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https://github.com/dolphin-emu/dolphin.git
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Merge pull request #12856 from LillyJadeKatrin/retroachievements-pause-v2
Handle Pausing in AchievementManager
This commit is contained in:
@ -25,6 +25,7 @@
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#include "Core/Config/AchievementSettings.h"
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#include "Core/Core.h"
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#include "Core/HW/Memmap.h"
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#include "Core/HW/VideoInterface.h"
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#include "Core/PowerPC/MMU.h"
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#include "Core/System.h"
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#include "DiscIO/Blob.h"
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@ -47,7 +48,10 @@ void AchievementManager::Init()
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LoadDefaultBadges();
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if (!m_client && Config::Get(Config::RA_ENABLED))
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{
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m_client = rc_client_create(MemoryVerifier, Request);
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{
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std::lock_guard lg{m_lock};
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m_client = rc_client_create(MemoryVerifier, Request);
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}
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std::string host_url = Config::Get(Config::RA_HOST_URL);
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if (!host_url.empty())
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rc_client_set_host(m_client, host_url.c_str());
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@ -159,6 +163,13 @@ bool AchievementManager::IsGameLoaded() const
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return game_info && game_info->id != 0;
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}
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void AchievementManager::SetBackgroundExecutionAllowed(bool allowed)
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{
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m_background_execution_allowed = allowed;
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if (allowed && Core::GetState(*AchievementManager::GetInstance().m_system) == Core::State::Paused)
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DoIdle();
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}
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void AchievementManager::FetchPlayerBadge()
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{
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FetchBadge(&m_player_badge, RC_IMAGE_TYPE_USER,
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@ -243,6 +254,54 @@ void AchievementManager::DoFrame()
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}
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}
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bool AchievementManager::CanPause()
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{
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u32 frames_to_next_pause = 0;
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bool can_pause = rc_client_can_pause(m_client, &frames_to_next_pause);
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if (!can_pause)
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{
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OSD::AddMessage("Cannot spam pausing in hardcore mode.", OSD::Duration::VERY_LONG,
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OSD::Color::RED);
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OSD::AddMessage(
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fmt::format("Can pause in {} seconds.",
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static_cast<float>(frames_to_next_pause) /
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Core::System::GetInstance().GetVideoInterface().GetTargetRefreshRate()),
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OSD::Duration::VERY_LONG, OSD::Color::RED);
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}
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return can_pause;
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}
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void AchievementManager::DoIdle()
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{
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std::thread([this]() {
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while (true)
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{
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Common::SleepCurrentThread(1000);
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{
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std::lock_guard lg{m_lock};
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if (!m_system || Core::GetState(*m_system) != Core::State::Paused)
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return;
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if (!m_background_execution_allowed)
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return;
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if (!m_client || !IsGameLoaded())
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return;
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}
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// rc_client_idle peeks at memory to recalculate rich presence and therefore
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// needs to be on host or CPU thread to access memory.
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Core::QueueHostJob([this](Core::System& system) {
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std::lock_guard lg{m_lock};
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if (!m_system || Core::GetState(*m_system) != Core::State::Paused)
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return;
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if (!m_background_execution_allowed)
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return;
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if (!m_client || !IsGameLoaded())
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return;
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rc_client_idle(m_client);
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});
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}
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}).detach();
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}
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std::recursive_mutex& AchievementManager::GetLock()
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{
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return m_lock;
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@ -441,8 +500,8 @@ void AchievementManager::CloseGame()
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void AchievementManager::Logout()
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{
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{
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std::lock_guard lg{m_lock};
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CloseGame();
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std::lock_guard lg{m_lock};
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m_player_badge.width = 0;
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m_player_badge.height = 0;
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m_player_badge.data.clear();
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@ -459,6 +518,7 @@ void AchievementManager::Shutdown()
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{
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CloseGame();
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m_queue.Shutdown();
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std::lock_guard lg{m_lock};
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// DON'T log out - keep those credentials for next run.
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rc_client_destroy(m_client);
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m_client = nullptr;
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@ -96,12 +96,16 @@ public:
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bool HasAPIToken() const;
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void LoadGame(const std::string& file_path, const DiscIO::Volume* volume);
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bool IsGameLoaded() const;
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void SetBackgroundExecutionAllowed(bool allowed);
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void FetchPlayerBadge();
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void FetchGameBadges();
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void DoFrame();
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bool CanPause();
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void DoIdle();
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std::recursive_mutex& GetLock();
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void SetHardcoreMode();
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bool IsHardcoreModeActive() const;
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@ -193,6 +197,7 @@ private:
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Badge m_default_game_badge;
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Badge m_default_unlocked_badge;
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Badge m_default_locked_badge;
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std::atomic_bool m_background_execution_allowed = true;
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Badge m_player_badge;
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Hash m_game_hash{};
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u32 m_game_id = 0;
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@ -239,6 +244,8 @@ public:
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constexpr void LoadGame(const std::string&, const DiscIO::Volume*) {}
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constexpr void SetBackgroundExecutionAllowed(bool allowed) {}
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constexpr void DoFrame() {}
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constexpr void CloseGame() {}
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@ -353,7 +353,7 @@ static void CPUSetInitialExecutionState(bool force_paused = false)
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// SetState must be called on the host thread, so we defer it for later.
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QueueHostJob([force_paused](Core::System& system) {
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bool paused = SConfig::GetInstance().bBootToPause || force_paused;
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SetState(system, paused ? State::Paused : State::Running);
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SetState(system, paused ? State::Paused : State::Running, true, true);
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Host_UpdateDisasmDialog();
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Host_UpdateMainFrame();
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Host_Message(HostMessageID::WMUserCreate);
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@ -693,7 +693,8 @@ static void EmuThread(Core::System& system, std::unique_ptr<BootParameters> boot
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// Set or get the running state
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void SetState(Core::System& system, State state, bool report_state_change)
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void SetState(Core::System& system, State state, bool report_state_change,
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bool initial_execution_state)
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{
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// State cannot be controlled until the CPU Thread is operational
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if (s_state.load() != State::Running)
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@ -702,11 +703,18 @@ void SetState(Core::System& system, State state, bool report_state_change)
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switch (state)
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{
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case State::Paused:
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#ifdef USE_RETRO_ACHIEVEMENTS
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if (!initial_execution_state && !AchievementManager::GetInstance().CanPause())
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return;
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#endif // USE_RETRO_ACHIEVEMENTS
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// NOTE: GetState() will return State::Paused immediately, even before anything has
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// stopped (including the CPU).
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system.GetCPU().EnableStepping(true); // Break
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Wiimote::Pause();
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ResetRumble();
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#ifdef USE_RETRO_ACHIEVEMENTS
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AchievementManager::GetInstance().DoIdle();
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#endif // USE_RETRO_ACHIEVEMENTS
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break;
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case State::Running:
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{
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@ -143,7 +143,8 @@ bool IsHostThread();
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bool WantsDeterminism();
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// [NOT THREADSAFE] For use by Host only
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void SetState(Core::System& system, State state, bool report_state_change = true);
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void SetState(Core::System& system, State state, bool report_state_change = true,
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bool initial_execution_state = false);
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State GetState(Core::System& system);
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void SaveScreenShot();
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