Discord RPC cleanup
- Loading Discord RPC is now handled by `load/rpc.lua` - Removed `presence` global, call `DiscordRPC:update()` directly with what needs updating - Game doesn't crash anymore if the Discord RPC fails to load - Added RPC variables in the gamemode superclass to let each gamemode handle its special case
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56
load/rpc.lua
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56
load/rpc.lua
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print("Loading discord RPC...")
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DiscordRPC = {
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loaded = false
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}
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local success, RPC = pcall(require, "libs.discordRPC")
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if success then
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DiscordRPC.loaded = true
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DiscordRPC.appId = "599778517789573120"
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function RPC.ready(userId, username, discriminator, avatar)
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print(string.format("Discord: ready (%s, %s, %s, %s)", userId, username, discriminator, avatar))
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end
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function RPC.disconnected(errorCode, message)
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print(string.format("Discord: disconnected (%d: %s)", errorCode, message))
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end
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function RPC.errored(errorCode, message)
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print(string.format("Discord: error (%d: %s)", errorCode, message))
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end
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function RPC.joinGame(joinSecret)
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print(string.format("Discord: join (%s)", joinSecret))
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end
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function RPC.spectateGame(spectateSecret)
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print(string.format("Discord: spectate (%s)", spectateSecret))
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end
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function RPC.joinRequest(userId, username, discriminator, avatar)
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print(string.format("Discord: join request (%s, %s, %s, %s)", userId, username, discriminator, avatar))
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RPC.respond(userId, "yes")
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end
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RPC.initialize(DiscordRPC.appId, true)
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local now = os.time(os.date("*t"))
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RPC.updatePresence({
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startTimestamp = now,
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details = "Loading game...",
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state = "",
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largeImageKey = "icon2",
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largeImageText = "Original game by Joe Zeng",
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smallImageKey = "",
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smallImageText = ""
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})
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DiscordRPC.RPC = RPC
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print("DiscordRPC successfully loaded.")
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else
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print("DiscordRPC failed to load!")
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print(RPC)
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end
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function DiscordRPC:update(newstuff)
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if self.loaded then self.RPC.updatePresence(newstuff) end
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end
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