Preliminary work to change from DiscordRPC to Discord GameSDK

This commit is contained in:
nightmareci
2021-10-17 08:51:34 -07:00
parent d2d710ead6
commit 34d53c82cb
52 changed files with 11744 additions and 0 deletions

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#include <stdint.h>
#include <stdio.h>
#include <assert.h>
#include "discord_game_sdk.h"
#ifdef _WIN32
#include <Windows.h>
#else
#include <unistd.h>
#include <string.h>
#endif
#define DISCORD_REQUIRE(x) assert(x == DiscordResult_Ok)
struct Application {
struct IDiscordCore* core;
struct IDiscordUserManager* users;
struct IDiscordAchievementManager* achievements;
struct IDiscordActivityManager* activities;
struct IDiscordRelationshipManager* relationships;
struct IDiscordApplicationManager* application;
struct IDiscordLobbyManager* lobbies;
DiscordUserId user_id;
};
void UpdateActivityCallback(void* data, enum EDiscordResult result)
{
DISCORD_REQUIRE(result);
}
int RelationshipPassFilter(void* data, struct DiscordRelationship* relationship)
{
return (relationship->type == DiscordRelationshipType_Friend);
}
int RelationshipSnowflakeFilter(void* data, struct DiscordRelationship* relationship)
{
struct Application* app = (struct Application*)data;
return (relationship->type == DiscordRelationshipType_Friend &&
relationship->user.id < app->user_id);
}
void OnRelationshipsRefresh(void* data)
{
struct Application* app = (struct Application*)data;
struct IDiscordRelationshipManager* module = app->relationships;
module->filter(module, app, RelationshipPassFilter);
int32_t unfiltered_count = 0;
DISCORD_REQUIRE(module->count(module, &unfiltered_count));
module->filter(module, app, RelationshipSnowflakeFilter);
int32_t filtered_count = 0;
DISCORD_REQUIRE(module->count(module, &filtered_count));
printf("=== Cool Friends ===\n");
for (int32_t i = 0; i < filtered_count; i += 1) {
struct DiscordRelationship relationship;
DISCORD_REQUIRE(module->get_at(module, i, &relationship));
printf("%lld %s#%s\n",
relationship.user.id,
relationship.user.username,
relationship.user.discriminator);
}
printf("(%d friends less cool than you omitted)\n", unfiltered_count - filtered_count);
struct DiscordActivity activity;
memset(&activity, 0, sizeof(activity));
sprintf(activity.details, "Cooler than %d friends", unfiltered_count - filtered_count);
sprintf(activity.state, "%d friends total", unfiltered_count);
app->activities->update_activity(app->activities, &activity, app, UpdateActivityCallback);
}
void OnUserUpdated(void* data)
{
struct Application* app = (struct Application*)data;
struct DiscordUser user;
app->users->get_current_user(app->users, &user);
app->user_id = user.id;
}
void OnOAuth2Token(void* data, enum EDiscordResult result, struct DiscordOAuth2Token* token)
{
if (result == DiscordResult_Ok) {
printf("OAuth2 token: %s\n", token->access_token);
}
else {
printf("GetOAuth2Token failed with %d\n", (int)result);
}
}
void OnLobbyConnect(void* data, enum EDiscordResult result, struct DiscordLobby* lobby)
{
printf("LobbyConnect returned %d\n", (int)result);
}
int main(int argc, char** argv)
{
struct Application app;
memset(&app, 0, sizeof(app));
struct IDiscordUserEvents users_events;
memset(&users_events, 0, sizeof(users_events));
users_events.on_current_user_update = OnUserUpdated;
struct IDiscordActivityEvents activities_events;
memset(&activities_events, 0, sizeof(activities_events));
struct IDiscordRelationshipEvents relationships_events;
memset(&relationships_events, 0, sizeof(relationships_events));
relationships_events.on_refresh = OnRelationshipsRefresh;
struct DiscordCreateParams params;
DiscordCreateParamsSetDefault(&params);
params.client_id = 418559331265675294;
params.flags = DiscordCreateFlags_Default;
params.event_data = &app;
params.activity_events = &activities_events;
params.relationship_events = &relationships_events;
params.user_events = &users_events;
DISCORD_REQUIRE(DiscordCreate(DISCORD_VERSION, &params, &app.core));
app.users = app.core->get_user_manager(app.core);
app.achievements = app.core->get_achievement_manager(app.core);
app.activities = app.core->get_activity_manager(app.core);
app.application = app.core->get_application_manager(app.core);
app.lobbies = app.core->get_lobby_manager(app.core);
app.lobbies->connect_lobby_with_activity_secret(
app.lobbies, "invalid_secret", &app, OnLobbyConnect);
app.application->get_oauth2_token(app.application, &app, OnOAuth2Token);
DiscordBranch branch;
app.application->get_current_branch(app.application, &branch);
printf("Current branch %s\n", branch);
app.relationships = app.core->get_relationship_manager(app.core);
for (;;) {
DISCORD_REQUIRE(app.core->run_callbacks(app.core));
#ifdef _WIN32
Sleep(16);
#else
usleep(16 * 1000);
#endif
}
return 0;
}

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#define _CRT_SECURE_NO_WARNINGS
#include <array>
#include <cassert>
#include <csignal>
#include <cstdio>
#include <cstdlib>
#include <iostream>
#include <thread>
#include <vector>
#include "discord.h"
#if defined(_WIN32)
#pragma pack(push, 1)
struct BitmapImageHeader {
uint32_t const structSize{sizeof(BitmapImageHeader)};
int32_t width{0};
int32_t height{0};
uint16_t const planes{1};
uint16_t const bpp{32};
uint32_t const pad0{0};
uint32_t const pad1{0};
uint32_t const hres{2835};
uint32_t const vres{2835};
uint32_t const pad4{0};
uint32_t const pad5{0};
BitmapImageHeader& operator=(BitmapImageHeader const&) = delete;
};
struct BitmapFileHeader {
uint8_t const magic0{'B'};
uint8_t const magic1{'M'};
uint32_t size{0};
uint32_t const pad{0};
uint32_t const offset{sizeof(BitmapFileHeader) + sizeof(BitmapImageHeader)};
BitmapFileHeader& operator=(BitmapFileHeader const&) = delete;
};
#pragma pack(pop)
#endif
struct DiscordState {
discord::User currentUser;
std::unique_ptr<discord::Core> core;
};
namespace {
volatile bool interrupted{false};
}
int main(int, char**)
{
DiscordState state{};
discord::Core* core{};
auto result = discord::Core::Create(310270644849737729, DiscordCreateFlags_Default, &core);
state.core.reset(core);
if (!state.core) {
std::cout << "Failed to instantiate discord core! (err " << static_cast<int>(result)
<< ")\n";
std::exit(-1);
}
state.core->SetLogHook(
discord::LogLevel::Debug, [](discord::LogLevel level, const char* message) {
std::cerr << "Log(" << static_cast<uint32_t>(level) << "): " << message << "\n";
});
core->UserManager().OnCurrentUserUpdate.Connect([&state]() {
state.core->UserManager().GetCurrentUser(&state.currentUser);
std::cout << "Current user updated: " << state.currentUser.GetUsername() << "#"
<< state.currentUser.GetDiscriminator() << "\n";
state.core->UserManager().GetUser(130050050968518656,
[](discord::Result result, discord::User const& user) {
if (result == discord::Result::Ok) {
std::cout << "Get " << user.GetUsername() << "\n";
}
else {
std::cout << "Failed to get David!\n";
}
});
discord::ImageHandle handle{};
handle.SetId(state.currentUser.GetId());
handle.SetType(discord::ImageType::User);
handle.SetSize(256);
state.core->ImageManager().Fetch(
handle, true, [&state](discord::Result res, discord::ImageHandle handle) {
if (res == discord::Result::Ok) {
discord::ImageDimensions dims{};
state.core->ImageManager().GetDimensions(handle, &dims);
std::cout << "Fetched " << dims.GetWidth() << "x" << dims.GetHeight()
<< " avatar!\n";
std::vector<uint8_t> data;
data.reserve(dims.GetWidth() * dims.GetHeight() * 4);
uint8_t* d = data.data();
state.core->ImageManager().GetData(handle, d, data.size());
#if defined(_WIN32)
auto fileSize =
data.size() + sizeof(BitmapImageHeader) + sizeof(BitmapFileHeader);
BitmapImageHeader imageHeader;
imageHeader.width = static_cast<int32_t>(dims.GetWidth());
imageHeader.height = static_cast<int32_t>(dims.GetHeight());
BitmapFileHeader fileHeader;
fileHeader.size = static_cast<uint32_t>(fileSize);
FILE* fp = fopen("avatar.bmp", "wb");
fwrite(&fileHeader, sizeof(BitmapFileHeader), 1, fp);
fwrite(&imageHeader, sizeof(BitmapImageHeader), 1, fp);
for (auto y = 0u; y < dims.GetHeight(); ++y) {
auto pixels = reinterpret_cast<uint32_t const*>(data.data());
auto invY = dims.GetHeight() - y - 1;
fwrite(
&pixels[invY * dims.GetWidth()], sizeof(uint32_t) * dims.GetWidth(), 1, fp);
}
fflush(fp);
fclose(fp);
#endif
}
else {
std::cout << "Failed fetching avatar. (err " << static_cast<int>(res) << ")\n";
}
});
});
state.core->ActivityManager().RegisterCommand("run/command/foo/bar/baz/here.exe");
state.core->ActivityManager().RegisterSteam(123123321);
state.core->ActivityManager().OnActivityJoin.Connect(
[](const char* secret) { std::cout << "Join " << secret << "\n"; });
state.core->ActivityManager().OnActivitySpectate.Connect(
[](const char* secret) { std::cout << "Spectate " << secret << "\n"; });
state.core->ActivityManager().OnActivityJoinRequest.Connect([](discord::User const& user) {
std::cout << "Join Request " << user.GetUsername() << "\n";
});
state.core->ActivityManager().OnActivityInvite.Connect(
[](discord::ActivityActionType, discord::User const& user, discord::Activity const&) {
std::cout << "Invite " << user.GetUsername() << "\n";
});
state.core->LobbyManager().OnLobbyUpdate.Connect(
[](std::int64_t lobbyId) { std::cout << "Lobby update " << lobbyId << "\n"; });
state.core->LobbyManager().OnLobbyDelete.Connect(
[](std::int64_t lobbyId, std::uint32_t reason) {
std::cout << "Lobby delete " << lobbyId << " (reason: " << reason << ")\n";
});
state.core->LobbyManager().OnMemberConnect.Connect(
[](std::int64_t lobbyId, std::int64_t userId) {
std::cout << "Lobby member connect " << lobbyId << " userId " << userId << "\n";
});
state.core->LobbyManager().OnMemberUpdate.Connect(
[](std::int64_t lobbyId, std::int64_t userId) {
std::cout << "Lobby member update " << lobbyId << " userId " << userId << "\n";
});
state.core->LobbyManager().OnMemberDisconnect.Connect(
[](std::int64_t lobbyId, std::int64_t userId) {
std::cout << "Lobby member disconnect " << lobbyId << " userId " << userId << "\n";
});
state.core->LobbyManager().OnLobbyMessage.Connect([&](std::int64_t lobbyId,
std::int64_t userId,
std::uint8_t* payload,
std::uint32_t payloadLength) {
std::vector<uint8_t> buffer{};
buffer.resize(payloadLength);
memcpy(buffer.data(), payload, payloadLength);
std::cout << "Lobby message " << lobbyId << " from " << userId << " of length "
<< payloadLength << " bytes.\n";
char fourtyNinetySix[4096];
state.core->LobbyManager().GetLobbyMetadataValue(lobbyId, "foo", fourtyNinetySix);
std::cout << "Metadata for key foo is " << fourtyNinetySix << "\n";
});
state.core->LobbyManager().OnSpeaking.Connect(
[&](std::int64_t, std::int64_t userId, bool speaking) {
std::cout << "User " << userId << " is " << (speaking ? "" : "NOT ") << "speaking.\n";
});
discord::Activity activity{};
activity.SetDetails("Fruit Tarts");
activity.SetState("Pop Snacks");
activity.GetAssets().SetSmallImage("the");
activity.GetAssets().SetSmallText("i mage");
activity.GetAssets().SetLargeImage("the");
activity.GetAssets().SetLargeText("u mage");
activity.SetType(discord::ActivityType::Playing);
state.core->ActivityManager().UpdateActivity(activity, [](discord::Result result) {
std::cout << ((result == discord::Result::Ok) ? "Succeeded" : "Failed")
<< " updating activity!\n";
});
discord::LobbyTransaction lobby{};
state.core->LobbyManager().GetLobbyCreateTransaction(&lobby);
lobby.SetCapacity(2);
lobby.SetMetadata("foo", "bar");
lobby.SetMetadata("baz", "bat");
lobby.SetType(discord::LobbyType::Public);
state.core->LobbyManager().CreateLobby(
lobby, [&state](discord::Result result, discord::Lobby const& lobby) {
if (result == discord::Result::Ok) {
std::cout << "Created lobby with secret " << lobby.GetSecret() << "\n";
std::array<uint8_t, 234> data{};
state.core->LobbyManager().SendLobbyMessage(
lobby.GetId(),
reinterpret_cast<uint8_t*>(data.data()),
data.size(),
[](discord::Result result) {
std::cout << "Sent message. Result: " << static_cast<int>(result) << "\n";
});
}
else {
std::cout << "Failed creating lobby. (err " << static_cast<int>(result) << ")\n";
}
discord::LobbySearchQuery query{};
state.core->LobbyManager().GetSearchQuery(&query);
query.Limit(1);
state.core->LobbyManager().Search(query, [&state](discord::Result result) {
if (result == discord::Result::Ok) {
std::int32_t lobbyCount{};
state.core->LobbyManager().LobbyCount(&lobbyCount);
std::cout << "Lobby search succeeded with " << lobbyCount << " lobbies.\n";
for (auto i = 0; i < lobbyCount; ++i) {
discord::LobbyId lobbyId{};
state.core->LobbyManager().GetLobbyId(i, &lobbyId);
std::cout << " " << lobbyId << "\n";
}
}
else {
std::cout << "Lobby search failed. (err " << static_cast<int>(result) << ")\n";
}
});
});
state.core->RelationshipManager().OnRefresh.Connect([&]() {
std::cout << "Relationships refreshed!\n";
state.core->RelationshipManager().Filter(
[](discord::Relationship const& relationship) -> bool {
return relationship.GetType() == discord::RelationshipType::Friend;
});
std::int32_t friendCount{0};
state.core->RelationshipManager().Count(&friendCount);
state.core->RelationshipManager().Filter(
[&](discord::Relationship const& relationship) -> bool {
return relationship.GetType() == discord::RelationshipType::Friend &&
relationship.GetUser().GetId() < state.currentUser.GetId();
});
std::int32_t filteredCount{0};
state.core->RelationshipManager().Count(&filteredCount);
discord::Relationship relationship{};
for (auto i = 0; i < filteredCount; ++i) {
state.core->RelationshipManager().GetAt(i, &relationship);
std::cout << relationship.GetUser().GetId() << " "
<< relationship.GetUser().GetUsername() << "#"
<< relationship.GetUser().GetDiscriminator() << "\n";
}
});
state.core->RelationshipManager().OnRelationshipUpdate.Connect(
[](discord::Relationship const& relationship) {
std::cout << "Relationship with " << relationship.GetUser().GetUsername()
<< " updated!\n";
});
std::signal(SIGINT, [](int) { interrupted = true; });
do {
state.core->RunCallbacks();
std::this_thread::sleep_for(std::chrono::milliseconds(16));
} while (!interrupted);
return 0;
}

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using System;
using System.Linq;
using System.Threading;
using System.Text;
using System.Runtime.InteropServices;
class Program
{
// Request user's avatar data. Sizes can be powers of 2 between 16 and 2048
static void FetchAvatar(Discord.ImageManager imageManager, Int64 userID)
{
imageManager.Fetch(Discord.ImageHandle.User(userID), (result, handle) =>
{
{
if (result == Discord.Result.Ok)
{
// You can also use GetTexture2D within Unity.
// These return raw RGBA.
var data = imageManager.GetData(handle);
Console.WriteLine("image updated {0} {1}", handle.Id, data.Length);
}
else
{
Console.WriteLine("image error {0}", handle.Id);
}
}
});
}
// Update user's activity for your game.
// Party and secrets are vital.
// Read https://discordapp.com/developers/docs/rich-presence/how-to for more details.
static void UpdateActivity(Discord.Discord discord, Discord.Lobby lobby)
{
var activityManager = discord.GetActivityManager();
var lobbyManager = discord.GetLobbyManager();
var activity = new Discord.Activity
{
State = "olleh",
Details = "foo details",
Timestamps =
{
Start = 5,
End = 6,
},
Assets =
{
LargeImage = "foo largeImageKey",
LargeText = "foo largeImageText",
SmallImage = "foo smallImageKey",
SmallText = "foo smallImageText",
},
Party = {
Id = lobby.Id.ToString(),
Size = {
CurrentSize = lobbyManager.MemberCount(lobby.Id),
MaxSize = (int)lobby.Capacity,
},
},
Secrets = {
Join = lobbyManager.GetLobbyActivitySecret(lobby.Id),
},
Instance = true,
};
activityManager.UpdateActivity(activity, result =>
{
Console.WriteLine("Update Activity {0}", result);
// Send an invite to another user for this activity.
// Receiver should see an invite in their DM.
// Use a relationship user's ID for this.
// activityManager
// .SendInvite(
// 364843917537050624,
// Discord.ActivityActionType.Join,
// "",
// inviteResult =>
// {
// Console.WriteLine("Invite {0}", inviteResult);
// }
// );
});
}
static void Main(string[] args)
{
// Use your client ID from Discord's developer site.
var clientID = Environment.GetEnvironmentVariable("DISCORD_CLIENT_ID");
if (clientID == null)
{
clientID = "418559331265675294";
}
var discord = new Discord.Discord(Int64.Parse(clientID), (UInt64)Discord.CreateFlags.Default);
discord.SetLogHook(Discord.LogLevel.Debug, (level, message) =>
{
Console.WriteLine("Log[{0}] {1}", level, message);
});
var applicationManager = discord.GetApplicationManager();
// Get the current locale. This can be used to determine what text or audio the user wants.
Console.WriteLine("Current Locale: {0}", applicationManager.GetCurrentLocale());
// Get the current branch. For example alpha or beta.
Console.WriteLine("Current Branch: {0}", applicationManager.GetCurrentBranch());
// If you want to verify information from your game's server then you can
// grab the access token and send it to your server.
//
// This automatically looks for an environment variable passed by the Discord client,
// if it does not exist the Discord client will focus itself for manual authorization.
//
// By-default the SDK grants the identify and rpc scopes.
// Read more at https://discordapp.com/developers/docs/topics/oauth2
// applicationManager.GetOAuth2Token((Discord.Result result, ref Discord.OAuth2Token oauth2Token) =>
// {
// Console.WriteLine("Access Token {0}", oauth2Token.AccessToken);
// });
var activityManager = discord.GetActivityManager();
var lobbyManager = discord.GetLobbyManager();
// Received when someone accepts a request to join or invite.
// Use secrets to receive back the information needed to add the user to the group/party/match
activityManager.OnActivityJoin += secret =>
{
Console.WriteLine("OnJoin {0}", secret);
lobbyManager.ConnectLobbyWithActivitySecret(secret, (Discord.Result result, ref Discord.Lobby lobby) =>
{
Console.WriteLine("Connected to lobby: {0}", lobby.Id);
lobbyManager.ConnectNetwork(lobby.Id);
lobbyManager.OpenNetworkChannel(lobby.Id, 0, true);
foreach (var user in lobbyManager.GetMemberUsers(lobby.Id))
{
lobbyManager.SendNetworkMessage(lobby.Id, user.Id, 0,
Encoding.UTF8.GetBytes(String.Format("Hello, {0}!", user.Username)));
}
UpdateActivity(discord, lobby);
});
};
// Received when someone accepts a request to spectate
activityManager.OnActivitySpectate += secret =>
{
Console.WriteLine("OnSpectate {0}", secret);
};
// A join request has been received. Render the request on the UI.
activityManager.OnActivityJoinRequest += (ref Discord.User user) =>
{
Console.WriteLine("OnJoinRequest {0} {1}", user.Id, user.Username);
};
// An invite has been received. Consider rendering the user / activity on the UI.
activityManager.OnActivityInvite += (Discord.ActivityActionType Type, ref Discord.User user, ref Discord.Activity activity2) =>
{
Console.WriteLine("OnInvite {0} {1} {2}", Type, user.Username, activity2.Name);
// activityManager.AcceptInvite(user.Id, result =>
// {
// Console.WriteLine("AcceptInvite {0}", result);
// });
};
// This is used to register the game in the registry such that Discord can find it.
// This is only needed by games acquired from other platforms, like Steam.
// activityManager.RegisterCommand();
var imageManager = discord.GetImageManager();
var userManager = discord.GetUserManager();
// The auth manager fires events as information about the current user changes.
// This event will fire once on init.
//
// GetCurrentUser will error until this fires once.
userManager.OnCurrentUserUpdate += () =>
{
var currentUser = userManager.GetCurrentUser();
Console.WriteLine(currentUser.Username);
Console.WriteLine(currentUser.Id);
};
// If you store Discord user ids in a central place like a leaderboard and want to render them.
// The users manager can be used to fetch arbitrary Discord users. This only provides basic
// information and does not automatically update like relationships.
userManager.GetUser(450795363658366976, (Discord.Result result, ref Discord.User user) =>
{
if (result == Discord.Result.Ok)
{
Console.WriteLine("user fetched: {0}", user.Username);
// Request users's avatar data.
// This can only be done after a user is successfully fetched.
FetchAvatar(imageManager, user.Id);
}
else
{
Console.WriteLine("user fetch error: {0}", result);
}
});
var relationshipManager = discord.GetRelationshipManager();
// It is important to assign this handle right away to get the initial relationships refresh.
// This callback will only be fired when the whole list is initially loaded or was reset
relationshipManager.OnRefresh += () =>
{
// Filter a user's relationship list to be just friends
relationshipManager.Filter((ref Discord.Relationship relationship) => { return relationship.Type == Discord.RelationshipType.Friend; });
// Loop over all friends a user has.
Console.WriteLine("relationships updated: {0}", relationshipManager.Count());
for (var i = 0; i < Math.Min(relationshipManager.Count(), 10); i++)
{
// Get an individual relationship from the list
var r = relationshipManager.GetAt((uint)i);
Console.WriteLine("relationships: {0} {1} {2} {3}", r.Type, r.User.Username, r.Presence.Status, r.Presence.Activity.Name);
// Request relationship's avatar data.
FetchAvatar(imageManager, r.User.Id);
}
};
// All following relationship updates are delivered individually.
// These are fired when a user gets a new friend, removes a friend, or a relationship's presence changes.
relationshipManager.OnRelationshipUpdate += (ref Discord.Relationship r) =>
{
Console.WriteLine("relationship updated: {0} {1} {2} {3}", r.Type, r.User.Username, r.Presence.Status, r.Presence.Activity.Name);
};
lobbyManager.OnLobbyMessage += (lobbyID, userID, data) =>
{
Console.WriteLine("lobby message: {0} {1}", lobbyID, Encoding.UTF8.GetString(data));
};
lobbyManager.OnNetworkMessage += (lobbyId, userId, channelId, data) =>
{
Console.WriteLine("network message: {0} {1} {2} {3}", lobbyId, userId, channelId, Encoding.UTF8.GetString(data));
};
lobbyManager.OnSpeaking += (lobbyID, userID, speaking) =>
{
Console.WriteLine("lobby speaking: {0} {1} {2}", lobbyID, userID, speaking);
};
// Create a lobby.
var transaction = lobbyManager.GetLobbyCreateTransaction();
transaction.SetCapacity(6);
transaction.SetType(Discord.LobbyType.Public);
transaction.SetMetadata("a", "123");
transaction.SetMetadata("a", "456");
transaction.SetMetadata("b", "111");
transaction.SetMetadata("c", "222");
lobbyManager.CreateLobby(transaction, (Discord.Result result, ref Discord.Lobby lobby) =>
{
if (result != Discord.Result.Ok)
{
return;
}
// Check the lobby's configuration.
Console.WriteLine("lobby {0} with capacity {1} and secret {2}", lobby.Id, lobby.Capacity, lobby.Secret);
// Check lobby metadata.
foreach (var key in new string[] { "a", "b", "c" })
{
Console.WriteLine("{0} = {1}", key, lobbyManager.GetLobbyMetadataValue(lobby.Id, key));
}
// Print all the members of the lobby.
foreach (var user in lobbyManager.GetMemberUsers(lobby.Id))
{
Console.WriteLine("lobby member: {0}", user.Username);
}
// Send everyone a message.
lobbyManager.SendLobbyMessage(lobby.Id, "Hello from C#!", (_) =>
{
Console.WriteLine("sent message");
});
// Update lobby.
var lobbyTransaction = lobbyManager.GetLobbyUpdateTransaction(lobby.Id);
lobbyTransaction.SetMetadata("d", "e");
lobbyTransaction.SetCapacity(16);
lobbyManager.UpdateLobby(lobby.Id, lobbyTransaction, (_) =>
{
Console.WriteLine("lobby has been updated");
});
// Update a member.
var lobbyID = lobby.Id;
var userID = lobby.OwnerId;
var memberTransaction = lobbyManager.GetMemberUpdateTransaction(lobbyID, userID);
memberTransaction.SetMetadata("hello", "there");
lobbyManager.UpdateMember(lobbyID, userID, memberTransaction, (_) =>
{
Console.WriteLine("lobby member has been updated: {0}", lobbyManager.GetMemberMetadataValue(lobbyID, userID, "hello"));
});
// Search lobbies.
var query = lobbyManager.GetSearchQuery();
// Filter by a metadata value.
query.Filter("metadata.a", Discord.LobbySearchComparison.GreaterThan, Discord.LobbySearchCast.Number, "455");
query.Sort("metadata.a", Discord.LobbySearchCast.Number, "0");
// Only return 1 result max.
query.Limit(1);
lobbyManager.Search(query, (_) =>
{
Console.WriteLine("search returned {0} lobbies", lobbyManager.LobbyCount());
if (lobbyManager.LobbyCount() == 1)
{
Console.WriteLine("first lobby secret: {0}", lobbyManager.GetLobby(lobbyManager.GetLobbyId(0)).Secret);
}
});
// Connect to voice chat.
lobbyManager.ConnectVoice(lobby.Id, (_) =>
{
Console.WriteLine("Connected to voice chat!");
});
// Setup networking.
lobbyManager.ConnectNetwork(lobby.Id);
lobbyManager.OpenNetworkChannel(lobby.Id, 0, true);
// Update activity.
UpdateActivity(discord, lobby);
});
/*
var overlayManager = discord.GetOverlayManager();
overlayManager.OnOverlayLocked += locked =>
{
Console.WriteLine("Overlay Locked: {0}", locked);
};
overlayManager.SetLocked(false);
*/
var storageManager = discord.GetStorageManager();
var contents = new byte[20000];
var random = new Random();
random.NextBytes(contents);
Console.WriteLine("storage path: {0}", storageManager.GetPath());
storageManager.WriteAsync("foo", contents, res =>
{
var files = storageManager.Files();
foreach (var file in files)
{
Console.WriteLine("file: {0} size: {1} last_modified: {2}", file.Filename, file.Size, file.LastModified);
}
storageManager.ReadAsyncPartial("foo", 400, 50, (result, data) =>
{
Console.WriteLine("partial contents of foo match {0}", Enumerable.SequenceEqual(data, new ArraySegment<byte>(contents, 400, 50)));
});
storageManager.ReadAsync("foo", (result, data) =>
{
Console.WriteLine("length of contents {0} data {1}", contents.Length, data.Length);
Console.WriteLine("contents of foo match {0}", Enumerable.SequenceEqual(data, contents));
Console.WriteLine("foo exists? {0}", storageManager.Exists("foo"));
storageManager.Delete("foo");
Console.WriteLine("post-delete foo exists? {0}", storageManager.Exists("foo"));
});
});
var storeManager = discord.GetStoreManager();
storeManager.OnEntitlementCreate += (ref Discord.Entitlement entitlement) =>
{
Console.WriteLine("Entitlement Create1: {0}", entitlement.Id);
};
// Start a purchase flow.
// storeManager.StartPurchase(487507201519255552, result =>
// {
// if (result == Discord.Result.Ok)
// {
// Console.WriteLine("Purchase Complete");
// }
// else
// {
// Console.WriteLine("Purchase Canceled");
// }
// });
// Get all entitlements.
storeManager.FetchEntitlements(result =>
{
if (result == Discord.Result.Ok)
{
foreach (var entitlement in storeManager.GetEntitlements())
{
Console.WriteLine("entitlement: {0} - {1} {2}", entitlement.Id, entitlement.Type, entitlement.SkuId);
}
}
});
// Get all SKUs.
storeManager.FetchSkus(result =>
{
if (result == Discord.Result.Ok)
{
foreach (var sku in storeManager.GetSkus())
{
Console.WriteLine("sku: {0} - {1} {2}", sku.Name, sku.Price.Amount, sku.Price.Currency);
}
}
});
// Pump the event look to ensure all callbacks continue to get fired.
try
{
while (true)
{
discord.RunCallbacks();
lobbyManager.FlushNetwork();
Thread.Sleep(1000 / 60);
}
}
finally
{
discord.Dispose();
}
}
}