Commit Graph

68 Commits

Author SHA1 Message Date
f25bdda728 Removed post data from Achievement request logs
post_data included passwords and API keys in plaintext so continuing to include it in logs is a security liability.
2024-01-27 18:50:27 -05:00
03e3f65653 Add host URL setting to achievements config
The Host URL setting in the RetroAchievements config will, if set, be used as the host URL for all server requests for achievements. This allows for an easy switch to the RetroAchievements staging server for testing.
2024-01-24 07:08:54 -05:00
aa3e1e2324 Retroachievements - Fixed Login Checks
Two fixes: verify that there's an API token before attempting to automatically log in, and don't attempt to hash a game and load it unless achievements are enabled and the player is logged in. This prevents multiple API requests that we already know will fail, one of which will display an unnecessary error message to the player.
2023-12-13 09:00:25 -05:00
18032f19a5 AchievementManager: Resolve -Wshadow warnings
Renames some variables to avoid shadowing warnings on gcc.

Also gets rid of a FilereaderState struct, since one is already defined
in the declaration of the AchievementManager class.
2023-12-12 15:37:20 -05:00
d90537cc18 AchievementManager: Return by reference from GetLock()
This makes the API a little nicer to use, since you don't need to do
a mandatory dereference when passing the lock into any kind of scope
guard.
2023-12-11 13:51:50 -05:00
e55f9ed102 AchievementManager: Make GetInstance() return a reference
The internal static member will always have a valid lifetime. Makes this
consistent with other instance based objects in our code.
2023-12-11 13:36:39 -05:00
70cd0040a3 AchievementManager: Only nag user about disabled achievements when they were actually enabled before. 2023-12-10 21:10:49 +01:00
8fbc5960e7 Handle Achievement Un/Primed Events
When an achievement is "primed", a challenge is active, for example completing a portion of the game in under a time limit or without taking damage or using certain items. This is stored in a map in the Achievement Manager (and removed when the achievement is unprimed) so a later commit can display it on screen.
2023-12-06 08:21:06 -05:00
ebf2ef1d82 Refactored hash process to check prior game ID
If the new game ID is a different title than the previous game ID, the achievement manager is compromised.
2023-12-05 16:17:18 -05:00
c8d8ca2ff7 Added Disabled flag to Achievement Manager
The Disabled state sits between Game Closed and completely Shutdown - stronger than the former, as it refuses to let a game be opened again until AchievementManager is restored (which only happens upon a fresh core boot) but it isn't completely shut down and will still allow the player to be logged in and access the achievement settings and their (global) achievement header.
2023-12-05 16:17:17 -05:00
148c2f3c0d Refactored AchievementManager hash code to take a volume.
This change splits LoadGameAsync into three methods: two HashGame methods to accept either a string filepath or a volume, and a common LoadGameSync that both HashGames call to actually process the code. In the process, some minor cleanup, and the hash resolution now takes place on the work queue asynchronously.
2023-12-05 16:17:11 -05:00
138e68ef9f Added Hardcore flag to Achievement Settings
Hardcore Mode is a RetroAchievements feature for enabling as close to original hardware as possible, to keep a fair, challenging, and competitive playing field for achievements (which get tallied differently and emphasized more in hardcore) and leaderboards (where it is mandatory) at the cost of several common emulator features that provide advantages, such as state loading and slower emulation speeds.
This commit just adds the flag to the AchievementSettings, with more to come.
2023-12-02 16:41:15 -05:00
db78437498 Refactored welcome message to render after game start
Split the "welcome" messages letting players know achievements are active into a separate method that gets called (currently) after a number of frames to ensure that the emulator has started properly and has somewhere to display the messages.
2023-10-19 19:21:12 +02:00
a3d561fdff Add badges to achievement messages
Updated OSD::AddMessage calls for achievements and game start to pass in the badges intended to be shown.
2023-10-19 19:13:20 +02:00
04df930e0d Added FetchBoardInfo to AchievementManager
FetchBoardInfo is called (via the work queue asynchronously) on a leaderboard every time it is activated or submitted to. It makes two calls to the RetroAchievements API for fetching leaderboard info, one that requests the top four entries in the leaderboard and another that requests the player's entry, the two entries above the player and the two entries below. All of these are inserted into a single map (resolving any overlaps) so the result can be exposed to the UI.
2023-10-15 21:28:40 +02:00
61dded7043 Added Leaderboard info map to AchievementManager
The leaderboard map created here contains information useful to displaying leaderboard stats in the Achievement dialog, including each leaderboard's name and description and a partial list of entries for display. The entire map is exposed to the UI in a single call for simplicity.
2023-10-15 21:28:40 +02:00
1645b1ed62 AchievementManager: Call ActivateDeactivateLeaderboards() and ActivateDeactivateRichPresence() under lock.
Both of these functions access `m_game_data` and don't lock themselves, so they must be called in a way that guarantees that `m_game_data` is not modified during the call.
2023-10-15 18:59:36 +02:00
111c1ab531 AchievementManager: Don't store pointer to rc_runtime_event_t in lambda.
Scope issue in the event callback from `rc_runtime_do_frame()`. The pointer points to a variable on the stack from inside `rc_runtime_do_frame()`, so that's a race condition between the thread calling `rc_runtime_do_frame()` and the event queue thread.
2023-10-11 10:32:11 +02:00
da6339a722 Merge pull request #12026 from LillyJadeKatrin/retroachievements-measured
RetroAchievements - Progress Notifications
2023-10-01 19:25:02 +02:00
6d96b7173e Handle Achievement Progress Event
Added handling to Achievement Progress Events, which are generated when an achievement with a Measured field updates in value. For example, an achievement for collecting 120 stars will throw this event when the player collects each star, and with this handling, the player will get a message on screen informing them of this progress. This message will only appear if the newly added RA_PROGRESS_ENABLED setting is true.
2023-10-01 11:24:48 -04:00
c8b1379113 Added error checking and logging to AchievementManager::GetAchievementProgress. 2023-10-01 10:27:57 -04:00
ba83efded6 Added badges to achievement progress tab
Provided the badges are turned on in the settings, each achievement will have a badge next to it on the progress tab. There are different badges for locked and unlocked (usually locked is grayscale while unlocked is in color but not necessarily) and the badge chosen depends on the player's current unlock and hardcore status.
2023-09-30 23:29:02 -04:00
fd50b1fda6 Added FetchBadges to AchievementManager
FetchBadges fetches all available badges (player, game, achievements) and stores them in AchievementManager's memory. New fields and accessors have been added as necessary. Badges for individual achievements are stored in the UnlockStatus map. The method is public so that the settings dialog can call it if badges are turned on after a game is started. Badges are deleted at game close and logout.
2023-09-30 14:18:15 -04:00
6541aa206d Added RequestImage to AchievementManager
Image requests from RetroAchievements have a slightly different format from other requests, on account of being GET calls that return strings of image data, so this is a separate function that makes such calls. To handle this, I create a BadgeStatus object that ties each badge to a boolean flag for whether it is loaded and thus usable.
2023-09-28 22:47:15 -04:00
50f04ea456 Refactored FetchGameData to incorporate the request directly instead of a different method, so that game_data can be processed directly under a lock. 2023-09-28 00:57:22 -04:00
6036a6db55 Updated AchievementManager StartRASession to properly lock inputs and outputs without locking during the network call. 2023-09-28 00:55:58 -04:00
7153284e9f Updated AchievementManager ResolveHash to properly lock inputs and outputs without locking during the network call. 2023-09-28 00:55:58 -04:00
a29ec7d956 Updated AchievementManager VerifyCredentials to properly lock inputs and outputs without locking during the network call. 2023-09-28 00:55:58 -04:00
b53962fd23 Cleaned up some issues with AchievementManager::CloseGame. 2023-09-28 00:55:57 -04:00
da00191eb6 Added log statements across AchievementManager. 2023-09-23 01:32:43 -04:00
38bd04c439 Add Rich Presence to Achievement Dialog Header
This refactors the Rich Presence generation to store to a member field that can be exposed to the UI to display the Rich Presence in the achievement header. It still updates at its original rate of once per two minutes, but calls an update on the dialog when that ticks.
2023-09-06 10:01:33 -04:00
7a7e0ab2f5 Fixed Leaderboard Scored message format
Refactored the message displayed when a leaderboard is submitted to so that it properly generates and uses a FormattedValue.
2023-07-21 01:45:50 -04:00
ccc9d0e5ea Synchronized Achievement Window
Expanded the use of the lock mutex already used for loading the player's existing unlock status to guard against races involving the Achievements dialog window reading from data AchievementManager might be in the process of updating. The lock has been exposed publicly and the AchievementsWindow uses it in its UpdateData method, and anywhere else that might modify data used to render that window has also been wrapped with it.
2023-07-01 22:26:30 -04:00
fbaeaf305b Add UpdateCallback to AchievementManager
AchievementManager now has a SetUpdateCallback method for providing a single universal callback for anytime something important changes in the achievement state, such as logging in/out, game load/close, or events such as achievement unlocks. AchievementsWindow sets this callback in its own init to its UpdateData method so that the AchievementsWindow gets updated when one of these changes takes place.
2023-07-01 22:26:29 -04:00
f700faf6ab Expose Achievements Data for Display
Added some small methods to AchievementManager to expose useful data for displaying in an achievement UI. Also moved a couple things from private to public for the same purpose.
2023-07-01 22:26:29 -04:00
32f7873ee6 Added missing Leaderboard Canceled event 2023-06-03 09:15:41 -04:00
60350635b6 Fixed Rich Presence bugs
Refactored the Rich Presence two-minute trigger to clean it up and fix it.
2023-06-03 09:15:40 -04:00
82ff6fb0b7 Fix RetroAchievements Login Crash
Fixing a bug with the RetroAchievements integration where certain combinations of configurations would result in a malformed API request and an attempt to dereference the null response.
2023-05-28 20:53:03 -04:00
57290a45e8 Added Notification Popups for Game Mastery
Added OnScreenDisplay messages to HandleAchievementTriggeredEvent to display an extra congratulations message if the player has completed (unlocked all achievements in casual) or mastered (unlocked all achievements in challenge) the game. This also uses the display name retrieved when verifying credentials, which has now been added as a member field on AchievementManager.
2023-05-23 23:23:18 -04:00
1841089054 Added Notification Popups for Game Start
Added an OnScreenDisplay message to LoadGameByFilenameAsync to display a message when a player starts a game with achievements, notifying them of their current score. The score displayed is challenge points if the player is in challenge mode or challenge + casual if the player is in casual mode. A second message tells the player which mode they are in. To match RetroAchievements' website interface, the messages are blue for casual and gold for challenge.
2023-05-23 23:22:22 -04:00
aa0224a8ab Added TallyScore method to AchievementManager
Added a TallyScore method to AchievementManager to calculate the player's current scores (soft and hard) against the total number of points across all achievements. Includes a PointSpread structure to hold all points and counts. The Unlock Map now includes point values for each achievement to aid in this calculation; this is populated at insert time, and Unofficial achievements are tallied as zero.
2023-05-23 23:22:22 -04:00
22af13f9e0 Added Notification Popups for No Achievement Data
Added OnScreenDisplay messages to LoadGameByFilenameAsync to notify the player when any of the potential failures occur.
2023-05-23 23:22:21 -04:00
b0eb4ccb80 Added Notification Popup for Leaderboard Canceled
Added HandleLeaderboardStartedEvent with an OnScreenDisplay message when a player has triggered a leaderboard's failure conditions. The message includes the title of the achievement.
2023-05-23 23:22:21 -04:00
a4b7f43f21 Added Notification Popup for Leaderboard Started
Added HandleLeaderboardStartedEvent with an OnScreenDisplay message when a player has triggered a leaderboard's start conditions. The message includes the title of the achievement.
2023-05-23 23:22:21 -04:00
c20d0ae9e1 Added Notification Popup for Leaderboard Scored
Added an OnScreenDisplay message to HandleLeaderboardTriggeredEvent to display a message when a player has completed a leaderboard. The message includes the title of the achievement and the player's score/time.
2023-05-23 23:22:20 -04:00
a7b09413f9 Added Notification Popup for Achievement Unlocked
Added an OnScreenDisplay message to HandleAchievementTriggeredEvent to display a message when a player has unlocked an achievement. The message includes the title of the achievement and its point value based on the game data. To match RetroAchievements' website interface, the message is blue if the unlock is casual and gold for challenge.
2023-05-23 23:22:14 -04:00
c9c2e17e5a Added DoFrame to AchievementManager
DoFrame is a function called every frame by the emulator so that rcheevos can be properly updated and processed. It requires a memory peeker and an event handler to be passed in; the memory peeker is called repeatedly each frame to measure what's in memory and compare to achievement definitions, and any events thrown by that comparison are sent to the event handler.

Also, DoFrame checks for the current system time to determine when to ping rich presence. Rich Presence on the RetroAchievements website updates every two minutes, so if two minutes have elapsed since the previous ping, another ping is sent.
2023-05-11 07:56:12 -04:00
22ee729055 Added GenerateRichPresence to AchievementManager
GenerateRichPresence calls rc_runtime_get_richpresence in rhceevos on the achievement runtime to get the current Rich Presence string, a description of the player's current in-game state based on its memory as fed into a custom-developed script downloaded via FetchGameData. This gets passed into PingRichPresence, but is separated into its own method so it can be used elsewhere locally.
2023-05-11 07:56:12 -04:00
1b880564cb Added MemoryPeeker to AchievementManager
MemoryPeeker is a function passed by pointer into rcheevos DoFrame functionality that forms the lynchpin of the rcheevos runtime - it provides the interface by which rcheevos accesses memory and determines if the fields provided by achievement, leaderboard, and rich presence definitions are meeting the criteria needed.
2023-05-11 07:56:12 -04:00
ed121a4033 Added AchievementEventHandler to AchievementManager
AchievementEventHandler simply checks which kind of event is triggered and calls the appropriate function. Its primary purpose is as a function to be pointed to.
2023-05-11 07:56:11 -04:00