Add DoState to AchievementManager

While state loading is not allowed in the hardcore mode that most players will use, it is allowed in softcore mode; more importantly, if something fails to unlock or unlocks when it shouldn't in either mode the player can create a save that retains the current achievement state.
This commit is contained in:
LillyJadeKatrin
2024-02-16 14:25:04 -05:00
parent 70116b222d
commit 0627209131
3 changed files with 47 additions and 1 deletions

View File

@ -396,6 +396,46 @@ std::vector<std::string> AchievementManager::GetActiveLeaderboards() const
return display_values;
}
void AchievementManager::DoState(PointerWrap& p)
{
if (!m_client || !Config::Get(Config::RA_ENABLED))
return;
size_t size = 0;
if (!p.IsReadMode())
size = rc_client_progress_size(m_client);
p.Do(size);
auto buffer = std::make_unique<u8[]>(size);
if (!p.IsReadMode())
{
int result = rc_client_serialize_progress_sized(m_client, buffer.get(), size);
if (result != RC_OK)
{
ERROR_LOG_FMT(ACHIEVEMENTS, "Failed serializing achievement client with error code {}",
result);
return;
}
}
p.DoArray(buffer.get(), (u32)size);
if (p.IsReadMode())
{
int result = rc_client_deserialize_progress_sized(m_client, buffer.get(), size);
if (result != RC_OK)
{
ERROR_LOG_FMT(ACHIEVEMENTS, "Failed deserializing achievement client with error code {}",
result);
return;
}
size_t new_size = rc_client_progress_size(m_client);
if (size != new_size)
{
ERROR_LOG_FMT(ACHIEVEMENTS, "Loaded client size {} does not match size in state {}", new_size,
size);
return;
}
}
p.DoMarker("AchievementManager");
}
void AchievementManager::CloseGame()
{
{