Retooled achievement badge fetch process

This change was primarily made to refactor the badge fetching to use the client instead of the runtime, but in the process I also refactored the code to cut down on complexity and duplication. Now the FetchBadge method is passed a function that generates the badge name; this is used to ensure that once the badge is loaded that it is still the desired badge to avoid race conditions.
This commit is contained in:
LillyJadeKatrin 2024-03-30 10:51:18 -04:00
parent 7b835a20ca
commit c5bb1c4e68
3 changed files with 110 additions and 269 deletions

View File

@ -144,256 +144,61 @@ bool AchievementManager::IsGameLoaded() const
return game_info && game_info->id != 0;
}
void AchievementManager::FetchBadges()
void AchievementManager::FetchPlayerBadge()
{
if (!m_is_runtime_initialized || !HasAPIToken() || !Config::Get(Config::RA_BADGES_ENABLED))
{
m_update_callback();
FetchBadge(&m_player_badge, RC_IMAGE_TYPE_USER, [](const AchievementManager& manager) {
auto* user_info = rc_client_get_user_info(manager.m_client);
if (!user_info)
return std::string("");
return std::string(user_info->display_name);
});
}
void AchievementManager::FetchGameBadges()
{
FetchBadge(&m_game_badge, RC_IMAGE_TYPE_GAME, [](const AchievementManager& manager) {
auto* game_info = rc_client_get_game_info(manager.m_client);
if (!game_info)
return std::string("");
return std::string(game_info->badge_name);
});
if (!rc_client_has_achievements(m_client))
return;
}
m_image_queue.Cancel();
auto* user = rc_client_get_user_info(m_client);
if (m_player_badge.name.compare(user->display_name) != 0)
{
m_image_queue.EmplaceItem([this, user] {
std::string name_to_fetch;
{
std::lock_guard lg{m_lock};
if (m_player_badge.name.compare(user->display_name) == 0)
return;
name_to_fetch.assign(user->display_name);
}
rc_api_fetch_image_request_t icon_request = {.image_name = name_to_fetch.c_str(),
.image_type = RC_IMAGE_TYPE_USER};
Badge fetched_badge;
if (RequestImage(icon_request, &fetched_badge) == ResponseType::SUCCESS)
{
INFO_LOG_FMT(ACHIEVEMENTS, "Successfully downloaded player badge id {}.", name_to_fetch);
std::lock_guard lg{m_lock};
if (name_to_fetch.compare(user->display_name) != 0)
{
INFO_LOG_FMT(ACHIEVEMENTS, "Requested outdated badge id {} for player id {}.",
name_to_fetch, user->display_name);
return;
}
m_player_badge.badge = std::move(fetched_badge);
m_player_badge.name = std::move(name_to_fetch);
}
else
{
WARN_LOG_FMT(ACHIEVEMENTS, "Failed to download player badge id {}.", name_to_fetch);
}
m_update_callback();
});
}
if (!IsGameLoaded())
{
m_update_callback();
return;
}
bool badgematch = false;
rc_client_achievement_list_t* achievement_list;
{
std::lock_guard lg{m_lock};
badgematch = m_game_badge.name == m_game_data.image_name;
achievement_list = rc_client_create_achievement_list(
m_client, RC_CLIENT_ACHIEVEMENT_CATEGORY_CORE_AND_UNOFFICIAL,
RC_CLIENT_ACHIEVEMENT_LIST_GROUPING_PROGRESS);
}
if (!badgematch)
for (u32 bx = 0; bx < achievement_list->num_buckets; bx++)
{
m_image_queue.EmplaceItem([this] {
std::string name_to_fetch;
{
std::lock_guard lg{m_lock};
if (m_game_badge.name == m_game_data.image_name)
return;
name_to_fetch = m_game_data.image_name;
}
rc_api_fetch_image_request_t icon_request = {.image_name = name_to_fetch.c_str(),
.image_type = RC_IMAGE_TYPE_GAME};
Badge fetched_badge;
if (RequestImage(icon_request, &fetched_badge) == ResponseType::SUCCESS)
{
INFO_LOG_FMT(ACHIEVEMENTS, "Successfully downloaded game badge id {}.", name_to_fetch);
std::lock_guard lg{m_lock};
if (name_to_fetch != m_game_data.image_name)
{
INFO_LOG_FMT(ACHIEVEMENTS, "Requested outdated badge id {} for game id {}.",
name_to_fetch, m_game_data.image_name);
return;
}
m_game_badge.badge = std::move(fetched_badge);
m_game_badge.name = std::move(name_to_fetch);
}
else
{
WARN_LOG_FMT(ACHIEVEMENTS, "Failed to download game badge id {}.", name_to_fetch);
}
m_update_callback();
});
}
unsigned num_achievements = m_game_data.num_achievements;
for (size_t index = 0; index < num_achievements; index++)
{
std::lock_guard lg{m_lock};
// In case the number of achievements changes since the loop started; I just don't want
// to lock for the ENTIRE loop so instead I reclaim the lock each cycle
if (num_achievements != m_game_data.num_achievements)
break;
const auto& initial_achievement = m_game_data.achievements[index];
const std::string badge_name_to_fetch(initial_achievement.badge_name);
const UnlockStatus& unlock_status = m_unlock_map[initial_achievement.id];
if (unlock_status.unlocked_badge.name != badge_name_to_fetch)
auto& bucket = achievement_list->buckets[bx];
for (u32 achievement = 0; achievement < bucket.num_achievements; achievement++)
{
m_image_queue.EmplaceItem([this, index] {
std::string current_name, name_to_fetch;
{
std::lock_guard lock{m_lock};
if (m_game_data.num_achievements <= index)
{
INFO_LOG_FMT(
ACHIEVEMENTS,
"Attempted to fetch unlocked badge for index {} after achievement list cleared.",
index);
return;
}
const auto& achievement = m_game_data.achievements[index];
const auto unlock_itr = m_unlock_map.find(achievement.id);
if (unlock_itr == m_unlock_map.end())
{
ERROR_LOG_FMT(
ACHIEVEMENTS,
"Attempted to fetch unlocked badge for achievement id {} not in unlock map.",
index);
return;
}
name_to_fetch = achievement.badge_name;
current_name = unlock_itr->second.unlocked_badge.name;
}
if (current_name == name_to_fetch)
return;
rc_api_fetch_image_request_t icon_request = {.image_name = name_to_fetch.c_str(),
.image_type = RC_IMAGE_TYPE_ACHIEVEMENT};
Badge fetched_badge;
if (RequestImage(icon_request, &fetched_badge) == ResponseType::SUCCESS)
{
INFO_LOG_FMT(ACHIEVEMENTS, "Successfully downloaded unlocked achievement badge id {}.",
name_to_fetch);
std::lock_guard lock{m_lock};
if (m_game_data.num_achievements <= index)
{
INFO_LOG_FMT(ACHIEVEMENTS,
"Fetched unlocked badge for index {} after achievement list cleared.",
index);
return;
}
const auto& achievement = m_game_data.achievements[index];
const auto unlock_itr = m_unlock_map.find(achievement.id);
if (unlock_itr == m_unlock_map.end())
{
ERROR_LOG_FMT(ACHIEVEMENTS,
"Fetched unlocked badge for achievement id {} not in unlock map.", index);
return;
}
if (name_to_fetch != achievement.badge_name)
{
INFO_LOG_FMT(
ACHIEVEMENTS,
"Requested outdated unlocked achievement badge id {} for achievement id {}.",
name_to_fetch, current_name);
return;
}
unlock_itr->second.unlocked_badge.badge = std::move(fetched_badge);
unlock_itr->second.unlocked_badge.name = std::move(name_to_fetch);
}
else
{
WARN_LOG_FMT(ACHIEVEMENTS, "Failed to download unlocked achievement badge id {}.",
name_to_fetch);
}
u32 achievement_id = bucket.achievements[achievement]->id;
m_update_callback();
});
}
if (unlock_status.locked_badge.name != badge_name_to_fetch)
{
m_image_queue.EmplaceItem([this, index] {
std::string current_name, name_to_fetch;
{
std::lock_guard lock{m_lock};
if (m_game_data.num_achievements <= index)
{
INFO_LOG_FMT(
ACHIEVEMENTS,
"Attempted to fetch locked badge for index {} after achievement list cleared.",
index);
return;
}
const auto& achievement = m_game_data.achievements[index];
const auto unlock_itr = m_unlock_map.find(achievement.id);
if (unlock_itr == m_unlock_map.end())
{
ERROR_LOG_FMT(
ACHIEVEMENTS,
"Attempted to fetch locked badge for achievement id {} not in unlock map.", index);
return;
}
name_to_fetch = achievement.badge_name;
current_name = unlock_itr->second.locked_badge.name;
}
if (current_name == name_to_fetch)
return;
rc_api_fetch_image_request_t icon_request = {
.image_name = name_to_fetch.c_str(), .image_type = RC_IMAGE_TYPE_ACHIEVEMENT_LOCKED};
Badge fetched_badge;
if (RequestImage(icon_request, &fetched_badge) == ResponseType::SUCCESS)
{
INFO_LOG_FMT(ACHIEVEMENTS, "Successfully downloaded locked achievement badge id {}.",
name_to_fetch);
std::lock_guard lock{m_lock};
if (m_game_data.num_achievements <= index)
{
INFO_LOG_FMT(ACHIEVEMENTS,
"Fetched locked badge for index {} after achievement list cleared.",
index);
return;
}
const auto& achievement = m_game_data.achievements[index];
const auto unlock_itr = m_unlock_map.find(achievement.id);
if (unlock_itr == m_unlock_map.end())
{
ERROR_LOG_FMT(ACHIEVEMENTS,
"Fetched locked badge for achievement id {} not in unlock map.", index);
return;
}
if (name_to_fetch != achievement.badge_name)
{
INFO_LOG_FMT(ACHIEVEMENTS,
"Requested outdated locked achievement badge id {} for achievement id {}.",
name_to_fetch, current_name);
return;
}
unlock_itr->second.locked_badge.badge = std::move(fetched_badge);
unlock_itr->second.locked_badge.name = std::move(name_to_fetch);
}
else
{
WARN_LOG_FMT(ACHIEVEMENTS, "Failed to download locked achievement badge id {}.",
name_to_fetch);
}
m_update_callback();
});
FetchBadge(
&m_unlocked_badges[achievement_id], RC_IMAGE_TYPE_ACHIEVEMENT,
[achievement_id](const AchievementManager& manager) {
if (!rc_client_get_achievement_info(manager.m_client, achievement_id))
return std::string("");
return std::string(
rc_client_get_achievement_info(manager.m_client, achievement_id)->badge_name);
});
FetchBadge(
&m_locked_badges[achievement_id], RC_IMAGE_TYPE_ACHIEVEMENT_LOCKED,
[achievement_id](const AchievementManager& manager) {
if (!rc_client_get_achievement_info(manager.m_client, achievement_id))
return std::string("");
return std::string(
rc_client_get_achievement_info(manager.m_client, achievement_id)->badge_name);
});
}
}
m_update_callback();
rc_client_destroy_achievement_list(achievement_list);
}
void AchievementManager::DoFrame()
@ -654,6 +459,8 @@ void AchievementManager::CloseGame()
{
m_active_challenges.clear();
m_game_badge.name.clear();
m_unlocked_badges.clear();
m_locked_badges.clear();
m_unlock_map.clear();
m_leaderboard_map.clear();
rc_api_destroy_fetch_game_data_response(&m_game_data);
@ -804,6 +611,7 @@ void AchievementManager::LoginCallback(int result, const char* error_message, rc
user->username);
std::lock_guard lg{AchievementManager::GetInstance().GetLock()};
Config::SetBaseOrCurrent(Config::RA_API_TOKEN, user->token);
AchievementManager::GetInstance().FetchPlayerBadge();
}
AchievementManager::ResponseType AchievementManager::FetchBoardInfo(AchievementId leaderboard_id)
@ -1042,7 +850,7 @@ void AchievementManager::LoadGameCallback(int result, const char* error_message,
}
INFO_LOG_FMT(ACHIEVEMENTS, "Loaded data for game ID {}.", game->id);
AchievementManager::GetInstance().FetchBadges();
AchievementManager::GetInstance().FetchGameBadges();
AchievementManager::GetInstance().m_system = &Core::System::GetInstance();
}
@ -1292,32 +1100,6 @@ AchievementManager::ResponseType AchievementManager::Request(
}
}
AchievementManager::ResponseType
AchievementManager::RequestImage(rc_api_fetch_image_request_t rc_request, Badge* rc_response)
{
rc_api_request_t api_request;
Common::HttpRequest http_request;
if (rc_api_init_fetch_image_request(&api_request, &rc_request) != RC_OK)
{
ERROR_LOG_FMT(ACHIEVEMENTS, "Invalid request for image.");
return ResponseType::INVALID_REQUEST;
}
auto http_response = http_request.Get(api_request.url);
if (http_response.has_value() && http_response->size() > 0)
{
rc_api_destroy_request(&api_request);
*rc_response = std::move(*http_response);
return ResponseType::SUCCESS;
}
else
{
WARN_LOG_FMT(ACHIEVEMENTS, "RetroAchievements connection failed on image request.\n URL: {}",
api_request.url);
rc_api_destroy_request(&api_request);
return ResponseType::CONNECTION_FAILED;
}
}
static std::unique_ptr<OSD::Icon> DecodeBadgeToOSDIcon(const AchievementManager::Badge& badge)
{
if (badge.empty())
@ -1393,4 +1175,58 @@ u32 AchievementManager::MemoryPeekerV2(u32 address, u8* buffer, u32 num_bytes, r
return num_bytes;
}
void AchievementManager::FetchBadge(AchievementManager::BadgeStatus* badge, u32 badge_type,
const AchievementManager::BadgeNameFunction function)
{
if (!m_client || !HasAPIToken() || !Config::Get(Config::RA_BADGES_ENABLED))
{
m_update_callback();
return;
}
m_image_queue.EmplaceItem([this, badge, badge_type, function = std::move(function)] {
std::string name_to_fetch;
{
std::lock_guard lg{m_lock};
name_to_fetch = function(*this);
if (name_to_fetch.empty())
return;
}
rc_api_fetch_image_request_t icon_request = {.image_name = name_to_fetch.c_str(),
.image_type = badge_type};
Badge fetched_badge;
rc_api_request_t api_request;
Common::HttpRequest http_request;
if (rc_api_init_fetch_image_request(&api_request, &icon_request) != RC_OK)
{
ERROR_LOG_FMT(ACHIEVEMENTS, "Invalid request for image {}.", name_to_fetch);
return;
}
auto http_response = http_request.Get(api_request.url);
if (http_response.has_value() && http_response->size() <= 0)
{
WARN_LOG_FMT(ACHIEVEMENTS, "RetroAchievements connection failed on image request.\n URL: {}",
api_request.url);
rc_api_destroy_request(&api_request);
m_update_callback();
return;
}
rc_api_destroy_request(&api_request);
fetched_badge = std::move(*http_response);
INFO_LOG_FMT(ACHIEVEMENTS, "Successfully downloaded badge id {}.", name_to_fetch);
std::lock_guard lg{m_lock};
if (function(*this).empty() || name_to_fetch != function(*this))
{
INFO_LOG_FMT(ACHIEVEMENTS, "Requested outdated badge id {}.", name_to_fetch);
return;
}
badge->badge = std::move(fetched_badge);
badge->name = std::move(name_to_fetch);
m_update_callback();
});
}
#endif // USE_RETRO_ACHIEVEMENTS

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@ -51,6 +51,7 @@ public:
};
using ResponseCallback = std::function<void(ResponseType)>;
using UpdateCallback = std::function<void()>;
using BadgeNameFunction = std::function<std::string(const AchievementManager&)>;
struct PointSpread
{
@ -122,7 +123,8 @@ public:
void LoadGame(const std::string& file_path, const DiscIO::Volume* volume);
bool IsGameLoaded() const;
void FetchBadges();
void FetchPlayerBadge();
void FetchGameBadges();
void DoFrame();
u32 MemoryPeeker(u32 address, u32 num_bytes, void* ud);
@ -196,11 +198,11 @@ private:
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);
static void RequestV2(const rc_api_request_t* request, rc_client_server_callback_t callback,
void* callback_data, rc_client_t* client);
static u32 MemoryPeekerV2(u32 address, u8* buffer, u32 num_bytes, rc_client_t* client);
void FetchBadge(BadgeStatus* badge, u32 badge_type, const BadgeNameFunction function);
rc_runtime_t m_runtime{};
rc_client_t* m_client{};
@ -216,6 +218,8 @@ private:
bool m_is_game_loaded = false;
u32 m_framecount = 0;
BadgeStatus m_game_badge;
std::unordered_map<AchievementId, BadgeStatus> m_unlocked_badges;
std::unordered_map<AchievementId, BadgeStatus> m_locked_badges;
RichPresence m_rich_presence;
time_t m_last_ping_time = 0;

View File

@ -302,7 +302,8 @@ void AchievementSettingsWidget::ToggleProgress()
void AchievementSettingsWidget::ToggleBadges()
{
SaveSettings();
AchievementManager::GetInstance().FetchBadges();
AchievementManager::GetInstance().FetchPlayerBadge();
AchievementManager::GetInstance().FetchGameBadges();
}
void AchievementSettingsWidget::ToggleUnofficial()