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rich presence!!
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67abf35a28
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BIN
discord-rpc.dll
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BIN
discord-rpc.dll
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Binary file not shown.
252
discordRPC.lua
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252
discordRPC.lua
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@ -0,0 +1,252 @@
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local ffi = require "ffi"
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local discordRPClib = ffi.load("discord-rpc")
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ffi.cdef[[
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typedef struct DiscordRichPresence {
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const char* state; /* max 128 bytes */
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const char* details; /* max 128 bytes */
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int64_t startTimestamp;
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int64_t endTimestamp;
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const char* largeImageKey; /* max 32 bytes */
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const char* largeImageText; /* max 128 bytes */
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const char* smallImageKey; /* max 32 bytes */
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const char* smallImageText; /* max 128 bytes */
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const char* partyId; /* max 128 bytes */
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int partySize;
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int partyMax;
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const char* matchSecret; /* max 128 bytes */
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const char* joinSecret; /* max 128 bytes */
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const char* spectateSecret; /* max 128 bytes */
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int8_t instance;
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} DiscordRichPresence;
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typedef struct DiscordUser {
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const char* userId;
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const char* username;
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const char* discriminator;
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const char* avatar;
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} DiscordUser;
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typedef void (*readyPtr)(const DiscordUser* request);
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typedef void (*disconnectedPtr)(int errorCode, const char* message);
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typedef void (*erroredPtr)(int errorCode, const char* message);
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typedef void (*joinGamePtr)(const char* joinSecret);
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typedef void (*spectateGamePtr)(const char* spectateSecret);
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typedef void (*joinRequestPtr)(const DiscordUser* request);
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typedef struct DiscordEventHandlers {
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readyPtr ready;
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disconnectedPtr disconnected;
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erroredPtr errored;
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joinGamePtr joinGame;
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spectateGamePtr spectateGame;
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joinRequestPtr joinRequest;
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} DiscordEventHandlers;
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void Discord_Initialize(const char* applicationId,
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DiscordEventHandlers* handlers,
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int autoRegister,
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const char* optionalSteamId);
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void Discord_Shutdown(void);
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void Discord_RunCallbacks(void);
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void Discord_UpdatePresence(const DiscordRichPresence* presence);
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void Discord_ClearPresence(void);
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void Discord_Respond(const char* userid, int reply);
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void Discord_UpdateHandlers(DiscordEventHandlers* handlers);
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]]
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local discordRPC = {} -- module table
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-- proxy to detect garbage collection of the module
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discordRPC.gcDummy = newproxy(true)
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local function unpackDiscordUser(request)
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return ffi.string(request.userId), ffi.string(request.username),
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ffi.string(request.discriminator), ffi.string(request.avatar)
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end
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-- callback proxies
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-- note: callbacks are not JIT compiled (= SLOW), try to avoid doing performance critical tasks in them
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-- luajit.org/ext_ffi_semantics.html
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local ready_proxy = ffi.cast("readyPtr", function(request)
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if discordRPC.ready then
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discordRPC.ready(unpackDiscordUser(request))
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end
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end)
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local disconnected_proxy = ffi.cast("disconnectedPtr", function(errorCode, message)
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if discordRPC.disconnected then
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discordRPC.disconnected(errorCode, ffi.string(message))
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end
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end)
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local errored_proxy = ffi.cast("erroredPtr", function(errorCode, message)
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if discordRPC.errored then
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discordRPC.errored(errorCode, ffi.string(message))
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end
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end)
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local joinGame_proxy = ffi.cast("joinGamePtr", function(joinSecret)
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if discordRPC.joinGame then
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discordRPC.joinGame(ffi.string(joinSecret))
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end
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end)
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local spectateGame_proxy = ffi.cast("spectateGamePtr", function(spectateSecret)
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if discordRPC.spectateGame then
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discordRPC.spectateGame(ffi.string(spectateSecret))
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end
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end)
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local joinRequest_proxy = ffi.cast("joinRequestPtr", function(request)
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if discordRPC.joinRequest then
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discordRPC.joinRequest(unpackDiscordUser(request))
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end
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end)
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-- helpers
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local function checkArg(arg, argType, argName, func, maybeNil)
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assert(type(arg) == argType or (maybeNil and arg == nil),
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string.format("Argument \"%s\" to function \"%s\" has to be of type \"%s\"",
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argName, func, argType))
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end
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local function checkStrArg(arg, maxLen, argName, func, maybeNil)
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if maxLen then
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assert(type(arg) == "string" and arg:len() <= maxLen or (maybeNil and arg == nil),
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string.format("Argument \"%s\" of function \"%s\" has to be of type string with maximum length %d",
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argName, func, maxLen))
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else
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checkArg(arg, "string", argName, func, true)
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end
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end
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local function checkIntArg(arg, maxBits, argName, func, maybeNil)
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maxBits = math.min(maxBits or 32, 52) -- lua number (double) can only store integers < 2^53
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local maxVal = 2^(maxBits-1) -- assuming signed integers, which, for now, are the only ones in use
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assert(type(arg) == "number" and math.floor(arg) == arg
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and arg < maxVal and arg >= -maxVal
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or (maybeNil and arg == nil),
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string.format("Argument \"%s\" of function \"%s\" has to be a whole number <= %d",
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argName, func, maxVal))
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end
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-- function wrappers
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function discordRPC.initialize(applicationId, autoRegister, optionalSteamId)
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local func = "discordRPC.Initialize"
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checkStrArg(applicationId, nil, "applicationId", func)
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checkArg(autoRegister, "boolean", "autoRegister", func)
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if optionalSteamId ~= nil then
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checkStrArg(optionalSteamId, nil, "optionalSteamId", func)
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end
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local eventHandlers = ffi.new("struct DiscordEventHandlers")
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eventHandlers.ready = ready_proxy
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eventHandlers.disconnected = disconnected_proxy
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eventHandlers.errored = errored_proxy
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eventHandlers.joinGame = joinGame_proxy
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eventHandlers.spectateGame = spectateGame_proxy
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eventHandlers.joinRequest = joinRequest_proxy
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discordRPClib.Discord_Initialize(applicationId, eventHandlers,
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autoRegister and 1 or 0, optionalSteamId)
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end
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function discordRPC.shutdown()
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discordRPClib.Discord_Shutdown()
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end
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function discordRPC.runCallbacks()
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discordRPClib.Discord_RunCallbacks()
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end
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-- http://luajit.org/ext_ffi_semantics.html#callback :
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-- It is not allowed, to let an FFI call into a C function (runCallbacks)
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-- get JIT-compiled, which in turn calls a callback, calling into Lua again (e.g. discordRPC.ready).
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-- Usually this attempt is caught by the interpreter first and the C function
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-- is blacklisted for compilation.
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-- solution:
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-- "Then you'll need to manually turn off JIT-compilation with jit.off() for
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-- the surrounding Lua function that invokes such a message polling function."
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jit.off(discordRPC.runCallbacks)
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function discordRPC.updatePresence(presence)
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local func = "discordRPC.updatePresence"
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checkArg(presence, "table", "presence", func)
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-- -1 for string length because of 0-termination
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checkStrArg(presence.state, 127, "presence.state", func, true)
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checkStrArg(presence.details, 127, "presence.details", func, true)
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checkIntArg(presence.startTimestamp, 64, "presence.startTimestamp", func, true)
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checkIntArg(presence.endTimestamp, 64, "presence.endTimestamp", func, true)
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checkStrArg(presence.largeImageKey, 31, "presence.largeImageKey", func, true)
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checkStrArg(presence.largeImageText, 127, "presence.largeImageText", func, true)
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checkStrArg(presence.smallImageKey, 31, "presence.smallImageKey", func, true)
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checkStrArg(presence.smallImageText, 127, "presence.smallImageText", func, true)
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checkStrArg(presence.partyId, 127, "presence.partyId", func, true)
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checkIntArg(presence.partySize, 32, "presence.partySize", func, true)
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checkIntArg(presence.partyMax, 32, "presence.partyMax", func, true)
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checkStrArg(presence.matchSecret, 127, "presence.matchSecret", func, true)
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checkStrArg(presence.joinSecret, 127, "presence.joinSecret", func, true)
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checkStrArg(presence.spectateSecret, 127, "presence.spectateSecret", func, true)
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checkIntArg(presence.instance, 8, "presence.instance", func, true)
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local cpresence = ffi.new("struct DiscordRichPresence")
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cpresence.state = presence.state
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cpresence.details = presence.details
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cpresence.startTimestamp = presence.startTimestamp or 0
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cpresence.endTimestamp = presence.endTimestamp or 0
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cpresence.largeImageKey = presence.largeImageKey
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cpresence.largeImageText = presence.largeImageText
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cpresence.smallImageKey = presence.smallImageKey
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cpresence.smallImageText = presence.smallImageText
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cpresence.partyId = presence.partyId
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cpresence.partySize = presence.partySize or 0
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cpresence.partyMax = presence.partyMax or 0
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cpresence.matchSecret = presence.matchSecret
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cpresence.joinSecret = presence.joinSecret
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cpresence.spectateSecret = presence.spectateSecret
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cpresence.instance = presence.instance or 0
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discordRPClib.Discord_UpdatePresence(cpresence)
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end
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function discordRPC.clearPresence()
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discordRPClib.Discord_ClearPresence()
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end
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local replyMap = {
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no = 0,
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yes = 1,
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ignore = 2
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}
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-- maybe let reply take ints too (0, 1, 2) and add constants to the module
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function discordRPC.respond(userId, reply)
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checkStrArg(userId, nil, "userId", "discordRPC.respond")
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assert(replyMap[reply], "Argument 'reply' to discordRPC.respond has to be one of \"yes\", \"no\" or \"ignore\"")
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discordRPClib.Discord_Respond(userId, replyMap[reply])
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end
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-- garbage collection callback
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getmetatable(discordRPC.gcDummy).__gc = function()
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discordRPC.shutdown()
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ready_proxy:free()
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disconnected_proxy:free()
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errored_proxy:free()
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joinGame_proxy:free()
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spectateGame_proxy:free()
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joinRequest_proxy:free()
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end
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return discordRPC
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41
main.lua
41
main.lua
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discordRPC = require("discordRPC")
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appId = "599778517789573120"
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function discordRPC.ready(userId, username, discriminator, avatar)
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print(string.format("Discord: ready (%s, %s, %s, %s)", userId, username, discriminator, avatar))
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end
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function discordRPC.disconnected(errorCode, message)
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print(string.format("Discord: disconnected (%d: %s)", errorCode, message))
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end
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function discordRPC.errored(errorCode, message)
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print(string.format("Discord: error (%d: %s)", errorCode, message))
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end
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function discordRPC.joinGame(joinSecret)
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print(string.format("Discord: join (%s)", joinSecret))
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end
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function discordRPC.spectateGame(spectateSecret)
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print(string.format("Discord: spectate (%s)", spectateSecret))
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end
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function discordRPC.joinRequest(userId, username, discriminator, avatar)
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print(string.format("Discord: join request (%s, %s, %s, %s)", userId, username, discriminator, avatar))
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discordRPC.respond(userId, "yes")
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end
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function love.load()
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discordRPC.initialize(appId, true)
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local now = os.time(os.date("*t"))
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presence = {
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startTimestamp = now,
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details = "Loading game...",
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state = "",
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largeImageKey = "",
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largeImageText = "",
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smallImageKey = "",
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smallImageText = ""
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}
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math.randomseed(os.time())
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highscores = {}
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require "load.graphics"
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@ -5,6 +5,9 @@ function GameScene:new(game_mode, ruleset)
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self.game = game_mode()
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self.ruleset = ruleset()
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self.game:initialize(self.ruleset)
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presence.details = "In game"
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presence.state = game_mode.name
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discordRPC.updatePresence(presence)
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end
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function GameScene:update()
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-- load current config
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self.config = config.input
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self.input_state = 1
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presence.details = "In menus"
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presence.state = "Changing input config"
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discordRPC.updatePresence(presence)
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end
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function ConfigScene:update()
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ruleset = current_ruleset,
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select = "mode",
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}
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presence.details = "In menus"
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presence.state = "Choosing a mode"
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discordRPC.updatePresence(presence)
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end
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function ModeSelectScene:update()
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ExitScene,
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}
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local mainmenuidle = {"Idle", "Twiddling their thumbs", "Admiring the main menu's BG", "Waiting for spring to come"}
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function TitleScene:new()
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self.main_menu_state = 1
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presence.details = "In menus"
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presence.state = mainmenuidle[math.random(#mainmenuidle)]
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discordRPC.updatePresence(presence)
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end
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function TitleScene:update()
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