Added Notification Popups for No Achievement Data
Added OnScreenDisplay messages to LoadGameByFilenameAsync to notify the player when any of the potential failures occur.
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@ -126,6 +126,8 @@ void AchievementManager::LoadGameByFilenameAsync(const std::string& iso_path,
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if (resolve_hash_response != ResponseType::SUCCESS || m_game_id == 0)
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if (resolve_hash_response != ResponseType::SUCCESS || m_game_id == 0)
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{
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{
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callback(resolve_hash_response);
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callback(resolve_hash_response);
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OSD::AddMessage("No RetroAchievements data found for this game.", OSD::Duration::VERY_LONG,
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OSD::Color::RED);
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return;
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return;
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}
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}
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@ -133,11 +135,18 @@ void AchievementManager::LoadGameByFilenameAsync(const std::string& iso_path,
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if (start_session_response != ResponseType::SUCCESS)
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if (start_session_response != ResponseType::SUCCESS)
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{
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{
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callback(start_session_response);
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callback(start_session_response);
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OSD::AddMessage("Failed to connect to RetroAchievements server.", OSD::Duration::VERY_LONG,
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OSD::Color::RED);
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return;
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return;
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}
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}
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const auto fetch_game_data_response = FetchGameData();
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const auto fetch_game_data_response = FetchGameData();
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m_is_game_loaded = fetch_game_data_response == ResponseType::SUCCESS;
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m_is_game_loaded = fetch_game_data_response == ResponseType::SUCCESS;
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if (!m_is_game_loaded)
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{
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OSD::AddMessage("Unable to retrieve data from RetroAchievements server.",
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OSD::Duration::VERY_LONG, OSD::Color::RED);
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}
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// Claim the lock, then queue the fetch unlock data calls, then initialize the unlock map in
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// Claim the lock, then queue the fetch unlock data calls, then initialize the unlock map in
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// ActivateDeactiveAchievements. This allows the calls to process while initializing the
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// ActivateDeactiveAchievements. This allows the calls to process while initializing the
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