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215 Commits
v2.2 ... main

Author SHA1 Message Date
shinra-electric
6312fb936c
ci: Update github actions (#1836)
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2026-03-14 17:24:20 +01:00
Squall Leonhart
0ff7d6ef0c
input: Fix logging crash in WPADGetInfoAsync due to mismatching type (#1832)
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2026-03-13 21:38:33 +01:00
Crementif
a04eb53822
vcpkg: Update wxWidgets to 3.3.2 (#1824)
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2026-03-12 21:58:22 +01:00
Crementif
3ee166101a debugger: fix breakpoints window right-click being offset
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2026-02-23 17:08:30 +01:00
Exzap
ceb9771a5c Vulkan: Fixes for object refcounting
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2026-02-23 03:21:43 +01:00
Exzap
4ca4d1caed config: Retain Vulkan device selection from previous config format 2026-02-23 03:21:43 +01:00
Exzap
2096c434de Latte: Cleanup some endian handling code 2026-02-23 03:21:43 +01:00
Exzap
18dd75c1f5 Latte: Force height of 1D textures to 1 2026-02-23 03:21:43 +01:00
Exzap
556fc24896 GameList: Reduce time it takes for the list to be populated 2026-02-23 03:21:43 +01:00
Exzap
f5be6bef2d GameList: Save config after updating favorites 2026-02-23 03:21:43 +01:00
Luminyx
cd5838fc7f
Windows: Don't re-attach stdio when piping output (#1812)
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2026-02-19 03:30:45 +01:00
Crementif
3b5c6f5246 Fix dark mode in download manager
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2026-02-09 14:10:19 +01:00
Exzap
9f58f3a118 coreinit: Fix initialization order
Threads were initialized before SDA values were available from RPL loader. Fixes crash in Skylanders Swap Force and some other games
2026-02-09 07:08:01 +01:00
Exzap
8cd5ce102f Vulkan: Properly shutdown pipeline compile threads + code cleanup
This fixes an issue where the Vulkan renderer would hang up on shutdown due to resources still being in use
2026-02-09 04:11:10 +01:00
Luminyx
2c03ac3217
GraphicPack: Support wildcard titleId and RPX hash + entrypoint callbacks (#1805)
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2026-02-09 02:20:34 +01:00
rcaridade145
5bc60b9452
AX: Fix linear filter (#1802)
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The else code would be unreachable.
2026-02-02 17:16:46 +01:00
goeiecool9999
ba82dc57d6
OpenGL+Vulkan: Use unified uniform block layout for output shaders (#1785)
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2026-02-01 02:06:05 +01:00
shinra-electric
4ad3f21047
macOS: Bump macOS min version to 13.4 (#1798) 2026-02-01 01:54:04 +01:00
Crementif
07bdb3454a
debugger: Various QoL improvements (#1777)
* Ignore keyboard inputs when debugger is focused
* Add workaround for slightly improved multi-thread debugging
* debugger: Add interpreter mode switch and log-only memory breakpoints
2026-02-01 01:53:02 +01:00
Exzap
4fe73a3582 rpl: Fix RPLs not loading from cafeLibs/
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2026-01-22 06:55:22 +01:00
Exzap
f45623523d CPU: Fix PSQ_L/PSQ_ST scaler calculation 2026-01-21 06:31:10 +01:00
RedBlackAka
a20032ffb5
Latte/Metal: Exclude more Metal only logic on non-Apple platforms and cleanups (#1781) 2026-01-21 04:46:06 +01:00
oltolm
7db733b337
UI: more cleanup (#1769) 2026-01-21 04:38:38 +01:00
SamoZ256
d9cc8f81c2
metal: Create temporary autorelease pools (#1783) 2026-01-16 04:23:12 +01:00
goeiecool9999
3d26998975
UI: Update graphics settings immediately when possible (#1782) 2026-01-16 04:21:44 +01:00
goeiecool9999
42262b5823 UI: Fix crash on exit hotkey button press 2026-01-16 00:55:00 +01:00
goeiecool9999
8af510b9e3 Vulkan: Move command buffer setup to more sensible location 2026-01-15 22:54:01 +01:00
goeiecool9999
e376b15075 Vulkan: Fix validation error on Spir-V Execution Mode intrinsic 2026-01-12 22:44:56 +01:00
RedBlackAka
dfabe7faa7
vcpkg: Update SDL2 to 2.32.10 (#1770) 2026-01-10 04:20:02 +01:00
goeiecool9999
ca73549717
nim: Fix memory leak (#1775)
Store NIMPackage structs in vector instead of pointers on the heap
2026-01-09 16:47:59 +01:00
goeiecool9999
e3260daea2 Fix dump directory creation
Thanks to Switch-9867 on GH for pointing out the issue
2026-01-09 11:04:43 +01:00
Exzap
bc0ebfc106 rpl: Fix sysapp name + fix logging order 2026-01-09 02:15:01 +01:00
Exzap
c5913fe8cb refactor/rpl: Treat HLE libs more like RPL modules
HLE modules now have a unified interface via which they can get notified when mapped into the process or when loaded/unloaded.

We also always call the unload functions when stopping emulation to give the module implementations a chance to reset all state (although many of them are still missing proper cleanup code for now)
2026-01-07 02:46:49 +01:00
goeiecool9999
df52fd69b7 vcpkg: update fmt to 12.1.0 2026-01-04 19:18:54 +01:00
oltolm
59a5118472
UI: misc. code cleanups (#1762) 2026-01-03 11:23:41 +01:00
qurious-pixel
c7ac9900a9
build: Search for MVK when not bundling (#1765) 2026-01-02 23:48:02 +01:00
goeiecool9999
7330cdf3a9 Vulkan: Reuse pipeline layout for DRC to fix layout object leak 2025-12-29 13:38:19 +01:00
goeiecool9999
422b5b3a1d Vulkan: force barriers on Gerudo Town water shader 2025-12-28 23:18:31 +01:00
oltolm
08aa28468b
Latte: Fix ASAN error (#1760) 2025-12-28 13:20:54 +01:00
Exzap
232ff2257a Fix compile error in debug builds 2025-12-27 14:01:43 +01:00
kevinmmccormick
07371327f5
UI: Implement hotkey for "Exit application" (#1756) 2025-12-26 23:38:50 +01:00
oltolm
d86dc5e5f5
UI: fix crash in DumpCtrl (#1755) 2025-12-26 23:01:50 +01:00
RedBlackAka
13683d417c
UI: Small adjustments and cleanup, end emulation hotkey for debug builds (#1754) 2025-12-26 23:00:40 +01:00
goeiecool9999
13c6d497a0 Vulkan: Refactor HandleScreenshotRequest
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2025-12-24 21:25:34 +01:00
RedBlackAka
aaf6d5d677
UI: Hide Metal only options on non-Apple builds (#1753)
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2025-12-23 20:43:28 +01:00
oltolm
1c7fe5673f
UI: Replace to_wxString and wxHelper::FromUtf8 with wxString::FromUTF8 (#1752)
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2025-12-23 15:37:01 +01:00
oltolm
5cfebb4373
UI: Replace sprintf with wxString::Format (#1749)
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2025-12-19 20:54:34 +01:00
rcaridade145
7ab5c5e267
h264: Clear display buffer before allocation (#1750) 2025-12-19 20:53:35 +01:00
Arian K.
7dd0b90f53
olv/hle: Functioning Miiverse applet (#1747) 2025-12-19 20:53:09 +01:00
goeiecool9999
42da9712a9 AX: Don't exit when initializing audio backend fails
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just continue running without audio
2025-12-19 16:57:43 +01:00
SSimco
3746f018c3 TCL: make tclRingBufferA_writeIndex atomic & refactor
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2025-12-19 04:17:48 +02:00
goeiecool9999
a87bded17d UI: Make File menu exit option use OnClose for cleaner shutdown
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2025-12-18 15:26:39 +01:00
goeiecool9999
6cee127852 Move clipboard flush to OnExit
Fixes occasional hang on exit
2025-12-18 15:19:23 +01:00
rcaridade145
0ddcba4ff1
Update MoltenVK to 1.4.1 with private api support. (#1743)
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2025-12-11 21:53:50 +01:00
SamoZ256
26e40a4bce
Add Metal backend (#1287)
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2025-12-06 17:14:25 +01:00
goeiecool9999
5520613dc3 nn_boss: Check for nullptr
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Fixes a crash in Super Smash Bros.
2025-12-05 23:57:57 +01:00
Exzap
47b8d911b9 Latte: Instance count minimum is 1
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Previously we skipped drawcalls when the instance count was set to zero. But the hardware register enforces a minimum of 1.

Fixes black screen in "Cubit The Hardcore Platformer Robot" which does all it's drawcalls with an hardcoded instance count of 0.
2025-11-28 10:34:52 +01:00
Carlos Estrague / Mrc_munir
5bf58c3d20
Vulkan: Added support for implementations which only expose host-visible buffers as device-local (#1737)
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2025-11-27 17:50:03 +01:00
Crementif
51c1e80ba7
Vulkan: Always embed shader source code when RenderDoc, Nsight or other frame debuggers are attached (#1733) 2025-11-27 17:46:42 +01:00
Joshua de Reeper
bb3fb81fb6
nsyshid/libusb: Don't attempt kernel driver detach on MacOS (#1736) 2025-11-27 17:42:00 +01:00
mazes-80
85c8f95b69
build: Fixes to how ENABLE_BLUEZ=OFF is handled (#1731) 2025-11-27 17:41:06 +01:00
mazes-80
921e91ed75
build: Add missing includes required for gcc 14 (#1730) 2025-11-27 17:39:54 +01:00
Crementif
ad89b5ef37 ppc: Add fabs instruction to assembler
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2025-11-23 16:52:47 +01:00
oltolm
eb95e63d94
UI: Fix warnings (#1729)
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2025-11-23 11:51:44 +01:00
Crementif
934cc3eb9d
UI: Improvements and fixes for Windows dark mode (#1728)
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2025-11-22 23:26:27 +01:00
oltolm
1382ee0381
build/cmake: Clean up target_link_libraries (#1726)
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2025-11-21 01:50:52 +01:00
oltolm
f5b19278d1
UI: fix Curl deprecation warnings (#1724)
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2025-11-18 05:14:59 +01:00
goeiecool9999
5390f9338c
GX2: Implement GX2SetTVGamma and GX2SetDRCGamma (#1682)
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2025-11-14 13:51:58 +01:00
Exzap
4fa0df6dcf nn_boss: Reimplementation
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This is a full rewrite of our nn_boss (SpotPass) implementation. The previous code was based on a lot of incorrect guesswork so rather than updating that it made more sense to redo it all.

In short what changed:
- More API implemented than before, but nn_boss is very complex so we are still missing stuff (e.g. PlayReports and Task scheduling)
- Avoids redownloading nbdl files if they are already present locally (matches IOSU behavior)
- The API should be more robust in general and file hashes are now verified
- Emulated IOSU interface is compatible with nn_boss.rpl
- Added an UI option to clear the SpotPass cache
2025-10-30 16:24:09 +01:00
qurious-pixel
3f6974fc95
Linux/CI: Add ARM AppImage (#1711)
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2025-10-24 04:34:06 +02:00
RedBlackAka
ef1c836290
UI: Move recent files into a submenu (#1707)
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2025-10-15 23:09:03 +02:00
SamoZ256
d54fb0ba78
arm: flush denormals to zero (#1696)
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2025-09-27 00:41:17 +02:00
oltolm
84f12eea65
UI: fix sorting after style switch (#1693)
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2025-09-22 01:25:57 +02:00
SamoZ256
3c1f920d6c
macOS: bump minimum version (#1690)
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2025-09-20 00:54:24 +02:00
goeiecool9999
492116a6ba VPAD: report gamepad volume slider position even when audio playback is disabled or failed to init
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2025-09-11 13:15:40 +02:00
Michael Schroder
158c4e17a2
input: Add support for Wii Remote Plus by handling the inactive MotionPlus extension events (#1683)
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2025-09-09 21:05:06 +02:00
RedBlackAka
5a3809be16
windows: Add NSIS Windows installer (#1645)
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License, user-install only and cleanups, mention in README
2025-09-05 12:40:51 +02:00
oltolm
9267e72ef9
refactor: Fix pugixml deprecation warnings (#1677)
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2025-08-30 20:39:48 +02:00
oltolm
6013ac1823
refactor: Fix trivial compiler warnings (#1675)
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2025-08-30 13:01:52 +02:00
oltolm
de4bf7c2c1
refactor: use concepts instead of SFINAE (#1652)
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2025-08-25 01:33:46 +02:00
Exzap
aeb3154257 debugger: Fix clipboard related crash
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When copying an address from Cemu's debugger and pasting it into Cemu (anywhere) it would crash because the memory was released prematurely
2025-08-17 17:58:30 +02:00
capitalistspz
d7c510ed31
Update vcpkg dependency SDL2 to 2.32.8 (#1670)
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2025-08-16 05:56:30 +02:00
Crementif
57fe7a53f1 UI: Disable alpha for game list icons
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2025-07-29 19:26:47 +02:00
Crementif
493b11e23a
UI: Refresh debugger when graphic packs are loaded or unloaded (#1653)
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2025-07-26 22:45:44 +02:00
Crementif
191357c518
UI: Fix minor dark mode issues (#1654)
* Fix black text after graphic pack is disabled in dark mode
* Fix background colour of audio debugger in dark mode
* Make placeholder game list icons black when using dark mode
* Some tweaks to the HotkeySettings window:
  - Make strings translatable
  - Makes the column headers bold for clarity
  - Makes the border darker on Linux, fixed by @goeiecool9999
  - Make the column headers have some padding to make it look nicer.
2025-07-26 22:45:28 +02:00
oltolm
55a735dcfa
Windows: Use modern API to set thread name if available (#1634)
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2025-07-25 06:10:14 +02:00
Crementif
08609591ae
UI: Upgrade to wxWidgets 3.3.1 and add dark mode support for Windows (#1647)
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2025-07-23 11:07:24 +02:00
Kevin Reinholz
4efa40c51c
Make it easy to build Cemu on BSD (#1632) 2025-07-23 08:59:09 +02:00
oltolm
955ce9b973
UI: Fix static initialization in regards to hotkey map (#1643)
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2025-07-23 01:05:56 +02:00
ZoweZilsio
1ec8c713b4
CI: Fix deploy workflow for multiarch macos (#1642)
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2025-07-20 23:14:11 +02:00
Exzap
73b1dc1663 UI: Add architecture to auto-updater check 2025-07-20 23:10:13 +02:00
Exzap
c1c2962b66 Switch to a different Discord RPC implementation
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discord-rpc has been unmaintained for years
2025-07-20 00:53:10 +02:00
Crementif
42ff3ad468 Fix debug assert that'd occur when closing the debug menu
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Closing the settings window will immediately flush a temporary 0, 0 value it writes for the size which gets overwritten by the MainWindow a few seconds later.

In the code, -1 is considered the "off" state, and 0 is considered a "it should be saved, but only whenever the value is available". The save gamepad size/pos option already worked like this new behavior, since you might enable the option but not (previously) have it open yet. When encountering a 0 as the size, it'll just use the default window size of Cemu.
2025-07-16 16:14:55 +02:00
Crementif
2d74bcfbfa Fix regression with saving/loading child configs
Seems like a minor thing slipped under the radar in commit 67de63bed6
2025-07-16 16:08:09 +02:00
SSimco
67de63bed6
UI+build: Isolate wxWidgets code from non-GUI code (#1633)
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2025-07-15 04:28:41 +02:00
Exzap
5f3c2816ec AX: Fix voice dropping
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2025-07-08 19:01:20 +02:00
qurious-pixel
7f62b145dd
build: Build assembly in ih264d with cpp preprocessor (#1631)
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2025-07-08 05:47:40 +02:00
AnimeGIF
cdca5eaf78
UI: Add configurable hotkeys + a new fast forward hotkey (#1519)
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2025-07-07 23:55:57 +02:00
goeiecool9999
e68c31e5fb Fix path text encoding creating shortcuts on windows
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also fix a memory leak
(hopefully)
fixes: #1627
2025-07-02 13:31:21 +02:00
qurious-pixel
35ecfa3f54
build: Fix glslang dependency for Fedora 42 (#1622)
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2025-07-01 05:00:11 +02:00
oltolm
6c392d5a22
UI: Fix assertions (#1623)
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2025-06-30 00:15:23 +02:00
Colin Kinloch
9fb3c76b76
UI: Include wx button header for wxWidgets 3.3 compatibility (#1621)
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2025-06-29 19:36:22 +02:00
Exzap
13ccf9a160 MMU: Fix bit width for 32bit MMIO reads
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This resolves the ghost input issue in N64 virtual console
2025-06-28 21:43:40 +02:00
Exzap
7db2b77983 CPU: Implement more instructions in interpreter + various fixes
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All of the changes are verified against real hardware, except for the byte string instructions
2025-06-28 14:54:31 +02:00
capitalistspz
0a121c97c7
Input: Detect Classic Controller Pro as Classic Controller (#1614)
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2025-06-26 17:25:34 +02:00
Exzap
e91740cf29 coreinit: Make sure thread deallocation runs before join returns
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Fixes crash in Coaster Crazy Deluxe
2025-06-22 23:34:41 +02:00
Exzap
4f4c9594ac GX2: Fix command buffer padding writing out of bounds 2025-06-22 22:17:29 +02:00
Exzap
5a4731f919 HLE: Make HLE table access thread-safe
Previous code could sometimes resize the vector while a read access was happening
2025-06-22 20:56:47 +02:00
Exzap
522b5ef260 UI: Correctly interpret supporter names as UTF8
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2025-06-21 18:58:58 +02:00
capitalistspz
057ef4598e
cmake: Respect ENABLE_HIDAPI option (#1604)
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2025-06-20 13:32:41 +02:00
Joshua de Reeper
4f4412b334
nsyshid: Play Emulated Portal Audio via Mono Audio (#1478) 2025-06-19 23:30:19 +02:00
Exverge
00ff5549d9
General aarch64 improvements & Apple Silicon support (#1255) 2025-06-18 10:36:05 +02:00
oltolm
c8ffff8f41
Replace basic_string<> of betype with std::vector (#1601) 2025-06-18 10:34:06 +02:00
oltolm
2f02fda9ea
Refactor to use Microsoft::WRL::ComPtr (#1599) 2025-06-16 23:25:06 +02:00
oltolm
da98aa4176
UI: Make code compatible with wxWidgets 3.3 (#1598)
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2025-06-14 20:38:53 +02:00
oltolm
95dc590d2c
UI: Improve wxListView sorting and add sort order indicators (#1597) 2025-06-14 10:25:56 +02:00
goeiecool9999
f3fe6f3455
GameList: Allow sorting by more columns (#1571) 2025-06-13 12:47:46 +02:00
oltolm
2eec6b44c3
UI: Use wxListView instead of wxListCtrl (#1584) 2025-06-10 08:15:25 +02:00
Luminyx
3eff2d4a60
GraphicPack: Allow overlay for code folder (#1574) 2025-06-10 08:03:18 +02:00
Wiichele
d427b59019
boss: Use HTTP/1.1 instead of default (#1593) 2025-06-08 07:16:09 +02:00
neebyA
a184a04e56
macOS: Minor UI improvements (#1575) 2025-06-07 22:42:49 +02:00
Colin Kinloch
162fdabb9d
debug: "verbose" command line argument to log to stdout (#1587) 2025-06-02 01:38:21 +02:00
Colin Kinloch
c8045f7f04
UI: wxCAPTION flag on input API dialog to fix kwin (#1586) 2025-06-01 03:57:33 +02:00
oltolm
6df3e1742e
UI: Fix wxWidgets assert in InfinityPage (#1582) 2025-05-31 16:29:07 +02:00
oltolm
152b790242
UI: Use wxID_ANY and wxNOT_FOUND instead of hardcoding -1 (#1581) 2025-05-30 01:39:02 +02:00
capitalistspz
02616bf6be
build: Allow Linux builds to be made without Bluez (#1579) 2025-05-28 15:18:01 +02:00
Exzap
7168d20cde FST: Refactor IV handling 2025-05-27 16:51:46 +02:00
Exzap
783d88a892 coreinit: Fix race condition in __FSAIoctlResponseCallback
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2025-05-17 21:35:42 +02:00
Exzap
28ea70b6d8 GX2+TCL: Reimplement command buffer submission
- GX2 utilizes TCL(.rpl) API for command submission instead of directly writing to an internal GPU fifo
- Submission & retire timestamps are correctly implemented as incremental counters
- Command buffering behaviour matches console
- Fixes race conditions on aarch64
2025-05-17 21:35:42 +02:00
Exzap
96765e4ac6 Latte: Refactor clear code 2025-05-17 20:47:01 +02:00
gamerbross
111637a9fd
nsyshid: Skylander 360 Portal small optimization and code formatting (#1568)
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2025-05-15 19:58:43 +02:00
Issa
bed5fdb195
UI: Disable Ctrl+Q shortcut on non-macOS platforms to prevent accidental exits during gameplay (#1565)
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2025-05-13 03:38:11 +02:00
shinra-electric
996539fce8
CI: Bump MoltenVK to v1.3.0 (#1559)
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2025-05-12 20:12:40 +02:00
Mefiresu
05617a332b
dmae: Implement 16bit endian swap for DMAECopyMem (#1564) 2025-05-12 18:16:14 +02:00
Joshua de Reeper
caef34f2ff
nsyshid: Add Kamen Rider USB Device to Whitelist (#1560)
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2025-05-12 09:28:01 +02:00
neebyA
f801fc1fe8
Fix Mac build for Xcode 16.3 (#1558)
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2025-05-12 00:08:25 +02:00
Exzap
61484598fc Vulkan: Use per-pipeline buffer robustness
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And if the extension is not supported then fallback to enabling robust buffer access for all shaders.
2025-05-10 09:49:21 +02:00
SSimco
081ebead5f
Add AArch64 recompiler backend (#1556)
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2025-05-09 12:47:22 +02:00
Exzap
d13dab0fd8 Vulkan: During shutdown submit buffer before deleting resources 2025-05-09 10:00:38 +02:00
Exzap
ba09daf328 PPCRec: Reenable float copy optimization
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2025-05-09 02:06:08 +02:00
Exzap
557aff4024 PPCRec: Implement PSQ scaling 2025-05-08 08:29:47 +02:00
Exzap
de542410c2
PPCRec: Rework floating point instructions (#1554)
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2025-05-08 03:48:22 +02:00
gamerbross
33d5c6d490
nsyshid: Add Skylander Xbox 360 Portal support (#1550)
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2025-05-04 21:44:46 +02:00
Crementif
352a918494
debug: add CLI option to have multi-core interpreter (#1553)
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This option still allows you to have proper stack traces for crashes or for the PPC debugger, but is a lot faster then the really slow interpreter (especially when loading into large games like BotW where there has to be a lot of asset decompressing). It makes memory access breakpoints much more brittle though, so it's not a perfect option.

Normal users should of course stick with using the recompiler.
2025-05-04 18:04:26 +02:00
Crementif
d083fc0470 Reorder PPCInterpreter memory layout to keep plugin compatibility
Commit b089ae5b32 changed the PPCInterpreter struct that external plugins rely on to hook Cemu through e.g. the exported "osLib_registerHLEFunction". This commit moves some unused values down so that it keeps the same memory layout as before the PPC recompiler rework.
2025-05-04 17:19:56 +02:00
neebyA
fa7ae84314
macOS: Fix browsing of directory paths with spaces (#1546) 2025-05-04 13:46:01 +02:00
Shikakiben
00099c5ecc
Set StartupWMClass in .desktop file (#1552) 2025-05-04 13:29:27 +02:00
goeiecool9999
e6a64aadda undo revert of style improvement
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2025-04-27 17:03:00 +02:00
goeiecool9999
a5f3558b79 Revert "fix building with fmt11 and GCC"
This reverts commit 372c314f06.
It broke formatting in an attempt to fix GCC builds.
Some other change (perhaps dependency updates) has resolved the issue.
2025-04-27 16:57:22 +02:00
Exzap
b089ae5b32
PowerPC recompiler rework (#641)
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2025-04-26 17:59:32 +02:00
Exzap
06233e3462 UI: Fix wxWidgets debug assert
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Adding the same component multiple times is not allowed. Use sizers instead
2025-04-16 14:36:11 +02:00
Exzap
4972381edc Vulkan: Fix imgui validation error when sRGB framebuffer is used 2025-04-15 22:46:19 +02:00
Exzap
cd6eb1097b Vulkan: Fix a validation error + minor code refactor
We were using VK_EXT_DEPTH_CLIP_ENABLE but didn't actually request it.

Also fixed an assert when closing Cemu caused by incorrectly tracking the number of allocated pipelines
2025-04-15 21:10:11 +02:00
Exzap
c4eab08f30 Update vcpkg
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2025-04-03 19:11:14 +02:00
mitoposter
57ff99ce53
cubeb: Show default device option even if enumerating devices fails (#1515)
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2025-03-19 17:06:55 +01:00
capitalistspz
8b5cafa98e
Wiimote/L2CAP: More accurate descriptions for descriptors (#1512)
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2025-03-13 01:09:45 +01:00
Crementif
186e92221a
debugger: allow printing registers using logging breakpoint placeholders (#1510)
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This allows a savy user, developer or modder to change the comment field of a logging breakpoint to include placeholders such as {r3} or {f3} to log the register values whenever that code is hit.
2025-03-07 23:40:17 +01:00
goeiecool9999
31d2db6f78 OpenGL: Add explicit/matching qualifiers in output shader interface
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fixes issues with old intel drivers
2025-03-05 22:23:06 +01:00
capitalistspz
ebb5ab53e2
Add menu item for opening shader cache directory (#1494)
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2025-02-14 20:56:51 +01:00
capitalistspz
a6fb0a48eb
BUILD.md: Provide more info about build configuration flags (#1486) 2025-02-04 10:56:33 +01:00
Exzap
ec2d7c086a coreinit: Clean up time functions
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2025-01-30 03:49:17 +01:00
Exzap
c714e8cb6b coreinit: Time to tick conversion is unsigned
The result is treated as signed in most cases, but the calculation uses unsigned arithmetic.

As a concrete example where this matters, DS VC passes -1 (2^64-1) to OSWaitEventWithTimeout which internally causes an overflow. But only with unsigned arithmetic this will result in a large positive number that behaves like the intended infinite timeout. With signed arithmetic the result is negative and the events will timeout immediately.
2025-01-30 03:32:24 +01:00
goeiecool9999
e834515f43
Vulkan: Improve post-shutdown cleanup and minor improvements (#1401)
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2025-01-23 21:20:03 +01:00
Exzap
4f9eea07e0 CI: Update action version 2025-01-23 21:06:07 +01:00
goeiecool9999
372c314f06 fix building with fmt11 and GCC 2025-01-23 21:03:11 +01:00
Exzap
5bd253a1f8 Revert "Fix building against fmt 11.1.0 (#1474)"
Reverting commit 4ac65159ef because game profile enums use the stringifying formatters from config.h and are not supposed to store raw integers
2025-01-23 17:33:06 +01:00
Alexandre Bouvier
4ac65159ef
Fix building against fmt 11.1.0 (#1474)
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2025-01-16 12:54:29 +01:00
Joshua de Reeper
eab1b24320
nsyshid: Initialise interface index as 0 (#1473)
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2025-01-12 20:20:48 +01:00
Exzap
07cd402531
Update precompiled.h
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2025-01-12 18:33:15 +01:00
Joshua de Reeper
0a59085021
nsyshid: Make Libusb the Windows backend (#1471) 2025-01-12 14:33:24 +01:00
Exzap
8dd809d725
Latte: Implement better index caching (#1443) 2025-01-12 12:39:02 +01:00
rcaridade145
1923b7a7c4
Vulkan: Added R5_G6_B5_UNORM to supported readback formats (#1430) 2025-01-12 12:37:56 +01:00
brysma1
f61539a262
Update build instructions for fedora and add troubleshooting step for alternative architectures (#1468) 2025-01-08 04:22:55 +01:00
Crementif
92021db230
Use one CPU emulation thread for --force-interpreter (#1467)
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2025-01-05 04:08:13 +01:00
Crementif
4b792aa4d2
debug: Fix shader dumping (#1466)
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2025-01-04 20:38:42 +01:00
capitalistspz
1e30d72658
build: Add ALLOW_PORTABLE flag (#1464)
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* Add ALLOW_PORTABLE cmake flag
* Also check that `portable` is a directory
2024-12-30 18:49:51 +01:00
Mike Lothian
2b0cbf7f6b
Fix building against Boost 1.87.0 (#1455)
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2024-12-18 22:15:42 +01:00
goeiecool9999
3738ccd2e6
Play bootSound.btsnd while shaders/pipelines are compiling (#1047)
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2024-12-18 15:55:23 +01:00
Exzap
b53b223ba9 Vulkan: Use cache for sampler objects
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2024-12-16 13:05:22 +01:00
Exzap
6aaad1eb83 Debugger: Added right click context menu to disasm view + small fixes 2024-12-16 13:05:22 +01:00
Exzap
adab729f43 UI: Correctly handle unicode paths during save export 2024-12-16 13:05:22 +01:00
capitalistspz
dd0af0a56f
Linux: Allow connecting Wiimotes via L2CAP (#1353)
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2024-12-07 12:02:40 +01:00
Exzap
934cb54605 Properly check if MLC is writeable 2024-12-07 10:26:17 +01:00
Exzap
356cf0e5e0 Multiple smaller HLE improvements 2024-12-07 10:26:17 +01:00
Exzap
e2d0871ca3 Camera: Set error code in CAMInit
Fixes Hunter's Trophy 2 crashing on boot
2024-12-07 10:26:17 +01:00
Cemu-Language CI
40d9664d1c Update translation files 2024-12-07 07:14:20 +00:00
neebyA
eca7374567
Set version for macOS bundle (#1431)
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2024-12-02 05:19:15 +01:00
Jeremy Kescher
80a6057512
build: Fix linker failure with glslang 15.0.0 (#1436) 2024-12-02 01:01:22 +01:00
capitalistspz
0735237686
Input: Move pairing dialog button and source (#1424)
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2024-11-30 23:05:50 +01:00
capitalistspz
90eb2e01f4
nsyshid/dimensions: add missing return (#1425)
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2024-11-22 13:43:12 +01:00
Exzap
409f12b13a coreinit: Fix calculation of thread total awake time
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2024-11-21 20:34:24 +01:00
Exzap
7b513f1744 Latte: Add workaround for infinite loop in Fatal Frame shaders 2024-11-21 20:34:24 +01:00
Exzap
c3e29fb619 Latte: Add support for shader instructions MIN_UINT and MAX_UINT
Seen in the eShop version of Fatal Frame
Also made some warnings less spammy since this game seems to trigger it a lot
2024-11-21 20:34:24 +01:00
Exzap
2065ac5f63 GfxPack: Better logging messages for diagnosing problems in rules.txt 2024-11-21 20:34:24 +01:00
goeiecool9999
269d5b9aab
Vulkan: Make scaling shaders compatible + fixes (#1392)
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2024-11-16 10:02:43 +01:00
Exzap
6f9f3d52ea CI: Remove outdated workflow
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2024-11-13 06:38:17 +01:00
Exzap
719c631f13 config: Fix receive_untested_updates using the wrong default 2024-11-13 06:29:24 +01:00
Exzap
66658351c1 erreula: Rework implementation and fix bugs
- ErrEula doesn't disappear on its own anymore. The expected behavior is for the game to call Disappear once a button has been selected. This fixes issues where the dialog would softlock in some games
- Modernized code a bit
- Added a subtle fade in/out effect
2024-11-13 06:29:24 +01:00
Exzap
a5717e1b11 FST: Refactoring to fix a read bug + verify all reads
- Fixes a bug where corrupted data would be returned when reading files from unhashed sections with non-block aligned offset or size
- Added hash checks for all reads where possible. This means that FST now can automatically catch corruptions when they are encountered while reading from the volume
2024-11-13 06:29:23 +01:00
Joshua de Reeper
ca2e0a7c31
nsyshid: Add support for emulated Dimensions Toypad (#1371)
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2024-11-11 08:58:01 +01:00
capitalistspz
2e829479d9
nsyshid/libusb: correct error message formatting and print error string on open fail (#1407)
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2024-11-09 06:22:13 +01:00
capitalistspz
4ac1ab162a
procui: swap tickDelay and priority args in callbacks (#1408) 2024-11-09 06:21:06 +01:00
SamoZ256
813f9148b1
macOS: Fix absolute path to libusb dylib (#1405)
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2024-11-07 07:09:35 +01:00
SamoZ256
9941e00b54
macOS: Fix libusb path for bundle (#1403)
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2024-11-05 22:22:00 +01:00
Exzap
1c49a8a1ba nn_nfp: Implement GetNfpReadOnlyInfo and fix deactivate event
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Fixes Amiibos not being detected in MK8
2024-11-01 22:47:19 +01:00
capitalistspz
47001ad233
Make MEMPTR<T> a little more T*-like (#1385)
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2024-10-30 23:10:32 +01:00
goeiecool9999
459fd5d9bb
input: Fix crash when closing add controller dialog before search completes (#1386)
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2024-10-28 09:37:30 +01:00
capitalistspz
63e1289bb5
Windows: Save icons to Cemu user data directory (#1390)
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2024-10-25 18:48:21 +02:00
goeiecool9999
f9a4b2dbb1
input: Add option to make show screen button a toggle (#1383)
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2024-10-19 01:56:56 +02:00
goeiecool9999
d6575455ee Linux: Fix crash on invalid command-line arguments
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use std::cout instead of wxMessageBox which does not work when wxWidgets has not been initialised yet
2024-10-17 22:24:20 +02:00
goeiecool9999
3acd0c4f2c
Vulkan: Protect against uniform var ringbuffer overflow (#1378)
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2024-10-14 14:03:36 +02:00
Alexandre Bouvier
6dc73f5d79
Add support for fmt 11 (#1366)
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2024-10-03 08:48:25 +02:00
capitalistspz
8508c62540
Various smaller code improvements (#1343) 2024-09-17 02:00:26 +02:00
Andrea Toska
adffd53dbd
boss: Fix BOSS not honoring the proxy_server setting (#1344) 2024-09-16 12:40:38 +02:00
goeiecool9999
a05bdb172d
Vulkan: Add explicit synchronization on frame boundaries (#1290) 2024-09-15 20:23:11 +02:00
741 changed files with 56656 additions and 36036 deletions

View File

@ -13,13 +13,25 @@ on:
env:
VCPKG_ROOT: "${{github.workspace}}/dependencies/vcpkg"
VCPKG_BINARY_SOURCES: 'clear;nuget,GitHub,readwrite'
VCPKG_FORCE_DOWNLOADED_BINARIES: true
jobs:
build-ubuntu:
runs-on: ubuntu-22.04
continue-on-error: true
strategy:
fail-fast: false
matrix:
include:
- os: ubuntu-22.04
arch: x64
- os: ubuntu-22.04-arm
arch: arm
name: build-ubuntu-${{ matrix.arch }}
runs-on: ${{ matrix.os }}
steps:
- name: "Checkout repo"
uses: actions/checkout@v4
uses: actions/checkout@v6
with:
submodules: "recursive"
fetch-depth: 0
@ -39,12 +51,7 @@ jobs:
- name: "Install system dependencies"
run: |
sudo apt update -qq
sudo apt install -y clang-15 cmake freeglut3-dev libgcrypt20-dev libglm-dev libgtk-3-dev libpulse-dev libsecret-1-dev libsystemd-dev libudev-dev nasm ninja-build
- name: "Setup cmake"
uses: jwlawson/actions-setup-cmake@v2
with:
cmake-version: '3.29.0'
sudo apt install -y clang-15 cmake freeglut3-dev libgcrypt20-dev libglm-dev libgtk-3-dev libpulse-dev libsecret-1-dev libsystemd-dev libudev-dev nasm ninja-build libbluetooth-dev
- name: "Bootstrap vcpkg"
run: |
@ -67,54 +74,64 @@ jobs:
- name: "cmake"
run: |
cmake -S . -B build ${{ env.BUILD_FLAGS }} -DCMAKE_BUILD_TYPE=${{ env.BUILD_MODE }} -DCMAKE_C_COMPILER=/usr/bin/clang-15 -DCMAKE_CXX_COMPILER=/usr/bin/clang++-15 -G Ninja -DCMAKE_MAKE_PROGRAM=/usr/bin/ninja
- name: "Build Cemu"
run: |
cmake --build build
- name: Prepare artifact
run: mv bin/Cemu_release bin/Cemu
- name: Upload artifact
uses: actions/upload-artifact@v4
uses: actions/upload-artifact@v6
with:
name: cemu-bin-linux-x64
name: cemu-bin-linux-${{ matrix.arch }}
path: ./bin/Cemu
build-appimage:
runs-on: ubuntu-22.04
strategy:
fail-fast: false
matrix:
include:
- os: ubuntu-22.04
arch: x64
- os: ubuntu-22.04-arm
arch: arm
name: build-appimage-${{ matrix.arch }}
runs-on: ${{ matrix.os }}
needs: build-ubuntu
steps:
- name: Checkout Upstream Repo
uses: actions/checkout@v4
uses: actions/checkout@v6
- uses: actions/download-artifact@v4
- uses: actions/download-artifact@v8
with:
name: cemu-bin-linux-x64
name: cemu-bin-linux-${{ matrix.arch }}
path: bin
- name: "Install system dependencies"
run: |
sudo apt update -qq
sudo apt install -y clang-15 cmake freeglut3-dev libgcrypt20-dev libglm-dev libgtk-3-dev libpulse-dev libsecret-1-dev libsystemd-dev nasm ninja-build appstream
sudo apt install -y clang-15 cmake freeglut3-dev libgcrypt20-dev libglm-dev libgtk-3-dev libpulse-dev libsecret-1-dev libsystemd-dev nasm ninja-build appstream libbluetooth-dev
- name: "Build AppImage"
run: |
export LD_LIBRARY_PATH="/usr/local/lib:$LD_LIBRARY_PATH"
export DEPLOY_GTK_VERSION=3
dist/linux/appimage.sh
dist/linux/appimage.sh ${{ runner.arch }}
- name: Upload artifact
uses: actions/upload-artifact@v4
uses: actions/upload-artifact@v6
with:
name: cemu-appimage-x64
name: cemu-appimage-${{ matrix.arch }}
path: artifacts
build-windows:
runs-on: windows-2022
steps:
- name: "Checkout repo"
uses: actions/checkout@v4
uses: actions/checkout@v6
with:
submodules: "recursive"
@ -138,7 +155,7 @@ jobs:
- name: "Bootstrap vcpkg"
run: |
./dependencies/vcpkg/bootstrap-vcpkg.bat
- name: 'Setup NuGet Credentials for vcpkg'
shell: 'bash'
run: |
@ -152,7 +169,7 @@ jobs:
`./dependencies/vcpkg/vcpkg.exe fetch nuget | tail -n 1` \
setapikey "${{ secrets.GITHUB_TOKEN }}" \
-source "https://nuget.pkg.github.com/${{ github.repository_owner }}/index.json"
- name: "cmake"
run: |
mkdir -p build
@ -160,7 +177,7 @@ jobs:
echo "[INFO] BUILD_FLAGS: ${{ env.BUILD_FLAGS }}"
echo "[INFO] BUILD_MODE: ${{ env.BUILD_MODE }}"
cmake .. ${{ env.BUILD_FLAGS }} -DCMAKE_BUILD_TYPE=${{ env.BUILD_MODE }} -DVCPKG_INSTALL_OPTIONS="--clean-after-build"
- name: "Build Cemu"
run: |
cd build
@ -168,21 +185,36 @@ jobs:
- name: Prepare artifact
run: Rename-Item bin/Cemu_release.exe Cemu.exe
- name: Build NSIS Installer
shell: cmd
run: |
cd src\resource
makensis /DPRODUCT_VERSION=${{ inputs.next_version_major }}.${{ inputs.next_version_minor }} installer.nsi
- name: Upload artifact
uses: actions/upload-artifact@v4
uses: actions/upload-artifact@v6
with:
name: cemu-bin-windows-x64
path: ./bin/Cemu.exe
- name: Upload NSIS Installer
uses: actions/upload-artifact@v6
with:
name: cemu-installer-windows-x64
path: ./src/resource/cemu-${{ inputs.next_version_major }}.${{ inputs.next_version_minor }}-windows-x64-installer.exe
build-macos:
runs-on: macos-14
strategy:
matrix:
arch: [x86_64, arm64]
steps:
- name: "Checkout repo"
uses: actions/checkout@v4
uses: actions/checkout@v6
with:
submodules: "recursive"
- name: Setup release mode parameters
run: |
echo "BUILD_MODE=release" >> $GITHUB_ENV
@ -194,7 +226,7 @@ jobs:
run: |
echo "[INFO] Version ${{ inputs.next_version_major }}.${{ inputs.next_version_minor }}"
echo "BUILD_FLAGS=${{ env.BUILD_FLAGS }} -DEMULATOR_VERSION_MAJOR=${{ inputs.next_version_major }} -DEMULATOR_VERSION_MINOR=${{ inputs.next_version_minor }}" >> $GITHUB_ENV
- name: "Install system dependencies"
run: |
brew update
@ -202,8 +234,8 @@ jobs:
- name: "Install molten-vk"
run: |
curl -L -O https://github.com/KhronosGroup/MoltenVK/releases/download/v1.2.9/MoltenVK-macos.tar
tar xf MoltenVK-macos.tar
curl -L -O https://github.com/KhronosGroup/MoltenVK/releases/download/v1.4.1/MoltenVK-macos-privateapi.tar
tar xf MoltenVK-macos-privateapi.tar
sudo mkdir -p /usr/local/lib
sudo cp MoltenVK/MoltenVK/dynamic/dylib/macOS/libMoltenVK.dylib /usr/local/lib
@ -215,7 +247,7 @@ jobs:
- name: "Bootstrap vcpkg"
run: |
bash ./dependencies/vcpkg/bootstrap-vcpkg.sh
- name: 'Setup NuGet Credentials for vcpkg'
shell: 'bash'
run: |
@ -229,17 +261,17 @@ jobs:
mono `./dependencies/vcpkg/vcpkg fetch nuget | tail -n 1` \
setapikey "${{ secrets.GITHUB_TOKEN }}" \
-source "https://nuget.pkg.github.com/${{ github.repository_owner }}/index.json"
- name: "cmake"
run: |
mkdir build
cd build
cmake .. ${{ env.BUILD_FLAGS }} \
-DCMAKE_BUILD_TYPE=${{ env.BUILD_MODE }} \
-DCMAKE_OSX_ARCHITECTURES=x86_64 \
-DCMAKE_OSX_ARCHITECTURES=${{ matrix.arch }} \
-DMACOS_BUNDLE=ON \
-G Ninja
- name: "Build Cemu"
run: |
cmake --build build
@ -255,9 +287,9 @@ jobs:
hdiutil create ./bin/tmp.dmg -ov -volname "Cemu" -fs HFS+ -srcfolder "./bin/Cemu_app"
hdiutil convert ./bin/tmp.dmg -format UDZO -o bin/Cemu.dmg
rm bin/tmp.dmg
- name: Upload artifact
uses: actions/upload-artifact@v4
uses: actions/upload-artifact@v6
with:
name: cemu-bin-macos-x64
name: cemu-bin-macos-${{ matrix.arch }}
path: ./bin/Cemu.dmg

View File

@ -1,4 +1,4 @@
name: Deploy experimental release
name: Deploy release
on:
workflow_dispatch:
inputs:
@ -54,11 +54,11 @@ jobs:
next_version_major: ${{ needs.calculate-version.outputs.next_version_major }}
next_version_minor: ${{ needs.calculate-version.outputs.next_version_minor }}
deploy:
name: Deploy experimental release
name: Deploy release
runs-on: ubuntu-22.04
needs: [call-release-build, calculate-version]
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v6
with:
fetch-depth: 0
@ -78,31 +78,36 @@ jobs:
if [ -n "${{ github.event.inputs.changelog9 }}" ]; then CHANGELOG="$CHANGELOG- ${{ github.event.inputs.changelog9 }}\n"; fi
echo -e "$CHANGELOG"
echo "RELEASE_BODY=$CHANGELOG" >> $GITHUB_ENV
- uses: actions/download-artifact@v4
- uses: actions/download-artifact@v8
with:
name: cemu-bin-linux-x64
path: cemu-bin-linux-x64
- uses: actions/download-artifact@v4
- uses: actions/download-artifact@v8
with:
name: cemu-appimage-x64
path: cemu-appimage-x64
- uses: actions/download-artifact@v4
- uses: actions/download-artifact@v8
with:
name: cemu-bin-windows-x64
path: cemu-bin-windows-x64
- uses: actions/download-artifact@v4
- uses: actions/download-artifact@v8
with:
name: cemu-bin-macos-x64
path: cemu-bin-macos-x64
name: cemu-installer-windows-x64
path: cemu-installer-windows-x64
- uses: actions/download-artifact@v8
with:
pattern: cemu-bin-macos*
path: cemu-macos
- name: Initialize
run: |
mkdir upload
sudo apt install zip
- name: Set version dependent vars
run: |
echo "Version: ${{ needs.calculate-version.outputs.next_version }}"
@ -120,6 +125,9 @@ jobs:
zip -9 -r upload/cemu-${{ env.CEMU_VERSION }}-windows-x64.zip ${{ env.CEMU_FOLDER_NAME }}
rm -r ./${{ env.CEMU_FOLDER_NAME }}
- name: Create release from windows-installer
run: cp cemu-installer-windows-x64/cemu-${{ env.CEMU_VERSION }}-windows-x64-installer.exe upload/cemu-${{ env.CEMU_VERSION }}-windows-x64-installer.exe
- name: Create appimage
run: |
VERSION=${{ env.CEMU_VERSION }}
@ -137,7 +145,12 @@ jobs:
rm -r ./${{ env.CEMU_FOLDER_NAME }}
- name: Create release from macos-bin
run: cp cemu-bin-macos-x64/Cemu.dmg upload/cemu-${{ env.CEMU_VERSION }}-macos-12-x64.dmg
run: |
cd cemu-macos
for bin_dir in cemu-bin-macos-*; do
arch="${bin_dir##cemu-bin-macos-}"
cp $bin_dir/Cemu.dmg ../upload/cemu-${{ env.CEMU_VERSION }}-macos-12-$arch.dmg
done
- name: Create release
run: |

View File

@ -1,85 +0,0 @@
name: Create new release
on:
workflow_dispatch:
inputs:
PlaceholderInput:
description: PlaceholderInput
required: false
jobs:
call-release-build:
uses: ./.github/workflows/build.yml
with:
deploymode: release
deploy:
name: Deploy release
runs-on: ubuntu-20.04
needs: call-release-build
steps:
- uses: actions/checkout@v3
- uses: actions/download-artifact@v4
with:
name: cemu-bin-linux-x64
path: cemu-bin-linux-x64
- uses: actions/download-artifact@v4
with:
name: cemu-appimage-x64
path: cemu-appimage-x64
- uses: actions/download-artifact@v4
with:
name: cemu-bin-windows-x64
path: cemu-bin-windows-x64
- uses: actions/download-artifact@v4
with:
name: cemu-bin-macos-x64
path: cemu-bin-macos-x64
- name: Initialize
run: |
mkdir upload
sudo apt update -qq
sudo apt install -y zip
- name: Get Cemu release version
run: |
gcc -o getversion .github/getversion.cpp
echo "Cemu CI version: $(./getversion)"
echo "CEMU_FOLDER_NAME=Cemu_$(./getversion)" >> $GITHUB_ENV
echo "CEMU_VERSION=$(./getversion)" >> $GITHUB_ENV
- name: Create release from windows-bin
run: |
ls ./
ls ./bin/
cp -R ./bin ./${{ env.CEMU_FOLDER_NAME }}
mv cemu-bin-windows-x64/Cemu.exe ./${{ env.CEMU_FOLDER_NAME }}/Cemu.exe
zip -9 -r upload/cemu-${{ env.CEMU_VERSION }}-windows-x64.zip ${{ env.CEMU_FOLDER_NAME }}
rm -r ./${{ env.CEMU_FOLDER_NAME }}
- name: Create appimage
run: |
VERSION=${{ env.CEMU_VERSION }}
echo "Cemu Version is $VERSION"
ls cemu-appimage-x64
mv cemu-appimage-x64/Cemu-*-x86_64.AppImage upload/Cemu-$VERSION-x86_64.AppImage
- name: Create release from ubuntu-bin
run: |
ls ./
ls ./bin/
cp -R ./bin ./${{ env.CEMU_FOLDER_NAME }}
mv cemu-bin-linux-x64/Cemu ./${{ env.CEMU_FOLDER_NAME }}/Cemu
zip -9 -r upload/cemu-${{ env.CEMU_VERSION }}-ubuntu-20.04-x64.zip ${{ env.CEMU_FOLDER_NAME }}
rm -r ./${{ env.CEMU_FOLDER_NAME }}
- name: Create release from macos-bin
run: cp cemu-bin-macos-x64/Cemu.dmg upload/cemu-${{ env.CEMU_VERSION }}-macos-12-x64.dmg
- name: Create release
run: |
wget -O ghr.tar.gz https://github.com/tcnksm/ghr/releases/download/v0.15.0/ghr_v0.15.0_linux_amd64.tar.gz
tar xvzf ghr.tar.gz; rm ghr.tar.gz
ghr_v0.15.0_linux_amd64/ghr -t ${{ secrets.GITHUB_TOKEN }} -n "Cemu ${{ env.CEMU_VERSION }}" -b "Changelog:" v${{ env.CEMU_VERSION }} ./upload

View File

@ -23,7 +23,7 @@ jobs:
next_version_minor: ${{ steps.calculate_next_version.outputs.next_version_minor }}
steps:
- name: Checkout code
uses: actions/checkout@v2
uses: actions/checkout@v6
- name: Get all releases
id: get_all_releases

View File

@ -19,7 +19,7 @@ jobs:
runs-on: ubuntu-latest
steps:
- name: "Checkout repo"
uses: actions/checkout@v3
uses: actions/checkout@v6
- name: "Install gettext"
run: |
@ -31,11 +31,12 @@ jobs:
find src -name *.cpp -o -name *.hpp -o -name *.h |
xargs xgettext --from-code=utf-8 -w 100
--keyword="_" --keyword="wxTRANSLATE" --keyword="wxPLURAL:1,2"
--keyword="_tr" --keyword="TR_NOOP"
--check=space-ellipsis --omit-header
-o cemu.pot
- name: Upload artifact
uses: actions/upload-artifact@v3
uses: actions/upload-artifact@v6
with:
name: POT file
path: ./cemu.pot

7
.gitmodules vendored
View File

@ -18,3 +18,10 @@
path = dependencies/imgui
url = https://github.com/ocornut/imgui
shallow = true
[submodule "dependencies/metal-cpp"]
path = dependencies/metal-cpp
url = https://github.com/bkaradzic/metal-cpp.git
shallow = true
[submodule "dependencies/xbyak_aarch64"]
path = dependencies/xbyak_aarch64
url = https://github.com/fujitsu/xbyak_aarch64

View File

@ -20,6 +20,9 @@
- [Installing Tool Dependencies](#installing-tool-dependencies)
- [Installing Library Dependencies](#installing-library-dependencies)
- [Build Cemu using CMake](#build-cemu-using-cmake)
- [FreeBSD](#freebsd)
- [Installing Dependencies](#installing-dependencies)
- [Build Cemu on BSD with CMake](#build-cemu-on-bsd-with-cmake)
- [Updating Cemu and source code](#updating-cemu-and-source-code)
## Windows
@ -46,10 +49,10 @@ To compile Cemu, a recent enough compiler and STL with C++20 support is required
### Dependencies
#### For Arch and derivatives:
`sudo pacman -S --needed base-devel clang cmake freeglut git glm gtk3 libgcrypt libpulse libsecret linux-headers llvm nasm ninja systemd unzip zip`
`sudo pacman -S --needed base-devel bluez-libs clang cmake freeglut git glm gtk3 libgcrypt libpulse libsecret linux-headers llvm nasm ninja systemd unzip zip`
#### For Debian, Ubuntu and derivatives:
`sudo apt install -y cmake curl clang-15 freeglut3-dev git libgcrypt20-dev libglm-dev libgtk-3-dev libpulse-dev libsecret-1-dev libsystemd-dev libtool nasm ninja-build`
`sudo apt install -y cmake curl clang-15 freeglut3-dev git libbluetooth-dev libgcrypt20-dev libglm-dev libgtk-3-dev libpulse-dev libsecret-1-dev libsystemd-dev libtool nasm ninja-build`
You may also need to install `libusb-1.0-0-dev` as a workaround for an issue with the vcpkg hidapi package.
@ -57,7 +60,7 @@ At Step 3 in [Build Cemu using cmake and clang](#build-cemu-using-cmake-and-clan
`cmake -S . -B build -DCMAKE_BUILD_TYPE=release -DCMAKE_C_COMPILER=/usr/bin/clang-15 -DCMAKE_CXX_COMPILER=/usr/bin/clang++-15 -G Ninja -DCMAKE_MAKE_PROGRAM=/usr/bin/ninja`
#### For Fedora and derivatives:
`sudo dnf install clang cmake cubeb-devel freeglut-devel git glm-devel gtk3-devel kernel-headers libgcrypt-devel libsecret-devel libtool libusb1-devel llvm nasm ninja-build perl-core systemd-devel zlib-devel zlib-static`
`sudo dnf install bluez-libs-devel clang cmake cubeb-devel freeglut-devel git glm-devel gtk3-devel kernel-headers libgcrypt-devel libsecret-devel libtool libusb1-devel llvm nasm ninja-build perl-core systemd-devel wayland-protocols-devel zlib-devel zlib-static`
### Build Cemu
@ -120,6 +123,9 @@ This section refers to running `cmake -S...` (truncated).
* Compiling failed during rebuild after `git pull` with an error that mentions RPATH
* Add the following and try running the command again:
* `-DCMAKE_BUILD_WITH_INSTALL_RPATH=ON`
* Environment variable `VCPKG_FORCE_SYSTEM_BINARIES` must be set.
* Execute the folowing and then try running the command again:
* `export VCPKG_FORCE_SYSTEM_BINARIES=1`
* If you are getting a random error, read the [package-name-and-platform]-out.log and [package-name-and-platform]-err.log for the actual reason to see if you might be lacking the headers from a dependency.
@ -182,6 +188,33 @@ Then install the dependencies:
#### Troubleshooting steps
- If step 3 gives you an error about not being able to find ninja, try appending `-DCMAKE_MAKE_PROGRAM=/usr/local/bin/ninja` to the command and running it again.
## FreeBSD
The following instructions to build Cemu on FreeBSD are experimental. Some features available on other platforms are not available on FreeBSD (discord rich presence, bluetooth/support for actual Wii U controllers, auto-updates, etc.)
To compile Cemu, a recent enough compiler and STL with C++20 support is required! Clang-15 or higher is what we recommend. Any version of FreeBSD 13.3-RELEASE or higher comes bundled with LLVM > version 15 as part of the base system. However, if for whatever reason your system lacks a recent version of LLVM you can install one by executing:
`sudo pkg install llvm15`
Or a higher version as desired.
### Installing Dependencies
`sudo pkg install boost-libs cmake-core curl glslang gtk3 libzip ninja png pkgconf pugixml rapidjson sdl2 wayland wayland-protocols wx32-gtk3 xorg zstd`
### Build Cemu on BSD with CMake
```
git clone --recursive https://github.com/cemu-project/Cemu
cd Cemu
cmake -B build -DCMAKE_BUILD_TYPE=release -DENABLE_BLUEZ=OFF -DENABLE_DISCORD_RPC=OFF -DENABLE_FERAL_GAMEMODE=OFF -DENABLE_HIDAPI=OFF -DENABLE_VCPKG=OFF -G Ninja
cmake --build build
cd build && ninja install
```
You should now have a Cemu executable file in the /bin folder, which you can run using `./bin/Cemu_release`.
## Updating Cemu and source code
1. To update your Cemu local repository, use the command `git pull --recurse-submodules` (run this command on the Cemu root).
- This should update your local copy of Cemu and all of its dependencies.
@ -189,3 +222,41 @@ Then install the dependencies:
If CMake complains about Cemu already being compiled or another similar error, try deleting the `CMakeCache.txt` file inside the `build` folder and retry building.
## CMake configure flags
Some flags can be passed during CMake configure to customise which features are enabled on build.
Example usage: `cmake -S . -B build -DCMAKE_BUILD_TYPE=release -DENABLE_SDL=ON -DENABLE_VULKAN=OFF`
### All platforms
| Flag | | Description | Default | Note |
|--------------------|:--|-----------------------------------------------------------------------------|---------|--------------------|
| ALLOW_PORTABLE | | Allow Cemu to use the `portable` directory to store configs and data | ON | |
| CEMU_CXX_FLAGS | | Flags passed straight to the compiler, e.g. `-march=native`, `-Wall`, `/W3` | "" | |
| ENABLE_CUBEB | | Enable cubeb audio backend | ON | |
| ENABLE_DISCORD_RPC | | Enable Discord Rich presence support | ON | |
| ENABLE_OPENGL | | Enable OpenGL graphics backend | ON | Currently required |
| ENABLE_HIDAPI | | Enable HIDAPI (used for Wiimote controller API) | ON | |
| ENABLE_SDL | | Enable SDLController controller API | ON | Currently required |
| ENABLE_VCPKG | | Use VCPKG package manager to obtain dependencies | ON | |
| ENABLE_VULKAN | | Enable the Vulkan graphics backend | ON | |
| ENABLE_WXWIDGETS | | Enable wxWidgets UI | ON | Currently required |
### Windows
| Flag | Description | Default | Note |
|--------------------|-----------------------------------|---------|--------------------|
| ENABLE_DIRECTAUDIO | Enable DirectAudio audio backend | ON | Currently required |
| ENABLE_DIRECTINPUT | Enable DirectInput controller API | ON | Currently required |
| ENABLE_XAUDIO | Enable XAudio audio backend | ON | |
| ENABLE_XINPUT | Enable XInput controller API | ON | |
### Linux
| Flag | Description | Default |
|-----------------------|----------------------------------------------------|---------|
| ENABLE_BLUEZ | Build with Bluez (used for Wiimote controller API) | ON |
| ENABLE_FERAL_GAMEMODE | Enable Feral Interactive GameMode support | ON |
| ENABLE_WAYLAND | Enable Wayland support | ON |
### macOS
| Flag | Description | Default |
|--------------|------------------------------------------------|---------|
| MACOS_BUNDLE | MacOS executable will be an application bundle | OFF |

View File

@ -2,6 +2,7 @@ cmake_minimum_required(VERSION 3.21.1)
option(ENABLE_VCPKG "Enable the vcpkg package manager" ON)
option(MACOS_BUNDLE "The executable when built on macOS will be created as an application bundle" OFF)
option(ALLOW_PORTABLE "Allow Cemu to be run in portable mode" ON)
# used by CI script to set version:
set(EMULATOR_VERSION_MAJOR "0" CACHE STRING "")
@ -24,7 +25,7 @@ if (ENABLE_VCPKG)
OUTPUT_VARIABLE is_vcpkg_shallow
OUTPUT_STRIP_TRAILING_WHITESPACE
)
if(is_vcpkg_shallow STREQUAL "true")
message(STATUS "vcpkg is shallow. Unshallowing it now...")
execute_process(
@ -36,11 +37,11 @@ if (ENABLE_VCPKG)
endif()
if(UNIX AND NOT APPLE)
set(VCPKG_OVERLAY_PORTS "${CMAKE_CURRENT_LIST_DIR}/dependencies/vcpkg_overlay_ports_linux")
set(VCPKG_OVERLAY_PORTS "${CMAKE_CURRENT_LIST_DIR}/dependencies/vcpkg_overlay_ports_linux;${CMAKE_CURRENT_LIST_DIR}/dependencies/vcpkg_overlay_ports")
elseif(APPLE)
set(VCPKG_OVERLAY_PORTS "${CMAKE_CURRENT_LIST_DIR}/dependencies/vcpkg_overlay_ports_mac")
set(VCPKG_OVERLAY_PORTS "${CMAKE_CURRENT_LIST_DIR}/dependencies/vcpkg_overlay_ports_mac;${CMAKE_CURRENT_LIST_DIR}/dependencies/vcpkg_overlay_ports")
else()
set(VCPKG_OVERLAY_PORTS "${CMAKE_CURRENT_LIST_DIR}/dependencies/vcpkg_overlay_ports")
set(VCPKG_OVERLAY_PORTS "${CMAKE_CURRENT_LIST_DIR}/dependencies/vcpkg_overlay_ports_win;${CMAKE_CURRENT_LIST_DIR}/dependencies/vcpkg_overlay_ports")
endif()
set(CMAKE_TOOLCHAIN_FILE "${CMAKE_CURRENT_SOURCE_DIR}/dependencies/vcpkg/scripts/buildsystems/vcpkg.cmake"
CACHE STRING "Vcpkg toolchain file")
@ -92,18 +93,29 @@ endif()
if (APPLE)
enable_language(OBJC OBJCXX)
set(CMAKE_OSX_DEPLOYMENT_TARGET "12.0")
set(CMAKE_OSX_DEPLOYMENT_TARGET "13.4")
endif()
if (UNIX AND NOT APPLE)
option(ENABLE_WAYLAND "Build with Wayland support" ON)
option(ENABLE_FERAL_GAMEMODE "Enables Feral Interactive GameMode Support" ON)
option(ENABLE_BLUEZ "Build with Bluez support" ON)
endif()
if (APPLE)
set(ENABLE_METAL_DEFAULT ON)
else()
set(ENABLE_METAL_DEFAULT OFF)
endif()
option(ENABLE_OPENGL "Enables the OpenGL backend" ON)
option(ENABLE_VULKAN "Enables the Vulkan backend" ON)
option(ENABLE_METAL "Enables the Metal backend" ${ENABLE_METAL_DEFAULT})
option(ENABLE_DISCORD_RPC "Enables the Discord Rich Presence feature" ON)
if (ENABLE_METAL AND NOT APPLE)
message(FATAL_ERROR "Metal backend is only supported on Apple platforms")
endif()
# input backends
if (WIN32)
@ -122,23 +134,6 @@ if (WIN32)
endif()
option(ENABLE_CUBEB "Enabled cubeb backend" ON)
# usb hid backends
if (WIN32)
option(ENABLE_NSYSHID_WINDOWS_HID "Enables the native Windows HID backend for nsyshid" ON)
endif ()
# libusb and windows hid backends shouldn't be active at the same time; otherwise we'd see all devices twice!
if (NOT ENABLE_NSYSHID_WINDOWS_HID)
option(ENABLE_NSYSHID_LIBUSB "Enables the libusb backend for nsyshid" ON)
else ()
set(ENABLE_NSYSHID_LIBUSB OFF CACHE BOOL "" FORCE)
endif ()
if (ENABLE_NSYSHID_WINDOWS_HID)
add_compile_definitions(NSYSHID_ENABLE_BACKEND_WINDOWS_HID)
endif ()
if (ENABLE_NSYSHID_LIBUSB)
add_compile_definitions(NSYSHID_ENABLE_BACKEND_LIBUSB)
endif ()
option(ENABLE_WXWIDGETS "Build with wxWidgets UI (Currently required)" ON)
set(THREADS_PREFER_PTHREAD_FLAG true)
@ -174,11 +169,17 @@ if (UNIX AND NOT APPLE)
BASENAME viewporter)
add_library(CemuWaylandProtocols STATIC ${WAYLAND_PROTOCOL_SRCS})
target_include_directories(CemuWaylandProtocols PUBLIC "${CMAKE_CURRENT_BINARY_DIR}")
target_include_directories(CemuWaylandProtocols PRIVATE ${Wayland_INCLUDE_DIRS})
add_compile_definitions(HAS_WAYLAND)
endif()
find_package(GTK3 REQUIRED)
if(ENABLE_BLUEZ)
find_package(bluez REQUIRED)
set(SUPPORTS_WIIMOTE ON)
add_compile_definitions(HAS_BLUEZ)
endif()
endif()
if (ENABLE_VULKAN)
@ -189,15 +190,19 @@ if (ENABLE_OPENGL)
find_package(OpenGL REQUIRED)
endif()
if (ENABLE_METAL)
include_directories(${CMAKE_SOURCE_DIR}/dependencies/metal-cpp)
add_definitions(-DENABLE_METAL=1)
endif()
if (ENABLE_DISCORD_RPC)
add_compile_definitions(ENABLE_DISCORD_RPC)
add_subdirectory(dependencies/discord-rpc EXCLUDE_FROM_ALL)
target_include_directories(discord-rpc INTERFACE ./dependencies/discord-rpc/include)
endif()
if (ENABLE_HIDAPI)
find_package(hidapi REQUIRED)
set(ENABLE_WIIMOTE ON)
set(SUPPORTS_WIIMOTE ON)
add_compile_definitions(HAS_HIDAPI)
endif ()
@ -210,19 +215,19 @@ if(UNIX AND NOT APPLE)
endif()
if (ENABLE_WXWIDGETS)
find_package(wxWidgets 3.2 REQUIRED COMPONENTS base core gl propgrid xrc)
find_package(wxWidgets 3.3 REQUIRED COMPONENTS base core gl propgrid xrc)
endif()
if (ENABLE_CUBEB)
if (NOT ENABLE_VCPKG)
find_package(cubeb)
find_package(cubeb)
endif()
if (NOT cubeb_FOUND)
option(BUILD_TESTS "" OFF)
option(BUILD_TOOLS "" OFF)
option(BUNDLE_SPEEX "" OFF)
set(USE_WINMM OFF CACHE BOOL "")
add_subdirectory("dependencies/cubeb" EXCLUDE_FROM_ALL)
add_subdirectory("dependencies/cubeb" EXCLUDE_FROM_ALL SYSTEM)
set_property(TARGET cubeb PROPERTY MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
add_library(cubeb::cubeb ALIAS cubeb)
endif()
@ -231,6 +236,15 @@ endif()
add_subdirectory("dependencies/ih264d" EXCLUDE_FROM_ALL)
if (CMAKE_OSX_ARCHITECTURES)
set(CEMU_ARCHITECTURE ${CMAKE_OSX_ARCHITECTURES})
else()
set(CEMU_ARCHITECTURE ${CMAKE_SYSTEM_PROCESSOR})
endif()
if(CEMU_ARCHITECTURE MATCHES "(aarch64)|(AARCH64)|(arm64)|(ARM64)")
add_subdirectory("dependencies/xbyak_aarch64" EXCLUDE_FROM_ALL)
endif()
find_package(ZArchive)
if (NOT ZArchive_FOUND)
add_subdirectory("dependencies/ZArchive" EXCLUDE_FROM_ALL)

View File

@ -56,7 +56,6 @@ fs::path _utf8ToPath(std::string_view input);
// wxString <-> std::string
wxString wxString::FromUTF8(const std::string& s)
wxString to_wxString(std::string_view str); // in gui/helpers.h
std::string wxString::utf8_string();
```
@ -96,4 +95,4 @@ namespace coreinit
}
}
```
You may also see some code which uses `osLib_addFunction` directly. This is a deprecated way of registering functions.
You may also see some code which uses `osLib_addFunction` directly. This is a deprecated way of registering functions.

View File

@ -26,7 +26,7 @@ Cemu is currently only available for 64-bit Windows, Linux & macOS devices.
You can download the latest Cemu releases for Windows, Linux and Mac from the [GitHub Releases](https://github.com/cemu-project/Cemu/releases/). For Linux you can also find Cemu on [flathub](https://flathub.org/apps/info.cemu.Cemu).
On Windows Cemu is currently only available in a portable format so no installation is required besides extracting it in a safe place.
On Windows, Cemu is available both as an installer and in a portable format, where no installation is required besides extracting it in a safe place.
The native macOS build is currently purely experimental and should not be considered stable or ready for issue-free gameplay. There are also known issues with degraded performance due to the use of MoltenVK and Rosetta for ARM Macs. We appreciate your patience while we improve Cemu for macOS.

Binary file not shown.

Binary file not shown.

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26
boost.natvis Normal file
View File

@ -0,0 +1,26 @@
<?xml version='1.0' encoding='utf-8'?>
<AutoVisualizer xmlns="http://schemas.microsoft.com/vstudio/debugger/natvis/2010">
<Type Name="boost::container::small_vector&lt;*&gt;">
<Expand>
<Item Name="[size]">m_holder.m_size</Item>
<ArrayItems>
<Size>m_holder.m_size</Size>
<ValuePointer>m_holder.m_start</ValuePointer>
</ArrayItems>
</Expand>
</Type>
<Type Name="boost::container::static_vector&lt;*&gt;">
<DisplayString>{{ size={m_holder.m_size} }}</DisplayString>
<Expand>
<Item Name="[size]" ExcludeView="simple">m_holder.m_size</Item>
<Item Name="[capacity]" ExcludeView="simple">static_capacity</Item>
<ArrayItems>
<Size>m_holder.m_size</Size>
<ValuePointer>($T1*)m_holder.storage.data</ValuePointer>
</ArrayItems>
</Expand>
</Type>
</AutoVisualizer>

20
cmake/Findbluez.cmake Normal file
View File

@ -0,0 +1,20 @@
# SPDX-FileCopyrightText: 2022 Andrea Pappacoda <andrea@pappacoda.it>
# SPDX-License-Identifier: ISC
find_package(bluez CONFIG)
if (NOT bluez_FOUND)
find_package(PkgConfig)
if (PKG_CONFIG_FOUND)
pkg_search_module(bluez IMPORTED_TARGET GLOBAL bluez-1.0 bluez)
if (bluez_FOUND)
add_library(bluez::bluez ALIAS PkgConfig::bluez)
endif ()
endif ()
endif ()
find_package_handle_standard_args(bluez
REQUIRED_VARS
bluez_LINK_LIBRARIES
bluez_FOUND
VERSION_VAR bluez_VERSION
)

View File

@ -1,92 +0,0 @@
---
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
...

View File

@ -1,5 +0,0 @@
/build*/
/.vscode/
/thirdparty/
.vs/
.DS_Store

View File

@ -1,47 +0,0 @@
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 -DWARNINGS_AS_ERRORS=On --config Release ..
- cmake --build . -- -j2

View File

@ -1,42 +0,0 @@
cmake_minimum_required (VERSION 3.2.0)
project (DiscordRPC)
include(GNUInstallDirs)
option(BUILD_EXAMPLES "Build example apps" OFF)
# format
file(GLOB_RECURSE ALL_SOURCE_FILES
examples/*.cpp examples/*.h examples/*.c
include/*.h
src/*.cpp src/*.h src/*.c
)
# 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)

View File

@ -1,19 +0,0 @@
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.

View File

@ -1,158 +0,0 @@
# Discord RPC
## Deprecation Notice
This library has been deprecated in favor of Discord's GameSDK. [Learn more here](https://discordapp.com/developers/docs/game-sdk/sdk-starter-guide)
---
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.
### Unreal Engine 4 Setup
To use the Rich Presense plugin with Unreal Engine Projects:
1. Download the latest [release](https://github.com/discordapp/discord-rpc/releases) for each operating system you are targeting and the zipped source code
2. In the source code zip, copy the UE plugin—`examples/unrealstatus/Plugins/discordrpc`—to your project's plugin directory
3. At `[YOUR_UE_PROJECT]/Plugins/discordrpc/source/ThirdParty/DiscordRpcLibrary/`, create an `Include` folder and copy `discord_rpc.h` and `discord_register.h` to it from the zip
4. Follow the steps below for each OS
5. Build your UE4 project
6. Launch the editor, and enable the Discord plugin.
#### Windows
- At `[YOUR_UE_PROJECT]/Plugins/discordrpc/source/ThirdParty/DiscordRpcLibrary/`, create a `Win64` folder
- Copy `lib/discord-rpc.lib` and `bin/discord-rpc.dll` from `[RELEASE_ZIP]/win64-dynamic` to the `Win64` folder
#### Mac
- At `[YOUR_UE_PROJECT]/Plugins/discordrpc/source/ThirdParty/DiscordRpcLibrary/`, create a `Mac` folder
- Copy `libdiscord-rpc.dylib` from `[RELEASE_ZIP]/osx-dynamic/lib` to the `Mac` folder
#### Linux
- At `[YOUR_UE_PROJECT]/Plugins/discordrpc/source/ThirdParty/DiscordRpcLibrary/`, create a `Linux` folder
- Inside, create another folder `x86_64-unknown-linux-gnu`
- Copy `libdiscord-rpc.so` from `[RELEASE_ZIP]/linux-dynamic/lib` to `Linux/x86_64-unknown-linux-gnu`
### Unity Setup
If you're a Unity developer looking to integrate Rich Presence into your game, follow this simple guide to get started towards success:
1. Download the DLLs for any platform that you need from [our releases](https://github.com/discordapp/discord-rpc/releases)
2. In your Unity project, create a `Plugins` folder inside your `Assets` folder if you don't already have one
3. Copy the file `DiscordRpc.cs` from [here](https://github.com/discordapp/discord-rpc/blob/master/examples/button-clicker/Assets/DiscordRpc.cs) into your `Assets` folder. This is basically your header file for the SDK
We've got our `Plugins` folder ready, so let's get platform-specific!
#### Windows
4. Create `x86` and `x86_64` folders inside `Assets/Plugins/`
5. Copy `discord-rpc-win/win64-dynamic/bin/discord-rpc.dll` to `Assets/Plugins/x86_64/`
6. Copy `discord-rpc-win/win32-dynamic/bin/discord-rpc.dll` to `Assets/Plugins/x86/`
7. Click on both DLLs and make sure they are targetting the correct architectures in the Unity editor properties pane
8. Done!
#### MacOS
4. Copy `discord-rpc-osx/osx-dynamic/lib/libdiscord-rpc.dylib` to `Assets/Plugins/`
5. Rename `libdiscord-rpc.dylib` to `discord-rpc.bundle`
6. Done!
#### Linux
4. Copy `discord-rpc-linux/linux-dynamic-lib/libdiscord-rpc.so` to `Assets/Plugins/`
5. Done!
You're ready to roll! For code examples on how to interact with the SDK using the `DiscordRpc.cs` header file, check out [our example](https://github.com/discordapp/discord-rpc/blob/master/examples/button-clicker/Assets/DiscordController.cs)
### 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 |
| ------------------------------------------------------------------------- | --------------------------------- |
| [Discord RPC C#](https://github.com/Lachee/discord-rpc-csharp) | C# |
| [Discord RPC D](https://github.com/voidblaster/discord-rpc-d) | [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) |

View File

@ -1,17 +0,0 @@
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

View File

@ -1,304 +0,0 @@
#!/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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@ -1,164 +0,0 @@
# 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/
/Temp/
/obj/
/Assets/Plugins/
/Assets/Plugins.meta
*.sln
*.csproj
*.userprefs

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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 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);
presence.joinSecret = "aSecret";
presence.partyId = "aPartyId";
presence.partySize = 1;
presence.partyMax = 3;
presence.partyPrivacy = DiscordRpc.PartyPrivacy.Public;
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)
{
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)
{
Debug.Log(string.Format("Discord: disconnect {0}: {1}", errorCode, message));
onDisconnect.Invoke();
}
public void ErrorCallback(int errorCode, string message)
{
Debug.Log(string.Format("Discord: error {0}: {1}", errorCode, message));
}
public void JoinCallback(string secret)
{
Debug.Log(string.Format("Discord: join ({0})", secret));
onJoin.Invoke(secret);
}
public void SpectateCallback(string secret)
{
Debug.Log(string.Format("Discord: spectate ({0})", secret));
onSpectate.Invoke(secret);
}
public void RequestCallback(ref DiscordRpc.DiscordUser request)
{
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");
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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licenseType: Free
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@ -1,231 +0,0 @@
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
using AOT;
public class DiscordRpc
{
[MonoPInvokeCallback(typeof(OnReadyInfo))]
public static void ReadyCallback(ref DiscordUser connectedUser) { Callbacks.readyCallback(ref connectedUser); }
public delegate void OnReadyInfo(ref DiscordUser connectedUser);
[MonoPInvokeCallback(typeof(OnDisconnectedInfo))]
public static void DisconnectedCallback(int errorCode, string message) { Callbacks.disconnectedCallback(errorCode, message); }
public delegate void OnDisconnectedInfo(int errorCode, string message);
[MonoPInvokeCallback(typeof(OnErrorInfo))]
public static void ErrorCallback(int errorCode, string message) { Callbacks.errorCallback(errorCode, message); }
public delegate void OnErrorInfo(int errorCode, string message);
[MonoPInvokeCallback(typeof(OnJoinInfo))]
public static void JoinCallback(string secret) { Callbacks.joinCallback(secret); }
public delegate void OnJoinInfo(string secret);
[MonoPInvokeCallback(typeof(OnSpectateInfo))]
public static void SpectateCallback(string secret) { Callbacks.spectateCallback(secret); }
public delegate void OnSpectateInfo(string secret);
[MonoPInvokeCallback(typeof(OnRequestInfo))]
public static void RequestCallback(ref DiscordUser request) { Callbacks.requestCallback(ref request); }
public delegate void OnRequestInfo(ref DiscordUser request);
static EventHandlers Callbacks { get; set; }
public struct EventHandlers
{
public OnReadyInfo readyCallback;
public OnDisconnectedInfo disconnectedCallback;
public OnErrorInfo errorCallback;
public OnJoinInfo joinCallback;
public OnSpectateInfo spectateCallback;
public OnRequestInfo 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 int partyPrivacy;
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
}
public enum PartyPrivacy
{
Private = 0,
Public = 1
}
public static void Initialize(string applicationId, ref EventHandlers handlers, bool autoRegister, string optionalSteamId)
{
Callbacks = handlers;
EventHandlers staticEventHandlers = new EventHandlers();
staticEventHandlers.readyCallback += DiscordRpc.ReadyCallback;
staticEventHandlers.disconnectedCallback += DiscordRpc.DisconnectedCallback;
staticEventHandlers.errorCallback += DiscordRpc.ErrorCallback;
staticEventHandlers.joinCallback += DiscordRpc.JoinCallback;
staticEventHandlers.spectateCallback += DiscordRpc.SpectateCallback;
staticEventHandlers.requestCallback += DiscordRpc.RequestCallback;
InitializeInternal(applicationId, ref staticEventHandlers, autoRegister, optionalSteamId);
}
[DllImport("discord-rpc", EntryPoint = "Discord_Initialize", CallingConvention = CallingConvention.Cdecl)]
static extern void InitializeInternal(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 PartyPrivacy partyPrivacy;
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);
_presence.details = StrToPtr(details);
_presence.startTimestamp = startTimestamp;
_presence.endTimestamp = endTimestamp;
_presence.largeImageKey = StrToPtr(largeImageKey);
_presence.largeImageText = StrToPtr(largeImageText);
_presence.smallImageKey = StrToPtr(smallImageKey);
_presence.smallImageText = StrToPtr(smallImageText);
_presence.partyId = StrToPtr(partyId);
_presence.partySize = partySize;
_presence.partyMax = partyMax;
_presence.partyPrivacy = (int)partyPrivacy;
_presence.matchSecret = StrToPtr(matchSecret);
_presence.joinSecret = StrToPtr(joinSecret);
_presence.spectateSecret = StrToPtr(spectateSecret);
_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>
/// <returns>Pointer to the UTF-8 representation of <see cref="input"/></returns>
private IntPtr StrToPtr(string input)
{
if (string.IsNullOrEmpty(input)) return IntPtr.Zero;
var convbytecnt = Encoding.UTF8.GetByteCount(input);
var buffer = Marshal.AllocHGlobal(convbytecnt + 1);
for (int i = 0; i < convbytecnt + 1; i++)
{
Marshal.WriteByte(buffer, i, 0);
}
_buffers.Add(buffer);
Marshal.Copy(Encoding.UTF8.GetBytes(input), 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>
/// 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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{
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}
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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.partyPrivacy = DISCORD_PARTY_PUBLIC;
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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# 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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@ -1,54 +0,0 @@
[URL]
[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum
[/Script/Engine.EndUserSettings]
bSendAnonymousUsageDataToEpic=False
[/Script/Engine.PhysicsSettings]
DefaultGravityZ=-980.000000
DefaultTerminalVelocity=4000.000000
DefaultFluidFriction=0.300000
SimulateScratchMemorySize=262144
RagdollAggregateThreshold=4
TriangleMeshTriangleMinAreaThreshold=5.000000
bEnableAsyncScene=False
bEnableShapeSharing=False
bEnablePCM=False
bEnableStabilization=False
bWarnMissingLocks=True
bEnable2DPhysics=False
LockedAxis=Invalid
DefaultDegreesOfFreedom=Full3D
BounceThresholdVelocity=200.000000
FrictionCombineMode=Average
RestitutionCombineMode=Average
MaxAngularVelocity=3600.000000
MaxDepenetrationVelocity=0.000000
ContactOffsetMultiplier=0.010000
MinContactOffset=0.000100
MaxContactOffset=1.000000
bSimulateSkeletalMeshOnDedicatedServer=True
DefaultShapeComplexity=CTF_UseSimpleAndComplex
bDefaultHasComplexCollision=True
bSuppressFaceRemapTable=False
bSupportUVFromHitResults=False
bDisableActiveActors=False
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.partyPrivacy = (int)RichPresence.partyPrivacy;
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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@ -1,20 +0,0 @@
// 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;
};
/**
* Valid response codes for Respond function
*/
UENUM(BlueprintType)
enum class EDiscordJoinResponseCodes : uint8
{
DISCORD_REPLY_NO UMETA(DisplayName="No"),
DISCORD_REPLY_YES UMETA(DisplayName="Yes"),
DISCORD_REPLY_IGNORE UMETA(DisplayName="Ignore")
};
/**
* Valid party privacy values
*/
UENUM(BlueprintType)
enum class EDiscordPartyPrivacy: uint8
{
DISCORD_PARTY_PRIVATE UMETA(DisplayName="Private"),
DISCORD_PARTY_PUBLIC UMETA(DisplayName="Public")
};
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)
EDiscordPartyPrivacy partyPrivacy;
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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@ -1,59 +0,0 @@
// 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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@ -1,14 +0,0 @@
// 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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@ -1,23 +0,0 @@
// 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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@ -1,6 +0,0 @@
// 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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@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"

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@ -1,3 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "unrealstatusGameModeBase.h"

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@ -1,15 +0,0 @@
// 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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@ -1,14 +0,0 @@
// 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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@ -1,19 +0,0 @@
{
"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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@ -1,90 +0,0 @@
#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;
int partyPrivacy;
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
#define DISCORD_PARTY_PRIVATE 0
#define DISCORD_PARTY_PUBLIC 1
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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@ -1,136 +0,0 @@
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(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 ${BASE_RPC_SRC})
if (MSVC)
set_property(TARGET discord-rpc PROPERTY MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
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 ${BASE_RPC_SRC})
target_link_libraries(discord-rpc PUBLIC pthread)
if (APPLE)
target_link_libraries(discord-rpc PRIVATE "-framework AppKit, -mmacosx-version-min=10.10")
endif (APPLE)
target_compile_options(discord-rpc PRIVATE
-g
-Wall
-Wextra
-Wpedantic
)
if (${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_DIRS})
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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@ -1,40 +0,0 @@
#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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@ -1,19 +0,0 @@
#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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@ -1,125 +0,0 @@
#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();
}
else if (res == 0) {
Close();
}
return res == (int)length;
}

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@ -1,128 +0,0 @@
#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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@ -1,102 +0,0 @@
#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]) {
ssize_t size = readlink("/proc/self/exe", exePath, sizeof(exePath));
if (size <= 0 || size >= (ssize_t)sizeof(exePath)) {
return;
}
exePath[size] = '\0';
command = exePath;
}
const char* desktopFileFormat = "[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), desktopFileFormat, 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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@ -1,80 +0,0 @@
#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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@ -1,186 +0,0 @@
#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 <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__
#include <wchar.h>
/// 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 <cwchar>
#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);
}

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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 std::atomic_bool UpdatePresence{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};
Discord_UpdateConnection();
while (keepRunning.load()) {
std::unique_lock<std::mutex> lock(waitForIOMutex);
waitForIOActivity.wait_for(lock, maxWait);
Discord_UpdateConnection();
}
});
}
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 (UpdatePresence.exchange(false) && QueuedPresence.length) {
QueuedMessage local;
{
std::lock_guard<std::mutex> guard(PresenceMutex);
local.Copy(QueuedPresence);
}
if (!Connection->Write(local.buffer, local.length)) {
// if we fail to send, requeue
std::lock_guard<std::mutex> guard(PresenceMutex);
QueuedPresence.Copy(local);
UpdatePresence.exchange(true);
}
}
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);
if (QueuedPresence.length > 0) {
UpdatePresence.exchange(true);
SignalIOActivity();
}
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);
WasJustDisconnected.exchange(true);
UpdateReconnectTime();
};
IoThread->Start();
}
extern "C" DISCORD_EXPORT void Discord_Shutdown(void)
{
if (!Connection) {
return;
}
Connection->onConnect = nullptr;
Connection->onDisconnect = nullptr;
Handlers = {};
QueuedPresence.length = 0;
UpdatePresence.exchange(false);
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);
UpdatePresence.exchange(true);
}
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;
}

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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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#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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#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 && !connection->Open()) {
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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#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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#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 || presence->partyPrivacy) {
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->partyPrivacy) {
WriteKey(writer, "privacy");
writer.Int(presence->partyPrivacy);
}
}
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();
}

View File

@ -1,215 +0,0 @@
#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;
}

View File

@ -182,7 +182,13 @@ target_sources(ih264d PRIVATE
"decoder/arm/ih264d_function_selector_av8.c"
"decoder/arm/ih264d_function_selector.c"
)
target_compile_options(ih264d PRIVATE -DARMV8)
target_compile_options(ih264d PRIVATE -DARMV8 $<$<COMPILE_LANGUAGE:ASM,Clang>:-Wno-unused-command-line-argument>)
if(NOT MSVC)
set(CMAKE_ASM_FLAGS "${CFLAGS} -x assembler-with-cpp")
endif()
if(APPLE)
target_sources(ih264d PRIVATE "common/armv8/macos_arm_symbol_aliases.s")
endif()
else()
message(FATAL_ERROR "ih264d unknown architecture: ${IH264D_ARCHITECTURE}")
endif()

View File

@ -429,8 +429,13 @@ ih264_intra_pred_chroma_8x8_mode_plane_av8:
rev64 v7.4h, v2.4h
ld1 {v3.2s}, [x10]
sub x5, x3, #8
#ifdef __APPLE__
adrp x12, _ih264_gai1_intrapred_chroma_plane_coeffs1@GOTPAGE
ldr x12, [x12, _ih264_gai1_intrapred_chroma_plane_coeffs1@GOTPAGEOFF]
#else
adrp x12, :got:ih264_gai1_intrapred_chroma_plane_coeffs1
ldr x12, [x12, #:got_lo12:ih264_gai1_intrapred_chroma_plane_coeffs1]
#endif
usubl v10.8h, v5.8b, v1.8b
ld1 {v8.8b, v9.8b}, [x12] // Load multiplication factors 1 to 8 into D3
mov v8.d[1], v9.d[0]
@ -484,10 +489,13 @@ ih264_intra_pred_chroma_8x8_mode_plane_av8:
zip1 v1.8h, v0.8h, v2.8h
zip2 v2.8h, v0.8h, v2.8h
mov v0.16b, v1.16b
#ifdef __APPLE__
adrp x12, _ih264_gai1_intrapred_chroma_plane_coeffs2@GOTPAGE
ldr x12, [x12, _ih264_gai1_intrapred_chroma_plane_coeffs2@GOTPAGEOFF]
#else
adrp x12, :got:ih264_gai1_intrapred_chroma_plane_coeffs2
ldr x12, [x12, #:got_lo12:ih264_gai1_intrapred_chroma_plane_coeffs2]
#endif
ld1 {v8.2s, v9.2s}, [x12]
mov v8.d[1], v9.d[0]
mov v10.16b, v8.16b

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