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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.
132 lines
3.8 KiB
C++
132 lines
3.8 KiB
C++
// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#ifdef USE_RETRO_ACHIEVEMENTS
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#include <array>
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#include <functional>
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#include <mutex>
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#include <string>
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#include <thread>
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#include <unordered_map>
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#include <rcheevos/include/rc_api_runtime.h>
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#include <rcheevos/include/rc_api_user.h>
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#include <rcheevos/include/rc_runtime.h>
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#include "Common/Event.h"
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#include "Common/WorkQueueThread.h"
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using AchievementId = u32;
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constexpr size_t RP_SIZE = 256;
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using RichPresence = std::array<char, RP_SIZE>;
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namespace Core
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{
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class System;
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}
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class AchievementManager
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{
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public:
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enum class ResponseType
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{
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SUCCESS,
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MANAGER_NOT_INITIALIZED,
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INVALID_REQUEST,
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INVALID_CREDENTIALS,
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CONNECTION_FAILED,
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UNKNOWN_FAILURE
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};
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using ResponseCallback = std::function<void(ResponseType)>;
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struct PointSpread
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{
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u32 total_count;
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u32 total_points;
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u32 hard_unlocks;
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u32 hard_points;
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u32 soft_unlocks;
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u32 soft_points;
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};
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static AchievementManager* GetInstance();
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void Init();
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ResponseType Login(const std::string& password);
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void LoginAsync(const std::string& password, const ResponseCallback& callback);
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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 ActivateDeactivateLeaderboards();
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void ActivateDeactivateRichPresence();
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void DoFrame();
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u32 MemoryPeeker(u32 address, u32 num_bytes, void* ud);
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void AchievementEventHandler(const rc_runtime_event_t* runtime_event);
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void CloseGame();
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void Logout();
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void Shutdown();
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private:
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AchievementManager() = default;
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static constexpr int HASH_LENGTH = 33;
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ResponseType VerifyCredentials(const std::string& password);
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ResponseType ResolveHash(std::array<char, HASH_LENGTH> game_hash);
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ResponseType StartRASession();
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ResponseType FetchGameData();
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ResponseType FetchUnlockData(bool hardcore);
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void ActivateDeactivateAchievement(AchievementId id, bool enabled, bool unofficial, bool encore);
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RichPresence GenerateRichPresence();
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ResponseType AwardAchievement(AchievementId achievement_id);
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ResponseType SubmitLeaderboard(AchievementId leaderboard_id, int value);
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ResponseType PingRichPresence(const RichPresence& rich_presence);
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void HandleAchievementTriggeredEvent(const rc_runtime_event_t* runtime_event);
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void HandleLeaderboardStartedEvent(const rc_runtime_event_t* runtime_event);
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void HandleLeaderboardCanceledEvent(const rc_runtime_event_t* runtime_event);
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void HandleLeaderboardTriggeredEvent(const rc_runtime_event_t* runtime_event);
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PointSpread TallyScore() const;
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template <typename RcRequest, typename RcResponse>
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ResponseType Request(RcRequest rc_request, RcResponse* rc_response,
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const std::function<int(rc_api_request_t*, const RcRequest*)>& init_request,
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const std::function<int(RcResponse*, const char*)>& process_response);
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rc_runtime_t m_runtime{};
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Core::System* m_system{};
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bool m_is_runtime_initialized = false;
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std::string m_display_name;
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std::array<char, HASH_LENGTH> m_game_hash{};
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u32 m_game_id = 0;
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rc_api_fetch_game_data_response_t m_game_data{};
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bool m_is_game_loaded = false;
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u64 m_last_ping_time = 0;
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struct UnlockStatus
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{
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AchievementId game_data_index = 0;
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enum class UnlockType
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{
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LOCKED,
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SOFTCORE,
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HARDCORE
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} remote_unlock_status = UnlockType::LOCKED;
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u32 session_unlock_count = 0;
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u32 points = 0;
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};
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std::unordered_map<AchievementId, UnlockStatus> m_unlock_map;
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Common::WorkQueueThread<std::function<void()>> m_queue;
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std::recursive_mutex m_lock;
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}; // class AchievementManager
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#endif // USE_RETRO_ACHIEVEMENTS
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