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https://github.com/dolphin-emu/dolphin.git
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Merge pull request #12204 from LillyJadeKatrin/retroachievements-bugfix
Retroachievements bugfix
This commit is contained in:
commit
908f90191d
@ -54,11 +54,7 @@ AchievementManager::ResponseType AchievementManager::Login(const std::string& pa
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"Achievement Manager initialized.");
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return AchievementManager::ResponseType::MANAGER_NOT_INITIALIZED;
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}
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AchievementManager::ResponseType r_type = AchievementManager::ResponseType::UNKNOWN_FAILURE;
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{
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std::lock_guard lg{m_lock};
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r_type = VerifyCredentials(password);
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}
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AchievementManager::ResponseType r_type = VerifyCredentials(password);
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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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@ -74,10 +70,7 @@ void AchievementManager::LoginAsync(const std::string& password, const ResponseC
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return;
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}
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m_queue.EmplaceItem([this, password, callback] {
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{
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std::lock_guard lg{m_lock};
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callback(VerifyCredentials(password));
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}
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callback(VerifyCredentials(password));
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if (m_update_callback)
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m_update_callback();
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});
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@ -447,14 +440,19 @@ void AchievementManager::CloseGame()
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{
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{
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std::lock_guard lg{m_lock};
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m_is_game_loaded = false;
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m_game_id = 0;
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m_queue.Cancel();
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m_unlock_map.clear();
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m_system = nullptr;
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ActivateDeactivateAchievements();
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ActivateDeactivateLeaderboards();
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ActivateDeactivateRichPresence();
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if (m_is_game_loaded)
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{
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m_is_game_loaded = false;
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ActivateDeactivateAchievements();
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ActivateDeactivateLeaderboards();
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ActivateDeactivateRichPresence();
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m_game_id = 0;
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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_system = nullptr;
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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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@ -483,22 +481,34 @@ void AchievementManager::Shutdown()
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AchievementManager::ResponseType AchievementManager::VerifyCredentials(const std::string& password)
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{
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rc_api_login_response_t login_data{};
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std::string username = Config::Get(Config::RA_USERNAME);
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std::string api_token = Config::Get(Config::RA_API_TOKEN);
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std::string username, api_token;
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{
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std::lock_guard lg{m_lock};
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username = Config::Get(Config::RA_USERNAME);
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api_token = Config::Get(Config::RA_API_TOKEN);
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}
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rc_api_login_request_t login_request = {
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.username = username.c_str(), .api_token = api_token.c_str(), .password = password.c_str()};
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ResponseType r_type = Request<rc_api_login_request_t, rc_api_login_response_t>(
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login_request, &login_data, rc_api_init_login_request, rc_api_process_login_response);
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if (r_type == ResponseType::SUCCESS)
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{
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INFO_LOG_FMT(ACHIEVEMENTS, "Successfully logged in to RetroAchievements server.");
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INFO_LOG_FMT(ACHIEVEMENTS, "Successfully logged in {} to RetroAchievements server.", username);
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std::lock_guard lg{m_lock};
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if (username != Config::Get(Config::RA_USERNAME))
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{
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INFO_LOG_FMT(ACHIEVEMENTS, "Attempted to login prior user {}; current user is {}.", username,
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Config::Get(Config::RA_USERNAME));
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Config::SetBaseOrCurrent(Config::RA_API_TOKEN, "");
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return ResponseType::EXPIRED_CONTEXT;
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}
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Config::SetBaseOrCurrent(Config::RA_API_TOKEN, login_data.api_token);
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m_display_name = login_data.display_name;
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m_player_score = login_data.score;
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}
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else
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{
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WARN_LOG_FMT(ACHIEVEMENTS, "Failed to login to RetroAchievements server.");
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WARN_LOG_FMT(ACHIEVEMENTS, "Failed to login {} to RetroAchievements server.", username);
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}
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rc_api_destroy_login_response(&login_data);
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return r_type;
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@ -508,8 +518,12 @@ AchievementManager::ResponseType
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AchievementManager::ResolveHash(std::array<char, HASH_LENGTH> game_hash)
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{
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rc_api_resolve_hash_response_t hash_data{};
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std::string username = Config::Get(Config::RA_USERNAME);
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std::string api_token = Config::Get(Config::RA_API_TOKEN);
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std::string username, api_token;
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{
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std::lock_guard lg{m_lock};
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username = Config::Get(Config::RA_USERNAME);
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api_token = Config::Get(Config::RA_API_TOKEN);
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}
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rc_api_resolve_hash_request_t resolve_hash_request = {
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.username = username.c_str(), .api_token = api_token.c_str(), .game_hash = game_hash.data()};
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ResponseType r_type = Request<rc_api_resolve_hash_request_t, rc_api_resolve_hash_response_t>(
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@ -517,6 +531,7 @@ AchievementManager::ResolveHash(std::array<char, HASH_LENGTH> game_hash)
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rc_api_process_resolve_hash_response);
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if (r_type == ResponseType::SUCCESS)
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{
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std::lock_guard lg{m_lock};
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m_game_id = hash_data.game_id;
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INFO_LOG_FMT(ACHIEVEMENTS, "Hashed game ID {} for RetroAchievements.", m_game_id);
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}
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@ -530,11 +545,16 @@ AchievementManager::ResolveHash(std::array<char, HASH_LENGTH> game_hash)
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AchievementManager::ResponseType AchievementManager::StartRASession()
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{
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rc_api_start_session_request_t start_session_request;
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rc_api_start_session_response_t session_data{};
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std::string username = Config::Get(Config::RA_USERNAME);
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std::string api_token = Config::Get(Config::RA_API_TOKEN);
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rc_api_start_session_request_t start_session_request = {
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.username = username.c_str(), .api_token = api_token.c_str(), .game_id = m_game_id};
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std::string username, api_token;
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{
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std::lock_guard lg{m_lock};
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username = Config::Get(Config::RA_USERNAME);
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api_token = Config::Get(Config::RA_API_TOKEN);
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start_session_request = {
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.username = username.c_str(), .api_token = api_token.c_str(), .game_id = m_game_id};
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}
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ResponseType r_type = Request<rc_api_start_session_request_t, rc_api_start_session_response_t>(
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start_session_request, &session_data, rc_api_init_start_session_request,
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rc_api_process_start_session_response);
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@ -544,13 +564,73 @@ AchievementManager::ResponseType AchievementManager::StartRASession()
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AchievementManager::ResponseType AchievementManager::FetchGameData()
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{
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std::string username = Config::Get(Config::RA_USERNAME);
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std::string api_token = Config::Get(Config::RA_API_TOKEN);
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rc_api_fetch_game_data_request_t fetch_data_request = {
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.username = username.c_str(), .api_token = api_token.c_str(), .game_id = m_game_id};
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return Request<rc_api_fetch_game_data_request_t, rc_api_fetch_game_data_response_t>(
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fetch_data_request, &m_game_data, rc_api_init_fetch_game_data_request,
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rc_api_process_fetch_game_data_response);
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rc_api_fetch_game_data_request_t fetch_data_request;
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rc_api_request_t api_request;
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Common::HttpRequest http_request;
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std::string username, api_token;
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u32 game_id;
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{
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std::lock_guard lg{m_lock};
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username = Config::Get(Config::RA_USERNAME);
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api_token = Config::Get(Config::RA_API_TOKEN);
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game_id = m_game_id;
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}
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fetch_data_request = {
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.username = username.c_str(), .api_token = api_token.c_str(), .game_id = game_id};
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if (rc_api_init_fetch_game_data_request(&api_request, &fetch_data_request) != RC_OK ||
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!api_request.post_data)
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{
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ERROR_LOG_FMT(ACHIEVEMENTS, "Invalid API request for game data.");
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return ResponseType::INVALID_REQUEST;
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}
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auto http_response = http_request.Post(api_request.url, api_request.post_data);
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rc_api_destroy_request(&api_request);
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if (!http_response.has_value() || http_response->size() == 0)
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{
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WARN_LOG_FMT(ACHIEVEMENTS,
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"RetroAchievements connection failed while fetching game data for ID {}. \nURL: "
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"{} \npost_data: {}",
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game_id, api_request.url,
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api_request.post_data == nullptr ? "NULL" : api_request.post_data);
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return ResponseType::CONNECTION_FAILED;
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}
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std::lock_guard lg{m_lock};
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const std::string response_str(http_response->begin(), http_response->end());
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if (rc_api_process_fetch_game_data_response(&m_game_data, response_str.c_str()) != RC_OK)
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{
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ERROR_LOG_FMT(ACHIEVEMENTS,
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"Failed to process HTTP response fetching game data for ID {}. \nURL: {} "
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"\npost_data: {} \nresponse: {}",
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game_id, api_request.url,
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api_request.post_data == nullptr ? "NULL" : api_request.post_data, response_str);
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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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return ResponseType::MALFORMED_OBJECT;
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}
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if (!m_game_data.response.succeeded)
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{
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WARN_LOG_FMT(
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ACHIEVEMENTS,
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"Invalid RetroAchievements credentials fetching game data for ID {}; logging out user {}",
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game_id, username);
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// Logout technically does this via a CloseGame call, but doing this now prevents the activate
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// methods from thinking they have something to do.
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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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Logout();
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return ResponseType::INVALID_CREDENTIALS;
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}
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if (game_id != m_game_id)
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{
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INFO_LOG_FMT(ACHIEVEMENTS,
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"Attempted to retrieve game data for ID {}; running game is now ID {}", game_id,
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m_game_id);
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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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return ResponseType::EXPIRED_CONTEXT;
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}
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INFO_LOG_FMT(ACHIEVEMENTS, "Retrieved game data for ID {}.", game_id);
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return ResponseType::SUCCESS;
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}
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AchievementManager::ResponseType AchievementManager::FetchUnlockData(bool hardcore)
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@ -836,7 +916,14 @@ AchievementManager::ResponseType AchievementManager::Request(
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if (http_response.has_value() && http_response->size() > 0)
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{
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const std::string response_str(http_response->begin(), http_response->end());
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process_response(rc_response, response_str.c_str());
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if (process_response(rc_response, response_str.c_str()) != RC_OK)
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{
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ERROR_LOG_FMT(
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ACHIEVEMENTS, "Failed to process HTTP response. \nURL: {} \npost_data: {} \nresponse: {}",
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api_request.url, api_request.post_data == nullptr ? "NULL" : api_request.post_data,
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response_str);
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return ResponseType::MALFORMED_OBJECT;
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}
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if (rc_response->response.succeeded)
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{
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return ResponseType::SUCCESS;
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@ -850,7 +937,9 @@ AchievementManager::ResponseType AchievementManager::Request(
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}
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else
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{
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WARN_LOG_FMT(ACHIEVEMENTS, "RetroAchievements connection failed.");
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WARN_LOG_FMT(ACHIEVEMENTS, "RetroAchievements connection failed. \nURL: {} \npost_data: {}",
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api_request.url,
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api_request.post_data == nullptr ? "NULL" : api_request.post_data);
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return ResponseType::CONNECTION_FAILED;
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}
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}
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@ -34,6 +34,8 @@ public:
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INVALID_REQUEST,
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INVALID_CREDENTIALS,
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CONNECTION_FAILED,
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MALFORMED_OBJECT,
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EXPIRED_CONTEXT,
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UNKNOWN_FAILURE
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};
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using ResponseCallback = std::function<void(ResponseType)>;
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@ -49,6 +49,8 @@ AchievementProgressWidget::AchievementProgressWidget(QWidget* parent) : QWidget(
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QGroupBox*
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AchievementProgressWidget::CreateAchievementBox(const rc_api_achievement_definition_t* achievement)
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{
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if (!AchievementManager::GetInstance()->IsGameLoaded())
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return new QGroupBox();
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QLabel* a_title = new QLabel(QString::fromUtf8(achievement->title, strlen(achievement->title)));
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QLabel* a_description =
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new QLabel(QString::fromUtf8(achievement->description, strlen(achievement->description)));
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@ -91,6 +93,8 @@ void AchievementProgressWidget::UpdateData()
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delete item;
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}
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if (!AchievementManager::GetInstance()->IsGameLoaded())
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return;
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const auto* game_data = AchievementManager::GetInstance()->GetGameData();
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for (u32 ix = 0; ix < game_data->num_achievements; ix++)
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{
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