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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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