Merge pull request #12856 from LillyJadeKatrin/retroachievements-pause-v2
Handle Pausing in AchievementManager
This commit is contained in:
commit
5ea3d9fca0
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@ -6,6 +6,7 @@ import android.app.Application;
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import android.content.Context;
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import android.hardware.usb.UsbManager;
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import org.dolphinemu.dolphinemu.utils.ActivityTracker;
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import org.dolphinemu.dolphinemu.utils.DirectoryInitialization;
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import org.dolphinemu.dolphinemu.utils.Java_GCAdapter;
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import org.dolphinemu.dolphinemu.utils.Java_WiimoteAdapter;
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@ -20,6 +21,7 @@ public class DolphinApplication extends Application
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{
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super.onCreate();
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application = this;
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registerActivityLifecycleCallbacks(new ActivityTracker());
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VolleyUtil.init(getApplicationContext());
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System.loadLibrary("main");
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@ -0,0 +1,41 @@
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package org.dolphinemu.dolphinemu.utils
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import android.app.Activity
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import android.app.Application.ActivityLifecycleCallbacks
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import android.os.Bundle
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class ActivityTracker : ActivityLifecycleCallbacks {
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val resumedActivities = HashSet<Activity>()
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var backgroundExecutionAllowed = false
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override fun onActivityCreated(activity: Activity, bundle: Bundle?) {}
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override fun onActivityStarted(activity: Activity) {}
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override fun onActivityResumed(activity: Activity) {
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resumedActivities.add(activity)
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if (!backgroundExecutionAllowed && !resumedActivities.isEmpty()) {
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backgroundExecutionAllowed = true
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setBackgroundExecutionAllowedNative(true)
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}
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}
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override fun onActivityPaused(activity: Activity) {
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resumedActivities.remove(activity)
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if (backgroundExecutionAllowed && resumedActivities.isEmpty()) {
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backgroundExecutionAllowed = false
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setBackgroundExecutionAllowedNative(false)
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}
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}
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override fun onActivityStopped(activity: Activity) {}
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override fun onActivitySaveInstanceState(activity: Activity, bundle: Bundle) {}
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override fun onActivityDestroyed(activity: Activity) {}
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companion object {
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@JvmStatic
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external fun setBackgroundExecutionAllowedNative(allowed: Boolean)
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}
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}
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@ -0,0 +1,21 @@
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// Copyright 2024 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <jni.h>
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#include "Common/Logging/Log.h"
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#include "Core/AchievementManager.h"
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extern "C" {
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JNIEXPORT void JNICALL
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Java_org_dolphinemu_dolphinemu_utils_ActivityTracker_setBackgroundExecutionAllowedNative(
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JNIEnv*, jclass, jboolean allowed)
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{
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// This is called with allowed == false when the app goes into the background.
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// We use this to stop continuously running background threads so we don't waste battery.
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INFO_LOG_FMT(CORE, "SetBackgroundExecutionAllowed {}", allowed);
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AchievementManager::GetInstance().SetBackgroundExecutionAllowed(allowed);
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}
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}
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@ -1,4 +1,5 @@
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add_library(main SHARED
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ActivityTracker.cpp
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Cheats/ARCheat.cpp
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Cheats/Cheats.h
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Cheats/GeckoCheat.cpp
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@ -11,6 +12,7 @@ add_library(main SHARED
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GameList/GameFile.cpp
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GameList/GameFile.h
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GameList/GameFileCache.cpp
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GpuDriver.cpp
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Host.cpp
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Host.h
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InfinityConfig.cpp
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@ -32,7 +34,6 @@ add_library(main SHARED
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RiivolutionPatches.cpp
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SkylanderConfig.cpp
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WiiUtils.cpp
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GpuDriver.cpp
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)
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target_link_libraries(main
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@ -25,6 +25,7 @@
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#include "Core/Config/AchievementSettings.h"
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#include "Core/Core.h"
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#include "Core/HW/Memmap.h"
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#include "Core/HW/VideoInterface.h"
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#include "Core/PowerPC/MMU.h"
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#include "Core/System.h"
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#include "DiscIO/Blob.h"
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@ -47,7 +48,10 @@ void AchievementManager::Init()
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LoadDefaultBadges();
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if (!m_client && Config::Get(Config::RA_ENABLED))
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{
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m_client = rc_client_create(MemoryVerifier, Request);
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{
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std::lock_guard lg{m_lock};
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m_client = rc_client_create(MemoryVerifier, Request);
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}
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std::string host_url = Config::Get(Config::RA_HOST_URL);
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if (!host_url.empty())
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rc_client_set_host(m_client, host_url.c_str());
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@ -159,6 +163,13 @@ bool AchievementManager::IsGameLoaded() const
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return game_info && game_info->id != 0;
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}
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void AchievementManager::SetBackgroundExecutionAllowed(bool allowed)
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{
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m_background_execution_allowed = allowed;
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if (allowed && Core::GetState(*AchievementManager::GetInstance().m_system) == Core::State::Paused)
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DoIdle();
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}
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void AchievementManager::FetchPlayerBadge()
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{
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FetchBadge(&m_player_badge, RC_IMAGE_TYPE_USER,
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@ -243,6 +254,54 @@ void AchievementManager::DoFrame()
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}
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}
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bool AchievementManager::CanPause()
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{
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u32 frames_to_next_pause = 0;
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bool can_pause = rc_client_can_pause(m_client, &frames_to_next_pause);
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if (!can_pause)
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{
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OSD::AddMessage("Cannot spam pausing in hardcore mode.", OSD::Duration::VERY_LONG,
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OSD::Color::RED);
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OSD::AddMessage(
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fmt::format("Can pause in {} seconds.",
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static_cast<float>(frames_to_next_pause) /
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Core::System::GetInstance().GetVideoInterface().GetTargetRefreshRate()),
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OSD::Duration::VERY_LONG, OSD::Color::RED);
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}
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return can_pause;
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}
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void AchievementManager::DoIdle()
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{
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std::thread([this]() {
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while (true)
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{
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Common::SleepCurrentThread(1000);
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{
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std::lock_guard lg{m_lock};
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if (!m_system || Core::GetState(*m_system) != Core::State::Paused)
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return;
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if (!m_background_execution_allowed)
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return;
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if (!m_client || !IsGameLoaded())
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return;
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}
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// rc_client_idle peeks at memory to recalculate rich presence and therefore
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// needs to be on host or CPU thread to access memory.
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Core::QueueHostJob([this](Core::System& system) {
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std::lock_guard lg{m_lock};
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if (!m_system || Core::GetState(*m_system) != Core::State::Paused)
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return;
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if (!m_background_execution_allowed)
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return;
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if (!m_client || !IsGameLoaded())
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return;
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rc_client_idle(m_client);
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});
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}
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}).detach();
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}
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std::recursive_mutex& AchievementManager::GetLock()
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{
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return m_lock;
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@ -441,8 +500,8 @@ void AchievementManager::CloseGame()
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void AchievementManager::Logout()
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{
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{
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std::lock_guard lg{m_lock};
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CloseGame();
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std::lock_guard lg{m_lock};
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m_player_badge.width = 0;
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m_player_badge.height = 0;
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m_player_badge.data.clear();
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@ -459,6 +518,7 @@ void AchievementManager::Shutdown()
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{
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CloseGame();
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m_queue.Shutdown();
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std::lock_guard lg{m_lock};
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// DON'T log out - keep those credentials for next run.
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rc_client_destroy(m_client);
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m_client = nullptr;
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@ -96,12 +96,16 @@ public:
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bool HasAPIToken() const;
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void LoadGame(const std::string& file_path, const DiscIO::Volume* volume);
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bool IsGameLoaded() const;
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void SetBackgroundExecutionAllowed(bool allowed);
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void FetchPlayerBadge();
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void FetchGameBadges();
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void DoFrame();
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bool CanPause();
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void DoIdle();
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std::recursive_mutex& GetLock();
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void SetHardcoreMode();
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bool IsHardcoreModeActive() const;
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@ -193,6 +197,7 @@ private:
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Badge m_default_game_badge;
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Badge m_default_unlocked_badge;
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Badge m_default_locked_badge;
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std::atomic_bool m_background_execution_allowed = true;
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Badge m_player_badge;
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Hash m_game_hash{};
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u32 m_game_id = 0;
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@ -239,6 +244,8 @@ public:
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constexpr void LoadGame(const std::string&, const DiscIO::Volume*) {}
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constexpr void SetBackgroundExecutionAllowed(bool allowed) {}
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constexpr void DoFrame() {}
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constexpr void CloseGame() {}
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@ -353,7 +353,7 @@ static void CPUSetInitialExecutionState(bool force_paused = false)
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// SetState must be called on the host thread, so we defer it for later.
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QueueHostJob([force_paused](Core::System& system) {
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bool paused = SConfig::GetInstance().bBootToPause || force_paused;
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SetState(system, paused ? State::Paused : State::Running);
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SetState(system, paused ? State::Paused : State::Running, true, true);
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Host_UpdateDisasmDialog();
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Host_UpdateMainFrame();
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Host_Message(HostMessageID::WMUserCreate);
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@ -693,7 +693,8 @@ static void EmuThread(Core::System& system, std::unique_ptr<BootParameters> boot
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// Set or get the running state
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void SetState(Core::System& system, State state, bool report_state_change)
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void SetState(Core::System& system, State state, bool report_state_change,
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bool initial_execution_state)
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{
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// State cannot be controlled until the CPU Thread is operational
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if (s_state.load() != State::Running)
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@ -702,11 +703,18 @@ void SetState(Core::System& system, State state, bool report_state_change)
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switch (state)
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{
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case State::Paused:
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#ifdef USE_RETRO_ACHIEVEMENTS
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if (!initial_execution_state && !AchievementManager::GetInstance().CanPause())
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return;
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#endif // USE_RETRO_ACHIEVEMENTS
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// NOTE: GetState() will return State::Paused immediately, even before anything has
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// stopped (including the CPU).
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system.GetCPU().EnableStepping(true); // Break
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Wiimote::Pause();
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ResetRumble();
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#ifdef USE_RETRO_ACHIEVEMENTS
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AchievementManager::GetInstance().DoIdle();
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#endif // USE_RETRO_ACHIEVEMENTS
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break;
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case State::Running:
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{
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@ -143,7 +143,8 @@ bool IsHostThread();
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bool WantsDeterminism();
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// [NOT THREADSAFE] For use by Host only
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void SetState(Core::System& system, State state, bool report_state_change = true);
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void SetState(Core::System& system, State state, bool report_state_change = true,
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bool initial_execution_state = false);
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State GetState(Core::System& system);
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void SaveScreenShot();
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