dolphin/Source/Core/Core/AchievementManager.h

147 lines
4.3 KiB
C++

// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#ifdef USE_RETRO_ACHIEVEMENTS
#include <array>
#include <ctime>
#include <functional>
#include <mutex>
#include <string>
#include <thread>
#include <unordered_map>
#include <rcheevos/include/rc_api_runtime.h>
#include <rcheevos/include/rc_api_user.h>
#include <rcheevos/include/rc_runtime.h>
#include "Common/Event.h"
#include "Common/WorkQueueThread.h"
using AchievementId = u32;
constexpr size_t RP_SIZE = 256;
using RichPresence = std::array<char, RP_SIZE>;
namespace Core
{
class System;
}
class AchievementManager
{
public:
enum class ResponseType
{
SUCCESS,
MANAGER_NOT_INITIALIZED,
INVALID_REQUEST,
INVALID_CREDENTIALS,
CONNECTION_FAILED,
UNKNOWN_FAILURE
};
using ResponseCallback = std::function<void(ResponseType)>;
using UpdateCallback = std::function<void()>;
struct PointSpread
{
u32 total_count;
u32 total_points;
u32 hard_unlocks;
u32 hard_points;
u32 soft_unlocks;
u32 soft_points;
};
struct UnlockStatus
{
AchievementId game_data_index = 0;
enum class UnlockType
{
LOCKED,
SOFTCORE,
HARDCORE
} remote_unlock_status = UnlockType::LOCKED;
u32 session_unlock_count = 0;
u32 points = 0;
};
static AchievementManager* GetInstance();
void Init();
void SetUpdateCallback(UpdateCallback callback);
ResponseType Login(const std::string& password);
void LoginAsync(const std::string& password, const ResponseCallback& callback);
bool IsLoggedIn() const;
void LoadGameByFilenameAsync(const std::string& iso_path, const ResponseCallback& callback);
bool IsGameLoaded() const;
void LoadUnlockData(const ResponseCallback& callback);
void ActivateDeactivateAchievements();
void ActivateDeactivateLeaderboards();
void ActivateDeactivateRichPresence();
void DoFrame();
u32 MemoryPeeker(u32 address, u32 num_bytes, void* ud);
void AchievementEventHandler(const rc_runtime_event_t* runtime_event);
std::recursive_mutex* GetLock();
std::string GetPlayerDisplayName() const;
u32 GetPlayerScore() const;
std::string GetGameDisplayName() const;
PointSpread TallyScore() const;
rc_api_fetch_game_data_response_t* GetGameData();
UnlockStatus GetUnlockStatus(AchievementId achievement_id) const;
void GetAchievementProgress(AchievementId achievement_id, u32* value, u32* target);
void CloseGame();
void Logout();
void Shutdown();
private:
AchievementManager() = default;
static constexpr int HASH_LENGTH = 33;
ResponseType VerifyCredentials(const std::string& password);
ResponseType ResolveHash(std::array<char, HASH_LENGTH> game_hash);
ResponseType StartRASession();
ResponseType FetchGameData();
ResponseType FetchUnlockData(bool hardcore);
void ActivateDeactivateAchievement(AchievementId id, bool enabled, bool unofficial, bool encore);
RichPresence GenerateRichPresence();
ResponseType AwardAchievement(AchievementId achievement_id);
ResponseType SubmitLeaderboard(AchievementId leaderboard_id, int value);
ResponseType PingRichPresence(const RichPresence& rich_presence);
void HandleAchievementTriggeredEvent(const rc_runtime_event_t* runtime_event);
void HandleLeaderboardStartedEvent(const rc_runtime_event_t* runtime_event);
void HandleLeaderboardCanceledEvent(const rc_runtime_event_t* runtime_event);
void HandleLeaderboardTriggeredEvent(const rc_runtime_event_t* runtime_event);
template <typename RcRequest, typename RcResponse>
ResponseType Request(RcRequest rc_request, RcResponse* rc_response,
const std::function<int(rc_api_request_t*, const RcRequest*)>& init_request,
const std::function<int(RcResponse*, const char*)>& process_response);
rc_runtime_t m_runtime{};
Core::System* m_system{};
bool m_is_runtime_initialized = false;
UpdateCallback m_update_callback;
std::string m_display_name;
u32 m_player_score = 0;
std::array<char, HASH_LENGTH> m_game_hash{};
u32 m_game_id = 0;
rc_api_fetch_game_data_response_t m_game_data{};
bool m_is_game_loaded = false;
time_t m_last_ping_time = 0;
std::unordered_map<AchievementId, UnlockStatus> m_unlock_map;
Common::WorkQueueThread<std::function<void()>> m_queue;
std::recursive_mutex m_lock;
}; // class AchievementManager
#endif // USE_RETRO_ACHIEVEMENTS