diff --git a/Source/Core/Core/AchievementManager.cpp b/Source/Core/Core/AchievementManager.cpp index 2b6aa0b9a4..4420bec0cf 100644 --- a/Source/Core/Core/AchievementManager.cpp +++ b/Source/Core/Core/AchievementManager.cpp @@ -126,6 +126,8 @@ void AchievementManager::LoadGameByFilenameAsync(const std::string& iso_path, if (resolve_hash_response != ResponseType::SUCCESS || m_game_id == 0) { callback(resolve_hash_response); + OSD::AddMessage("No RetroAchievements data found for this game.", OSD::Duration::VERY_LONG, + OSD::Color::RED); return; } @@ -133,11 +135,18 @@ void AchievementManager::LoadGameByFilenameAsync(const std::string& iso_path, if (start_session_response != ResponseType::SUCCESS) { callback(start_session_response); + OSD::AddMessage("Failed to connect to RetroAchievements server.", OSD::Duration::VERY_LONG, + OSD::Color::RED); return; } const auto fetch_game_data_response = FetchGameData(); m_is_game_loaded = fetch_game_data_response == ResponseType::SUCCESS; + if (!m_is_game_loaded) + { + OSD::AddMessage("Unable to retrieve data from RetroAchievements server.", + OSD::Duration::VERY_LONG, OSD::Color::RED); + } // 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