AchievementManager: Cache Badges on Disk
Badges are saved in /User/Cache/RetroAchievements on first download and reused from there instead of redownloaded.
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@ -63,6 +63,7 @@
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#define COVERCACHE_DIR "GameCovers"
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#define REDUMPCACHE_DIR "Redump"
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#define SHADERCACHE_DIR "Shaders"
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#define RETROACHIEVEMENTSCACHE_DIR "RetroAchievements"
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#define STATESAVES_DIR "StateSaves"
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#define SCREENSHOTS_DIR "ScreenShots"
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#define LOAD_DIR "Load"
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@ -843,6 +843,8 @@ static void RebuildUserDirectories(unsigned int dir_index)
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s_user_paths[D_COVERCACHE_IDX] = s_user_paths[D_CACHE_IDX] + COVERCACHE_DIR DIR_SEP;
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s_user_paths[D_REDUMPCACHE_IDX] = s_user_paths[D_CACHE_IDX] + REDUMPCACHE_DIR DIR_SEP;
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s_user_paths[D_SHADERCACHE_IDX] = s_user_paths[D_CACHE_IDX] + SHADERCACHE_DIR DIR_SEP;
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s_user_paths[D_RETROACHIEVEMENTSCACHE_IDX] =
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s_user_paths[D_CACHE_IDX] + RETROACHIEVEMENTSCACHE_DIR DIR_SEP;
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s_user_paths[D_SHADERS_IDX] = s_user_paths[D_USER_IDX] + SHADERS_DIR DIR_SEP;
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s_user_paths[D_STATESAVES_IDX] = s_user_paths[D_USER_IDX] + STATESAVES_DIR DIR_SEP;
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s_user_paths[D_SCREENSHOTS_IDX] = s_user_paths[D_USER_IDX] + SCREENSHOTS_DIR DIR_SEP;
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@ -926,6 +928,8 @@ static void RebuildUserDirectories(unsigned int dir_index)
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s_user_paths[D_COVERCACHE_IDX] = s_user_paths[D_CACHE_IDX] + COVERCACHE_DIR DIR_SEP;
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s_user_paths[D_REDUMPCACHE_IDX] = s_user_paths[D_CACHE_IDX] + REDUMPCACHE_DIR DIR_SEP;
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s_user_paths[D_SHADERCACHE_IDX] = s_user_paths[D_CACHE_IDX] + SHADERCACHE_DIR DIR_SEP;
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s_user_paths[D_RETROACHIEVEMENTSCACHE_IDX] =
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s_user_paths[D_CACHE_IDX] + RETROACHIEVEMENTSCACHE_DIR DIR_SEP;
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break;
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case D_GCUSER_IDX:
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@ -40,6 +40,7 @@ enum
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D_COVERCACHE_IDX,
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D_REDUMPCACHE_IDX,
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D_SHADERCACHE_IDX,
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D_RETROACHIEVEMENTSCACHE_IDX,
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D_SHADERS_IDX,
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D_STATESAVES_IDX,
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D_SCREENSHOTS_IDX,
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@ -16,6 +16,7 @@
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#include "Common/Assert.h"
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#include "Common/CommonPaths.h"
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#include "Common/FileUtil.h"
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#include "Common/IOFile.h"
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#include "Common/Image.h"
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#include "Common/Logging/Log.h"
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#include "Common/ScopeGuard.h"
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@ -993,30 +994,57 @@ void AchievementManager::FetchBadge(AchievementManager::Badge* badge, u32 badge_
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if (name_to_fetch.empty())
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return;
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}
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rc_api_fetch_image_request_t icon_request = {.image_name = name_to_fetch.c_str(),
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.image_type = badge_type};
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Badge fetched_badge;
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rc_api_request_t api_request;
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Common::HttpRequest http_request;
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if (rc_api_init_fetch_image_request(&api_request, &icon_request) != RC_OK)
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const std::string cache_path = fmt::format(
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"{}/badge-{}-{}.png", File::GetUserPath(D_RETROACHIEVEMENTSCACHE_IDX), badge_type,
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Common::SHA1::DigestToString(Common::SHA1::CalculateDigest(name_to_fetch)));
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AchievementManager::Badge tmp_badge;
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if (!LoadPNGTexture(&tmp_badge, cache_path))
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{
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ERROR_LOG_FMT(ACHIEVEMENTS, "Invalid request for image {}.", name_to_fetch);
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return;
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}
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auto http_response = http_request.Get(api_request.url, USER_AGENT_HEADER,
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Common::HttpRequest::AllowedReturnCodes::All);
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if (http_response.has_value() && http_response->size() <= 0)
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{
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WARN_LOG_FMT(ACHIEVEMENTS, "RetroAchievements connection failed on image request.\n URL: {}",
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api_request.url);
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rc_api_fetch_image_request_t icon_request = {.image_name = name_to_fetch.c_str(),
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.image_type = badge_type};
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Badge fetched_badge;
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rc_api_request_t api_request;
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Common::HttpRequest http_request;
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if (rc_api_init_fetch_image_request(&api_request, &icon_request) != RC_OK)
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{
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ERROR_LOG_FMT(ACHIEVEMENTS, "Invalid request for image {}.", name_to_fetch);
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return;
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}
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auto http_response = http_request.Get(api_request.url, USER_AGENT_HEADER,
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Common::HttpRequest::AllowedReturnCodes::All);
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if (http_response.has_value() && http_response->size() <= 0)
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{
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WARN_LOG_FMT(ACHIEVEMENTS,
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"RetroAchievements connection failed on image request.\n URL: {}",
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api_request.url);
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rc_api_destroy_request(&api_request);
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m_update_callback(callback_data);
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return;
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}
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rc_api_destroy_request(&api_request);
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m_update_callback(callback_data);
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return;
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INFO_LOG_FMT(ACHIEVEMENTS, "Successfully downloaded badge id {}.", name_to_fetch);
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if (!LoadPNGTexture(&tmp_badge, *http_response))
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{
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ERROR_LOG_FMT(ACHIEVEMENTS, "Badge '{}' failed to load", name_to_fetch);
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return;
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}
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std::string temp_path = fmt::format("{}.tmp", cache_path);
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File::IOFile temp_file(temp_path, "wb");
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if (!temp_file.IsOpen() ||
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!temp_file.WriteBytes(http_response->data(), http_response->size()) ||
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!temp_file.Close() || !File::Rename(temp_path, cache_path))
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{
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File::Delete(temp_path);
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WARN_LOG_FMT(ACHIEVEMENTS, "Failed to store badge '{}' to cache", name_to_fetch);
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}
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}
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rc_api_destroy_request(&api_request);
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INFO_LOG_FMT(ACHIEVEMENTS, "Successfully downloaded badge id {}.", name_to_fetch);
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std::lock_guard lg{m_lock};
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if (function(*this).empty() || name_to_fetch != function(*this))
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{
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@ -1024,12 +1052,7 @@ void AchievementManager::FetchBadge(AchievementManager::Badge* badge, u32 badge_
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return;
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}
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if (!LoadPNGTexture(badge, *http_response))
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{
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ERROR_LOG_FMT(ACHIEVEMENTS, "Default game badge '{}' failed to load",
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DEFAULT_GAME_BADGE_FILENAME);
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}
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*badge = std::move(tmp_badge);
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m_update_callback(callback_data);
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if (badge_type == RC_IMAGE_TYPE_ACHIEVEMENT &&
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m_active_challenges.contains(*callback_data.achievements.begin()))
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@ -271,6 +271,7 @@ void CreateDirectories()
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File::CreateFullPath(File::GetUserPath(D_SCREENSHOTS_IDX));
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File::CreateFullPath(File::GetUserPath(D_SHADERS_IDX));
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File::CreateFullPath(File::GetUserPath(D_SHADERS_IDX) + ANAGLYPH_DIR DIR_SEP);
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File::CreateFullPath(File::GetUserPath(D_RETROACHIEVEMENTSCACHE_IDX));
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File::CreateFullPath(File::GetUserPath(D_STATESAVES_IDX));
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File::CreateFullPath(File::GetUserPath(D_ASM_ROOT_IDX));
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#ifndef ANDROID
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