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Add AR Code Whitelist Approval
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@ -24,6 +24,7 @@
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#include "Common/ScopeGuard.h"
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#include "Common/Version.h"
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#include "Common/WorkQueueThread.h"
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#include "Core/ActionReplay.h"
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#include "Core/Config/AchievementSettings.h"
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#include "Core/Config/FreeLookSettings.h"
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#include "Core/Config/MainSettings.h"
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@ -474,6 +475,18 @@ Common::SHA1::Digest AchievementManager::GetCodeHash(const Gecko::GeckoCode& cod
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return context->Finish();
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}
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Common::SHA1::Digest AchievementManager::GetCodeHash(const ActionReplay::ARCode& code) const
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{
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auto context = Common::SHA1::CreateContext();
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context->Update(Common::BitCastToArray<u8>(static_cast<u64>(code.ops.size())));
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for (const auto& entry : code.ops)
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{
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context->Update(Common::BitCastToArray<u8>(entry.cmd_addr));
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context->Update(Common::BitCastToArray<u8>(entry.value));
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}
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return context->Finish();
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}
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void AchievementManager::FilterApprovedPatches(std::vector<PatchEngine::Patch>& patches,
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const std::string& game_ini_id) const
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{
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@ -486,12 +499,24 @@ void AchievementManager::FilterApprovedGeckoCodes(std::vector<Gecko::GeckoCode>&
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FilterApprovedIni(codes, game_ini_id);
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}
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void AchievementManager::FilterApprovedARCodes(std::vector<ActionReplay::ARCode>& codes,
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const std::string& game_ini_id) const
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{
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FilterApprovedIni(codes, game_ini_id);
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}
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bool AchievementManager::CheckApprovedGeckoCode(const Gecko::GeckoCode& code,
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const std::string& game_ini_id) const
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{
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return CheckApprovedCode(code, game_ini_id);
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}
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bool AchievementManager::CheckApprovedARCode(const ActionReplay::ARCode& code,
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const std::string& game_ini_id) const
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{
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return CheckApprovedCode(code, game_ini_id);
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}
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void AchievementManager::SetSpectatorMode()
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{
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rc_client_set_spectator_mode_enabled(m_client, Config::Get(Config::RA_SPECTATOR_ENABLED));
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@ -50,6 +50,11 @@ namespace Gecko
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class GeckoCode;
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} // namespace Gecko
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namespace ActionReplay
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{
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struct ARCode;
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} // namespace ActionReplay
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class AchievementManager
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{
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public:
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@ -135,7 +140,10 @@ public:
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const std::string& game_ini_id) const;
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void FilterApprovedGeckoCodes(std::vector<Gecko::GeckoCode>& codes,
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const std::string& game_ini_id) const;
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void FilterApprovedARCodes(std::vector<ActionReplay::ARCode>& codes,
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const std::string& game_ini_id) const;
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bool CheckApprovedGeckoCode(const Gecko::GeckoCode& code, const std::string& game_ini_id) const;
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bool CheckApprovedARCode(const ActionReplay::ARCode& code, const std::string& game_ini_id) const;
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void SetSpectatorMode();
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std::string_view GetPlayerDisplayName() const;
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@ -197,6 +205,7 @@ private:
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bool CheckApprovedCode(const T& code, const std::string& game_ini_id) const;
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Common::SHA1::Digest GetCodeHash(const PatchEngine::Patch& patch) const;
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Common::SHA1::Digest GetCodeHash(const Gecko::GeckoCode& code) const;
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Common::SHA1::Digest GetCodeHash(const ActionReplay::ARCode& code) const;
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static void LeaderboardEntriesCallback(int result, const char* error_message,
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rc_client_leaderboard_entry_list_t* list,
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@ -288,6 +297,12 @@ public:
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return true;
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};
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constexpr bool CheckApprovedARCode(const ActionReplay::ARCode& code,
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const std::string& game_ini_id)
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{
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return true;
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};
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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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@ -39,6 +39,7 @@
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#include "Common/MsgHandler.h"
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#include "Core/ARDecrypt.h"
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#include "Core/AchievementManager.h"
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#include "Core/CheatCodes.h"
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#include "Core/Config/MainSettings.h"
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#include "Core/PowerPC/MMU.h"
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@ -112,7 +113,7 @@ struct ARAddr
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// ----------------------
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// AR Remote Functions
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void ApplyCodes(std::span<const ARCode> codes)
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void ApplyCodes(std::span<const ARCode> codes, const std::string& game_id)
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{
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if (!Config::AreCheatsEnabled())
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return;
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@ -121,7 +122,10 @@ void ApplyCodes(std::span<const ARCode> codes)
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s_disable_logging = false;
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s_active_codes.clear();
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std::copy_if(codes.begin(), codes.end(), std::back_inserter(s_active_codes),
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[](const ARCode& code) { return code.enabled; });
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[&game_id](const ARCode& code) {
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return code.enabled &&
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AchievementManager::GetInstance().CheckApprovedARCode(code, game_id);
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});
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s_active_codes.shrink_to_fit();
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}
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@ -169,9 +173,10 @@ void AddCode(ARCode code)
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}
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}
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void LoadAndApplyCodes(const Common::IniFile& global_ini, const Common::IniFile& local_ini)
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void LoadAndApplyCodes(const Common::IniFile& global_ini, const Common::IniFile& local_ini,
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const std::string& game_id)
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{
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ApplyCodes(LoadCodes(global_ini, local_ini));
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ApplyCodes(LoadCodes(global_ini, local_ini), game_id);
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}
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// Parses the Action Replay section of a game ini file.
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@ -45,12 +45,13 @@ struct ARCode
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void RunAllActive(const Core::CPUThreadGuard& cpu_guard);
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void ApplyCodes(std::span<const ARCode> codes);
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void ApplyCodes(std::span<const ARCode> codes, const std::string& game_id);
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void SetSyncedCodesAsActive();
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void UpdateSyncedCodes(std::span<const ARCode> codes);
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std::vector<ARCode> ApplyAndReturnCodes(std::span<const ARCode> codes);
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void AddCode(ARCode new_code);
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void LoadAndApplyCodes(const Common::IniFile& global_ini, const Common::IniFile& local_ini);
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void LoadAndApplyCodes(const Common::IniFile& global_ini, const Common::IniFile& local_ini,
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const std::string& game_id);
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std::vector<ARCode> LoadCodes(const Common::IniFile& global_ini, const Common::IniFile& local_ini);
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void SaveCodes(Common::IniFile* local_ini, std::span<const ARCode> codes);
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@ -2125,13 +2125,16 @@ bool NetPlayServer::SyncCodes()
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// Sync AR Codes
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{
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std::vector<ActionReplay::ARCode> codes = ActionReplay::LoadCodes(globalIni, localIni);
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#ifdef USE_RETRO_ACHIEVEMENTS
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AchievementManager::GetInstance().FilterApprovedARCodes(codes, game_id);
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#endif // USE_RETRO_ACHIEVEMENTS
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// Create an AR Code Vector with just the active codes
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std::vector<ActionReplay::ARCode> s_active_codes =
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ActionReplay::ApplyAndReturnCodes(ActionReplay::LoadCodes(globalIni, localIni));
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std::vector<ActionReplay::ARCode> active_codes = ActionReplay::ApplyAndReturnCodes(codes);
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// Determine Codelist Size
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u16 codelines = 0;
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for (const ActionReplay::ARCode& active_code : s_active_codes)
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for (const ActionReplay::ARCode& active_code : active_codes)
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{
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INFO_LOG_FMT(NETPLAY, "Indexing {}", active_code.name);
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for (const ActionReplay::AREntry& op : active_code.ops)
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@ -2159,7 +2162,7 @@ bool NetPlayServer::SyncCodes()
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pac << MessageID::SyncCodes;
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pac << SyncCodeID::ARData;
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// Iterate through the active code vector and send each codeline
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for (const ActionReplay::ARCode& active_code : s_active_codes)
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for (const ActionReplay::ARCode& active_code : active_codes)
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{
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INFO_LOG_FMT(NETPLAY, "Sending {}", active_code.name);
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for (const ActionReplay::AREntry& op : active_code.ops)
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@ -198,7 +198,7 @@ void LoadPatches()
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else
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{
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Gecko::SetActiveCodes(Gecko::LoadCodes(globalIni, localIni), sconfig.GetGameID());
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ActionReplay::LoadAndApplyCodes(globalIni, localIni);
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ActionReplay::LoadAndApplyCodes(globalIni, localIni, sconfig.GetGameID());
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}
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}
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@ -335,7 +335,7 @@ bool ApplyFramePatches(Core::System& system)
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void Shutdown()
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{
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s_on_frame.clear();
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ActionReplay::ApplyCodes({});
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ActionReplay::ApplyCodes({}, "");
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Gecko::Shutdown();
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}
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@ -115,7 +115,7 @@ void ARCodeWidget::OnItemChanged(QListWidgetItem* item)
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m_ar_codes[m_code_list->row(item)].enabled = (item->checkState() == Qt::Checked);
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if (!m_restart_required)
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ActionReplay::ApplyCodes(m_ar_codes);
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ActionReplay::ApplyCodes(m_ar_codes, m_game_id);
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UpdateList();
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SaveCodes();
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