Now that we have some test data, it wasn't showing up in the leaderboards tab; this fixes it to ensure (1) that the right ID is being passed to UpdateRow and (2) the map of leaderboard entries is being populated correctly.
Currently we're showing OSD messages for unknown patches in known INI
files, but not for unknown patches in unknown INI files. I don't think
this distinction makes much sense to the user. If there's a patch the
user can't use, they probably want to be aware of that fact.
0c14b0c8a7 made Dolphin load a file from
the Sys folder the first time AchievementManager::GetInstance() is
called. Because Android calls AchievementManager::GetInstance() from
setBackgroundExecutionAllowedNative, this had two negative consequences
on Android:
1. The first time setBackgroundExecutionAllowedNative gets called is
often before directory initialization is done. Getting the path of
the Sys folder before directory initialization is done causes a crash.
2. setBackgroundExecutionAllowedNative is called from the GUI thread,
and we don't want file I/O on the GUI thread for performance reasons.
This change makes us load the data from the Sys folder the first time
the data is needed instead. This also saves us from having to load the
data at all when hardcore mode is inactive.
We mustn't use m_system when it is nullptr. This was causing Dolphin to
crash on Android whenever an activity was recreated or resumed while
emulation is running, which is super common.
Prototype of a system to whitelist known game patches that are allowed to be used while RetroAchievements Hardcore mode is active. ApprovedInis.txt contains known hashes for the ini files as they appear in the repo, and can be compared to the local versions of these files to ensure they have not been edited locally by the player. ApprovedInis.txt is hashed and verified similarly first, with its hash residing as a const string within AchievementManager.h, ensuring ApprovedInis and the hashes within cannot be modified without editing Dolphin's source code and recompiling completely.
The challenge popups have proven to be excessive and are no longer useful thanks to the achievements hotkey. Instead, those events will ask for an immediate RP-level update to the achievements dialog, which will among other things re-sort the dialog to show challenges on top faster.
This way, by pressing Continue on top of a breakpoint, the emulation will actually continue (like on Cached Interpreter and JIT), instead of doing nothing.
Before:
1. In theory there could be multiple, but in practice they were (manually) cleared before creating one
2. (Some of) the conditions to clear one were either to reach it, to create a new one (due to the point above), or to step. This created weird behavior: let's say you Step Over a `bl` (thus creating a temporary breakpoint on `pc+4`), and you reached a regular breakpoint inside the `bl`. The temporary one would still be there: if you resumed, the emulation would still stop there, as a sort of Step Out. But, if before resuming, you made a Step, then it wouldn't do that.
3. The breakpoint widget had no idea concept of them, and will treat them as regular breakpoints. Also, they'll be shown only when the widget is updated in some other way, leading to more confusion.
4. Because only one breakpoint could exist per address, the creation of a temporary breakpoint on a top of a regular one would delete it and inherit its properties (e.g. being log-only). This could happen, for instance, if you Stepped Over a `bl` specifically, and pc+4 had a regular breakpoint.
Now there can only be one temporary breakpoint, which is automatically cleared whenever emulation is paused. So, removing some manual clearing from 1., and removing the weird behavior of 2. As it is stored in a separate variable, it won't be seen at all depending on the function used (fixing 3., and removing some checks in other places), and it won't replace a regular breakpoint, instead simply having priority (fixing 4.).
Now it actually does what it says on the name, instead of creating a breapoint and doing nothing else (not even updating the widget).
Also, it now can't be selected if emulation isn't running.
Closes https://bugs.dolphin-emu.org/issues/13532
Change misleading names.
Fix function usage: Intepreter and Step Out will not check breakpoints in their own wrong way anymore (e.g. breaking on log-only breakpoints).
There are two pieces of functionality to be added here. One, we want to disallow pausing too frequently, as it may be used as an artificial slowdown. This is handled within the client, which can tell us if a pause is allowed. Two, we want to call rc_client_idle on a periodic basis so the connection with the server can be maintained even while the emulator is paused.
When the immediate value is zero, we can do a negation. On ARM64 the NEG
/NEGS instructions are just an alias for SUB/SUBS with a hardcoded WZR.
Before:
```
ldr w22, [x29, #0x28]
mov w21, #0x0 ; =0
subs w22, w21, w22
```
After:
```
ldr w22, [x29, #0x28]
negs w22, w22
```
This reverts commit 72cf2bdb87.
SYSCONF settings are getting cleared when they shouldn't be. Let's
revert the change until I get proper time to figure out why it's broken.
Whenever a request to update the Rich Presence comes in, typically every ten seconds, the Achievement Progress Widget will update the sort order of the achievements and all of their measured values.
bugfix: SetQWidgetWindowDecorations(this); not called before show() for Windows darkmode titlebars.
The actual call to (QWidget) show() needed to come sooner. Show() was originally left alone, but with other checks needing to move with (QWidget) show(), this function became less useful. Show() was originally created to fix the render widget appearing behind the main window, but that appears to work fine in this iteration.
The measured_progress C string for achievements to display potentially contains junk data after the null terminator, which was rendering in the QString in the dialog. This trims those junk characters.
This causes Dual Core to lock up during the boot sequence, because it tries to wait for a not-yet-running GPU thread.
Fixes https://bugs.dolphin-emu.org/issues/13559
rc_client calls the provided memory peeker asynchronously in the callback for starting a session, to validate/invalidate the memory used for achievements. Dolphin cannot access memory from any thread but host or CPU so this access has a small chance of being invalid. This commit adds a MemoryVerifier that the AchievementManager will use to perform this, before changing the peek method back to the original MemoryPeeker for normal operation.
Some pieces of code are calling IsRunning because there's some
particular action that only makes sense when emulation is running, for
instance showing the state of the emulated CPU. IsRunning is appropriate
to use for this. Then there are pieces of code that are calling
IsRunning because there's some particular thing they must avoid doing
e.g. when the CPU thread is running or IOS is running. IsRunning isn't
quite appropriate for this. Such code should also be checking for the
states Starting and Stopping. Keep in mind that:
* When the state is Starting, the state can asynchronously change to
Running at any time.
* When we try to stop the core, the state gets set to Stopping before we
take any action to actually stop things.
This commit adds a new method Core::IsUninitialized, and changes all
callers of IsRunning and GetState that look to me like they should be
changed.
Core::GetState reads from four different pieces of state: s_is_stopping,
s_hardware_initialized, s_is_booting, and CPUManager::IsStepping.
I'm keeping that last one as is for now because there's code in Dolphin
that sets it directly, but we can unify the other three to make things
easier to reason about.
This commit also gets rid of s_is_started. This was previously used in
Core::IsRunningAndStarted to ensure true wouldn't be returned until the
CPU thread was started, but it wasn't used in Core::GetState, so
Core::GetState would happily return State::Running after we had
initialized the hardware but before we had initialized the CPU thread.
As far as I know, there are no callers that have any real need to know
whether the boot process is currently initializing the hardware or the
CPU thread. Perhaps once upon a time there was a desire to make the
apploader debuggable, but a long time has passed without anyone stepping
up to implement it, and the way CBoot::RunApploader is implemented makes
it rather difficult. So this commit makes all the functions in Core.cpp
consider the core to still be starting until the CPU thread is started.
When AchievementProgress::UpdateData(false) is called, it will now empty itself and reinsert all existing boxes, re-sorted into their current buckets, and call UpdateProgress on them all.
Rerendering the entire Achievements dialog every EmulationStateChanged signal is far too often when it turns out that signal fires multiple times to confirm game close, for example. This change results in only the settings changing on EmulationStateChanged, and having the Hardcore mode toggle (which DOES require redrawing the entire dialog) emit its own signal alongside EmulationStateChanged.
AchievementBox now has UpdateData and UpdateProgress, which is called from UpdateData, but may be called elsewhere to update just the progress measurement of the achievement.
CPU Clock Override slider now increments 1% in the UI, with the new lower limit
being 1% instead of 6%.
Prior implementation made it impossible to set exactly 150% in the GUI.
147% -> 152%. Now users can set exact clock % without needing to edit INIs.
rc_client provides basic sorting buckets as a possible option when retrieving the list of achievements or leaderboards; this enables them and labels them in the dialog.
Since rcheevos headers are included in AchievementManager.h, and everyone that depends on Core can include that, we must also pass on the include directory and defines to those dependencies
If an icon is displayed on screen before it downloads, it was displaying a default icon but it would fail to load the actual icon even after it was downloaded. This fixes that.
Add a two second timer to Achievement Progress Indicators to wait until two seconds after the previous message (when it should have decayed out automatically) before posting any new ones.
Prior to this change, attempting to decrease the speed limit below 100% in hardmode would display the new attempted speed and then warn that the speed can not be decreased below 100%; this disables that first message under those conditions.
AchievementManager maintains a unique pointer to a copy of the current volume so it can asynchronously hash that volume. It is not needed otherwise, so I can release that pointer when hashing is complete. This change fixes a bug whereby changing discs in a game and then changing to a different game would result in the loaded volume pointer still being loaded with and hashing to the previous game.
This lets us reduce the number of USE_RETRO_ACHIEVEMENTS ifdefs in the
code base, reducing visual clutter. In particular, needing an ifdef for
each call to IsHardcodeModeActive was annoying to me. This also reduces
the risk that someone writes code that accidentally fails to compile
with USE_RETRO_ACHIEVEMENTS disabled.
We could cut down on ifdefs even further by making HardcodeWarningWidget
always exist, but that would result in non-trivial code ending up in the
binary even with USE_RETRO_ACHIEVEMENTS disabled, so I'm leaving it out
of this PR. It's not a lot of code though, so I might end up revisiting
it at some point.
Enable emulator hotkeys and controller input (when that option is
enabled) when a TAS Input window has focus, as if it was the render
window instead. This allows TASers to use frame advance and the like
without having to switch the focused window or disabling Hotkeys Require
Window Focus which also picks up keypresses while other apps are active.
Cursor updates are disabled when the TAS Input window has focus, as
otherwise the Wii IR widget (and anything else controlled by the mouse)
becomes unusable. The cursor continues to work normally when the render
window has focus.
Using shifts and bit tests makes the code unnecessarily annoying to
reason about. I'm replacing it with subtracting from 3 to translate the
bit order from the PowerPC format to the usual format.
BI contains both the field and the flag (5 bits total), so we need to
shift away the 2 flag bits to get the 3 field bits. (Same as the
CRBA/CRBB handling in the code just below the BI code.)
The names attached to the BadgeStatus object are obsolete and unneeded and are removed from everything that uses them. All BadgeStatus references are updated to just Badge.
The defaults get loaded in by Dolphin at emulator start, and are used if the badge that would normally be displayed has not for whatever reason been downloaded yet. Badges attached to this PR are placeholders (MayIMilae is designing permanent badges) and reside in Sys\Load\RetroAchievements.
Achievement badges/icons are refactored into the type CustomTextureData::ArraySlice::Level as that is the data type images loaded from the filesystem will be. This includes everything that uses the badges in the Qt UI and OnScreenDisplay, and similarly removes the OSD::Icon type because Level already contains that information.
Was informed by the RetroAchievements team that this isn't an option in most emulators, and as the next commits will be to enable default icons, there will always be something to display.
On Windows:
wsi.render_window being set will set/save the initial geometry, which will cause sizing bugs until it's set again by the user resizing/repositioning.
If Rich Presence and Discord Presence are enabled in Achievement Settings, the string generated by rcheevos as the player's current Rich Presence will be sent to the Status field in the Discord Presence object. This will be updated whenever Rich Presence updates.
The "welcome message" that shows up to players when a game starts up and Achievements are active will now either tell the player upon load that there's no support for achievements, or will wait until the first attempt to load the game's badge either succeeds or fails and then display a full message with title and progress and status. This is in part facilitated by a boolean field for when to display a welcome message, set to true upon loading and to false upon a message being displayed.
If achievements were disabled but a player token is in settings, prior to this change the Achievement Manager dialog would show a box with no player name and score zero, which is unnecessary.
Due to an oversight in our CMakeLists, pkg-config would attempt to find *minizip* 3.0.0 (which doesn't exist) instead of *minizip-ng* 3.0.0, or at least it was on my Manjaro Linux machine. This has been fixed. The new submodule is using minizip-ng 3.0.4, the same version that was being used before.
NetBSD doesn't put packages in /usr/local like /CMakeLists.txt thought.
The `#ifdef __NetBSD__` around iconv was actually breaking compilation
on NetBSD when using the system libiconv (there's also a GNU iconv
package)
A C program included from C++ source broke on NetBSD specifically, work
around it.
This doesn't fix compilation on NetBSD, which is currently broken, but
is closer to correct.
967280f140 broke linking against
libLLVM.so because it used the outdated way to link against LLVM from
CMake. This causes a compilation failure on systems that don't have the
LLVM static libraries, such as Arch Linux. On systems that have the
static libraries, it'll use them and increase binary sizes massively.
Switch to the newer llvm_config CMake macro from LLVM.
Previously the Achievements option would only show up if achievements were already enabled, requiring users to manually create a config file in the file system; this now makes it visible no matter what.
Bugfix for hardcore-disabled items being disabled when hardcore was true but achievement integration was false, which should mean hardcore is effectively disabled. Now everything checks the IsHardcoreModeActive method in AchievementManager which processes the setting AND the game state to determine if hardcore mode is actually active.
Spectator Mode is a new mode added by rc_client that allows for achievement and leaderboard functionality, but does not submit this data to the site, partially allowing for offline achievements. It effectively replaces the former settings for disabling achievements, leaderboards, and RP, which are now always active internally as long as the client is active.
The client can take care of itself and handle its own hardcore status when it toggles, so I can tell the settings widget to contact the manager directly to set it.
Also, gradually reorganizing the settings dialog over the next handful of commits.
The client can handle media changes natively so disabling can take place internally. This code uses the same external calls to load data, but will call either BeginLoad or BeginChangeMedia based on whether any media is already loaded.
Due to the client's handling of media changes (it simply disables hardcore if an unknown media is detected) the existing functionality for "disabling" the achievements is no longer necessary and can be deleted.
Two portions of this need updating.
Anything related to points and unlock counts and scoring uses game_summary now instead of the TallyScore method. Unfortunately this comes with the drawback that I cannot easily at this time access the number of points/unlocks from the other hardcore mode, so things like the second progress bar have been deleted.
Rich presence, which no longer needs to be stored, but can be calculated at request. As the AchievementHeader can now update just the Rich Presence, DoFrame can now simply call a header update with .rp=true and the current Rich Presence will be calculated immediately.
As the two items above are the last remaining things to use a number of the components in AchievementManager, this also deletes: Request V1 (V2 is renamed accordingly), ResponseType, PointSpread, TallyScore, UnlockStatus, and the RP generation and ping methods.
UpdateData in AchievementsWindow now only updates the components being requested, massively improving the window's performance. The parameter is UpdatedItems in AchievementManager, which tracks which portions of the system have been updated for every update callback.
Similarly to the Progress widget (though without the separate object for each box, because each Leaderboard unit is just three text fields stacked vertically), AchievementLeaderboardWidget.UpdateData will now accept three options: destroy all and rebuild, update all, or update a set of rows.
As part of this, AchievementManager::GetLeaderboardsInfo has been refactored to GetLeaderboardInfo to return a single leaderboard for the ID passed in.
AchievementProgressWidget maintains in memory a map of AchievementBox pointers so that UpdateData can operate on them individually. UpdateData is overhauled for three options: UpdateData(true) will destroy the entire list and re-create it from scratch as before, to be used if the game or player changes/closes/logs out. UpdateData(false) will loop through the map and call UpdateData on every achievement box, to be used for certain settings changes such as enabling badges or disabling hardcore mode. UpdateData(set<IDs>) will call UpdateData on only the IDs in the set, to be used when achievements are unlocked.
AchievementBox is an extension of QGroupBox that contains the data for a single achievement, initialized with the achievement data and able to reference AchievementManager to update itself.
While state loading is not allowed in the hardcore mode that most players will use, it is allowed in softcore mode; more importantly, if something fails to unlock or unlocks when it shouldn't in either mode the player can create a save that retains the current achievement state.
This is not a 1 to 1 relationship with how the events look primarily because currently achievement
progress messages are in OnScreenDisplay, which currently vanishes messages automatically.
As this covers the last remaining runtime-based event from the old event handler, that handler has been deleted and the new event handler has been renamed to take its place.