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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 06:39:46 -06:00
Merge pull request #12025 from LillyJadeKatrin/retroachievements-badges
RetroAchievements - Badges
This commit is contained in:
@ -35,6 +35,8 @@ void AchievementManager::Init()
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rc_runtime_init(&m_runtime);
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m_is_runtime_initialized = true;
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m_queue.Reset("AchievementManagerQueue", [](const std::function<void()>& func) { func(); });
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m_image_queue.Reset("AchievementManagerImageQueue",
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[](const std::function<void()>& func) { func(); });
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LoginAsync("", [](ResponseType r_type) {});
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INFO_LOG_FMT(ACHIEVEMENTS, "Achievement Manager Initialized");
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}
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@ -55,6 +57,7 @@ AchievementManager::ResponseType AchievementManager::Login(const std::string& pa
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return AchievementManager::ResponseType::MANAGER_NOT_INITIALIZED;
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}
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AchievementManager::ResponseType r_type = VerifyCredentials(password);
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FetchBadges();
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if (m_update_callback)
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m_update_callback();
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return r_type;
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@ -71,6 +74,7 @@ void AchievementManager::LoginAsync(const std::string& password, const ResponseC
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}
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m_queue.EmplaceItem([this, password, callback] {
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callback(VerifyCredentials(password));
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FetchBadges();
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if (m_update_callback)
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m_update_callback();
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});
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@ -207,6 +211,7 @@ void AchievementManager::LoadGameByFilenameAsync(const std::string& iso_path,
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}
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ActivateDeactivateLeaderboards();
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ActivateDeactivateRichPresence();
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FetchBadges();
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// Reset this to zero so that RP immediately triggers on the first frame
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m_last_ping_time = 0;
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INFO_LOG_FMT(ACHIEVEMENTS, "RetroAchievements successfully loaded for {}.", m_game_data.title);
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@ -286,6 +291,256 @@ void AchievementManager::ActivateDeactivateRichPresence()
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INFO_LOG_FMT(ACHIEVEMENTS, "Rich presence (de)activated.");
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}
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void AchievementManager::FetchBadges()
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{
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if (!m_is_runtime_initialized || !IsLoggedIn() || !Config::Get(Config::RA_BADGES_ENABLED))
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{
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if (m_update_callback)
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m_update_callback();
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return;
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}
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m_image_queue.Cancel();
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if (m_player_badge.name != m_display_name)
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{
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m_image_queue.EmplaceItem([this] {
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std::string name_to_fetch;
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{
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std::lock_guard lg{m_lock};
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if (m_display_name == m_player_badge.name)
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return;
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name_to_fetch = m_display_name;
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}
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rc_api_fetch_image_request_t icon_request = {.image_name = name_to_fetch.c_str(),
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.image_type = RC_IMAGE_TYPE_USER};
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Badge fetched_badge;
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if (RequestImage(icon_request, &fetched_badge) == ResponseType::SUCCESS)
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{
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INFO_LOG_FMT(ACHIEVEMENTS, "Successfully downloaded player badge id {}.", name_to_fetch);
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std::lock_guard lg{m_lock};
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if (name_to_fetch != m_display_name)
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{
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INFO_LOG_FMT(ACHIEVEMENTS, "Requested outdated badge id {} for player id {}.",
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name_to_fetch, m_display_name);
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return;
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}
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m_player_badge.badge = std::move(fetched_badge);
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m_player_badge.name = std::move(name_to_fetch);
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}
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else
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{
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WARN_LOG_FMT(ACHIEVEMENTS, "Failed to download player badge id {}.", name_to_fetch);
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}
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if (m_update_callback)
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m_update_callback();
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});
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}
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if (!IsGameLoaded())
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{
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if (m_update_callback)
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m_update_callback();
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return;
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}
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int badgematch = 0;
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{
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std::lock_guard lg{m_lock};
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badgematch = m_game_badge.name.compare(m_game_data.image_name);
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}
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if (badgematch != 0)
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{
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m_image_queue.EmplaceItem([this] {
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std::string name_to_fetch;
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{
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std::lock_guard lg{m_lock};
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if (m_game_badge.name.compare(m_game_data.image_name) == 0)
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return;
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name_to_fetch.assign(m_game_data.image_name);
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}
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rc_api_fetch_image_request_t icon_request = {.image_name = name_to_fetch.c_str(),
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.image_type = RC_IMAGE_TYPE_GAME};
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Badge fetched_badge;
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if (RequestImage(icon_request, &fetched_badge) == ResponseType::SUCCESS)
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{
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INFO_LOG_FMT(ACHIEVEMENTS, "Successfully downloaded game badge id {}.", name_to_fetch);
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std::lock_guard lg{m_lock};
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if (name_to_fetch.compare(m_game_data.image_name) != 0)
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{
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INFO_LOG_FMT(ACHIEVEMENTS, "Requested outdated badge id {} for game id {}.",
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name_to_fetch, m_game_data.image_name);
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return;
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}
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m_game_badge.badge = std::move(fetched_badge);
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m_game_badge.name = std::move(name_to_fetch);
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}
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else
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{
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WARN_LOG_FMT(ACHIEVEMENTS, "Failed to download game badge id {}.", name_to_fetch);
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}
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if (m_update_callback)
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m_update_callback();
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});
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}
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unsigned num_achievements = m_game_data.num_achievements;
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for (size_t index = 0; index < num_achievements; index++)
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{
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std::lock_guard lg{m_lock};
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// In case the number of achievements changes since the loop started; I just don't want
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// to lock for the ENTIRE loop so instead I reclaim the lock each cycle
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if (num_achievements != m_game_data.num_achievements)
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break;
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rc_api_achievement_definition_t& achievement = m_game_data.achievements[index];
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std::string name_to_fetch(achievement.badge_name);
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const UnlockStatus& unlock_status = m_unlock_map[achievement.id];
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if (unlock_status.unlocked_badge.name != name_to_fetch)
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{
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m_image_queue.EmplaceItem([this, index] {
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std::string current_name, name_to_fetch;
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{
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std::lock_guard lg{m_lock};
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if (m_game_data.num_achievements <= index)
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{
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INFO_LOG_FMT(
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ACHIEVEMENTS,
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"Attempted to fetch unlocked badge for index {} after achievement list cleared.",
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index);
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return;
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}
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rc_api_achievement_definition_t& achievement = m_game_data.achievements[index];
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auto unlock_itr = m_unlock_map.find(achievement.id);
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if (unlock_itr == m_unlock_map.end())
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{
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ERROR_LOG_FMT(
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ACHIEVEMENTS,
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"Attempted to fetch unlocked badge for achievement id {} not in unlock map.",
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index);
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return;
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}
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name_to_fetch.assign(achievement.badge_name);
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current_name = unlock_itr->second.unlocked_badge.name;
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}
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if (current_name == name_to_fetch)
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return;
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rc_api_fetch_image_request_t icon_request = {.image_name = name_to_fetch.c_str(),
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.image_type = RC_IMAGE_TYPE_ACHIEVEMENT};
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Badge fetched_badge;
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if (RequestImage(icon_request, &fetched_badge) == ResponseType::SUCCESS)
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{
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INFO_LOG_FMT(ACHIEVEMENTS, "Successfully downloaded unlocked achievement badge id {}.",
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name_to_fetch);
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std::lock_guard lg{m_lock};
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if (m_game_data.num_achievements <= index)
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{
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INFO_LOG_FMT(ACHIEVEMENTS,
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"Fetched unlocked badge for index {} after achievement list cleared.",
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index);
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return;
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}
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rc_api_achievement_definition_t& achievement = m_game_data.achievements[index];
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auto unlock_itr = m_unlock_map.find(achievement.id);
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if (unlock_itr == m_unlock_map.end())
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{
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ERROR_LOG_FMT(ACHIEVEMENTS,
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"Fetched unlocked badge for achievement id {} not in unlock map.", index);
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return;
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}
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if (name_to_fetch.compare(achievement.badge_name) != 0)
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{
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INFO_LOG_FMT(
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ACHIEVEMENTS,
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"Requested outdated unlocked achievement badge id {} for achievement id {}.",
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name_to_fetch, current_name);
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return;
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}
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unlock_itr->second.unlocked_badge.badge = std::move(fetched_badge);
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unlock_itr->second.unlocked_badge.name = std::move(name_to_fetch);
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}
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else
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{
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WARN_LOG_FMT(ACHIEVEMENTS, "Failed to download unlocked achievement badge id {}.",
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name_to_fetch);
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}
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if (m_update_callback)
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m_update_callback();
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});
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}
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if (unlock_status.locked_badge.name != name_to_fetch)
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{
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m_image_queue.EmplaceItem([this, index] {
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std::string current_name, name_to_fetch;
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{
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std::lock_guard lg{m_lock};
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if (m_game_data.num_achievements <= index)
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{
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INFO_LOG_FMT(
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ACHIEVEMENTS,
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"Attempted to fetch locked badge for index {} after achievement list cleared.",
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index);
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return;
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}
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rc_api_achievement_definition_t& achievement = m_game_data.achievements[index];
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auto unlock_itr = m_unlock_map.find(achievement.id);
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if (unlock_itr == m_unlock_map.end())
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{
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ERROR_LOG_FMT(
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ACHIEVEMENTS,
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"Attempted to fetch locked badge for achievement id {} not in unlock map.", index);
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return;
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}
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name_to_fetch.assign(achievement.badge_name);
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current_name = unlock_itr->second.locked_badge.name;
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}
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if (current_name == name_to_fetch)
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return;
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rc_api_fetch_image_request_t icon_request = {
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.image_name = name_to_fetch.c_str(), .image_type = RC_IMAGE_TYPE_ACHIEVEMENT_LOCKED};
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Badge fetched_badge;
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if (RequestImage(icon_request, &fetched_badge) == ResponseType::SUCCESS)
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{
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INFO_LOG_FMT(ACHIEVEMENTS, "Successfully downloaded locked achievement badge id {}.",
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name_to_fetch);
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std::lock_guard lg{m_lock};
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if (m_game_data.num_achievements <= index)
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{
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INFO_LOG_FMT(ACHIEVEMENTS,
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"Fetched locked badge for index {} after achievement list cleared.",
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index);
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return;
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}
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rc_api_achievement_definition_t& achievement = m_game_data.achievements[index];
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auto unlock_itr = m_unlock_map.find(achievement.id);
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if (unlock_itr == m_unlock_map.end())
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{
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ERROR_LOG_FMT(ACHIEVEMENTS,
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"Fetched locked badge for achievement id {} not in unlock map.", index);
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return;
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}
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if (name_to_fetch.compare(achievement.badge_name) != 0)
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{
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INFO_LOG_FMT(ACHIEVEMENTS,
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"Requested outdated locked achievement badge id {} for achievement id {}.",
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name_to_fetch, current_name);
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return;
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}
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unlock_itr->second.locked_badge.badge = std::move(fetched_badge);
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unlock_itr->second.locked_badge.name = std::move(name_to_fetch);
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}
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else
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{
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WARN_LOG_FMT(ACHIEVEMENTS, "Failed to download locked achievement badge id {}.",
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name_to_fetch);
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}
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if (m_update_callback)
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m_update_callback();
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});
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}
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}
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if (m_update_callback)
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m_update_callback();
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}
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void AchievementManager::DoFrame()
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{
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if (!m_is_game_loaded)
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@ -381,6 +636,11 @@ u32 AchievementManager::GetPlayerScore() const
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return IsLoggedIn() ? m_player_score : 0;
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}
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const AchievementManager::BadgeStatus& AchievementManager::GetPlayerBadge() const
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{
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return m_player_badge;
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}
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std::string AchievementManager::GetGameDisplayName() const
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{
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return IsGameLoaded() ? m_game_data.title : "";
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@ -417,7 +677,12 @@ rc_api_fetch_game_data_response_t* AchievementManager::GetGameData()
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return &m_game_data;
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}
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AchievementManager::UnlockStatus
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const AchievementManager::BadgeStatus& AchievementManager::GetGameBadge() const
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{
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return m_game_badge;
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}
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const AchievementManager::UnlockStatus&
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AchievementManager::GetUnlockStatus(AchievementId achievement_id) const
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{
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return m_unlock_map.at(achievement_id);
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@ -426,6 +691,8 @@ AchievementManager::GetUnlockStatus(AchievementId achievement_id) const
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void AchievementManager::GetAchievementProgress(AchievementId achievement_id, u32* value,
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u32* target)
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{
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if (!IsGameLoaded())
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return;
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rc_runtime_get_achievement_measured(&m_runtime, achievement_id, value, target);
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}
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@ -447,10 +714,12 @@ void AchievementManager::CloseGame()
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ActivateDeactivateLeaderboards();
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ActivateDeactivateRichPresence();
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m_game_id = 0;
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m_game_badge.name = "";
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m_unlock_map.clear();
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rc_api_destroy_fetch_game_data_response(&m_game_data);
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std::memset(&m_game_data, 0, sizeof(m_game_data));
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m_queue.Cancel();
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m_image_queue.Cancel();
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m_system = nullptr;
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}
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}
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@ -461,8 +730,12 @@ void AchievementManager::CloseGame()
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void AchievementManager::Logout()
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{
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CloseGame();
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Config::SetBaseOrCurrent(Config::RA_API_TOKEN, "");
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{
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std::lock_guard lg{m_lock};
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CloseGame();
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m_player_badge.name = "";
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Config::SetBaseOrCurrent(Config::RA_API_TOKEN, "");
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}
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if (m_update_callback)
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m_update_callback();
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INFO_LOG_FMT(ACHIEVEMENTS, "Logged out from server.");
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@ -944,4 +1217,30 @@ AchievementManager::ResponseType AchievementManager::Request(
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}
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}
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AchievementManager::ResponseType
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AchievementManager::RequestImage(rc_api_fetch_image_request_t rc_request, Badge* rc_response)
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{
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rc_api_request_t api_request;
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Common::HttpRequest http_request;
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if (rc_api_init_fetch_image_request(&api_request, &rc_request) != RC_OK)
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{
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ERROR_LOG_FMT(ACHIEVEMENTS, "Invalid request for image.");
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return ResponseType::INVALID_REQUEST;
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}
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auto http_response = http_request.Get(api_request.url);
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if (http_response.has_value() && http_response->size() > 0)
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{
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rc_api_destroy_request(&api_request);
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*rc_response = std::move(*http_response);
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return ResponseType::SUCCESS;
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}
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else
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{
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WARN_LOG_FMT(ACHIEVEMENTS, "RetroAchievements connection failed on image request.\n URL: {}",
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api_request.url);
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rc_api_destroy_request(&api_request);
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return ResponseType::CONNECTION_FAILED;
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}
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}
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#endif // USE_RETRO_ACHIEVEMENTS
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|
@ -56,6 +56,13 @@ public:
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using FormattedValue = std::array<char, FORMAT_SIZE>;
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static constexpr size_t RP_SIZE = 256;
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using RichPresence = std::array<char, RP_SIZE>;
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using Badge = std::vector<u8>;
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struct BadgeStatus
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{
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std::string name = "";
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Badge badge{};
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};
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struct UnlockStatus
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{
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@ -68,8 +75,14 @@ public:
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} remote_unlock_status = UnlockType::LOCKED;
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u32 session_unlock_count = 0;
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u32 points = 0;
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BadgeStatus locked_badge;
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BadgeStatus unlocked_badge;
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};
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static constexpr std::string_view GRAY = "transparent";
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static constexpr std::string_view GOLD = "#FFD700";
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static constexpr std::string_view BLUE = "#0B71C1";
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static AchievementManager* GetInstance();
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void Init();
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void SetUpdateCallback(UpdateCallback callback);
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@ -83,6 +96,7 @@ public:
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void ActivateDeactivateAchievements();
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void ActivateDeactivateLeaderboards();
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void ActivateDeactivateRichPresence();
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void FetchBadges();
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void DoFrame();
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u32 MemoryPeeker(u32 address, u32 num_bytes, void* ud);
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@ -91,10 +105,12 @@ public:
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std::recursive_mutex* GetLock();
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std::string GetPlayerDisplayName() const;
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u32 GetPlayerScore() const;
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const BadgeStatus& GetPlayerBadge() const;
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std::string GetGameDisplayName() const;
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PointSpread TallyScore() const;
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rc_api_fetch_game_data_response_t* GetGameData();
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UnlockStatus GetUnlockStatus(AchievementId achievement_id) const;
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const BadgeStatus& GetGameBadge() const;
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const UnlockStatus& GetUnlockStatus(AchievementId achievement_id) const;
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void GetAchievementProgress(AchievementId achievement_id, u32* value, u32* target);
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RichPresence GetRichPresence();
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@ -129,6 +145,7 @@ private:
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ResponseType Request(RcRequest rc_request, RcResponse* rc_response,
|
||||
const std::function<int(rc_api_request_t*, const RcRequest*)>& init_request,
|
||||
const std::function<int(RcResponse*, const char*)>& process_response);
|
||||
ResponseType RequestImage(rc_api_fetch_image_request_t rc_request, Badge* rc_response);
|
||||
|
||||
rc_runtime_t m_runtime{};
|
||||
Core::System* m_system{};
|
||||
@ -136,16 +153,19 @@ private:
|
||||
UpdateCallback m_update_callback;
|
||||
std::string m_display_name;
|
||||
u32 m_player_score = 0;
|
||||
BadgeStatus m_player_badge;
|
||||
std::array<char, HASH_LENGTH> m_game_hash{};
|
||||
u32 m_game_id = 0;
|
||||
rc_api_fetch_game_data_response_t m_game_data{};
|
||||
bool m_is_game_loaded = false;
|
||||
BadgeStatus m_game_badge;
|
||||
RichPresence m_rich_presence;
|
||||
time_t m_last_ping_time = 0;
|
||||
|
||||
std::unordered_map<AchievementId, UnlockStatus> m_unlock_map;
|
||||
|
||||
Common::WorkQueueThread<std::function<void()>> m_queue;
|
||||
Common::WorkQueueThread<std::function<void()>> m_image_queue;
|
||||
std::recursive_mutex m_lock;
|
||||
}; // class AchievementManager
|
||||
|
||||
|
@ -19,6 +19,7 @@ const Info<bool> RA_LEADERBOARDS_ENABLED{
|
||||
{System::Achievements, "Achievements", "LeaderboardsEnabled"}, false};
|
||||
const Info<bool> RA_RICH_PRESENCE_ENABLED{
|
||||
{System::Achievements, "Achievements", "RichPresenceEnabled"}, false};
|
||||
const Info<bool> RA_BADGES_ENABLED{{System::Achievements, "Achievements", "BadgesEnabled"}, false};
|
||||
const Info<bool> RA_UNOFFICIAL_ENABLED{{System::Achievements, "Achievements", "UnofficialEnabled"},
|
||||
false};
|
||||
const Info<bool> RA_ENCORE_ENABLED{{System::Achievements, "Achievements", "EncoreEnabled"}, false};
|
||||
|
@ -14,6 +14,7 @@ extern const Info<std::string> RA_API_TOKEN;
|
||||
extern const Info<bool> RA_ACHIEVEMENTS_ENABLED;
|
||||
extern const Info<bool> RA_LEADERBOARDS_ENABLED;
|
||||
extern const Info<bool> RA_RICH_PRESENCE_ENABLED;
|
||||
extern const Info<bool> RA_BADGES_ENABLED;
|
||||
extern const Info<bool> RA_UNOFFICIAL_ENABLED;
|
||||
extern const Info<bool> RA_ENCORE_ENABLED;
|
||||
} // namespace Config
|
||||
|
@ -47,6 +47,7 @@ bool IsSettingSaveable(const Config::Location& config_location)
|
||||
&Config::RA_ACHIEVEMENTS_ENABLED.GetLocation(),
|
||||
&Config::RA_LEADERBOARDS_ENABLED.GetLocation(),
|
||||
&Config::RA_RICH_PRESENCE_ENABLED.GetLocation(),
|
||||
&Config::RA_BADGES_ENABLED.GetLocation(),
|
||||
&Config::RA_UNOFFICIAL_ENABLED.GetLocation(),
|
||||
&Config::RA_ENCORE_ENABLED.GetLocation(),
|
||||
};
|
||||
|
Reference in New Issue
Block a user