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Plugin.cs
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using bsrpc.UI;
using DataPuller.Data;
using Discord;
using DiscordCore;
using IPA;
using IPA.Config.Stores;
using System;
using System.Reflection;
using System.Timers;
using UnityEngine;
using IPALogger = IPA.Logging.Logger;
namespace bsrpc
{
[Plugin(RuntimeOptions.SingleStartInit)]
public class Plugin
{
private DiscordInstance _discord;
private DateTime _lastSceneSwitchTime = DateTime.Now;
private DataMappers.Scenes _lastScene = DataMappers.Scenes.Unknown;
public static DateTime? LastPauseDateTime { get; private set; } = null;
private Timer _pauseTimer = new Timer(5000);
public static Activity? LastActivity {
get;
private set;
}
public static readonly string PluginVersion = Assembly.GetExecutingAssembly().GetName().Version.ToString(3);
internal static IPALogger Log { get; private set; }
[Init]
/// <summary>
/// Called when the plugin is first loaded by IPA (either when the game starts or when the plugin is enabled if it starts disabled).
/// [Init] methods that use a Constructor or called before regular methods like InitWithConfig.
/// Only use [Init] with one Constructor.
/// </summary>
public void Init(IPALogger logger, IPA.Config.Config conf)
{
Log = logger;
PluginConfig.Instance = conf.Generated<PluginConfig>();
Log.Info("bsrpc initialized.");
}
[OnStart]
public void OnApplicationStart()
{
new GameObject("bsrpcController").AddComponent<BsrpcController>();
MapData.Instance.OnUpdate += UpdateRichPresence;
LiveData.Instance.OnUpdate += UpdateRichPresence;
CreateDiscordManager();
PluginConfig.Instance.OnReloaded += HandleConfigUpdate;
PluginConfig.Instance.OnChanged += HandleConfigUpdate;
UpdateRichPresence();
// Continously send presence updates while game is paused
_pauseTimer.Elapsed += PauseTimerElapsed;
_pauseTimer.AutoReset = true;
}
[OnEnable]
public void OnEnable()
{
SettingsMenuManager.Initialize();
}
[OnDisable]
public void OnDisable()
{
SettingsMenuManager.Disable();
}
private void HandleConfigUpdate()
{
if (PluginConfig.Instance.DiscordClientId != _discord.settings.appId)
{
// Recreate Discord connection on App ID change
_discord.DestroyInstance();
CreateDiscordManager();
}
// Force update to Rich Presence
UpdateRichPresence();
}
private void CreateDiscordManager()
{
_discord = DiscordManager.instance.CreateInstance(new DiscordSettings
{
appId = PluginConfig.Instance.DiscordClientId,
handleInvites = false,
modId = nameof(bsrpc),
modName = nameof(bsrpc)
});
}
private void PauseTimerElapsed(object sender, ElapsedEventArgs e)
{
UpdateRichPresence();
}
private void UpdateRichPresence(string jsonData)
{
UpdateRichPresence();
}
private void UpdateLastPauseDateTime()
{
if (MapData.Instance.LevelPaused)
{
if (LastPauseDateTime == null)
{
LastPauseDateTime = DateTime.Now;
_pauseTimer.Start();
}
}
else
{
if (LastPauseDateTime != null)
{
LastPauseDateTime = null;
_pauseTimer.Stop();
}
}
}
private void UpdateRichPresence()
{
UpdateLastPauseDateTime();
var activity = DataMappers.GetActivityData();
var currentScene = DataMappers.GetCurrentScene();
if (PluginConfig.Instance.TrackLastSceneSwitch && _lastScene != currentScene)
{
_lastScene = currentScene;
_lastSceneSwitchTime = DateTime.Now;
}
if (
!PluginConfig.Instance.TrackLastSceneSwitch
|| (PluginConfig.Instance.ShowElapsedTimes && currentScene != DataMappers.Scenes.Playing)
) {
activity.Timestamps.Start = DataMappers.DateTimeToUnixTimestampMs(_lastSceneSwitchTime);
}
LastActivity = activity;
_discord.UpdateActivity(activity);
}
[OnExit]
public void OnApplicationQuit()
{
MapData.Instance.OnUpdate -= UpdateRichPresence;
LiveData.Instance.OnUpdate -= UpdateRichPresence;
PluginConfig.Instance.OnReloaded -= HandleConfigUpdate;
PluginConfig.Instance.OnChanged -= HandleConfigUpdate;
_discord.DestroyInstance();
}
}
}