mirror of
https://github.com/SirHumza/orbisRPC.git
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- ui.c: fullscreen Discord-blurple cards, embedded bitmap font, pad X-to-continue, progress bar; IME token entry kept as overlay - scripts/genfont.py + installer/font.h: build-time rasterized font - Makefile: -lSDL2 -lSDL2main -lScePigletv2VSH -lSceAudioOut -lSceVideoOut, font.h regen rule; drop stock -lSceMsgDialog - daemon: gateway state machine, status.json heartbeat, gen supersede, no-exit token wait; updater removed per direction - installer: config preserve on reinstall, honest stage logging, token-save verification, daemon liveness on done screen
52 lines
2.8 KiB
C
52 lines
2.8 KiB
C
/* discord.h - gateway session + presence (user session token). */
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#ifndef DISCORD_H
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#define DISCORD_H
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#include "ws.h"
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#include "jsonlite.h"
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typedef struct {
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ws_t ws;
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char token[512];
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int64_t last_heartbeat; /* when we last sent op 1 */
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int64_t last_ack; /* when the gateway last acked (op 11) */
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int64_t hb_interval_ms;
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int seq; /* last dispatch sequence (heartbeat payload) */
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int connected; /* 1 iff state == GW_READY (derived mirror) */
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int sent_hb; /* at least one heartbeat sent */
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int state; /* gw_state_t: explicit session state */
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} discord_t;
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/* Explicit gateway state machine. GW_DOWN is 0 so a zeroed struct starts
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* DOWN; connected==1 exactly when state==GW_READY. Deliberately no
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* RESUME state: we always fresh-IDENTIFY (simpler, stateless recovery). */
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typedef enum {
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GW_DOWN = 0, /* no usable session */
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GW_CONNECTING, /* TCP+TLS+WebSocket handshake in flight */
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GW_HELLO_WAIT, /* waiting for op 10 HELLO */
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GW_IDENTIFYING, /* IDENTIFY sent, waiting for READY */
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GW_READY /* live session (connected == 1) */
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} gw_state_t;
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const char *discord_state_name(const discord_t *d);
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/* Returns 0 on READY, -1 net/proto error, -2 auth-fatal (close 4004: don't
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* retry — the token is wrong and Discord bans IPs that hammer it). */
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int discord_connect(discord_t *d, const char *token);
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int discord_set_presence(discord_t *d, const char *state, const char *name,
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const char *application_id, int64_t started_epoch); /* op 3 */
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/* Same + titleId asset key: when application_id is set, sends
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* assets { large_image: "<lower titleId>", large_text: "<name>" } so the
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* game icon shows once uploaded under that name in the Discord app.
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* When art_base_url is set instead, large_image becomes
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* "<base><lower titleId>.png" (external URL assets, no uploads needed). */
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int discord_set_presence_ex(discord_t *d, const char *state, const char *name,
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const char *title_id, const char *application_id,
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const char *art_base_url, const char *art_url,
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const char *small_art_url,
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int64_t started_epoch); /* op 3 */
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/* Test seam: pure activity-JSON builder (no sockets). token "" skips mp:. */
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jl_val_t *discord_build_activity(const char *state, const char *name,
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const char *title_id, const char *application_id,
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const char *art_base_url, const char *art_url,
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const char *small_art_url,
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int64_t started_epoch, const char *token);
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int discord_clear_presence(discord_t *d); /* clear activity, stay online */
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int discord_tick(discord_t *d); /* 0 ok; -1 drop/reconnect; -2 auth-fatal; -3 invalid session (retry promptly) */
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#endif
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