The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
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81 lines
2.2 KiB
81 lines
2.2 KiB
11 months ago
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#if !defined(_CRT_SECURE_NO_WARNINGS)
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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#include "user_manager.h"
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#include "core.h"
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#include <cstring>
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#include <memory>
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namespace discord {
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class UserEvents final {
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public:
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static void DISCORD_CALLBACK OnCurrentUserUpdate(void* callbackData)
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{
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auto* core = reinterpret_cast<Core*>(callbackData);
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if (!core) {
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return;
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}
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auto& module = core->UserManager();
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module.OnCurrentUserUpdate();
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}
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};
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IDiscordUserEvents UserManager::events_{
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&UserEvents::OnCurrentUserUpdate,
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};
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Result UserManager::GetCurrentUser(User* currentUser)
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{
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if (!currentUser) {
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return Result::InternalError;
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}
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auto result =
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internal_->get_current_user(internal_, reinterpret_cast<DiscordUser*>(currentUser));
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return static_cast<Result>(result);
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}
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void UserManager::GetUser(UserId userId, std::function<void(Result, User const&)> callback)
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{
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static auto wrapper = [](void* callbackData, EDiscordResult result, DiscordUser* user) -> void {
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std::unique_ptr<std::function<void(Result, User const&)>> cb(
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reinterpret_cast<std::function<void(Result, User const&)>*>(callbackData));
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if (!cb || !(*cb)) {
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return;
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}
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(*cb)(static_cast<Result>(result), *reinterpret_cast<User const*>(user));
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};
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std::unique_ptr<std::function<void(Result, User const&)>> cb{};
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cb.reset(new std::function<void(Result, User const&)>(std::move(callback)));
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internal_->get_user(internal_, userId, cb.release(), wrapper);
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}
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Result UserManager::GetCurrentUserPremiumType(PremiumType* premiumType)
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{
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if (!premiumType) {
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return Result::InternalError;
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}
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auto result = internal_->get_current_user_premium_type(
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internal_, reinterpret_cast<EDiscordPremiumType*>(premiumType));
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return static_cast<Result>(result);
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}
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Result UserManager::CurrentUserHasFlag(UserFlag flag, bool* hasFlag)
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{
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if (!hasFlag) {
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return Result::InternalError;
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}
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auto result = internal_->current_user_has_flag(
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internal_, static_cast<EDiscordUserFlag>(flag), reinterpret_cast<bool*>(hasFlag));
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return static_cast<Result>(result);
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}
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} // namespace discord
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