GUI: Discord Rich Presence (#73)

Publish launcher status to Discord over its local IPC named pipe with
no external dependency: framed-JSON handshake and SET_ACTIVITY, a
background worker with reconnection and latest-state dedup, and silent
no-op behavior when Discord is not running.

- "Browsing the library" (game count, session elapsed) while idle;
  "Playing <game>" with title id and elapsed time during emulation.
  Activities always carry timestamps: Discord accepts but does not
  render activities without them
- Presence flips back to browsing immediately on Stop instead of
  waiting for process exit: a game wedged in a GPU driver call can
  outlive termination for a while. Stop also terminates the job
  object so the whole child tree dies even in that state
- Toggle in the Options panel (persisted); client id configurable in
  gui-settings.json; SHARPEMU_LOG_DISCORD=1 traces queue/send/failure
This commit is contained in:
Brando
2026-07-11 17:54:42 -04:00
committed by GitHub
parent e1cf5b13ef
commit d4bb282c49
5 changed files with 364 additions and 3 deletions
+252
View File
@@ -0,0 +1,252 @@
// Copyright (C) 2026 SharpEmu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
using System.IO.Pipes;
using System.Text;
using System.Text.Json;
namespace SharpEmu.GUI;
/// <summary>
/// Minimal Discord Rich Presence client. Speaks Discord's local IPC
/// protocol (framed JSON over the discord-ipc-N named pipe) directly, so no
/// external dependency is needed. All failures are silent: no Discord, no
/// presence, no impact on the launcher.
/// </summary>
public sealed class DiscordRichPresence : IDisposable
{
private const int OpHandshake = 0;
private const int OpFrame = 1;
private const int MaxFrameBytes = 64 * 1024;
private static readonly JsonSerializerOptions JsonOptions = new()
{
DefaultIgnoreCondition = System.Text.Json.Serialization.JsonIgnoreCondition.WhenWritingNull,
};
private readonly object _gate = new();
private readonly string _clientId;
private readonly AutoResetEvent _signal = new(false);
private readonly Thread _worker;
private NamedPipeClientStream? _pipe;
private PresenceState? _desired;
private PresenceState? _sent;
private volatile bool _disposed;
private sealed record PresenceState(string Details, string? State, long? StartUnixSeconds);
public DiscordRichPresence(string clientId)
{
_clientId = clientId;
_worker = new Thread(WorkerLoop)
{
IsBackground = true,
Name = "DiscordRichPresence",
};
_worker.Start();
}
/// <summary>
/// Requests the given presence; the worker applies it asynchronously and
/// retries (with reconnection) until it is delivered or replaced.
/// </summary>
public void SetPresence(string details, string? state = null, long? startUnixSeconds = null)
{
lock (_gate)
{
_desired = new PresenceState(details, state, startUnixSeconds);
}
Trace($"queued details=\"{details}\" state=\"{state}\"");
_signal.Set();
}
public void Dispose()
{
_disposed = true;
_signal.Set();
ClosePipe();
}
private void WorkerLoop()
{
while (!_disposed)
{
// Woken immediately on presence changes; the periodic tick
// retries after connection failures (e.g. Discord starts later).
_signal.WaitOne(TimeSpan.FromSeconds(15));
if (_disposed || _clientId.Length == 0)
{
continue;
}
PresenceState? desired;
lock (_gate)
{
desired = _desired;
}
if (desired is null || desired == _sent)
{
continue;
}
try
{
EnsureConnected();
SendActivity(desired);
_sent = desired;
Trace($"sent details=\"{desired.Details}\" state=\"{desired.State}\"");
}
catch (Exception exception)
{
// Connection died (or never existed); reconnect on a later tick.
Trace($"send failed: {exception.Message}");
ClosePipe();
_sent = null;
}
}
}
private void EnsureConnected()
{
if (_pipe is { IsConnected: true })
{
return;
}
ClosePipe();
Exception? lastError = null;
for (var index = 0; index < 10; index++)
{
var pipe = new NamedPipeClientStream(
".",
$"discord-ipc-{index}",
PipeDirection.InOut,
PipeOptions.Asynchronous);
try
{
pipe.Connect(500);
_pipe = pipe;
WriteFrame(OpHandshake, JsonSerializer.Serialize(new
{
v = 1,
client_id = _clientId,
}));
// Discord replies with a READY (or error) frame; consume it
// so the pipe buffer stays drained.
_ = ReadFrame();
return;
}
catch (Exception exception)
{
lastError = exception;
pipe.Dispose();
_pipe = null;
}
}
throw lastError ?? new IOException("Discord IPC pipe not found.");
}
private void SendActivity(PresenceState presence)
{
var payload = new Dictionary<string, object?>
{
["cmd"] = "SET_ACTIVITY",
["nonce"] = Guid.NewGuid().ToString(),
["args"] = new Dictionary<string, object?>
{
["pid"] = Environment.ProcessId,
["activity"] = new Dictionary<string, object?>
{
["details"] = presence.Details,
["state"] = presence.State,
["timestamps"] = presence.StartUnixSeconds is { } start
? new Dictionary<string, object?> { ["start"] = start }
: null,
["assets"] = new Dictionary<string, object?>
{
["large_image"] = "logo",
["large_text"] = "SharpEmu",
},
},
},
};
WriteFrame(OpFrame, JsonSerializer.Serialize(payload, JsonOptions));
// Consume Discord's acknowledgement to keep the pipe drained.
_ = ReadFrame();
}
private void WriteFrame(int opcode, string json)
{
var pipe = _pipe ?? throw new IOException("Discord IPC pipe is not connected.");
var payload = Encoding.UTF8.GetBytes(json);
var frame = new byte[8 + payload.Length];
BitConverter.TryWriteBytes(frame.AsSpan(0, 4), opcode);
BitConverter.TryWriteBytes(frame.AsSpan(4, 4), payload.Length);
payload.CopyTo(frame, 8);
pipe.Write(frame, 0, frame.Length);
pipe.Flush();
}
private string ReadFrame()
{
var pipe = _pipe ?? throw new IOException("Discord IPC pipe is not connected.");
var header = ReadExactly(pipe, 8);
var length = BitConverter.ToInt32(header, 4);
if (length is < 0 or > MaxFrameBytes)
{
throw new IOException($"Discord IPC frame length {length} is out of range.");
}
return Encoding.UTF8.GetString(ReadExactly(pipe, length));
}
private static byte[] ReadExactly(NamedPipeClientStream pipe, int count)
{
var buffer = new byte[count];
var read = 0;
while (read < count)
{
var chunk = pipe.Read(buffer, read, count - read);
if (chunk <= 0)
{
throw new IOException("Discord IPC pipe closed.");
}
read += chunk;
}
return buffer;
}
private static void Trace(string message)
{
if (string.Equals(
Environment.GetEnvironmentVariable("SHARPEMU_LOG_DISCORD"),
"1",
StringComparison.Ordinal))
{
Console.Error.WriteLine($"[DISCORD] {message}");
}
}
private void ClosePipe()
{
var pipe = _pipe;
_pipe = null;
try
{
pipe?.Dispose();
}
catch (Exception)
{
// Best effort; the pipe may already be broken.
}
}
}
+12
View File
@@ -85,6 +85,14 @@ internal sealed class EmulatorProcess : IDisposable
return;
}
// Prefer terminating the job: it kills the whole tree, including
// any children the emulator spawned, even when the main process
// is wedged in a GPU driver call.
if (_jobHandle != 0)
{
_ = TerminateJobObject(_jobHandle, 1);
}
if (_processHandle != 0)
{
_ = TerminateProcess(_processHandle, 1);
@@ -639,6 +647,10 @@ internal sealed class EmulatorProcess : IDisposable
[return: MarshalAs(UnmanagedType.Bool)]
private static extern bool TerminateProcess(nint process, uint exitCode);
[DllImport("kernel32.dll", SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
private static extern bool TerminateJobObject(nint job, uint exitCode);
[DllImport("kernel32.dll", SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
private static extern bool CloseHandle(nint handle);
+10
View File
@@ -31,6 +31,16 @@ public sealed class GuiSettings
public string? EmulatorPath { get; set; }
/// <summary>Publish launcher/game status to Discord Rich Presence.</summary>
public bool DiscordRichPresence { get; set; } = true;
/// <summary>
/// Discord application ID used for Rich Presence; the default is the
/// SharpEmu application. Override to rebrand what Discord shows as
/// "Playing …" (register at discord.com/developers/applications).
/// </summary>
public string DiscordClientId { get; set; } = "1525606762248540221";
// The emulator is portable and keeps its data next to the executable;
// the GUI follows the same convention.
public static string SettingsPath => Path.Combine(AppContext.BaseDirectory, "gui-settings.json");
+5 -1
View File
@@ -252,10 +252,14 @@ SPDX-License-Identifier: GPL-2.0-or-later
<TextBlock Classes="fieldLabel" Text="Log to file" />
<ToggleSwitch x:Name="LogToFileToggle" OnContent="On" OffContent="Off" />
</StackPanel>
<StackPanel>
<StackPanel Margin="0,0,24,0">
<TextBlock Classes="fieldLabel" Text="Title music" />
<ToggleSwitch x:Name="TitleMusicToggle" OnContent="On" OffContent="Off" IsChecked="True" />
</StackPanel>
<StackPanel>
<TextBlock Classes="fieldLabel" Text="Discord presence" />
<ToggleSwitch x:Name="DiscordToggle" OnContent="On" OffContent="Off" />
</StackPanel>
</WrapPanel>
</StackPanel>
</Border>
+85 -2
View File
@@ -44,6 +44,13 @@ public partial class MainWindow : Window
private string? _emulatorExePath;
private bool _isRunning;
private int _autoScrollTicks;
// Discord Rich Presence state.
private readonly long _launcherStartUnixSeconds = DateTimeOffset.UtcNow.ToUnixTimeSeconds();
private DiscordRichPresence? _discord;
private string? _runningGameName;
private string? _runningGameTitleId;
private long _runningSinceUnixSeconds;
private int _detailLoadGeneration;
private int _backdropGeneration;
@@ -82,12 +89,17 @@ public partial class MainWindow : Window
RescanButton.Click += async (_, _) => await RescanLibraryAsync();
OpenFileButton.Click += async (_, _) => await OpenFileAsync();
LaunchButton.Click += (_, _) => LaunchSelected();
StopButton.Click += (_, _) => _emulator?.Stop();
StopButton.Click += (_, _) => StopEmulator();
ClearLogButton.Click += (_, _) => _consoleLines.Clear();
CopyLogButton.Click += async (_, _) => await CopyConsoleAsync();
OptionsToggle.IsCheckedChanged += (_, _) => OptionsPanel.IsVisible = OptionsToggle.IsChecked == true;
ConsoleToggle.IsCheckedChanged += (_, _) => ConsolePanel.IsVisible = ConsoleToggle.IsChecked == true;
TitleMusicToggle.IsCheckedChanged += (_, _) => OnTitleMusicToggled();
DiscordToggle.IsCheckedChanged += (_, _) =>
{
_settings.DiscordRichPresence = DiscordToggle.IsChecked == true;
UpdateDiscordPresence();
};
GameList.AddHandler(ContextRequestedEvent, OnGameContextRequested, RoutingStrategies.Tunnel);
CtxLaunch.Click += (_, _) => LaunchSelected();
@@ -164,7 +176,7 @@ public partial class MainWindow : Window
if ((pressed & 0x2000) != 0) // Circle
{
_emulator?.Stop();
StopEmulator();
}
_previousPadButtons = pad.Buttons;
@@ -235,9 +247,45 @@ public partial class MainWindow : Window
_settings = GuiSettings.Load();
ApplySettingsToControls();
LocateEmulator();
UpdateDiscordPresence();
await RescanLibraryAsync();
}
// ---- Discord Rich Presence ----
/// <summary>
/// Publishes the launcher state to Discord: browsing while idle, the
/// running game (with elapsed time) during emulation. No-ops when
/// disabled or when no Discord application ID is configured.
/// </summary>
private void UpdateDiscordPresence()
{
if (!_settings.DiscordRichPresence || _settings.DiscordClientId.Length == 0)
{
_discord?.Dispose();
_discord = null;
return;
}
_discord ??= new DiscordRichPresence(_settings.DiscordClientId);
if (_isRunning && _runningGameName is { } gameName)
{
_discord.SetPresence(
$"Playing {gameName}",
_runningGameTitleId,
_runningSinceUnixSeconds);
}
else
{
// Discord does not render activities without timestamps, so the
// browsing state carries the launcher's start time.
_discord.SetPresence(
"Browsing the library",
$"{_allGames.Count} game(s)",
_launcherStartUnixSeconds);
}
}
private void OnWindowClosing()
{
ReadControlsIntoSettings();
@@ -245,6 +293,7 @@ public partial class MainWindow : Window
_consoleFlushTimer.Stop();
_gamepadTimer.Stop();
_sndPreview.Stop();
_discord?.Dispose();
_emulator?.Dispose();
DropFileLog();
}
@@ -275,6 +324,7 @@ public partial class MainWindow : Window
StrictToggle.IsChecked = _settings.StrictDynlibResolution;
LogToFileToggle.IsChecked = _settings.LogToFile;
TitleMusicToggle.IsChecked = _settings.PlayTitleMusic;
DiscordToggle.IsChecked = _settings.DiscordRichPresence;
}
private void ReadControlsIntoSettings()
@@ -284,6 +334,7 @@ public partial class MainWindow : Window
_settings.StrictDynlibResolution = StrictToggle.IsChecked == true;
_settings.LogToFile = LogToFileToggle.IsChecked == true;
_settings.PlayTitleMusic = TitleMusicToggle.IsChecked == true;
_settings.DiscordRichPresence = DiscordToggle.IsChecked == true;
}
private string SelectedLogLevel()
@@ -382,6 +433,7 @@ public partial class MainWindow : Window
_allGames.AddRange(games);
RefreshVisibleGames();
LoadGameDetailsInBackground(games);
UpdateDiscordPresence();
StatusBarRight.Text = folders.Length == 0
? "Add a game folder to populate the library."
: $"Library scanned: {games.Count} game(s) in {folders.Length} folder(s).";
@@ -1009,10 +1061,38 @@ public partial class MainWindow : Window
_emulator = emulator;
_isRunning = true;
_runningGameName = displayName;
_runningGameTitleId = _allGames
.FirstOrDefault(game => game.Path.Equals(ebootPath, StringComparison.OrdinalIgnoreCase))?
.TitleId;
_runningSinceUnixSeconds = DateTimeOffset.UtcNow.ToUnixTimeSeconds();
StatusDot.Fill = SuccessLineBrush;
StatusText.Text = $"Running — {displayName}";
StatusBarRight.Text = $"Running {displayName}";
UpdateRunButtons();
UpdateDiscordPresence();
}
/// <summary>
/// Stops the running game and updates status/presence immediately. The
/// process-exit path still runs when the corpse is collected, but a game
/// wedged in a GPU driver call can keep its process alive for a long
/// time after termination — the launcher should not look (or tell
/// Discord it is) "playing" during that window.
/// </summary>
private void StopEmulator()
{
if (!_isRunning)
{
return;
}
_emulator?.Stop();
_runningGameName = null;
_runningGameTitleId = null;
StatusText.Text = "Stopping…";
StatusBarRight.Text = "Stopping…";
UpdateDiscordPresence();
}
/// <summary>
@@ -1069,7 +1149,10 @@ public partial class MainWindow : Window
StatusDot.Fill = exitCode == 0 ? (IBrush)SuccessLineBrush : ErrorLineBrush;
StatusText.Text = $"Exited with code {exitCode} ({meaning})";
StatusBarRight.Text = "Idle";
_runningGameName = null;
_runningGameTitleId = null;
UpdateRunButtons();
UpdateDiscordPresence();
}
private void UpdateRunButtons()