github.com/olivierlacan/keep-a-changelog) suggestions.
### Fixed
* Parsing of some numbers (e.g. "1e-00011111111111") causing assertion (#314).
* Visual C++ 32-bit compilation error in `diyfp.h` (#317).
## [1.0.0] - 2015-04-22
### Added
* 100% [Coverall](https://coveralls.io/r/miloyip/rapidjson?branch=master) coverage.
* Version macros (#311)
### Fixed
* A bug in trimming long number sequence (4824f12efbf01af72b8cb6fc96fae7b097b73015).
* Double quote in unicode escape (#288).
* Negative zero roundtrip (double only) (#289).
* Standardize behavior of `memcpy()` and `malloc()` (0c5c1538dcfc7f160e5a4aa208ddf092c787be5a, #305, 0e8bbe5e3ef375e7f052f556878be0bd79e9062d).
### Removed
* Remove an invalid `Document::ParseInsitu()` API (e7f1c6dd08b522cfcf9aed58a333bd9a0c0ccbeb).
## 1.0-beta - 2015-04-8
### Added
* RFC 7159 (#101)
* Optional Iterative Parser (#76)
* Deep-copy values (#20)
* Error code and message (#27)
* ASCII Encoding (#70)
* `kParseStopWhenDoneFlag` (#83)
* `kParseFullPrecisionFlag` (881c91d696f06b7f302af6d04ec14dd08db66ceb)
* Add `Key()` to handler concept (#134)
* C++11 compatibility and support (#128)
* Optimized number-to-string and vice versa conversions (#137, #80)
* Short-String Optimization (#131)
* Local stream optimization by traits (#32)
* Travis & Appveyor Continuous Integration, with Valgrind verification (#24, #242)
* Redo all documentation (English, Simplified Chinese)
### Changed
* Copyright ownership transfered to THL A29 Limited (a Tencent company).
* Migrating from Premake to CMAKE (#192)
* Resolve all warning reports
### Removed
* Remove other JSON libraries for performance comparison (#180)
## 0.11 - 2012-11-16
## 0.1 - 2011-11-18
[Unreleased]: https://github.com/miloyip/rapidjson/compare/v1.1.0...HEAD
[1.1.0]: https://github.com/miloyip/rapidjson/compare/v1.0.2...v1.1.0
[1.0.2]: https://github.com/miloyip/rapidjson/compare/v1.0.1...v1.0.2
[1.0.1]: https://github.com/miloyip/rapidjson/compare/v1.0.0...v1.0.1
[1.0.0]: https://github.com/miloyip/rapidjson/compare/v1.0-beta...v1.0.0

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