1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120
//! Interfacing with Discord
//!
//! ## Overview
//!
//! When the game is run at the same time as a Discord client on a computer, it will attach to the user's
//! account and display [Rich Presence](https://discord.com/rich-presence) information.
//!
//! This is handled through the [`discord-sdk`](https://github.com/EmbarkStudios/discord-sdk) crate,
//! but still requires some additional code to get everything set up.
//!
//! Our main focuses in this module are:
//!
//! - Ensuring that the game does not crash when Discord is not running
//! - Ensuring that Discord can not pause the game by taking too long to respond to an update
//!
//! To solve these, we run this task in its own thread, and talk to it through
//! Tokio's [`mpsc`](https://docs.rs/tokio/latest/tokio/sync/mpsc/fn.channel.html)
//! implementation (as we are already working in an async context).
//!
//! ## Usage
//!
//! ```rust,no_run
//! let app_id = 123456789;
//!
//! // Connect to discord
//! let discord = DiscordRpcThreadHandle::new(app_id).await.unwrap();
//! let event_loop_discord_tx = discord.get_channel();
//!
//! // When this variable is dropped, the connection is closed, so keep this around
//! let discord_task_handle = discord.begin_thread_non_blocking();
//!
//! // We can then send signals any time we want
//! event_loop_discord_tx.send(DiscordRpcSignal::BeginGameTimer).await.unwrap();
//! ```
mod signal;
use std::time::Duration;
pub use signal::DiscordRpcSignal;
use tokio::{
sync::{mpsc::Receiver, mpsc::Sender},
task::JoinHandle,
};
use self::{ipc::DiscordRpcClient, signal::StatefulDiscordRpcSignalHandler};
mod ipc;
pub use ipc::DiscordError;
/// How long to wait before we give up on connecting to Discord.
const DISCORD_CONNECT_TIMEOUT_SECONDS: u64 = 5;
/// A cross-thread communication channel for sending Discord RPC events.
pub type DiscordChannel = Sender<DiscordRpcSignal>;
pub struct DiscordRpcThreadHandle {
tx_chan: DiscordChannel,
rx_chan: Receiver<DiscordRpcSignal>,
internal_client: Option<DiscordRpcClient>,
state: StatefulDiscordRpcSignalHandler,
}
impl DiscordRpcThreadHandle {
/// Construct a new `DiscordRpcThreadHandle`
pub async fn new(app_id: i64) -> Result<Self, DiscordError> {
// Create the Discord client
info!("Trying to locate and connect to a local Discord process for RPC. Will wait up to {} seconds before timing out", DISCORD_CONNECT_TIMEOUT_SECONDS);
let rpc_client = match tokio::time::timeout(
Duration::from_secs(DISCORD_CONNECT_TIMEOUT_SECONDS),
DiscordRpcClient::new(app_id, discord_sdk::Subscriptions::ACTIVITY),
)
.await
{
Ok(client) => Some(client?),
Err(t) => {
error!(
"Timed out trying to connect to Discord RPC. Duration: {}",
t
);
None
}
};
info!("Successfully connected to Discord");
// Set up channels
let (tx, rx) = tokio::sync::mpsc::channel(5);
Ok(Self {
tx_chan: tx,
rx_chan: rx,
internal_client: rpc_client,
state: StatefulDiscordRpcSignalHandler::default(),
})
}
/// Get access to the inter-thread channel for communicating to discord
pub fn get_channel(&self) -> DiscordChannel {
self.tx_chan.clone()
}
/// Run the inner communication task in an async context
pub fn begin_thread_non_blocking(mut self) -> JoinHandle<()> {
tokio::spawn(async move {
loop {
// Handle any possible incoming events
match self.rx_chan.try_recv() {
Ok(signal) => match self.internal_client {
Some(ref client) => {
client
.set_rich_presence(self.state.apply(signal))
.await
.unwrap();
}
None => { /* The client could not connect */ }
},
Err(_) => { /* Do Nothing */ }
}
}
})
}
}