dolphin/Source/Core/Core/AchievementManager.cpp
LillyJadeKatrin 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

493 lines
19 KiB
C++

// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#ifdef USE_RETRO_ACHIEVEMENTS
#include "Core/AchievementManager.h"
#include <rcheevos/include/rc_hash.h>
#include "Common/HttpRequest.h"
#include "Common/WorkQueueThread.h"
#include "Config/AchievementSettings.h"
#include "Core/Core.h"
#include "DiscIO/Volume.h"
static constexpr bool hardcore_mode_enabled = false;
AchievementManager* AchievementManager::GetInstance()
{
static AchievementManager s_instance;
return &s_instance;
}
void AchievementManager::Init()
{
if (!m_is_runtime_initialized && Config::Get(Config::RA_ENABLED))
{
rc_runtime_init(&m_runtime);
m_is_runtime_initialized = true;
m_queue.Reset("AchievementManagerQueue", [](const std::function<void()>& func) { func(); });
LoginAsync("", [](ResponseType r_type) {});
}
}
AchievementManager::ResponseType AchievementManager::Login(const std::string& password)
{
if (!m_is_runtime_initialized)
return AchievementManager::ResponseType::MANAGER_NOT_INITIALIZED;
return VerifyCredentials(password);
}
void AchievementManager::LoginAsync(const std::string& password, const ResponseCallback& callback)
{
if (!m_is_runtime_initialized)
{
callback(AchievementManager::ResponseType::MANAGER_NOT_INITIALIZED);
return;
}
m_queue.EmplaceItem([this, password, callback] { callback(VerifyCredentials(password)); });
}
bool AchievementManager::IsLoggedIn() const
{
return !Config::Get(Config::RA_API_TOKEN).empty();
}
void AchievementManager::LoadGameByFilenameAsync(const std::string& iso_path,
const ResponseCallback& callback)
{
if (!m_is_runtime_initialized)
{
callback(AchievementManager::ResponseType::MANAGER_NOT_INITIALIZED);
return;
}
struct FilereaderState
{
int64_t position = 0;
std::unique_ptr<DiscIO::Volume> volume;
};
rc_hash_filereader volume_reader{
.open = [](const char* path_utf8) -> void* {
auto state = std::make_unique<FilereaderState>();
state->volume = DiscIO::CreateVolume(path_utf8);
if (!state->volume)
return nullptr;
return state.release();
},
.seek =
[](void* file_handle, int64_t offset, int origin) {
switch (origin)
{
case SEEK_SET:
reinterpret_cast<FilereaderState*>(file_handle)->position = offset;
break;
case SEEK_CUR:
reinterpret_cast<FilereaderState*>(file_handle)->position += offset;
break;
case SEEK_END:
// Unused
break;
}
},
.tell =
[](void* file_handle) {
return reinterpret_cast<FilereaderState*>(file_handle)->position;
},
.read =
[](void* file_handle, void* buffer, size_t requested_bytes) {
FilereaderState* filereader_state = reinterpret_cast<FilereaderState*>(file_handle);
bool success = (filereader_state->volume->Read(
filereader_state->position, requested_bytes, reinterpret_cast<u8*>(buffer),
DiscIO::PARTITION_NONE));
if (success)
{
filereader_state->position += requested_bytes;
return requested_bytes;
}
else
{
return static_cast<size_t>(0);
}
},
.close = [](void* file_handle) { delete reinterpret_cast<FilereaderState*>(file_handle); }};
rc_hash_init_custom_filereader(&volume_reader);
if (!rc_hash_generate_from_file(m_game_hash.data(), RC_CONSOLE_GAMECUBE, iso_path.c_str()))
return;
m_queue.EmplaceItem([this, callback] {
const auto resolve_hash_response = ResolveHash(this->m_game_hash);
if (resolve_hash_response != ResponseType::SUCCESS || m_game_id == 0)
{
callback(resolve_hash_response);
return;
}
const auto start_session_response = StartRASession();
if (start_session_response != ResponseType::SUCCESS)
{
callback(start_session_response);
return;
}
const auto fetch_game_data_response = FetchGameData();
m_is_game_loaded = fetch_game_data_response == ResponseType::SUCCESS;
// Claim the lock, then queue the fetch unlock data calls, then initialize the unlock map in
// ActivateDeactiveAchievements. This allows the calls to process while initializing the
// unlock map but then forces them to wait until it's initialized before making modifications to
// it.
{
std::lock_guard lg{m_lock};
LoadUnlockData([](ResponseType r_type) {});
ActivateDeactivateAchievements();
}
ActivateDeactivateLeaderboards();
ActivateDeactivateRichPresence();
callback(fetch_game_data_response);
});
}
void AchievementManager::LoadUnlockData(const ResponseCallback& callback)
{
m_queue.EmplaceItem([this, callback] {
const auto hardcore_unlock_response = FetchUnlockData(true);
if (hardcore_unlock_response != ResponseType::SUCCESS)
{
callback(hardcore_unlock_response);
return;
}
callback(FetchUnlockData(false));
});
}
void AchievementManager::ActivateDeactivateAchievements()
{
bool enabled = Config::Get(Config::RA_ACHIEVEMENTS_ENABLED);
bool unofficial = Config::Get(Config::RA_UNOFFICIAL_ENABLED);
bool encore = Config::Get(Config::RA_ENCORE_ENABLED);
for (u32 ix = 0; ix < m_game_data.num_achievements; ix++)
{
auto iter =
m_unlock_map.insert({m_game_data.achievements[ix].id, UnlockStatus{.game_data_index = ix}});
ActivateDeactivateAchievement(iter.first->first, enabled, unofficial, encore);
}
}
void AchievementManager::ActivateDeactivateLeaderboards()
{
bool leaderboards_enabled = Config::Get(Config::RA_LEADERBOARDS_ENABLED);
for (u32 ix = 0; ix < m_game_data.num_leaderboards; ix++)
{
auto leaderboard = m_game_data.leaderboards[ix];
if (m_is_game_loaded && leaderboards_enabled && hardcore_mode_enabled)
{
rc_runtime_activate_lboard(&m_runtime, leaderboard.id, leaderboard.definition, nullptr, 0);
}
else
{
rc_runtime_deactivate_lboard(&m_runtime, m_game_data.leaderboards[ix].id);
}
}
}
void AchievementManager::ActivateDeactivateRichPresence()
{
rc_runtime_activate_richpresence(
&m_runtime,
(m_is_game_loaded && Config::Get(Config::RA_RICH_PRESENCE_ENABLED)) ?
m_game_data.rich_presence_script :
"",
nullptr, 0);
}
void AchievementManager::AchievementEventHandler(const rc_runtime_event_t* runtime_event)
{
switch (runtime_event->type)
{
case RC_RUNTIME_EVENT_ACHIEVEMENT_TRIGGERED:
HandleAchievementTriggeredEvent(runtime_event);
break;
case RC_RUNTIME_EVENT_LBOARD_TRIGGERED:
HandleLeaderboardTriggeredEvent(runtime_event);
break;
}
}
void AchievementManager::CloseGame()
{
m_is_game_loaded = false;
m_game_id = 0;
m_queue.Cancel();
m_unlock_map.clear();
ActivateDeactivateAchievements();
ActivateDeactivateLeaderboards();
ActivateDeactivateRichPresence();
}
void AchievementManager::Logout()
{
CloseGame();
Config::SetBaseOrCurrent(Config::RA_API_TOKEN, "");
}
void AchievementManager::Shutdown()
{
CloseGame();
m_is_runtime_initialized = false;
m_queue.Shutdown();
// DON'T log out - keep those credentials for next run.
rc_runtime_destroy(&m_runtime);
}
AchievementManager::ResponseType AchievementManager::VerifyCredentials(const std::string& password)
{
rc_api_login_response_t login_data{};
std::string username = Config::Get(Config::RA_USERNAME);
std::string api_token = Config::Get(Config::RA_API_TOKEN);
rc_api_login_request_t login_request = {
.username = username.c_str(), .api_token = api_token.c_str(), .password = password.c_str()};
ResponseType r_type = Request<rc_api_login_request_t, rc_api_login_response_t>(
login_request, &login_data, rc_api_init_login_request, rc_api_process_login_response);
if (r_type == ResponseType::SUCCESS)
Config::SetBaseOrCurrent(Config::RA_API_TOKEN, login_data.api_token);
rc_api_destroy_login_response(&login_data);
return r_type;
}
AchievementManager::ResponseType
AchievementManager::ResolveHash(std::array<char, HASH_LENGTH> game_hash)
{
rc_api_resolve_hash_response_t hash_data{};
std::string username = Config::Get(Config::RA_USERNAME);
std::string api_token = Config::Get(Config::RA_API_TOKEN);
rc_api_resolve_hash_request_t resolve_hash_request = {
.username = username.c_str(), .api_token = api_token.c_str(), .game_hash = game_hash.data()};
ResponseType r_type = Request<rc_api_resolve_hash_request_t, rc_api_resolve_hash_response_t>(
resolve_hash_request, &hash_data, rc_api_init_resolve_hash_request,
rc_api_process_resolve_hash_response);
if (r_type == ResponseType::SUCCESS)
m_game_id = hash_data.game_id;
rc_api_destroy_resolve_hash_response(&hash_data);
return r_type;
}
AchievementManager::ResponseType AchievementManager::StartRASession()
{
rc_api_start_session_response_t session_data{};
std::string username = Config::Get(Config::RA_USERNAME);
std::string api_token = Config::Get(Config::RA_API_TOKEN);
rc_api_start_session_request_t start_session_request = {
.username = username.c_str(), .api_token = api_token.c_str(), .game_id = m_game_id};
ResponseType r_type = Request<rc_api_start_session_request_t, rc_api_start_session_response_t>(
start_session_request, &session_data, rc_api_init_start_session_request,
rc_api_process_start_session_response);
rc_api_destroy_start_session_response(&session_data);
return r_type;
}
AchievementManager::ResponseType AchievementManager::FetchGameData()
{
std::string username = Config::Get(Config::RA_USERNAME);
std::string api_token = Config::Get(Config::RA_API_TOKEN);
rc_api_fetch_game_data_request_t fetch_data_request = {
.username = username.c_str(), .api_token = api_token.c_str(), .game_id = m_game_id};
return Request<rc_api_fetch_game_data_request_t, rc_api_fetch_game_data_response_t>(
fetch_data_request, &m_game_data, rc_api_init_fetch_game_data_request,
rc_api_process_fetch_game_data_response);
}
AchievementManager::ResponseType AchievementManager::FetchUnlockData(bool hardcore)
{
rc_api_fetch_user_unlocks_response_t unlock_data{};
std::string username = Config::Get(Config::RA_USERNAME);
std::string api_token = Config::Get(Config::RA_API_TOKEN);
rc_api_fetch_user_unlocks_request_t fetch_unlocks_request = {.username = username.c_str(),
.api_token = api_token.c_str(),
.game_id = m_game_id,
.hardcore = hardcore};
ResponseType r_type =
Request<rc_api_fetch_user_unlocks_request_t, rc_api_fetch_user_unlocks_response_t>(
fetch_unlocks_request, &unlock_data, rc_api_init_fetch_user_unlocks_request,
rc_api_process_fetch_user_unlocks_response);
if (r_type == ResponseType::SUCCESS)
{
std::lock_guard lg{m_lock};
bool enabled = Config::Get(Config::RA_ACHIEVEMENTS_ENABLED);
bool unofficial = Config::Get(Config::RA_UNOFFICIAL_ENABLED);
bool encore = Config::Get(Config::RA_ENCORE_ENABLED);
for (AchievementId ix = 0; ix < unlock_data.num_achievement_ids; ix++)
{
auto it = m_unlock_map.find(unlock_data.achievement_ids[ix]);
if (it == m_unlock_map.end())
continue;
it->second.remote_unlock_status =
hardcore ? UnlockStatus::UnlockType::HARDCORE : UnlockStatus::UnlockType::SOFTCORE;
ActivateDeactivateAchievement(unlock_data.achievement_ids[ix], enabled, unofficial, encore);
}
}
rc_api_destroy_fetch_user_unlocks_response(&unlock_data);
return r_type;
}
void AchievementManager::ActivateDeactivateAchievement(AchievementId id, bool enabled,
bool unofficial, bool encore)
{
auto it = m_unlock_map.find(id);
if (it == m_unlock_map.end())
return;
const UnlockStatus& status = it->second;
u32 index = status.game_data_index;
bool active = (rc_runtime_get_achievement(&m_runtime, id) != nullptr);
// Deactivate achievements if game is not loaded
bool activate = m_is_game_loaded;
// Activate achievements only if achievements are enabled
if (activate && !enabled)
activate = false;
// Deactivate if achievement is unofficial, unless unofficial achievements are enabled
if (activate && !unofficial &&
m_game_data.achievements[index].category == RC_ACHIEVEMENT_CATEGORY_UNOFFICIAL)
{
activate = false;
}
// If encore mode is on, activate/deactivate regardless of current unlock status
if (activate && !encore)
{
// Encore is off, achievement has been unlocked in this session, deactivate
activate = (status.session_unlock_count == 0);
// Encore is off, achievement has been hardcore unlocked on site, deactivate
if (activate && status.remote_unlock_status == UnlockStatus::UnlockType::HARDCORE)
activate = false;
// Encore is off, hardcore is off, achievement has been softcore unlocked on site, deactivate
if (activate && !hardcore_mode_enabled &&
status.remote_unlock_status == UnlockStatus::UnlockType::SOFTCORE)
{
activate = false;
}
}
if (!active && activate)
{
rc_runtime_activate_achievement(&m_runtime, id, m_game_data.achievements[index].definition,
nullptr, 0);
}
if (active && !activate)
rc_runtime_deactivate_achievement(&m_runtime, id);
}
AchievementManager::ResponseType AchievementManager::AwardAchievement(AchievementId achievement_id)
{
std::string username = Config::Get(Config::RA_USERNAME);
std::string api_token = Config::Get(Config::RA_API_TOKEN);
rc_api_award_achievement_request_t award_request = {.username = username.c_str(),
.api_token = api_token.c_str(),
.achievement_id = achievement_id,
.hardcore = hardcore_mode_enabled,
.game_hash = m_game_hash.data()};
rc_api_award_achievement_response_t award_response = {};
ResponseType r_type =
Request<rc_api_award_achievement_request_t, rc_api_award_achievement_response_t>(
award_request, &award_response, rc_api_init_award_achievement_request,
rc_api_process_award_achievement_response);
rc_api_destroy_award_achievement_response(&award_response);
return r_type;
}
AchievementManager::ResponseType AchievementManager::SubmitLeaderboard(AchievementId leaderboard_id,
int value)
{
std::string username = Config::Get(Config::RA_USERNAME);
std::string api_token = Config::Get(Config::RA_API_TOKEN);
rc_api_submit_lboard_entry_request_t submit_request = {.username = username.c_str(),
.api_token = api_token.c_str(),
.leaderboard_id = leaderboard_id,
.score = value,
.game_hash = m_game_hash.data()};
rc_api_submit_lboard_entry_response_t submit_response = {};
ResponseType r_type =
Request<rc_api_submit_lboard_entry_request_t, rc_api_submit_lboard_entry_response_t>(
submit_request, &submit_response, rc_api_init_submit_lboard_entry_request,
rc_api_process_submit_lboard_entry_response);
rc_api_destroy_submit_lboard_entry_response(&submit_response);
return r_type;
}
AchievementManager::ResponseType
AchievementManager::PingRichPresence(const RichPresence& rich_presence)
{
std::string username = Config::Get(Config::RA_USERNAME);
std::string api_token = Config::Get(Config::RA_API_TOKEN);
rc_api_ping_request_t ping_request = {.username = username.c_str(),
.api_token = api_token.c_str(),
.game_id = m_game_id,
.rich_presence = rich_presence.data()};
rc_api_ping_response_t ping_response = {};
ResponseType r_type = Request<rc_api_ping_request_t, rc_api_ping_response_t>(
ping_request, &ping_response, rc_api_init_ping_request, rc_api_process_ping_response);
rc_api_destroy_ping_response(&ping_response);
return r_type;
}
void AchievementManager::HandleAchievementTriggeredEvent(const rc_runtime_event_t* runtime_event)
{
auto it = m_unlock_map.find(runtime_event->id);
if (it == m_unlock_map.end())
return;
it->second.session_unlock_count++;
m_queue.EmplaceItem([this, runtime_event] { AwardAchievement(runtime_event->id); });
ActivateDeactivateAchievement(runtime_event->id, Config::Get(Config::RA_ACHIEVEMENTS_ENABLED),
Config::Get(Config::RA_UNOFFICIAL_ENABLED),
Config::Get(Config::RA_ENCORE_ENABLED));
}
void AchievementManager::HandleLeaderboardTriggeredEvent(const rc_runtime_event_t* runtime_event)
{
m_queue.EmplaceItem(
[this, runtime_event] { SubmitLeaderboard(runtime_event->id, runtime_event->value); });
}
// Every RetroAchievements API call, with only a partial exception for fetch_image, follows
// the same design pattern (here, X is the name of the call):
// Create a specific rc_api_X_request_t struct and populate with the necessary values
// Call rc_api_init_X_request to convert this into a generic rc_api_request_t struct
// Perform the HTTP request using the url and post_data in the rc_api_request_t struct
// Call rc_api_process_X_response to convert the raw string HTTP response into a
// rc_api_X_response_t struct
// Use the data in the rc_api_X_response_t struct as needed
// Call rc_api_destroy_X_response when finished with the response struct to free memory
template <typename RcRequest, typename RcResponse>
AchievementManager::ResponseType AchievementManager::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)
{
rc_api_request_t api_request;
Common::HttpRequest http_request;
init_request(&api_request, &rc_request);
if (!api_request.post_data)
return ResponseType::INVALID_REQUEST;
auto http_response = http_request.Post(api_request.url, api_request.post_data);
rc_api_destroy_request(&api_request);
if (http_response.has_value() && http_response->size() > 0)
{
const std::string response_str(http_response->begin(), http_response->end());
process_response(rc_response, response_str.c_str());
if (rc_response->response.succeeded)
{
return ResponseType::SUCCESS;
}
else
{
Logout();
return ResponseType::INVALID_CREDENTIALS;
}
}
else
{
return ResponseType::CONNECTION_FAILED;
}
}
#endif // USE_RETRO_ACHIEVEMENTS