Fixed Rich Presence bugs
Refactored the Rich Presence two-minute trigger to clean it up and fix it.
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7bbd530eb5
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60350635b6
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@ -176,6 +176,8 @@ void AchievementManager::LoadGameByFilenameAsync(const std::string& iso_path,
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}
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ActivateDeactivateLeaderboards();
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ActivateDeactivateRichPresence();
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// Reset this to zero so that RP immediately triggers on the first frame
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m_last_ping_time = 0;
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callback(fetch_game_data_response);
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});
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@ -255,9 +257,13 @@ void AchievementManager::DoFrame()
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});
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if (!m_system)
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return;
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u64 current_time = m_system->GetCoreTiming().GetTicks();
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if (current_time - m_last_ping_time > SystemTimers::GetTicksPerSecond() * 120)
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m_queue.EmplaceItem([this] { PingRichPresence(GenerateRichPresence()); });
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time_t current_time = std::time(nullptr);
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if (difftime(current_time, m_last_ping_time) > 120)
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{
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RichPresence rp = GenerateRichPresence();
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m_queue.EmplaceItem([this, rp] { PingRichPresence(rp); });
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m_last_ping_time = current_time;
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}
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}
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u32 AchievementManager::MemoryPeeker(u32 address, u32 num_bytes, void* ud)
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@ -5,6 +5,7 @@
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#ifdef USE_RETRO_ACHIEVEMENTS
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#include <array>
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#include <ctime>
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#include <functional>
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#include <mutex>
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#include <string>
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@ -109,7 +110,7 @@ private:
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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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time_t m_last_ping_time = 0;
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struct UnlockStatus
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{
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