Added LoadUnlockData and ActivateDeactivateAchievements to AchievementManager

LoadUnlockData and ActivateDeactivateAchievements are the public API components responding to the FetchUnlocks and A/DAchievement (singular) private methods.

LoadUnlockData is asynchronous and performs both a hardcore and a softcore unlock call, updating the unlock map and the active status of any achievements returned from these calls.

ActivateDeactivateAchievements calls ActivateDeactivateAchievement on every achievement ID found in m_game_data, initializing the unlock map for each ID if not already found.

Both of these are currently called in LoadGameByFilenameAsync once the game has been loaded properly. There's a lock around this, to ensure that the unlock map is initialized properly by ActivateDeactivate Achievements before FetchUnlockData makes modifications to it without stalling the async portions of FetchUnlockData.
This commit is contained in:
LillyJadeKatrin 2023-04-12 08:51:51 -04:00
parent db44e10057
commit da1de36cb9
2 changed files with 41 additions and 0 deletions

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@ -131,16 +131,55 @@ void AchievementManager::LoadGameByFilenameAsync(const std::string& iso_path,
const auto fetch_game_data_response = FetchGameData();
m_is_game_loaded = fetch_game_data_response == ResponseType::SUCCESS;
// Claim the lock, then queue the fetch unlock data calls, then initialize the unlock map in
// ActivateDeactiveAchievements. This allows the calls to process while initializing the
// unlock map but then forces them to wait until it's initialized before making modifications to
// it.
{
std::lock_guard lg{m_lock};
LoadUnlockData([](ResponseType r_type) {});
ActivateDeactivateAchievements();
}
callback(fetch_game_data_response);
});
}
void AchievementManager::LoadUnlockData(const ResponseCallback& callback)
{
m_queue.EmplaceItem([this, callback] {
const auto hardcore_unlock_response = FetchUnlockData(true);
if (hardcore_unlock_response != ResponseType::SUCCESS)
{
callback(hardcore_unlock_response);
return;
}
callback(FetchUnlockData(false));
});
}
void AchievementManager::ActivateDeactivateAchievements()
{
bool enabled = Config::Get(Config::RA_ACHIEVEMENTS_ENABLED);
bool unofficial = Config::Get(Config::RA_UNOFFICIAL_ENABLED);
bool encore = Config::Get(Config::RA_ENCORE_ENABLED);
for (u32 ix = 0; ix < m_game_data.num_achievements; ix++)
{
auto iter =
m_unlock_map.insert({m_game_data.achievements[ix].id, UnlockStatus{.game_data_index = ix}});
ActivateDeactivateAchievement(iter.first->first, enabled, unofficial, encore);
}
}
void AchievementManager::CloseGame()
{
m_is_game_loaded = false;
m_game_id = 0;
m_queue.Cancel();
m_unlock_map.clear();
ActivateDeactivateAchievements();
}
void AchievementManager::Logout()

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@ -39,6 +39,8 @@ public:
bool IsLoggedIn() const;
void LoadGameByFilenameAsync(const std::string& iso_path, const ResponseCallback& callback);
void LoadUnlockData(const ResponseCallback& callback);
void ActivateDeactivateAchievements();
void CloseGame();
void Logout();
void Shutdown();