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use std::time::{Duration, SystemTime};
use common::terrain::SiteKindMeta;
use discord_sdk::{
self as ds, activity,
activity::{ActivityArgs, ActivityBuilder},
};
use tokio::{
sync::mpsc::{unbounded_channel, UnboundedSender},
time::{interval, MissedTickBehavior},
};
use tracing::{debug, info, warn};
/// Discord app id
///
/// **Note:** currently a private app created for testing purposes, can be
/// shared to a team or replaced entirely later on
const DISCORD_APP_ID: ds::AppId = 1006661232465563698;
/// Discord presence update command
#[derive(Debug, Clone)]
pub enum ActivityUpdate {
/// Clear the current Discord activity and exit the activity task
Clear,
/// Set the activity to "In Main Menu"
MainMenu,
/// Set the activity to "In Character Selection"
CharacterSelection,
/// Set the activity to "Playing Singleplayer"
JoinSingleplayer,
/// Set the activity to "Playing Multiplayer"
JoinServer(String),
/// Set the large asset text to the location name
NewLocation {
chunk_name: String,
site: SiteKindMeta,
},
}
impl ActivityUpdate {
/// Rich Presence asset keys: the backgrounds used in the main menu and
/// loading screen
///
/// TODO: randomize images? use them according to the current biome?
const ASSETS: [&'static str; 15] = [
"bg_main", "bg_1", "bg_2", "bg_3", "bg_4", "bg_5", "bg_6", "bg_7", "bg_8", "bg_9", "bg_10",
"bg_11", "bg_12", "bg_13", "bg_14",
];
/// Rich Presence character screen asset key
const CHARACTER_SCREEN_ASSET: &'static str = "character_screen";
/// Rich Presence logo asset key
const LOGO_ASSET: &'static str = "logo";
/// Edit the current activity args according to the command in `self`.
///
/// - For `MainMenu`, `CharacterSelection`, `JoinSingleplayer` and
/// `JoinServer(name)`: create a new activity and discard the previous one
/// - For `NewLocation` and `LevelUp`: update the current activity
fn edit_activity(self, args: &mut ActivityArgs) {
use ActivityUpdate::*;
match self {
Clear => (),
MainMenu => {
*args = ActivityBuilder::default()
.start_timestamp(SystemTime::now())
.state("Idle")
.details("In Main Menu")
.assets(
activity::Assets::default().large(Self::LOGO_ASSET, Option::<&str>::None),
)
.into();
},
CharacterSelection => {
*args = ActivityBuilder::default()
.start_timestamp(SystemTime::now())
.state("Idle")
.details("In Character Selection")
.assets(
activity::Assets::default()
.large(Self::CHARACTER_SCREEN_ASSET, Option::<&str>::None)
.small(Self::LOGO_ASSET, Option::<&str>::None),
)
.into();
},
JoinSingleplayer => {
*args = ActivityBuilder::default()
.start_timestamp(SystemTime::now())
.details("Playing Singleplayer")
.assets(
activity::Assets::default()
.large(Self::ASSETS[9], Option::<&str>::None)
.small(Self::LOGO_ASSET, Option::<&str>::None),
)
.into();
},
JoinServer(server_name) => {
*args = ActivityBuilder::default()
.start_timestamp(SystemTime::now())
.state(format!("On {server_name}"))
.details("Playing Multiplayer")
.assets(
activity::Assets::default()
.large(Self::ASSETS[1], Option::<&str>::None)
.small(Self::LOGO_ASSET, Option::<&str>::None),
)
.into();
},
NewLocation { chunk_name, site } => {
use common::terrain::site::{
DungeonKindMeta::*, SettlementKindMeta::*, SiteKindMeta::*,
};
let location = match site {
Dungeon(Gnarling) => format!("Hunting Gnarlings in {chunk_name}"),
Dungeon(Adlet) => format!("Finding the Yeti in {chunk_name}"),
Dungeon(SeaChapel) => format!("Gathering sea treasures in {chunk_name}"),
Dungeon(Terracotta) => format!("Exploring ruins in {chunk_name}"),
Cave => "In a Cave".to_string(),
Settlement(Default) => format!("Visiting {chunk_name}"),
Settlement(CliffTown) => format!("Climbing the towers of {chunk_name}"),
Settlement(DesertCity) => format!("Hiding from the sun in {chunk_name}"),
Settlement(SavannahTown) => format!("Shop at the market down in {chunk_name}"),
Settlement(CoastalTown) => {
format!("Dip your feet in the water in {chunk_name}")
},
_ => format!("In {chunk_name}"),
};
args.activity.as_mut().map(|a| {
a.assets.as_mut().map(|assets| {
assets.large_text = Some(location);
})
});
},
}
}
}
/// A channel to the background task that updates the Discord activity.
pub enum Discord {
/// Active state, receiving updates
Active {
/// The channel to communicate with the tokio task
channel: UnboundedSender<ActivityUpdate>,
/// Current chunk name, cached to check for updates
current_chunk_name: Option<String>,
/// Current site, cached to check for updates
current_site: SiteKindMeta,
},
/// Inactive state: either the Discord app could not be contacted, is not
/// installed, or was disconnected
Inactive,
}
impl Discord {
/// Start a background [tokio task](tokio::task) that will update the
/// Discord activity every 4 seconds (due to rate limits) if it has
/// changed.
///
/// The [`update`](Discord::update) method can be used on the returned
/// struct to update the Discord activity via a channel command
pub fn start(rt: &tokio::runtime::Runtime) -> Self {
let (sender, mut receiver) = unbounded_channel::<ActivityUpdate>();
rt.spawn(async move {
let (wheel, handler) = ds::wheel::Wheel::new(Box::new(|err| {
warn!(error = ?err, "Encountered an error while connecting to Discord");
}));
let mut user = wheel.user();
let discord = match ds::Discord::new(
ds::DiscordApp::PlainId(DISCORD_APP_ID),
ds::Subscriptions::ACTIVITY,
Box::new(handler),
) {
Ok(ds) => {
if let Err(err) = user.0.changed().await {
warn!(err = ?err, "Could not execute handshake to Discord");
// If no handshake is received, exit the task immediately
return;
}
info!("Connected to Discord");
ds
},
Err(err) => {
info!(err = ?err, "Could not connect to Discord app");
// If no Discord app was found, exit the task immediately
return;
},
};
let mut args = ActivityArgs::default();
let mut has_changed = false;
let mut interval = interval(Duration::from_secs(4));
interval.set_missed_tick_behavior(MissedTickBehavior::Delay);
loop {
// Check every four seconds if the activity needs to change
tokio::select! {
biased; // to save the CPU cost of selecting a random branch
_ = interval.tick(), if has_changed => {
has_changed = false;
let activity = args.activity.clone();
match discord.update_activity(args).await {
Err(err) => {
warn!(error = ?err, "Could not update Discord activity");
}
Ok(Some(new_activity)) => {
debug!(new_activity = ?new_activity, "Updated Discord activity");
},
Ok(None) => ()
}
args = ActivityArgs::default();
args.activity = activity;
}
update = receiver.recv() => match update {
None | Some(ActivityUpdate::Clear) => {
match discord.clear_activity().await {
Ok(_) => {
info!("Cleared Discord activity");
},
Err(err) => {
warn!(error = ?err, "Failed to clear Discord activity")
}
}
return;
},
Some(update) => {
update.edit_activity(&mut args);
has_changed = true;
},
}
}
}
});
Self::Active {
channel: sender,
current_chunk_name: None,
current_site: SiteKindMeta::Void,
}
}
/// Send an activity update to the background task
#[inline]
fn update(&mut self, update: ActivityUpdate) {
if let Self::Active { channel, .. } = self {
// On error, turn itself into inactive to avoid sending unecessary updates
if channel.send(update).is_err() {
*self = Self::Inactive;
}
}
}
/// Clear the Discord activity
#[inline]
pub fn clear_activity(&mut self) {
self.update(ActivityUpdate::Clear);
*self = Discord::Inactive;
}
/// Sets the current Discord activity to Main Menu
#[inline]
pub fn enter_main_menu(&mut self) { self.update(ActivityUpdate::MainMenu); }
/// Sets the current Discord activity to Character Selection
#[inline]
pub fn enter_character_selection(&mut self) { self.update(ActivityUpdate::CharacterSelection); }
/// Sets the current Discord activity to Singleplayer
#[inline]
pub fn join_singleplayer(&mut self) { self.update(ActivityUpdate::JoinSingleplayer); }
/// Sets the current Discord activity to Multiplayer with the corresponding
/// server name
#[inline]
pub fn join_server(&mut self, server_name: String) {
self.update(ActivityUpdate::JoinServer(server_name));
}
/// Check the current location name and update it if it has changed
#[inline]
pub fn update_location(&mut self, chunk_name: &str, site: SiteKindMeta) {
if let Self::Active {
current_chunk_name,
current_site,
..
} = self
{
let different_name = current_chunk_name.as_deref() != Some(chunk_name);
if different_name || *current_site != site {
if different_name {
*current_chunk_name = Some(chunk_name.to_string());
}
*current_site = site;
self.update(ActivityUpdate::NewLocation {
chunk_name: chunk_name.to_string(),
site,
});
}
}
}
/// Check wether the Discord activity is active and receiving updates
#[inline]
pub fn is_active(&self) -> bool { matches!(self, Self::Active { .. }) }
}