Files
dolphin/Source/Core/Core/AchievementManager.h
LillyJadeKatrin 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

198 lines
6.0 KiB
C++

// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#ifdef USE_RETRO_ACHIEVEMENTS
#include <array>
#include <ctime>
#include <functional>
#include <mutex>
#include <string>
#include <thread>
#include <unordered_map>
#include <rcheevos/include/rc_api_runtime.h>
#include <rcheevos/include/rc_api_user.h>
#include <rcheevos/include/rc_runtime.h>
#include "Common/Event.h"
#include "Common/WorkQueueThread.h"
namespace Core
{
class System;
}
class AchievementManager
{
public:
enum class ResponseType
{
SUCCESS,
MANAGER_NOT_INITIALIZED,
INVALID_REQUEST,
INVALID_CREDENTIALS,
CONNECTION_FAILED,
MALFORMED_OBJECT,
EXPIRED_CONTEXT,
UNKNOWN_FAILURE
};
using ResponseCallback = std::function<void(ResponseType)>;
using UpdateCallback = std::function<void()>;
struct PointSpread
{
u32 total_count;
u32 total_points;
u32 hard_unlocks;
u32 hard_points;
u32 soft_unlocks;
u32 soft_points;
};
using AchievementId = u32;
static constexpr size_t FORMAT_SIZE = 24;
using FormattedValue = std::array<char, FORMAT_SIZE>;
using LeaderboardRank = u32;
static constexpr size_t RP_SIZE = 256;
using RichPresence = std::array<char, RP_SIZE>;
using Badge = std::vector<u8>;
struct BadgeStatus
{
std::string name = "";
Badge badge{};
};
struct UnlockStatus
{
AchievementId game_data_index = 0;
enum class UnlockType
{
LOCKED,
SOFTCORE,
HARDCORE
} remote_unlock_status = UnlockType::LOCKED;
u32 session_unlock_count = 0;
u32 points = 0;
BadgeStatus locked_badge;
BadgeStatus unlocked_badge;
};
static constexpr std::string_view GRAY = "transparent";
static constexpr std::string_view GOLD = "#FFD700";
static constexpr std::string_view BLUE = "#0B71C1";
struct LeaderboardEntry
{
std::string username;
FormattedValue score;
LeaderboardRank rank;
};
struct LeaderboardStatus
{
std::string name;
std::string description;
u32 player_index = 0;
std::unordered_map<u32, LeaderboardEntry> entries;
};
static AchievementManager* GetInstance();
void Init();
void SetUpdateCallback(UpdateCallback callback);
ResponseType Login(const std::string& password);
void LoginAsync(const std::string& password, const ResponseCallback& callback);
bool IsLoggedIn() const;
void LoadGameByFilenameAsync(const std::string& iso_path, const ResponseCallback& callback);
bool IsGameLoaded() const;
void LoadUnlockData(const ResponseCallback& callback);
void ActivateDeactivateAchievements();
void ActivateDeactivateLeaderboards();
void ActivateDeactivateRichPresence();
void FetchBadges();
void DoFrame();
u32 MemoryPeeker(u32 address, u32 num_bytes, void* ud);
void AchievementEventHandler(const rc_runtime_event_t* runtime_event);
std::recursive_mutex* GetLock();
bool IsHardcoreModeActive() const;
std::string GetPlayerDisplayName() const;
u32 GetPlayerScore() const;
const BadgeStatus& GetPlayerBadge() const;
std::string GetGameDisplayName() const;
PointSpread TallyScore() const;
rc_api_fetch_game_data_response_t* GetGameData();
const BadgeStatus& GetGameBadge() const;
const UnlockStatus& GetUnlockStatus(AchievementId achievement_id) const;
AchievementManager::ResponseType GetAchievementProgress(AchievementId achievement_id, u32* value,
u32* target);
const std::unordered_map<AchievementId, LeaderboardStatus>& GetLeaderboardsInfo() const;
RichPresence GetRichPresence();
void CloseGame();
void Logout();
void Shutdown();
private:
AchievementManager() = default;
static constexpr int HASH_LENGTH = 33;
ResponseType VerifyCredentials(const std::string& password);
ResponseType ResolveHash(std::array<char, HASH_LENGTH> game_hash);
ResponseType StartRASession();
ResponseType FetchGameData();
ResponseType FetchUnlockData(bool hardcore);
ResponseType FetchBoardInfo(AchievementId leaderboard_id);
void ActivateDeactivateAchievement(AchievementId id, bool enabled, bool unofficial, bool encore);
void GenerateRichPresence();
ResponseType AwardAchievement(AchievementId achievement_id);
ResponseType SubmitLeaderboard(AchievementId leaderboard_id, int value);
ResponseType PingRichPresence(const RichPresence& rich_presence);
void DisplayWelcomeMessage();
void HandleAchievementTriggeredEvent(const rc_runtime_event_t* runtime_event);
void HandleAchievementProgressUpdatedEvent(const rc_runtime_event_t* runtime_event);
void HandleLeaderboardStartedEvent(const rc_runtime_event_t* runtime_event);
void HandleLeaderboardCanceledEvent(const rc_runtime_event_t* runtime_event);
void HandleLeaderboardTriggeredEvent(const rc_runtime_event_t* runtime_event);
template <typename RcRequest, typename RcResponse>
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);
rc_runtime_t m_runtime{};
Core::System* m_system{};
bool m_is_runtime_initialized = false;
UpdateCallback m_update_callback;
std::string m_display_name;
u32 m_player_score = 0;
BadgeStatus m_player_badge;
std::array<char, HASH_LENGTH> m_game_hash{};
u32 m_game_id = 0;
rc_api_fetch_game_data_response_t m_game_data{};
bool m_is_game_loaded = false;
u32 m_framecount = 0;
BadgeStatus m_game_badge;
RichPresence m_rich_presence;
time_t m_last_ping_time = 0;
std::unordered_map<AchievementId, UnlockStatus> m_unlock_map;
std::unordered_map<AchievementId, LeaderboardStatus> m_leaderboard_map;
Common::WorkQueueThread<std::function<void()>> m_queue;
Common::WorkQueueThread<std::function<void()>> m_image_queue;
mutable std::recursive_mutex m_lock;
}; // class AchievementManager
#endif // USE_RETRO_ACHIEVEMENTS