mirror of
https://github.com/par274/sharpemu.git
synced 2026-07-19 01:16:12 +08:00
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:
@@ -0,0 +1,252 @@
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// Copyright (C) 2026 SharpEmu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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using System.IO.Pipes;
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using System.Text;
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using System.Text.Json;
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namespace SharpEmu.GUI;
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/// <summary>
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/// Minimal Discord Rich Presence client. Speaks Discord's local IPC
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/// protocol (framed JSON over the discord-ipc-N named pipe) directly, so no
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/// external dependency is needed. All failures are silent: no Discord, no
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/// presence, no impact on the launcher.
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/// </summary>
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public sealed class DiscordRichPresence : IDisposable
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{
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private const int OpHandshake = 0;
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private const int OpFrame = 1;
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private const int MaxFrameBytes = 64 * 1024;
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private static readonly JsonSerializerOptions JsonOptions = new()
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{
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DefaultIgnoreCondition = System.Text.Json.Serialization.JsonIgnoreCondition.WhenWritingNull,
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};
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private readonly object _gate = new();
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private readonly string _clientId;
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private readonly AutoResetEvent _signal = new(false);
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private readonly Thread _worker;
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private NamedPipeClientStream? _pipe;
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private PresenceState? _desired;
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private PresenceState? _sent;
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private volatile bool _disposed;
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private sealed record PresenceState(string Details, string? State, long? StartUnixSeconds);
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public DiscordRichPresence(string clientId)
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{
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_clientId = clientId;
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_worker = new Thread(WorkerLoop)
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{
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IsBackground = true,
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Name = "DiscordRichPresence",
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};
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_worker.Start();
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}
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/// <summary>
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/// Requests the given presence; the worker applies it asynchronously and
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/// retries (with reconnection) until it is delivered or replaced.
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/// </summary>
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public void SetPresence(string details, string? state = null, long? startUnixSeconds = null)
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{
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lock (_gate)
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{
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_desired = new PresenceState(details, state, startUnixSeconds);
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}
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Trace($"queued details=\"{details}\" state=\"{state}\"");
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_signal.Set();
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}
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public void Dispose()
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{
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_disposed = true;
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_signal.Set();
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ClosePipe();
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}
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private void WorkerLoop()
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{
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while (!_disposed)
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{
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// Woken immediately on presence changes; the periodic tick
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// retries after connection failures (e.g. Discord starts later).
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_signal.WaitOne(TimeSpan.FromSeconds(15));
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if (_disposed || _clientId.Length == 0)
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{
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continue;
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}
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PresenceState? desired;
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lock (_gate)
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{
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desired = _desired;
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}
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if (desired is null || desired == _sent)
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{
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continue;
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}
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try
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{
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EnsureConnected();
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SendActivity(desired);
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_sent = desired;
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Trace($"sent details=\"{desired.Details}\" state=\"{desired.State}\"");
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}
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catch (Exception exception)
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{
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// Connection died (or never existed); reconnect on a later tick.
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Trace($"send failed: {exception.Message}");
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ClosePipe();
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_sent = null;
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}
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}
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}
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private void EnsureConnected()
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{
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if (_pipe is { IsConnected: true })
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{
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return;
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}
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ClosePipe();
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Exception? lastError = null;
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for (var index = 0; index < 10; index++)
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{
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var pipe = new NamedPipeClientStream(
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".",
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$"discord-ipc-{index}",
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PipeDirection.InOut,
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PipeOptions.Asynchronous);
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try
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{
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pipe.Connect(500);
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_pipe = pipe;
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WriteFrame(OpHandshake, JsonSerializer.Serialize(new
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{
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v = 1,
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client_id = _clientId,
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}));
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// Discord replies with a READY (or error) frame; consume it
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// so the pipe buffer stays drained.
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_ = ReadFrame();
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return;
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}
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catch (Exception exception)
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{
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lastError = exception;
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pipe.Dispose();
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_pipe = null;
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}
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}
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throw lastError ?? new IOException("Discord IPC pipe not found.");
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}
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private void SendActivity(PresenceState presence)
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{
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var payload = new Dictionary<string, object?>
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{
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["cmd"] = "SET_ACTIVITY",
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["nonce"] = Guid.NewGuid().ToString(),
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["args"] = new Dictionary<string, object?>
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{
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["pid"] = Environment.ProcessId,
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["activity"] = new Dictionary<string, object?>
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{
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["details"] = presence.Details,
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["state"] = presence.State,
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["timestamps"] = presence.StartUnixSeconds is { } start
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? new Dictionary<string, object?> { ["start"] = start }
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: null,
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["assets"] = new Dictionary<string, object?>
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{
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["large_image"] = "logo",
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["large_text"] = "SharpEmu",
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},
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},
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},
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};
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WriteFrame(OpFrame, JsonSerializer.Serialize(payload, JsonOptions));
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// Consume Discord's acknowledgement to keep the pipe drained.
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_ = ReadFrame();
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}
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private void WriteFrame(int opcode, string json)
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{
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var pipe = _pipe ?? throw new IOException("Discord IPC pipe is not connected.");
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var payload = Encoding.UTF8.GetBytes(json);
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var frame = new byte[8 + payload.Length];
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BitConverter.TryWriteBytes(frame.AsSpan(0, 4), opcode);
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BitConverter.TryWriteBytes(frame.AsSpan(4, 4), payload.Length);
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payload.CopyTo(frame, 8);
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pipe.Write(frame, 0, frame.Length);
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pipe.Flush();
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}
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private string ReadFrame()
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{
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var pipe = _pipe ?? throw new IOException("Discord IPC pipe is not connected.");
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var header = ReadExactly(pipe, 8);
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var length = BitConverter.ToInt32(header, 4);
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if (length is < 0 or > MaxFrameBytes)
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{
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throw new IOException($"Discord IPC frame length {length} is out of range.");
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}
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return Encoding.UTF8.GetString(ReadExactly(pipe, length));
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}
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private static byte[] ReadExactly(NamedPipeClientStream pipe, int count)
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{
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var buffer = new byte[count];
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var read = 0;
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while (read < count)
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{
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var chunk = pipe.Read(buffer, read, count - read);
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if (chunk <= 0)
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{
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throw new IOException("Discord IPC pipe closed.");
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}
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read += chunk;
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}
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return buffer;
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}
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private static void Trace(string message)
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{
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if (string.Equals(
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Environment.GetEnvironmentVariable("SHARPEMU_LOG_DISCORD"),
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"1",
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StringComparison.Ordinal))
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{
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Console.Error.WriteLine($"[DISCORD] {message}");
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}
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}
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private void ClosePipe()
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{
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var pipe = _pipe;
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_pipe = null;
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try
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{
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pipe?.Dispose();
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}
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catch (Exception)
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{
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// Best effort; the pipe may already be broken.
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}
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}
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}
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@@ -85,6 +85,14 @@ internal sealed class EmulatorProcess : IDisposable
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return;
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}
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// Prefer terminating the job: it kills the whole tree, including
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// any children the emulator spawned, even when the main process
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// is wedged in a GPU driver call.
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if (_jobHandle != 0)
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{
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_ = TerminateJobObject(_jobHandle, 1);
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}
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if (_processHandle != 0)
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{
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_ = TerminateProcess(_processHandle, 1);
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@@ -639,6 +647,10 @@ internal sealed class EmulatorProcess : IDisposable
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[return: MarshalAs(UnmanagedType.Bool)]
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private static extern bool TerminateProcess(nint process, uint exitCode);
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[DllImport("kernel32.dll", SetLastError = true)]
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[return: MarshalAs(UnmanagedType.Bool)]
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private static extern bool TerminateJobObject(nint job, uint exitCode);
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[DllImport("kernel32.dll", SetLastError = true)]
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[return: MarshalAs(UnmanagedType.Bool)]
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private static extern bool CloseHandle(nint handle);
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@@ -31,6 +31,16 @@ public sealed class GuiSettings
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public string? EmulatorPath { get; set; }
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/// <summary>Publish launcher/game status to Discord Rich Presence.</summary>
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public bool DiscordRichPresence { get; set; } = true;
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/// <summary>
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/// Discord application ID used for Rich Presence; the default is the
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/// SharpEmu application. Override to rebrand what Discord shows as
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/// "Playing …" (register at discord.com/developers/applications).
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/// </summary>
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public string DiscordClientId { get; set; } = "1525606762248540221";
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// The emulator is portable and keeps its data next to the executable;
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// the GUI follows the same convention.
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public static string SettingsPath => Path.Combine(AppContext.BaseDirectory, "gui-settings.json");
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@@ -252,10 +252,14 @@ SPDX-License-Identifier: GPL-2.0-or-later
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<TextBlock Classes="fieldLabel" Text="Log to file" />
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<ToggleSwitch x:Name="LogToFileToggle" OnContent="On" OffContent="Off" />
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</StackPanel>
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<StackPanel>
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<StackPanel Margin="0,0,24,0">
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<TextBlock Classes="fieldLabel" Text="Title music" />
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<ToggleSwitch x:Name="TitleMusicToggle" OnContent="On" OffContent="Off" IsChecked="True" />
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</StackPanel>
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<StackPanel>
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<TextBlock Classes="fieldLabel" Text="Discord presence" />
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<ToggleSwitch x:Name="DiscordToggle" OnContent="On" OffContent="Off" />
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</StackPanel>
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</WrapPanel>
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</StackPanel>
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</Border>
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@@ -44,6 +44,13 @@ public partial class MainWindow : Window
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private string? _emulatorExePath;
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private bool _isRunning;
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private int _autoScrollTicks;
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// Discord Rich Presence state.
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private readonly long _launcherStartUnixSeconds = DateTimeOffset.UtcNow.ToUnixTimeSeconds();
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private DiscordRichPresence? _discord;
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private string? _runningGameName;
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private string? _runningGameTitleId;
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private long _runningSinceUnixSeconds;
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private int _detailLoadGeneration;
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private int _backdropGeneration;
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@@ -82,12 +89,17 @@ public partial class MainWindow : Window
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RescanButton.Click += async (_, _) => await RescanLibraryAsync();
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OpenFileButton.Click += async (_, _) => await OpenFileAsync();
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LaunchButton.Click += (_, _) => LaunchSelected();
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StopButton.Click += (_, _) => _emulator?.Stop();
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StopButton.Click += (_, _) => StopEmulator();
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ClearLogButton.Click += (_, _) => _consoleLines.Clear();
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CopyLogButton.Click += async (_, _) => await CopyConsoleAsync();
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OptionsToggle.IsCheckedChanged += (_, _) => OptionsPanel.IsVisible = OptionsToggle.IsChecked == true;
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ConsoleToggle.IsCheckedChanged += (_, _) => ConsolePanel.IsVisible = ConsoleToggle.IsChecked == true;
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TitleMusicToggle.IsCheckedChanged += (_, _) => OnTitleMusicToggled();
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DiscordToggle.IsCheckedChanged += (_, _) =>
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{
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_settings.DiscordRichPresence = DiscordToggle.IsChecked == true;
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UpdateDiscordPresence();
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};
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GameList.AddHandler(ContextRequestedEvent, OnGameContextRequested, RoutingStrategies.Tunnel);
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CtxLaunch.Click += (_, _) => LaunchSelected();
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@@ -164,7 +176,7 @@ public partial class MainWindow : Window
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if ((pressed & 0x2000) != 0) // Circle
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{
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_emulator?.Stop();
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StopEmulator();
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}
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_previousPadButtons = pad.Buttons;
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@@ -235,9 +247,45 @@ public partial class MainWindow : Window
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_settings = GuiSettings.Load();
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ApplySettingsToControls();
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LocateEmulator();
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UpdateDiscordPresence();
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await RescanLibraryAsync();
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}
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// ---- Discord Rich Presence ----
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/// <summary>
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/// Publishes the launcher state to Discord: browsing while idle, the
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/// running game (with elapsed time) during emulation. No-ops when
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/// disabled or when no Discord application ID is configured.
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/// </summary>
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private void UpdateDiscordPresence()
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{
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if (!_settings.DiscordRichPresence || _settings.DiscordClientId.Length == 0)
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{
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_discord?.Dispose();
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_discord = null;
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return;
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}
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_discord ??= new DiscordRichPresence(_settings.DiscordClientId);
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if (_isRunning && _runningGameName is { } gameName)
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{
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_discord.SetPresence(
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$"Playing {gameName}",
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_runningGameTitleId,
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_runningSinceUnixSeconds);
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}
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else
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{
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// Discord does not render activities without timestamps, so the
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// browsing state carries the launcher's start time.
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_discord.SetPresence(
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"Browsing the library",
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$"{_allGames.Count} game(s)",
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_launcherStartUnixSeconds);
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}
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}
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private void OnWindowClosing()
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{
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ReadControlsIntoSettings();
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@@ -245,6 +293,7 @@ public partial class MainWindow : Window
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_consoleFlushTimer.Stop();
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_gamepadTimer.Stop();
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_sndPreview.Stop();
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_discord?.Dispose();
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_emulator?.Dispose();
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DropFileLog();
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}
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@@ -275,6 +324,7 @@ public partial class MainWindow : Window
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StrictToggle.IsChecked = _settings.StrictDynlibResolution;
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LogToFileToggle.IsChecked = _settings.LogToFile;
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TitleMusicToggle.IsChecked = _settings.PlayTitleMusic;
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DiscordToggle.IsChecked = _settings.DiscordRichPresence;
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}
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private void ReadControlsIntoSettings()
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@@ -284,6 +334,7 @@ public partial class MainWindow : Window
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_settings.StrictDynlibResolution = StrictToggle.IsChecked == true;
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_settings.LogToFile = LogToFileToggle.IsChecked == true;
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_settings.PlayTitleMusic = TitleMusicToggle.IsChecked == true;
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_settings.DiscordRichPresence = DiscordToggle.IsChecked == true;
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}
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private string SelectedLogLevel()
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@@ -382,6 +433,7 @@ public partial class MainWindow : Window
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_allGames.AddRange(games);
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RefreshVisibleGames();
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LoadGameDetailsInBackground(games);
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UpdateDiscordPresence();
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StatusBarRight.Text = folders.Length == 0
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? "Add a game folder to populate the library."
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: $"Library scanned: {games.Count} game(s) in {folders.Length} folder(s).";
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@@ -1009,10 +1061,38 @@ public partial class MainWindow : Window
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_emulator = emulator;
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_isRunning = true;
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_runningGameName = displayName;
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_runningGameTitleId = _allGames
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.FirstOrDefault(game => game.Path.Equals(ebootPath, StringComparison.OrdinalIgnoreCase))?
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.TitleId;
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_runningSinceUnixSeconds = DateTimeOffset.UtcNow.ToUnixTimeSeconds();
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StatusDot.Fill = SuccessLineBrush;
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StatusText.Text = $"Running — {displayName}";
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StatusBarRight.Text = $"Running {displayName}";
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UpdateRunButtons();
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UpdateDiscordPresence();
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}
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/// <summary>
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/// Stops the running game and updates status/presence immediately. The
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/// process-exit path still runs when the corpse is collected, but a game
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/// wedged in a GPU driver call can keep its process alive for a long
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/// time after termination — the launcher should not look (or tell
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/// Discord it is) "playing" during that window.
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/// </summary>
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private void StopEmulator()
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{
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if (!_isRunning)
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{
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return;
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}
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_emulator?.Stop();
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_runningGameName = null;
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_runningGameTitleId = null;
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StatusText.Text = "Stopping…";
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StatusBarRight.Text = "Stopping…";
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UpdateDiscordPresence();
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}
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/// <summary>
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@@ -1069,7 +1149,10 @@ public partial class MainWindow : Window
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StatusDot.Fill = exitCode == 0 ? (IBrush)SuccessLineBrush : ErrorLineBrush;
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StatusText.Text = $"Exited with code {exitCode} ({meaning})";
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StatusBarRight.Text = "Idle";
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_runningGameName = null;
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_runningGameTitleId = null;
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UpdateRunButtons();
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UpdateDiscordPresence();
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}
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private void UpdateRunButtons()
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Reference in New Issue
Block a user