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Added LoadUnlockData and ActivateDeactivateAchievements to AchievementManager
LoadUnlockData and ActivateDeactivateAchievements are the public API components responding to the FetchUnlocks and A/DAchievement (singular) private methods. LoadUnlockData is asynchronous and performs both a hardcore and a softcore unlock call, updating the unlock map and the active status of any achievements returned from these calls. ActivateDeactivateAchievements calls ActivateDeactivateAchievement on every achievement ID found in m_game_data, initializing the unlock map for each ID if not already found. Both of these are currently called in LoadGameByFilenameAsync once the game has been loaded properly. There's a lock around this, to ensure that the unlock map is initialized properly by ActivateDeactivate Achievements before FetchUnlockData makes modifications to it without stalling the async portions of FetchUnlockData.
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@ -131,16 +131,55 @@ void AchievementManager::LoadGameByFilenameAsync(const std::string& iso_path,
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const auto fetch_game_data_response = FetchGameData();
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m_is_game_loaded = fetch_game_data_response == ResponseType::SUCCESS;
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// Claim the lock, then queue the fetch unlock data calls, then initialize the unlock map in
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// ActivateDeactiveAchievements. This allows the calls to process while initializing the
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// unlock map but then forces them to wait until it's initialized before making modifications to
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// it.
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{
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std::lock_guard lg{m_lock};
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LoadUnlockData([](ResponseType r_type) {});
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ActivateDeactivateAchievements();
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}
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callback(fetch_game_data_response);
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});
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}
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void AchievementManager::LoadUnlockData(const ResponseCallback& callback)
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{
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m_queue.EmplaceItem([this, callback] {
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const auto hardcore_unlock_response = FetchUnlockData(true);
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if (hardcore_unlock_response != ResponseType::SUCCESS)
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{
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callback(hardcore_unlock_response);
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return;
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}
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callback(FetchUnlockData(false));
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});
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}
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void AchievementManager::ActivateDeactivateAchievements()
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{
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bool enabled = Config::Get(Config::RA_ACHIEVEMENTS_ENABLED);
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bool unofficial = Config::Get(Config::RA_UNOFFICIAL_ENABLED);
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bool encore = Config::Get(Config::RA_ENCORE_ENABLED);
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for (u32 ix = 0; ix < m_game_data.num_achievements; ix++)
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{
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auto iter =
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m_unlock_map.insert({m_game_data.achievements[ix].id, UnlockStatus{.game_data_index = ix}});
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ActivateDeactivateAchievement(iter.first->first, enabled, unofficial, encore);
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}
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}
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void AchievementManager::CloseGame()
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{
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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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ActivateDeactivateAchievements();
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}
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void AchievementManager::Logout()
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@ -39,6 +39,8 @@ public:
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bool IsLoggedIn() const;
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void LoadGameByFilenameAsync(const std::string& iso_path, const ResponseCallback& callback);
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void LoadUnlockData(const ResponseCallback& callback);
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void ActivateDeactivateAchievements();
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void CloseGame();
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void Logout();
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void Shutdown();
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