[Kernel] AchievementManager: Added Interface for attaching custom implementations
This commit is contained in:
parent
0368e06b71
commit
e93373660f
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@ -13,6 +13,7 @@
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#include <memory>
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#include <string>
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#include "xenia/app/profile_dialogs.h"
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#include "xenia/emulator.h"
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#include "xenia/gpu/command_processor.h"
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#include "xenia/ui/imgui_dialog.h"
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@ -25,8 +26,6 @@
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#include "xenia/ui/windowed_app_context.h"
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#include "xenia/xbox.h"
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#include "xenia/app/profile_dialogs.h"
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namespace xe {
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namespace app {
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@ -43,6 +43,7 @@
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#include "xenia/kernel/user_module.h"
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#include "xenia/kernel/util/gameinfo_utils.h"
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#include "xenia/kernel/util/xdbf_utils.h"
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#include "xenia/kernel/xam/achievement_manager.h"
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#include "xenia/kernel/xam/xam_module.h"
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#include "xenia/kernel/xbdm/xbdm_module.h"
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#include "xenia/kernel/xboxkrnl/xboxkrnl_module.h"
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@ -1517,6 +1518,17 @@ X_STATUS Emulator::CompleteLaunch(const std::filesystem::path& path,
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if (!icon_block.empty()) {
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display_window_->SetIcon(icon_block.data(), icon_block.size());
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}
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for (uint8_t slot = 0; slot < XUserMaxUserCount; slot++) {
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auto user =
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kernel_state_->xam_state()->profile_manager()->GetProfile(slot);
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if (user) {
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kernel_state_->xam_state()
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->achievement_manager()
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->LoadTitleAchievements(user->xuid(), db);
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}
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}
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}
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}
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@ -2,12 +2,12 @@
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2023 Ben Vanik. All rights reserved. *
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* Copyright 2024 Xenia Canary. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "achievement_manager.h"
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#include "xenia/kernel/xam/achievement_manager.h"
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#include "xenia/emulator.h"
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#include "xenia/gpu/graphics_system.h"
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#include "xenia/kernel/kernel_state.h"
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@ -17,52 +17,218 @@
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DEFINE_bool(show_achievement_notification, false,
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"Show achievement notification on screen.", "UI");
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DEFINE_string(default_achievement_backend, "",
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"Defines which achievement backend should be used as an default. "
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"Possible options: [].",
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"Achievements");
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DECLARE_int32(user_language);
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namespace xe {
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namespace kernel {
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namespace xam {
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AchievementManager::AchievementManager() { unlocked_achievements.clear(); };
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GpdAchievementBackend::GpdAchievementBackend() {}
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GpdAchievementBackend::~GpdAchievementBackend() {}
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void AchievementManager::EarnAchievement(uint64_t xuid, uint32_t title_id,
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uint32_t achievement_id) {
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if (IsAchievementUnlocked(achievement_id)) {
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void GpdAchievementBackend::EarnAchievement(const uint64_t xuid,
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const uint32_t title_id,
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const uint32_t achievement_id) {
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const auto user = kernel_state()->xam_state()->GetUserProfile(xuid);
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if (!user) {
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return;
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}
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const Emulator* emulator = kernel_state()->emulator();
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ui::WindowedAppContext& app_context =
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kernel_state()->emulator()->display_window()->app_context();
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ui::ImGuiDrawer* imgui_drawer = emulator->imgui_drawer();
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auto achievement = GetAchievementInfoInternal(xuid, title_id, achievement_id);
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if (!achievement) {
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return;
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}
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XELOGI("Player: {} Unlocked Achievement: {}", user->name(),
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xe::to_utf8(xe::load_and_swap<std::u16string>(
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achievement->achievement_name.c_str())));
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const uint64_t unlock_time = Clock::QueryHostSystemTime();
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achievement->flags =
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achievement->flags | static_cast<uint32_t>(AchievementFlags::kAchieved);
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achievement->unlock_time.high_part = static_cast<uint32_t>(unlock_time >> 32);
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achievement->unlock_time.low_part = static_cast<uint32_t>(unlock_time);
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SaveAchievementData(xuid, title_id, achievement_id);
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}
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AchievementGpdStructure* GpdAchievementBackend::GetAchievementInfoInternal(
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const uint64_t xuid, const uint32_t title_id,
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const uint32_t achievement_id) const {
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const auto user = kernel_state()->xam_state()->GetUserProfile(xuid);
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if (!user) {
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return nullptr;
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}
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return user->GetAchievement(title_id, achievement_id);
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}
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const AchievementGpdStructure* GpdAchievementBackend::GetAchievementInfo(
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const uint64_t xuid, const uint32_t title_id,
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const uint32_t achievement_id) const {
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return GetAchievementInfoInternal(xuid, title_id, achievement_id);
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}
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bool GpdAchievementBackend::IsAchievementUnlocked(
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const uint64_t xuid, const uint32_t title_id,
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const uint32_t achievement_id) const {
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const auto achievement =
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GetAchievementInfoInternal(xuid, title_id, achievement_id);
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return (achievement->flags &
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static_cast<uint32_t>(AchievementFlags::kAchieved)) != 0;
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}
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const std::vector<AchievementGpdStructure>*
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GpdAchievementBackend::GetTitleAchievements(const uint64_t xuid,
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const uint32_t title_id) const {
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const auto user = kernel_state()->xam_state()->GetUserProfile(xuid);
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if (!user) {
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return {};
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}
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return user->GetTitleAchievements(title_id);
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}
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bool GpdAchievementBackend::LoadAchievementsData(
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const uint64_t xuid, const util::XdbfGameData title_data) {
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auto user = kernel_state()->xam_state()->GetUserProfile(xuid);
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if (!user) {
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return false;
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}
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// Question. Should loading for GPD for profile be directly done by profile or
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// here?
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if (!title_data.is_valid()) {
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return false;
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}
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const auto achievements = title_data.GetAchievements();
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if (achievements.empty()) {
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return true;
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}
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const auto title_id = title_data.GetTitleInformation().title_id;
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const XLanguage title_language = title_data.GetExistingLanguage(
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static_cast<XLanguage>(cvars::user_language));
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for (const auto& achievement : achievements) {
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AchievementGpdStructure achievementData(title_language, title_data,
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achievement);
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user->achievements_[title_id].push_back(achievementData);
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}
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// TODO(Gliniak): Here should be loader of GPD file for loaded title. That way
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// we can load flags and unlock_time from specific user.
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return true;
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}
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bool GpdAchievementBackend::SaveAchievementData(const uint64_t xuid,
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const uint32_t title_id,
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const uint32_t achievement_id) {
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return true;
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}
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AchievementManager::AchievementManager() {
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default_achievements_backend_ = std::make_unique<GpdAchievementBackend>();
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// Add any optional backend here.
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};
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void AchievementManager::EarnAchievement(const uint32_t user_index,
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const uint32_t title_id,
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const uint32_t achievement_id) const {
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const auto user = kernel_state()->xam_state()->GetUserProfile(user_index);
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if (!user) {
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return;
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}
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EarnAchievement(user->xuid(), title_id, achievement_id);
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};
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void AchievementManager::EarnAchievement(const uint64_t xuid,
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const uint32_t title_id,
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const uint32_t achievement_id) const {
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if (!DoesAchievementExist(achievement_id)) {
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XELOGW(
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"{}: Achievement with ID: {} for title: {:08X} doesn't exist in "
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"database!",
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__func__, achievement_id, title_id);
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return;
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}
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// Always send request to unlock in 3PP backends. It's up to them to check if
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// achievement was unlocked
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for (auto& backend : achievement_backends_) {
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backend->EarnAchievement(xuid, title_id, achievement_id);
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}
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if (default_achievements_backend_->IsAchievementUnlocked(xuid, title_id,
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achievement_id)) {
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return;
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}
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default_achievements_backend_->EarnAchievement(xuid, title_id,
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achievement_id);
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if (!cvars::show_achievement_notification) {
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return;
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}
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const auto achievement = default_achievements_backend_->GetAchievementInfo(
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xuid, title_id, achievement_id);
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if (!achievement) {
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// Something went really wrong!
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return;
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}
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ShowAchievementEarnedNotification(achievement);
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}
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void AchievementManager::LoadTitleAchievements(
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const uint64_t xuid, const util::XdbfGameData title_data) const {
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default_achievements_backend_->LoadAchievementsData(xuid, title_data);
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}
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const AchievementGpdStructure* AchievementManager::GetAchievementInfo(
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const uint64_t xuid, const uint32_t title_id,
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const uint32_t achievement_id) const {
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return default_achievements_backend_->GetAchievementInfo(xuid, title_id,
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achievement_id);
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}
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const std::vector<AchievementGpdStructure>*
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AchievementManager::GetTitleAchievements(const uint64_t xuid,
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const uint32_t title_id) const {
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return default_achievements_backend_->GetTitleAchievements(xuid, title_id);
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}
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bool AchievementManager::DoesAchievementExist(
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const uint32_t achievement_id) const {
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const util::XdbfGameData title_xdbf = kernel_state()->title_xdbf();
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const util::XdbfAchievementTableEntry achievement =
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title_xdbf.GetAchievement(achievement_id);
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if (!achievement.id) {
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return;
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}
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const XLanguage title_language = title_xdbf.GetExistingLanguage(
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static_cast<XLanguage>(cvars::user_language));
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const std::string label =
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title_xdbf.GetStringTableEntry(title_language, achievement.label_id);
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const std::string desc = title_xdbf.GetStringTableEntry(
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title_language, achievement.description_id);
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XELOGI("Achievement unlocked: {}", label);
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unlocked_achievements[achievement_id] = Clock::QueryHostSystemTime();
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// Even if we disable popup we still should store info that this
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// achievement was earned.
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if (!cvars::show_achievement_notification) {
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return;
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return false;
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}
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return true;
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}
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void AchievementManager::ShowAchievementEarnedNotification(
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const AchievementGpdStructure* achievement) const {
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const std::string description =
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fmt::format("{}G - {}", achievement.gamerscore, label);
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fmt::format("{}G - {}", achievement->gamerscore,
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xe::to_utf8(xe::load_and_swap<std::u16string>(
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achievement->achievement_name.c_str())));
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const Emulator* emulator = kernel_state()->emulator();
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ui::WindowedAppContext& app_context =
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emulator->display_window()->app_context();
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ui::ImGuiDrawer* imgui_drawer = emulator->imgui_drawer();
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app_context.CallInUIThread([imgui_drawer, description]() {
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new xe::ui::AchievementNotificationWindow(
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});
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}
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bool AchievementManager::IsAchievementUnlocked(uint32_t achievement_id) {
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auto itr = unlocked_achievements.find(achievement_id);
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return itr != unlocked_achievements.cend();
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}
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uint64_t AchievementManager::GetAchievementUnlockTime(uint32_t achievement_id) {
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auto itr = unlocked_achievements.find(achievement_id);
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if (itr == unlocked_achievements.cend()) {
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return 0;
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}
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return itr->second;
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}
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} // namespace xam
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} // namespace kernel
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} // namespace xe
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2023 Ben Vanik. All rights reserved. *
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* Copyright 2024 Xenia Canary. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include <string>
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#include <vector>
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#include "xenia/kernel/util/xdbf_utils.h"
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#include "xenia/xbox.h"
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namespace xe {
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namespace kernel {
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namespace xam {
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// TODO(gibbed): probably a FILETIME/LARGE_INTEGER, unknown currently
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struct X_ACHIEVEMENT_UNLOCK_TIME {
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xe::be<uint32_t> unk_0;
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xe::be<uint32_t> unk_4;
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xe::be<uint32_t> high_part;
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xe::be<uint32_t> low_part;
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};
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struct X_ACHIEVEMENT_DETAILS {
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};
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static_assert_size(X_ACHIEVEMENT_DETAILS, 36);
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// This is structure used inside GPD file.
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// GPD is writeable XDBF.
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// There are two info instances
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// 1. In Dashboard ID which contains single GPD that contains info about any
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// booted game (name, title_id, last boot time etc)
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// 2. In specific Title ID directory GPD contains there structure below for
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// every achievement. (unlocked or not)
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struct AchievementGpdStructure {
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AchievementGpdStructure(const XLanguage language,
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const util::XdbfGameData xdbf,
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const util::XdbfAchievementTableEntry& xdbf_entry) {
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const std::string label =
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xdbf.GetStringTableEntry(language, xdbf_entry.label_id);
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const std::string desc =
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xdbf.GetStringTableEntry(language, xdbf_entry.description_id);
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const std::string locked_desc =
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xdbf.GetStringTableEntry(language, xdbf_entry.unachieved_id);
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struct_size = 0x1C;
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achievement_id = static_cast<xe::be<uint32_t>>(xdbf_entry.id);
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image_id = xdbf_entry.image_id;
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gamerscore = static_cast<xe::be<uint32_t>>(xdbf_entry.gamerscore);
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flags = xdbf_entry.flags;
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unlock_time = {};
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achievement_name =
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xe::load_and_swap<std::u16string>(xe::to_utf16(label).c_str());
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unlocked_description =
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xe::load_and_swap<std::u16string>(xe::to_utf16(desc).c_str());
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locked_description =
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xe::load_and_swap<std::u16string>(xe::to_utf16(locked_desc).c_str());
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}
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xe::be<uint32_t> struct_size;
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xe::be<uint32_t> achievement_id;
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xe::be<uint32_t> image_id;
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xe::be<uint32_t> gamerscore;
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xe::be<uint32_t> flags;
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X_ACHIEVEMENT_UNLOCK_TIME unlock_time;
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std::u16string achievement_name;
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std::u16string unlocked_description;
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std::u16string locked_description;
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};
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enum class AchievementType : uint32_t {
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kCompletion = 1,
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kLeveling = 2,
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kUnlock = 3,
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kEvent = 4,
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kTournament = 5,
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kCheckpoint = 6,
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kOther = 7,
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};
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enum class AchievementPlatform : uint32_t {
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kX360 = 0x100000,
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kPC = 0x200000,
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kMobile = 0x300000,
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kWebGames = 0x400000,
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};
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enum class AchievementFlags : uint32_t {
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kTypeMask = 0x7,
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kShowUnachieved = 0x8,
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kAchievedOnline = 0x10000,
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kAchieved = 0x20000,
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kNotAchievable = 0x40000,
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kWasNotAchievable = 0x80000,
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kPlatformMask = 0x700000,
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kColorizable = 0x1000000, // avatar awards only?
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};
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class AchievementBackendInterface {
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public:
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virtual ~AchievementBackendInterface() {};
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virtual void EarnAchievement(const uint64_t xuid, const uint32_t title_id,
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const uint32_t achievement_id) = 0;
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virtual bool IsAchievementUnlocked(const uint64_t xuid,
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const uint32_t title_id,
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const uint32_t achievement_id) const = 0;
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virtual const AchievementGpdStructure* GetAchievementInfo(
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const uint64_t xuid, const uint32_t title_id,
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const uint32_t achievement_id) const = 0;
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virtual const std::vector<AchievementGpdStructure>* GetTitleAchievements(
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const uint64_t xuid, const uint32_t title_id) const = 0;
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virtual bool LoadAchievementsData(const uint64_t xuid,
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const util::XdbfGameData title_data) = 0;
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private:
|
||||
virtual bool SaveAchievementsData(const uint64_t xuid,
|
||||
const uint32_t title_id) = 0;
|
||||
virtual bool SaveAchievementData(const uint64_t xuid, const uint32_t title_id,
|
||||
const uint32_t achievement_id) = 0;
|
||||
};
|
||||
|
||||
class GpdAchievementBackend : public AchievementBackendInterface {
|
||||
public:
|
||||
GpdAchievementBackend();
|
||||
~GpdAchievementBackend();
|
||||
|
||||
void EarnAchievement(const uint64_t xuid, const uint32_t title_id,
|
||||
const uint32_t achievement_id) override;
|
||||
bool IsAchievementUnlocked(const uint64_t xuid, const uint32_t title_id,
|
||||
const uint32_t achievement_id) const override;
|
||||
const AchievementGpdStructure* GetAchievementInfo(
|
||||
const uint64_t xuid, const uint32_t title_id,
|
||||
const uint32_t achievement_id) const override;
|
||||
const std::vector<AchievementGpdStructure>* GetTitleAchievements(
|
||||
const uint64_t xuid, const uint32_t title_id) const override;
|
||||
bool LoadAchievementsData(const uint64_t xuid,
|
||||
const util::XdbfGameData title_data) override;
|
||||
|
||||
private:
|
||||
AchievementGpdStructure* GetAchievementInfoInternal(
|
||||
const uint64_t xuid, const uint32_t title_id,
|
||||
const uint32_t achievement_id) const;
|
||||
|
||||
bool SaveAchievementsData(const uint64_t xuid,
|
||||
const uint32_t title_id) override {
|
||||
return 0;
|
||||
};
|
||||
bool SaveAchievementData(const uint64_t xuid, const uint32_t title_id,
|
||||
const uint32_t achievement_id) override;
|
||||
};
|
||||
|
||||
class AchievementManager {
|
||||
public:
|
||||
AchievementManager();
|
||||
|
||||
void EarnAchievement(uint64_t xuid, uint32_t title_id,
|
||||
uint32_t achievement_id);
|
||||
void LoadTitleAchievements(const uint64_t xuid,
|
||||
const util::XdbfGameData title_id) const;
|
||||
|
||||
bool IsAchievementUnlocked(uint32_t achievement_id);
|
||||
uint64_t GetAchievementUnlockTime(uint32_t achievement_id);
|
||||
void EarnAchievement(const uint32_t user_index, const uint32_t title_id,
|
||||
const uint32_t achievement_id) const;
|
||||
void EarnAchievement(const uint64_t xuid, const uint32_t title_id,
|
||||
const uint32_t achievement_id) const;
|
||||
const AchievementGpdStructure* GetAchievementInfo(
|
||||
const uint64_t xuid, const uint32_t title_id,
|
||||
const uint32_t achievement_id) const;
|
||||
const std::vector<AchievementGpdStructure>* GetTitleAchievements(
|
||||
const uint64_t xuid, const uint32_t title_id) const;
|
||||
|
||||
private:
|
||||
std::map<uint32_t, uint64_t> unlocked_achievements;
|
||||
// void Load();
|
||||
// void Save();
|
||||
bool DoesAchievementExist(const uint32_t achievement_id) const;
|
||||
void ShowAchievementEarnedNotification(
|
||||
const AchievementGpdStructure* achievement) const;
|
||||
|
||||
// This contains all backends with exception of default storage.
|
||||
std::vector<std::unique_ptr<AchievementBackendInterface>>
|
||||
achievement_backends_;
|
||||
|
||||
std::unique_ptr<AchievementBackendInterface> default_achievements_backend_;
|
||||
};
|
||||
|
||||
} // namespace xam
|
||||
|
|
|
@ -102,7 +102,8 @@ X_HRESULT XgiApp::DispatchMessageSync(uint32_t message, uint32_t buffer_ptr,
|
|||
(X_XUSER_ACHIEVEMENT*)memory_->TranslateVirtual(achievements_ptr);
|
||||
for (uint32_t i = 0; i < achievement_count; i++, achievement++) {
|
||||
kernel_state_->achievement_manager()->EarnAchievement(
|
||||
achievement->user_idx, 0, achievement->achievement_id);
|
||||
achievement->user_idx, kernel_state_->title_id(),
|
||||
achievement->achievement_id);
|
||||
}
|
||||
return X_E_SUCCESS;
|
||||
}
|
||||
|
|
|
@ -232,6 +232,31 @@ Property* UserProfile::GetProperty(const AttributeKey id) {
|
|||
return nullptr;
|
||||
}
|
||||
|
||||
AchievementGpdStructure* UserProfile::GetAchievement(const uint32_t title_id,
|
||||
const uint32_t id) {
|
||||
auto title_achievements = achievements_.find(title_id);
|
||||
if (title_achievements == achievements_.end()) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
for (auto& entry : title_achievements->second) {
|
||||
if (entry.achievement_id == id) {
|
||||
return &entry;
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
std::vector<AchievementGpdStructure>* UserProfile::GetTitleAchievements(
|
||||
const uint32_t title_id) {
|
||||
auto title_achievements = achievements_.find(title_id);
|
||||
if (title_achievements == achievements_.end()) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return &title_achievements->second;
|
||||
}
|
||||
|
||||
} // namespace xam
|
||||
} // namespace kernel
|
||||
} // namespace xe
|
||||
|
|
|
@ -19,6 +19,7 @@
|
|||
#include "xenia/base/byte_stream.h"
|
||||
#include "xenia/kernel/util/property.h"
|
||||
#include "xenia/kernel/util/xuserdata.h"
|
||||
#include "xenia/kernel/xam/achievement_manager.h"
|
||||
#include "xenia/xbox.h"
|
||||
|
||||
namespace xe {
|
||||
|
@ -173,12 +174,21 @@ class UserProfile {
|
|||
|
||||
std::map<uint32_t, uint32_t> contexts_;
|
||||
|
||||
friend class GpdAchievementBackend;
|
||||
|
||||
protected:
|
||||
AchievementGpdStructure* GetAchievement(const uint32_t title_id,
|
||||
const uint32_t id);
|
||||
std::vector<AchievementGpdStructure>* GetTitleAchievements(
|
||||
const uint32_t title_id);
|
||||
|
||||
private:
|
||||
uint64_t xuid_;
|
||||
X_XAMACCOUNTINFO account_info_;
|
||||
|
||||
std::vector<std::unique_ptr<UserSetting>> setting_list_;
|
||||
std::unordered_map<uint32_t, UserSetting*> settings_;
|
||||
std::map<uint32_t, std::vector<AchievementGpdStructure>> achievements_;
|
||||
|
||||
std::vector<Property> properties_;
|
||||
|
||||
|
|
|
@ -609,32 +609,35 @@ dword_result_t XamUserCreateAchievementEnumerator_entry(
|
|||
return result;
|
||||
}
|
||||
|
||||
const auto user = kernel_state()->xam_state()->GetUserProfile(user_index);
|
||||
if (!user) {
|
||||
return X_ERROR_INVALID_PARAMETER;
|
||||
}
|
||||
|
||||
uint64_t requester_xuid = user->xuid();
|
||||
if (xuid) {
|
||||
requester_xuid = xuid;
|
||||
}
|
||||
|
||||
const util::XdbfGameData db = kernel_state()->title_xdbf();
|
||||
uint32_t title_id_ = title_id ? title_id : kernel_state()->title_id();
|
||||
|
||||
if (db.is_valid()) {
|
||||
const XLanguage language =
|
||||
db.GetExistingLanguage(static_cast<XLanguage>(cvars::user_language));
|
||||
const std::vector<util::XdbfAchievementTableEntry> achievement_list =
|
||||
db.GetAchievements();
|
||||
|
||||
for (const util::XdbfAchievementTableEntry& entry : achievement_list) {
|
||||
auto is_unlocked =
|
||||
kernel_state()->achievement_manager()->IsAchievementUnlocked(
|
||||
entry.id);
|
||||
auto unlock_time =
|
||||
kernel_state()->achievement_manager()->GetAchievementUnlockTime(
|
||||
entry.id);
|
||||
const auto user_title_achievements =
|
||||
kernel_state()->achievement_manager()->GetTitleAchievements(
|
||||
requester_xuid, title_id_);
|
||||
|
||||
if (user_title_achievements) {
|
||||
for (const auto& entry : *user_title_achievements) {
|
||||
auto item = XAchievementEnumerator::AchievementDetails{
|
||||
entry.id,
|
||||
xe::to_utf16(db.GetStringTableEntry(language, entry.label_id)),
|
||||
xe::to_utf16(db.GetStringTableEntry(language, entry.description_id)),
|
||||
xe::to_utf16(db.GetStringTableEntry(language, entry.unachieved_id)),
|
||||
entry.achievement_id,
|
||||
xe::load_and_swap<std::u16string>(entry.achievement_name.c_str()),
|
||||
xe::load_and_swap<std::u16string>(entry.unlocked_description.c_str()),
|
||||
xe::load_and_swap<std::u16string>(entry.locked_description.c_str()),
|
||||
entry.image_id,
|
||||
entry.gamerscore,
|
||||
(uint32_t)(unlock_time << 31),
|
||||
(uint32_t)unlock_time,
|
||||
is_unlocked ? entry.flags | 0x20000 : entry.flags};
|
||||
entry.unlock_time.high_part,
|
||||
entry.unlock_time.low_part,
|
||||
entry.flags};
|
||||
|
||||
e->AppendItem(item);
|
||||
}
|
||||
|
|
|
@ -106,8 +106,8 @@ uint32_t XAchievementEnumerator::WriteItems(uint32_t buffer_ptr,
|
|||
!!(flags_ & 4) ? AppendString(string_buffer, item.unachieved) : 0;
|
||||
details[i].image_id = item.image_id;
|
||||
details[i].gamerscore = item.gamerscore;
|
||||
details[i].unlock_time.unk_0 = item.unlock_time.unk_0;
|
||||
details[i].unlock_time.unk_4 = item.unlock_time.unk_4;
|
||||
details[i].unlock_time.high_part = item.unlock_time.high_part;
|
||||
details[i].unlock_time.low_part = item.unlock_time.low_part;
|
||||
details[i].flags = item.flags;
|
||||
}
|
||||
|
||||
|
|
|
@ -124,8 +124,8 @@ class XAchievementEnumerator : public XEnumerator {
|
|||
uint32_t image_id;
|
||||
uint32_t gamerscore;
|
||||
struct {
|
||||
uint32_t unk_0;
|
||||
uint32_t unk_4;
|
||||
uint32_t high_part;
|
||||
uint32_t low_part;
|
||||
} unlock_time;
|
||||
uint32_t flags;
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue