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June 4, 2019 21:14
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struct DiscordState { | |
std::unique_ptr<discord::Core> core; | |
}; | |
namespace { | |
volatile bool interrupted{ false }; | |
} | |
int main() | |
{ | |
// Init | |
DiscordState state{}; | |
discord::Core* core{}; | |
auto response = discord::Core::Create(461618159171141643, (uint64_t)discord::CreateFlags::Default, &core); | |
state.core.reset(core); | |
if (!state.core) { | |
std::cout << "Failed to instantiate Discord!"; | |
std::exit(-1); | |
} | |
state.core->AchievementManager().FetchUserAchievements( | |
[&](discord::Result result) { | |
std::cout << "Fetched achievements \n"; | |
int32_t count{}; | |
// Iterate to make sure something exists for my user | |
state.core->AchievementManager().CountUserAchievements(&count); | |
std::cout << count << "\n"; | |
for (int i = 0; i < count; i++) { | |
discord::UserAchievement x{}; | |
state.core->AchievementManager().GetUserAchievementAt(i, &x); | |
std::cout << "User is: " << x.GetUserId() << "\n"; | |
std::cout << "Percent complete: " << unsigned(x.GetPercentComplete()); | |
} | |
// Update to trigger callback | |
state.core->AchievementManager().SetUserAchievement(580159119969878046, 50, | |
[&](discord::Result result) { | |
std::cout << "\nAchievement Set\n"; | |
} | |
); | |
} | |
); | |
// Crash here | |
state.core->AchievementManager().OnUserAchievementUpdate.Connect( | |
[&](discord::UserAchievement const& achievement) { | |
std::cout << achievement.GetUserId(); | |
} | |
); | |
std::signal(SIGINT, [](int) { | |
interrupted = true; | |
}); | |
do { | |
state.core->RunCallbacks(); | |
std::this_thread::sleep_for(std::chrono::milliseconds(16)); | |
} while (!interrupted); | |
} |
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