using System.Windows; using Bloxstrap.Models.RobloxApi; using DiscordRPC; namespace Bloxstrap.Integrations { public class DiscordRichPresence : IDisposable { private readonly DiscordRpcClient _rpcClient = new("1005469189907173486"); private readonly ActivityWatcher _activityWatcher; private readonly Queue _messageQueue = new(); private DiscordRPC.RichPresence? _currentPresence; private DiscordRPC.RichPresence? _originalPresence; private bool _visible = true; public DiscordRichPresence(ActivityWatcher activityWatcher) { const string LOG_IDENT = "DiscordRichPresence"; _activityWatcher = activityWatcher; _activityWatcher.OnGameJoin += (_, _) => Task.Run(() => SetCurrentGame()); _activityWatcher.OnGameLeave += (_, _) => Task.Run(() => SetCurrentGame()); _activityWatcher.OnRPCMessage += (_, message) => ProcessRPCMessage(message); _rpcClient.OnReady += (_, e) => App.Logger.WriteLine(LOG_IDENT, $"Received ready from user {e.User} ({e.User.ID})"); _rpcClient.OnPresenceUpdate += (_, e) => App.Logger.WriteLine(LOG_IDENT, "Presence updated"); _rpcClient.OnError += (_, e) => App.Logger.WriteLine(LOG_IDENT, $"An RPC error occurred - {e.Message}"); _rpcClient.OnConnectionEstablished += (_, e) => App.Logger.WriteLine(LOG_IDENT, "Established connection with Discord RPC"); //spams log as it tries to connect every ~15 sec when discord is closed so not now //_rpcClient.OnConnectionFailed += (_, e) => // App.Logger.WriteLine(LOG_IDENT, "Failed to establish connection with Discord RPC"); _rpcClient.OnClose += (_, e) => App.Logger.WriteLine(LOG_IDENT, $"Lost connection to Discord RPC - {e.Reason} ({e.Code})"); _rpcClient.Initialize(); } public void ProcessRPCMessage(Message message, bool implicitUpdate = true) { const string LOG_IDENT = "DiscordRichPresence::ProcessRPCMessage"; if (message.Command != "SetRichPresence" && message.Command != "SetLaunchData") return; if (_currentPresence is null || _originalPresence is null) { App.Logger.WriteLine(LOG_IDENT, "Presence is not set, enqueuing message"); _messageQueue.Enqueue(message); return; } // a lot of repeated code here, could this somehow be cleaned up? if (message.Command == "SetLaunchData") { _currentPresence.Buttons = GetButtons(); } else if (message.Command == "SetRichPresence") { Models.BloxstrapRPC.RichPresence? presenceData; try { presenceData = message.Data.Deserialize(); } catch (Exception) { App.Logger.WriteLine(LOG_IDENT, "Failed to parse message! (JSON deserialization threw an exception)"); return; } if (presenceData is null) { App.Logger.WriteLine(LOG_IDENT, "Failed to parse message! (JSON deserialization returned null)"); return; } if (presenceData.Details is not null) { if (presenceData.Details.Length > 128) App.Logger.WriteLine(LOG_IDENT, $"Details cannot be longer than 128 characters"); else if (presenceData.Details == "") _currentPresence.Details = _originalPresence.Details; else _currentPresence.Details = presenceData.Details; } if (presenceData.State is not null) { if (presenceData.State.Length > 128) App.Logger.WriteLine(LOG_IDENT, $"State cannot be longer than 128 characters"); else if (presenceData.State == "") _currentPresence.State = _originalPresence.State; else _currentPresence.State = presenceData.State; } if (presenceData.TimestampStart == 0) _currentPresence.Timestamps.Start = null; else if (presenceData.TimestampStart is not null) _currentPresence.Timestamps.StartUnixMilliseconds = presenceData.TimestampStart * 1000; if (presenceData.TimestampEnd == 0) _currentPresence.Timestamps.End = null; else if (presenceData.TimestampEnd is not null) _currentPresence.Timestamps.EndUnixMilliseconds = presenceData.TimestampEnd * 1000; if (presenceData.SmallImage is not null) { if (presenceData.SmallImage.Clear) { _currentPresence.Assets.SmallImageKey = ""; } else if (presenceData.SmallImage.Reset) { _currentPresence.Assets.SmallImageText = _originalPresence.Assets.SmallImageText; _currentPresence.Assets.SmallImageKey = _originalPresence.Assets.SmallImageKey; } else { if (presenceData.SmallImage.AssetId is not null) _currentPresence.Assets.SmallImageKey = $"https://assetdelivery.roblox.com/v1/asset/?id={presenceData.SmallImage.AssetId}"; if (presenceData.SmallImage.HoverText is not null) _currentPresence.Assets.SmallImageText = presenceData.SmallImage.HoverText; } } if (presenceData.LargeImage is not null) { if (presenceData.LargeImage.Clear) { _currentPresence.Assets.LargeImageKey = ""; } else if (presenceData.LargeImage.Reset) { _currentPresence.Assets.LargeImageText = _originalPresence.Assets.LargeImageText; _currentPresence.Assets.LargeImageKey = _originalPresence.Assets.LargeImageKey; } else { if (presenceData.LargeImage.AssetId is not null) _currentPresence.Assets.LargeImageKey = $"https://assetdelivery.roblox.com/v1/asset/?id={presenceData.LargeImage.AssetId}"; if (presenceData.LargeImage.HoverText is not null) _currentPresence.Assets.LargeImageText = presenceData.LargeImage.HoverText; } } } if (implicitUpdate) UpdatePresence(); } public void SetVisibility(bool visible) { App.Logger.WriteLine("DiscordRichPresence::SetVisibility", $"Setting presence visibility ({visible})"); _visible = visible; if (_visible) UpdatePresence(); else _rpcClient.ClearPresence(); } public async Task SetCurrentGame() { const string LOG_IDENT = "DiscordRichPresence::SetCurrentGame"; if (!_activityWatcher.InGame) { App.Logger.WriteLine(LOG_IDENT, "Not in game, clearing presence"); _currentPresence = _originalPresence = null; _messageQueue.Clear(); UpdatePresence(); return true; } string icon = "roblox"; string smallImageText = "Roblox"; string smallImage = "roblox"; var activity = _activityWatcher.Data; long placeId = activity.PlaceId; App.Logger.WriteLine(LOG_IDENT, $"Setting presence for Place ID {placeId}"); // preserve time spent playing if we're teleporting between places in the same universe var timeStarted = activity.TimeJoined; if (activity.RootActivity is not null) timeStarted = activity.RootActivity.TimeJoined; if (activity.UniverseDetails is null) { try { await UniverseDetails.FetchSingle(activity.UniverseId); } catch (Exception ex) { App.Logger.WriteException(LOG_IDENT, ex); Frontend.ShowMessageBox($"{Strings.ActivityWatcher_RichPresenceLoadFailed}\n\n{ex.Message}", MessageBoxImage.Warning); return false; } activity.UniverseDetails = UniverseDetails.LoadFromCache(activity.UniverseId); } var universeDetails = activity.UniverseDetails!; icon = universeDetails.Thumbnail.ImageUrl; if (App.Settings.Prop.ShowAccountOnRichPresence) { var userDetails = await UserDetails.Fetch(activity.UserId); smallImage = userDetails.Thumbnail.ImageUrl; smallImageText = $"Playing on {userDetails.Data.DisplayName} (@{userDetails.Data.Name})"; // i.e. "axell (@Axelan_se)" } if (!_activityWatcher.InGame || placeId != activity.PlaceId) { App.Logger.WriteLine(LOG_IDENT, "Aborting presence set because game activity has changed"); return false; } string status = _activityWatcher.Data.ServerType switch { ServerType.Private => "In a private server", ServerType.Reserved => "In a reserved server", _ => $"by {universeDetails.Data.Creator.Name}" + (universeDetails.Data.Creator.HasVerifiedBadge ? " ☑️" : ""), }; string universeName = universeDetails.Data.Name; if (universeName.Length < 2) universeName = $"{universeName}\x2800\x2800\x2800"; _currentPresence = new DiscordRPC.RichPresence { Details = universeName, State = status, Timestamps = new Timestamps { Start = timeStarted.ToUniversalTime() }, Buttons = GetButtons(), Assets = new Assets { LargeImageKey = icon, LargeImageText = universeDetails.Data.Name, SmallImageKey = smallImage, SmallImageText = smallImageText } }; // this is used for configuration from BloxstrapRPC _originalPresence = _currentPresence.Clone(); if (_messageQueue.Any()) { App.Logger.WriteLine(LOG_IDENT, "Processing queued messages"); ProcessRPCMessage(_messageQueue.Dequeue(), false); } UpdatePresence(); return true; } public Button[] GetButtons() { var buttons = new List