mirror of
https://github.com/SashLilac/cambridge.git
synced 2024-11-16 15:49:03 -06:00
413 lines
17 KiB
C#
413 lines
17 KiB
C#
using System;
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using System.Linq;
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using System.Threading;
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using System.Text;
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using System.Runtime.InteropServices;
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class Program
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{
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// Request user's avatar data. Sizes can be powers of 2 between 16 and 2048
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static void FetchAvatar(Discord.ImageManager imageManager, Int64 userID)
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{
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imageManager.Fetch(Discord.ImageHandle.User(userID), (result, handle) =>
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{
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{
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if (result == Discord.Result.Ok)
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{
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// You can also use GetTexture2D within Unity.
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// These return raw RGBA.
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var data = imageManager.GetData(handle);
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Console.WriteLine("image updated {0} {1}", handle.Id, data.Length);
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}
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else
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{
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Console.WriteLine("image error {0}", handle.Id);
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}
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}
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});
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}
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// Update user's activity for your game.
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// Party and secrets are vital.
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// Read https://discordapp.com/developers/docs/rich-presence/how-to for more details.
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static void UpdateActivity(Discord.Discord discord, Discord.Lobby lobby)
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{
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var activityManager = discord.GetActivityManager();
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var lobbyManager = discord.GetLobbyManager();
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var activity = new Discord.Activity
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{
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State = "olleh",
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Details = "foo details",
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Timestamps =
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{
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Start = 5,
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End = 6,
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},
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Assets =
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{
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LargeImage = "foo largeImageKey",
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LargeText = "foo largeImageText",
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SmallImage = "foo smallImageKey",
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SmallText = "foo smallImageText",
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},
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Party = {
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Id = lobby.Id.ToString(),
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Size = {
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CurrentSize = lobbyManager.MemberCount(lobby.Id),
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MaxSize = (int)lobby.Capacity,
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},
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},
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Secrets = {
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Join = lobbyManager.GetLobbyActivitySecret(lobby.Id),
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},
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Instance = true,
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};
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activityManager.UpdateActivity(activity, result =>
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{
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Console.WriteLine("Update Activity {0}", result);
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// Send an invite to another user for this activity.
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// Receiver should see an invite in their DM.
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// Use a relationship user's ID for this.
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// activityManager
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// .SendInvite(
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// 364843917537050624,
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// Discord.ActivityActionType.Join,
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// "",
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// inviteResult =>
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// {
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// Console.WriteLine("Invite {0}", inviteResult);
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// }
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// );
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});
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}
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static void Main(string[] args)
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{
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// Use your client ID from Discord's developer site.
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var clientID = Environment.GetEnvironmentVariable("DISCORD_CLIENT_ID");
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if (clientID == null)
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{
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clientID = "418559331265675294";
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}
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var discord = new Discord.Discord(Int64.Parse(clientID), (UInt64)Discord.CreateFlags.Default);
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discord.SetLogHook(Discord.LogLevel.Debug, (level, message) =>
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{
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Console.WriteLine("Log[{0}] {1}", level, message);
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});
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var applicationManager = discord.GetApplicationManager();
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// Get the current locale. This can be used to determine what text or audio the user wants.
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Console.WriteLine("Current Locale: {0}", applicationManager.GetCurrentLocale());
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// Get the current branch. For example alpha or beta.
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Console.WriteLine("Current Branch: {0}", applicationManager.GetCurrentBranch());
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// If you want to verify information from your game's server then you can
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// grab the access token and send it to your server.
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//
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// This automatically looks for an environment variable passed by the Discord client,
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// if it does not exist the Discord client will focus itself for manual authorization.
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//
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// By-default the SDK grants the identify and rpc scopes.
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// Read more at https://discordapp.com/developers/docs/topics/oauth2
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// applicationManager.GetOAuth2Token((Discord.Result result, ref Discord.OAuth2Token oauth2Token) =>
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// {
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// Console.WriteLine("Access Token {0}", oauth2Token.AccessToken);
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// });
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var activityManager = discord.GetActivityManager();
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var lobbyManager = discord.GetLobbyManager();
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// Received when someone accepts a request to join or invite.
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// Use secrets to receive back the information needed to add the user to the group/party/match
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activityManager.OnActivityJoin += secret =>
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{
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Console.WriteLine("OnJoin {0}", secret);
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lobbyManager.ConnectLobbyWithActivitySecret(secret, (Discord.Result result, ref Discord.Lobby lobby) =>
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{
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Console.WriteLine("Connected to lobby: {0}", lobby.Id);
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lobbyManager.ConnectNetwork(lobby.Id);
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lobbyManager.OpenNetworkChannel(lobby.Id, 0, true);
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foreach (var user in lobbyManager.GetMemberUsers(lobby.Id))
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{
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lobbyManager.SendNetworkMessage(lobby.Id, user.Id, 0,
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Encoding.UTF8.GetBytes(String.Format("Hello, {0}!", user.Username)));
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}
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UpdateActivity(discord, lobby);
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});
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};
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// Received when someone accepts a request to spectate
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activityManager.OnActivitySpectate += secret =>
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{
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Console.WriteLine("OnSpectate {0}", secret);
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};
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// A join request has been received. Render the request on the UI.
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activityManager.OnActivityJoinRequest += (ref Discord.User user) =>
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{
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Console.WriteLine("OnJoinRequest {0} {1}", user.Id, user.Username);
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};
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// An invite has been received. Consider rendering the user / activity on the UI.
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activityManager.OnActivityInvite += (Discord.ActivityActionType Type, ref Discord.User user, ref Discord.Activity activity2) =>
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{
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Console.WriteLine("OnInvite {0} {1} {2}", Type, user.Username, activity2.Name);
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// activityManager.AcceptInvite(user.Id, result =>
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// {
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// Console.WriteLine("AcceptInvite {0}", result);
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// });
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};
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// This is used to register the game in the registry such that Discord can find it.
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// This is only needed by games acquired from other platforms, like Steam.
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// activityManager.RegisterCommand();
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var imageManager = discord.GetImageManager();
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var userManager = discord.GetUserManager();
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// The auth manager fires events as information about the current user changes.
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// This event will fire once on init.
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//
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// GetCurrentUser will error until this fires once.
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userManager.OnCurrentUserUpdate += () =>
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{
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var currentUser = userManager.GetCurrentUser();
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Console.WriteLine(currentUser.Username);
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Console.WriteLine(currentUser.Id);
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};
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// If you store Discord user ids in a central place like a leaderboard and want to render them.
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// The users manager can be used to fetch arbitrary Discord users. This only provides basic
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// information and does not automatically update like relationships.
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userManager.GetUser(450795363658366976, (Discord.Result result, ref Discord.User user) =>
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{
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if (result == Discord.Result.Ok)
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{
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Console.WriteLine("user fetched: {0}", user.Username);
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// Request users's avatar data.
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// This can only be done after a user is successfully fetched.
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FetchAvatar(imageManager, user.Id);
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}
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else
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{
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Console.WriteLine("user fetch error: {0}", result);
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}
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});
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var relationshipManager = discord.GetRelationshipManager();
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// It is important to assign this handle right away to get the initial relationships refresh.
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// This callback will only be fired when the whole list is initially loaded or was reset
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relationshipManager.OnRefresh += () =>
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{
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// Filter a user's relationship list to be just friends
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relationshipManager.Filter((ref Discord.Relationship relationship) => { return relationship.Type == Discord.RelationshipType.Friend; });
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// Loop over all friends a user has.
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Console.WriteLine("relationships updated: {0}", relationshipManager.Count());
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for (var i = 0; i < Math.Min(relationshipManager.Count(), 10); i++)
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{
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// Get an individual relationship from the list
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var r = relationshipManager.GetAt((uint)i);
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Console.WriteLine("relationships: {0} {1} {2} {3}", r.Type, r.User.Username, r.Presence.Status, r.Presence.Activity.Name);
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// Request relationship's avatar data.
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FetchAvatar(imageManager, r.User.Id);
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}
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};
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// All following relationship updates are delivered individually.
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// These are fired when a user gets a new friend, removes a friend, or a relationship's presence changes.
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relationshipManager.OnRelationshipUpdate += (ref Discord.Relationship r) =>
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{
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Console.WriteLine("relationship updated: {0} {1} {2} {3}", r.Type, r.User.Username, r.Presence.Status, r.Presence.Activity.Name);
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};
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lobbyManager.OnLobbyMessage += (lobbyID, userID, data) =>
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{
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Console.WriteLine("lobby message: {0} {1}", lobbyID, Encoding.UTF8.GetString(data));
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};
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lobbyManager.OnNetworkMessage += (lobbyId, userId, channelId, data) =>
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{
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Console.WriteLine("network message: {0} {1} {2} {3}", lobbyId, userId, channelId, Encoding.UTF8.GetString(data));
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};
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lobbyManager.OnSpeaking += (lobbyID, userID, speaking) =>
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{
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Console.WriteLine("lobby speaking: {0} {1} {2}", lobbyID, userID, speaking);
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};
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// Create a lobby.
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var transaction = lobbyManager.GetLobbyCreateTransaction();
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transaction.SetCapacity(6);
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transaction.SetType(Discord.LobbyType.Public);
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transaction.SetMetadata("a", "123");
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transaction.SetMetadata("a", "456");
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transaction.SetMetadata("b", "111");
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transaction.SetMetadata("c", "222");
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lobbyManager.CreateLobby(transaction, (Discord.Result result, ref Discord.Lobby lobby) =>
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{
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if (result != Discord.Result.Ok)
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{
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return;
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}
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// Check the lobby's configuration.
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Console.WriteLine("lobby {0} with capacity {1} and secret {2}", lobby.Id, lobby.Capacity, lobby.Secret);
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// Check lobby metadata.
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foreach (var key in new string[] { "a", "b", "c" })
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{
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Console.WriteLine("{0} = {1}", key, lobbyManager.GetLobbyMetadataValue(lobby.Id, key));
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}
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// Print all the members of the lobby.
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foreach (var user in lobbyManager.GetMemberUsers(lobby.Id))
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{
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Console.WriteLine("lobby member: {0}", user.Username);
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}
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// Send everyone a message.
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lobbyManager.SendLobbyMessage(lobby.Id, "Hello from C#!", (_) =>
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{
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Console.WriteLine("sent message");
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});
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// Update lobby.
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var lobbyTransaction = lobbyManager.GetLobbyUpdateTransaction(lobby.Id);
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lobbyTransaction.SetMetadata("d", "e");
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lobbyTransaction.SetCapacity(16);
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lobbyManager.UpdateLobby(lobby.Id, lobbyTransaction, (_) =>
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{
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Console.WriteLine("lobby has been updated");
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});
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// Update a member.
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var lobbyID = lobby.Id;
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var userID = lobby.OwnerId;
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var memberTransaction = lobbyManager.GetMemberUpdateTransaction(lobbyID, userID);
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memberTransaction.SetMetadata("hello", "there");
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lobbyManager.UpdateMember(lobbyID, userID, memberTransaction, (_) =>
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{
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Console.WriteLine("lobby member has been updated: {0}", lobbyManager.GetMemberMetadataValue(lobbyID, userID, "hello"));
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});
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// Search lobbies.
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var query = lobbyManager.GetSearchQuery();
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// Filter by a metadata value.
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query.Filter("metadata.a", Discord.LobbySearchComparison.GreaterThan, Discord.LobbySearchCast.Number, "455");
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query.Sort("metadata.a", Discord.LobbySearchCast.Number, "0");
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// Only return 1 result max.
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query.Limit(1);
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lobbyManager.Search(query, (_) =>
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{
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Console.WriteLine("search returned {0} lobbies", lobbyManager.LobbyCount());
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if (lobbyManager.LobbyCount() == 1)
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{
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Console.WriteLine("first lobby secret: {0}", lobbyManager.GetLobby(lobbyManager.GetLobbyId(0)).Secret);
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}
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});
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// Connect to voice chat.
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lobbyManager.ConnectVoice(lobby.Id, (_) =>
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{
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Console.WriteLine("Connected to voice chat!");
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});
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// Setup networking.
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lobbyManager.ConnectNetwork(lobby.Id);
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lobbyManager.OpenNetworkChannel(lobby.Id, 0, true);
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// Update activity.
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UpdateActivity(discord, lobby);
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});
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/*
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var overlayManager = discord.GetOverlayManager();
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overlayManager.OnOverlayLocked += locked =>
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{
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Console.WriteLine("Overlay Locked: {0}", locked);
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};
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overlayManager.SetLocked(false);
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*/
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var storageManager = discord.GetStorageManager();
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var contents = new byte[20000];
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var random = new Random();
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random.NextBytes(contents);
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Console.WriteLine("storage path: {0}", storageManager.GetPath());
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storageManager.WriteAsync("foo", contents, res =>
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{
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var files = storageManager.Files();
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foreach (var file in files)
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{
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Console.WriteLine("file: {0} size: {1} last_modified: {2}", file.Filename, file.Size, file.LastModified);
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}
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storageManager.ReadAsyncPartial("foo", 400, 50, (result, data) =>
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{
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Console.WriteLine("partial contents of foo match {0}", Enumerable.SequenceEqual(data, new ArraySegment<byte>(contents, 400, 50)));
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});
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storageManager.ReadAsync("foo", (result, data) =>
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{
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Console.WriteLine("length of contents {0} data {1}", contents.Length, data.Length);
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Console.WriteLine("contents of foo match {0}", Enumerable.SequenceEqual(data, contents));
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Console.WriteLine("foo exists? {0}", storageManager.Exists("foo"));
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storageManager.Delete("foo");
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Console.WriteLine("post-delete foo exists? {0}", storageManager.Exists("foo"));
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});
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});
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var storeManager = discord.GetStoreManager();
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storeManager.OnEntitlementCreate += (ref Discord.Entitlement entitlement) =>
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{
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Console.WriteLine("Entitlement Create1: {0}", entitlement.Id);
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};
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// Start a purchase flow.
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// storeManager.StartPurchase(487507201519255552, result =>
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// {
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// if (result == Discord.Result.Ok)
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// {
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// Console.WriteLine("Purchase Complete");
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// }
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// else
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// {
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// Console.WriteLine("Purchase Canceled");
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// }
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// });
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// Get all entitlements.
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storeManager.FetchEntitlements(result =>
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{
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if (result == Discord.Result.Ok)
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{
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foreach (var entitlement in storeManager.GetEntitlements())
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{
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Console.WriteLine("entitlement: {0} - {1} {2}", entitlement.Id, entitlement.Type, entitlement.SkuId);
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}
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}
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});
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// Get all SKUs.
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storeManager.FetchSkus(result =>
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{
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if (result == Discord.Result.Ok)
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{
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foreach (var sku in storeManager.GetSkus())
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{
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Console.WriteLine("sku: {0} - {1} {2}", sku.Name, sku.Price.Amount, sku.Price.Currency);
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}
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}
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});
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// Pump the event look to ensure all callbacks continue to get fired.
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try
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{
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while (true)
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{
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discord.RunCallbacks();
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lobbyManager.FlushNetwork();
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Thread.Sleep(1000 / 60);
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}
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}
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finally
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{
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discord.Dispose();
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}
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}
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}
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