Add AR Code Whitelist Approval

This commit is contained in:
LillyJadeKatrin 2024-09-08 08:44:30 -04:00
parent b3c5dc5fb9
commit df484d695d
7 changed files with 62 additions and 13 deletions

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@ -24,6 +24,7 @@
#include "Common/ScopeGuard.h"
#include "Common/Version.h"
#include "Common/WorkQueueThread.h"
#include "Core/ActionReplay.h"
#include "Core/Config/AchievementSettings.h"
#include "Core/Config/FreeLookSettings.h"
#include "Core/Config/MainSettings.h"
@ -474,6 +475,18 @@ Common::SHA1::Digest AchievementManager::GetCodeHash(const Gecko::GeckoCode& cod
return context->Finish();
}
Common::SHA1::Digest AchievementManager::GetCodeHash(const ActionReplay::ARCode& code) const
{
auto context = Common::SHA1::CreateContext();
context->Update(Common::BitCastToArray<u8>(static_cast<u64>(code.ops.size())));
for (const auto& entry : code.ops)
{
context->Update(Common::BitCastToArray<u8>(entry.cmd_addr));
context->Update(Common::BitCastToArray<u8>(entry.value));
}
return context->Finish();
}
void AchievementManager::FilterApprovedPatches(std::vector<PatchEngine::Patch>& patches,
const std::string& game_ini_id) const
{
@ -486,12 +499,24 @@ void AchievementManager::FilterApprovedGeckoCodes(std::vector<Gecko::GeckoCode>&
FilterApprovedIni(codes, game_ini_id);
}
void AchievementManager::FilterApprovedARCodes(std::vector<ActionReplay::ARCode>& codes,
const std::string& game_ini_id) const
{
FilterApprovedIni(codes, game_ini_id);
}
bool AchievementManager::CheckApprovedGeckoCode(const Gecko::GeckoCode& code,
const std::string& game_ini_id) const
{
return CheckApprovedCode(code, game_ini_id);
}
bool AchievementManager::CheckApprovedARCode(const ActionReplay::ARCode& code,
const std::string& game_ini_id) const
{
return CheckApprovedCode(code, game_ini_id);
}
void AchievementManager::SetSpectatorMode()
{
rc_client_set_spectator_mode_enabled(m_client, Config::Get(Config::RA_SPECTATOR_ENABLED));

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@ -50,6 +50,11 @@ namespace Gecko
class GeckoCode;
} // namespace Gecko
namespace ActionReplay
{
struct ARCode;
} // namespace ActionReplay
class AchievementManager
{
public:
@ -135,7 +140,10 @@ public:
const std::string& game_ini_id) const;
void FilterApprovedGeckoCodes(std::vector<Gecko::GeckoCode>& codes,
const std::string& game_ini_id) const;
void FilterApprovedARCodes(std::vector<ActionReplay::ARCode>& codes,
const std::string& game_ini_id) const;
bool CheckApprovedGeckoCode(const Gecko::GeckoCode& code, const std::string& game_ini_id) const;
bool CheckApprovedARCode(const ActionReplay::ARCode& code, const std::string& game_ini_id) const;
void SetSpectatorMode();
std::string_view GetPlayerDisplayName() const;
@ -197,6 +205,7 @@ private:
bool CheckApprovedCode(const T& code, const std::string& game_ini_id) const;
Common::SHA1::Digest GetCodeHash(const PatchEngine::Patch& patch) const;
Common::SHA1::Digest GetCodeHash(const Gecko::GeckoCode& code) const;
Common::SHA1::Digest GetCodeHash(const ActionReplay::ARCode& code) const;
static void LeaderboardEntriesCallback(int result, const char* error_message,
rc_client_leaderboard_entry_list_t* list,
@ -288,6 +297,12 @@ public:
return true;
};
constexpr bool CheckApprovedARCode(const ActionReplay::ARCode& code,
const std::string& game_ini_id)
{
return true;
};
constexpr void LoadGame(const std::string&, const DiscIO::Volume*) {}
constexpr void SetBackgroundExecutionAllowed(bool allowed) {}

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@ -39,6 +39,7 @@
#include "Common/MsgHandler.h"
#include "Core/ARDecrypt.h"
#include "Core/AchievementManager.h"
#include "Core/CheatCodes.h"
#include "Core/Config/MainSettings.h"
#include "Core/PowerPC/MMU.h"
@ -112,7 +113,7 @@ struct ARAddr
// ----------------------
// AR Remote Functions
void ApplyCodes(std::span<const ARCode> codes)
void ApplyCodes(std::span<const ARCode> codes, const std::string& game_id)
{
if (!Config::AreCheatsEnabled())
return;
@ -121,7 +122,10 @@ void ApplyCodes(std::span<const ARCode> codes)
s_disable_logging = false;
s_active_codes.clear();
std::copy_if(codes.begin(), codes.end(), std::back_inserter(s_active_codes),
[](const ARCode& code) { return code.enabled; });
[&game_id](const ARCode& code) {
return code.enabled &&
AchievementManager::GetInstance().CheckApprovedARCode(code, game_id);
});
s_active_codes.shrink_to_fit();
}
@ -169,9 +173,10 @@ void AddCode(ARCode code)
}
}
void LoadAndApplyCodes(const Common::IniFile& global_ini, const Common::IniFile& local_ini)
void LoadAndApplyCodes(const Common::IniFile& global_ini, const Common::IniFile& local_ini,
const std::string& game_id)
{
ApplyCodes(LoadCodes(global_ini, local_ini));
ApplyCodes(LoadCodes(global_ini, local_ini), game_id);
}
// Parses the Action Replay section of a game ini file.

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@ -45,12 +45,13 @@ struct ARCode
void RunAllActive(const Core::CPUThreadGuard& cpu_guard);
void ApplyCodes(std::span<const ARCode> codes);
void ApplyCodes(std::span<const ARCode> codes, const std::string& game_id);
void SetSyncedCodesAsActive();
void UpdateSyncedCodes(std::span<const ARCode> codes);
std::vector<ARCode> ApplyAndReturnCodes(std::span<const ARCode> codes);
void AddCode(ARCode new_code);
void LoadAndApplyCodes(const Common::IniFile& global_ini, const Common::IniFile& local_ini);
void LoadAndApplyCodes(const Common::IniFile& global_ini, const Common::IniFile& local_ini,
const std::string& game_id);
std::vector<ARCode> LoadCodes(const Common::IniFile& global_ini, const Common::IniFile& local_ini);
void SaveCodes(Common::IniFile* local_ini, std::span<const ARCode> codes);

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@ -2125,13 +2125,16 @@ bool NetPlayServer::SyncCodes()
// Sync AR Codes
{
std::vector<ActionReplay::ARCode> codes = ActionReplay::LoadCodes(globalIni, localIni);
#ifdef USE_RETRO_ACHIEVEMENTS
AchievementManager::GetInstance().FilterApprovedARCodes(codes, game_id);
#endif // USE_RETRO_ACHIEVEMENTS
// Create an AR Code Vector with just the active codes
std::vector<ActionReplay::ARCode> s_active_codes =
ActionReplay::ApplyAndReturnCodes(ActionReplay::LoadCodes(globalIni, localIni));
std::vector<ActionReplay::ARCode> active_codes = ActionReplay::ApplyAndReturnCodes(codes);
// Determine Codelist Size
u16 codelines = 0;
for (const ActionReplay::ARCode& active_code : s_active_codes)
for (const ActionReplay::ARCode& active_code : active_codes)
{
INFO_LOG_FMT(NETPLAY, "Indexing {}", active_code.name);
for (const ActionReplay::AREntry& op : active_code.ops)
@ -2159,7 +2162,7 @@ bool NetPlayServer::SyncCodes()
pac << MessageID::SyncCodes;
pac << SyncCodeID::ARData;
// Iterate through the active code vector and send each codeline
for (const ActionReplay::ARCode& active_code : s_active_codes)
for (const ActionReplay::ARCode& active_code : active_codes)
{
INFO_LOG_FMT(NETPLAY, "Sending {}", active_code.name);
for (const ActionReplay::AREntry& op : active_code.ops)

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@ -198,7 +198,7 @@ void LoadPatches()
else
{
Gecko::SetActiveCodes(Gecko::LoadCodes(globalIni, localIni), sconfig.GetGameID());
ActionReplay::LoadAndApplyCodes(globalIni, localIni);
ActionReplay::LoadAndApplyCodes(globalIni, localIni, sconfig.GetGameID());
}
}
@ -335,7 +335,7 @@ bool ApplyFramePatches(Core::System& system)
void Shutdown()
{
s_on_frame.clear();
ActionReplay::ApplyCodes({});
ActionReplay::ApplyCodes({}, "");
Gecko::Shutdown();
}

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@ -115,7 +115,7 @@ void ARCodeWidget::OnItemChanged(QListWidgetItem* item)
m_ar_codes[m_code_list->row(item)].enabled = (item->checkState() == Qt::Checked);
if (!m_restart_required)
ActionReplay::ApplyCodes(m_ar_codes);
ActionReplay::ApplyCodes(m_ar_codes, m_game_id);
UpdateList();
SaveCodes();