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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.
117 lines
3.4 KiB
C++
117 lines
3.4 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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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 HandleLeaderboardTriggeredEvent(const rc_runtime_event_t* runtime_event);
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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::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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int session_unlock_count = 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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