dolphin/Source/Core/Core/AchievementManager.cpp
LillyJadeKatrin 9a57216fd0 Added AwardAchievement to AchievementManager
AwardAchievement performs the API call to notify the site that an achievement has been unlocked. As one of the parameters is the game hash (something I overlooked previously; I thought it was the game ID) this change also moves the game hash into a member field.
2023-05-10 21:15:40 -04:00

428 lines
16 KiB
C++

// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#ifdef USE_RETRO_ACHIEVEMENTS
#include "Core/AchievementManager.h"
#include <rcheevos/include/rc_hash.h>
#include "Common/HttpRequest.h"
#include "Common/WorkQueueThread.h"
#include "Config/AchievementSettings.h"
#include "Core/Core.h"
#include "DiscIO/Volume.h"
static constexpr bool hardcore_mode_enabled = false;
AchievementManager* AchievementManager::GetInstance()
{
static AchievementManager s_instance;
return &s_instance;
}
void AchievementManager::Init()
{
if (!m_is_runtime_initialized && Config::Get(Config::RA_ENABLED))
{
rc_runtime_init(&m_runtime);
m_is_runtime_initialized = true;
m_queue.Reset("AchievementManagerQueue", [](const std::function<void()>& func) { func(); });
LoginAsync("", [](ResponseType r_type) {});
}
}
AchievementManager::ResponseType AchievementManager::Login(const std::string& password)
{
if (!m_is_runtime_initialized)
return AchievementManager::ResponseType::MANAGER_NOT_INITIALIZED;
return VerifyCredentials(password);
}
void AchievementManager::LoginAsync(const std::string& password, const ResponseCallback& callback)
{
if (!m_is_runtime_initialized)
{
callback(AchievementManager::ResponseType::MANAGER_NOT_INITIALIZED);
return;
}
m_queue.EmplaceItem([this, password, callback] { callback(VerifyCredentials(password)); });
}
bool AchievementManager::IsLoggedIn() const
{
return !Config::Get(Config::RA_API_TOKEN).empty();
}
void AchievementManager::LoadGameByFilenameAsync(const std::string& iso_path,
const ResponseCallback& callback)
{
if (!m_is_runtime_initialized)
{
callback(AchievementManager::ResponseType::MANAGER_NOT_INITIALIZED);
return;
}
struct FilereaderState
{
int64_t position = 0;
std::unique_ptr<DiscIO::Volume> volume;
};
rc_hash_filereader volume_reader{
.open = [](const char* path_utf8) -> void* {
auto state = std::make_unique<FilereaderState>();
state->volume = DiscIO::CreateVolume(path_utf8);
if (!state->volume)
return nullptr;
return state.release();
},
.seek =
[](void* file_handle, int64_t offset, int origin) {
switch (origin)
{
case SEEK_SET:
reinterpret_cast<FilereaderState*>(file_handle)->position = offset;
break;
case SEEK_CUR:
reinterpret_cast<FilereaderState*>(file_handle)->position += offset;
break;
case SEEK_END:
// Unused
break;
}
},
.tell =
[](void* file_handle) {
return reinterpret_cast<FilereaderState*>(file_handle)->position;
},
.read =
[](void* file_handle, void* buffer, size_t requested_bytes) {
FilereaderState* filereader_state = reinterpret_cast<FilereaderState*>(file_handle);
bool success = (filereader_state->volume->Read(
filereader_state->position, requested_bytes, reinterpret_cast<u8*>(buffer),
DiscIO::PARTITION_NONE));
if (success)
{
filereader_state->position += requested_bytes;
return requested_bytes;
}
else
{
return static_cast<size_t>(0);
}
},
.close = [](void* file_handle) { delete reinterpret_cast<FilereaderState*>(file_handle); }};
rc_hash_init_custom_filereader(&volume_reader);
if (!rc_hash_generate_from_file(m_game_hash.data(), RC_CONSOLE_GAMECUBE, iso_path.c_str()))
return;
m_queue.EmplaceItem([this, callback] {
const auto resolve_hash_response = ResolveHash(this->m_game_hash);
if (resolve_hash_response != ResponseType::SUCCESS || m_game_id == 0)
{
callback(resolve_hash_response);
return;
}
const auto start_session_response = StartRASession();
if (start_session_response != ResponseType::SUCCESS)
{
callback(start_session_response);
return;
}
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();
}
ActivateDeactivateLeaderboards();
ActivateDeactivateRichPresence();
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::ActivateDeactivateLeaderboards()
{
bool leaderboards_enabled = Config::Get(Config::RA_LEADERBOARDS_ENABLED);
for (u32 ix = 0; ix < m_game_data.num_leaderboards; ix++)
{
auto leaderboard = m_game_data.leaderboards[ix];
if (m_is_game_loaded && leaderboards_enabled && hardcore_mode_enabled)
{
rc_runtime_activate_lboard(&m_runtime, leaderboard.id, leaderboard.definition, nullptr, 0);
}
else
{
rc_runtime_deactivate_lboard(&m_runtime, m_game_data.leaderboards[ix].id);
}
}
}
void AchievementManager::ActivateDeactivateRichPresence()
{
rc_runtime_activate_richpresence(
&m_runtime,
(m_is_game_loaded && Config::Get(Config::RA_RICH_PRESENCE_ENABLED)) ?
m_game_data.rich_presence_script :
"",
nullptr, 0);
}
void AchievementManager::CloseGame()
{
m_is_game_loaded = false;
m_game_id = 0;
m_queue.Cancel();
m_unlock_map.clear();
ActivateDeactivateAchievements();
ActivateDeactivateLeaderboards();
ActivateDeactivateRichPresence();
}
void AchievementManager::Logout()
{
CloseGame();
Config::SetBaseOrCurrent(Config::RA_API_TOKEN, "");
}
void AchievementManager::Shutdown()
{
CloseGame();
m_is_runtime_initialized = false;
m_queue.Shutdown();
// DON'T log out - keep those credentials for next run.
rc_runtime_destroy(&m_runtime);
}
AchievementManager::ResponseType AchievementManager::VerifyCredentials(const std::string& password)
{
rc_api_login_response_t login_data{};
std::string username = Config::Get(Config::RA_USERNAME);
std::string api_token = Config::Get(Config::RA_API_TOKEN);
rc_api_login_request_t login_request = {
.username = username.c_str(), .api_token = api_token.c_str(), .password = password.c_str()};
ResponseType r_type = Request<rc_api_login_request_t, rc_api_login_response_t>(
login_request, &login_data, rc_api_init_login_request, rc_api_process_login_response);
if (r_type == ResponseType::SUCCESS)
Config::SetBaseOrCurrent(Config::RA_API_TOKEN, login_data.api_token);
rc_api_destroy_login_response(&login_data);
return r_type;
}
AchievementManager::ResponseType
AchievementManager::ResolveHash(std::array<char, HASH_LENGTH> game_hash)
{
rc_api_resolve_hash_response_t hash_data{};
std::string username = Config::Get(Config::RA_USERNAME);
std::string api_token = Config::Get(Config::RA_API_TOKEN);
rc_api_resolve_hash_request_t resolve_hash_request = {
.username = username.c_str(), .api_token = api_token.c_str(), .game_hash = game_hash.data()};
ResponseType r_type = Request<rc_api_resolve_hash_request_t, rc_api_resolve_hash_response_t>(
resolve_hash_request, &hash_data, rc_api_init_resolve_hash_request,
rc_api_process_resolve_hash_response);
if (r_type == ResponseType::SUCCESS)
m_game_id = hash_data.game_id;
rc_api_destroy_resolve_hash_response(&hash_data);
return r_type;
}
AchievementManager::ResponseType AchievementManager::StartRASession()
{
rc_api_start_session_response_t session_data{};
std::string username = Config::Get(Config::RA_USERNAME);
std::string api_token = Config::Get(Config::RA_API_TOKEN);
rc_api_start_session_request_t start_session_request = {
.username = username.c_str(), .api_token = api_token.c_str(), .game_id = m_game_id};
ResponseType r_type = Request<rc_api_start_session_request_t, rc_api_start_session_response_t>(
start_session_request, &session_data, rc_api_init_start_session_request,
rc_api_process_start_session_response);
rc_api_destroy_start_session_response(&session_data);
return r_type;
}
AchievementManager::ResponseType AchievementManager::FetchGameData()
{
std::string username = Config::Get(Config::RA_USERNAME);
std::string api_token = Config::Get(Config::RA_API_TOKEN);
rc_api_fetch_game_data_request_t fetch_data_request = {
.username = username.c_str(), .api_token = api_token.c_str(), .game_id = m_game_id};
return Request<rc_api_fetch_game_data_request_t, rc_api_fetch_game_data_response_t>(
fetch_data_request, &m_game_data, rc_api_init_fetch_game_data_request,
rc_api_process_fetch_game_data_response);
}
AchievementManager::ResponseType AchievementManager::FetchUnlockData(bool hardcore)
{
rc_api_fetch_user_unlocks_response_t unlock_data{};
std::string username = Config::Get(Config::RA_USERNAME);
std::string api_token = Config::Get(Config::RA_API_TOKEN);
rc_api_fetch_user_unlocks_request_t fetch_unlocks_request = {.username = username.c_str(),
.api_token = api_token.c_str(),
.game_id = m_game_id,
.hardcore = hardcore};
ResponseType r_type =
Request<rc_api_fetch_user_unlocks_request_t, rc_api_fetch_user_unlocks_response_t>(
fetch_unlocks_request, &unlock_data, rc_api_init_fetch_user_unlocks_request,
rc_api_process_fetch_user_unlocks_response);
if (r_type == ResponseType::SUCCESS)
{
std::lock_guard lg{m_lock};
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 (AchievementId ix = 0; ix < unlock_data.num_achievement_ids; ix++)
{
auto it = m_unlock_map.find(unlock_data.achievement_ids[ix]);
if (it == m_unlock_map.end())
continue;
it->second.remote_unlock_status =
hardcore ? UnlockStatus::UnlockType::HARDCORE : UnlockStatus::UnlockType::SOFTCORE;
ActivateDeactivateAchievement(unlock_data.achievement_ids[ix], enabled, unofficial, encore);
}
}
rc_api_destroy_fetch_user_unlocks_response(&unlock_data);
return r_type;
}
void AchievementManager::ActivateDeactivateAchievement(AchievementId id, bool enabled,
bool unofficial, bool encore)
{
auto it = m_unlock_map.find(id);
if (it == m_unlock_map.end())
return;
const UnlockStatus& status = it->second;
u32 index = status.game_data_index;
bool active = (rc_runtime_get_achievement(&m_runtime, id) != nullptr);
// Deactivate achievements if game is not loaded
bool activate = m_is_game_loaded;
// Activate achievements only if achievements are enabled
if (activate && !enabled)
activate = false;
// Deactivate if achievement is unofficial, unless unofficial achievements are enabled
if (activate && !unofficial &&
m_game_data.achievements[index].category == RC_ACHIEVEMENT_CATEGORY_UNOFFICIAL)
{
activate = false;
}
// If encore mode is on, activate/deactivate regardless of current unlock status
if (activate && !encore)
{
// Encore is off, achievement has been unlocked in this session, deactivate
activate = (status.session_unlock_count == 0);
// Encore is off, achievement has been hardcore unlocked on site, deactivate
if (activate && status.remote_unlock_status == UnlockStatus::UnlockType::HARDCORE)
activate = false;
// Encore is off, hardcore is off, achievement has been softcore unlocked on site, deactivate
if (activate && !hardcore_mode_enabled &&
status.remote_unlock_status == UnlockStatus::UnlockType::SOFTCORE)
{
activate = false;
}
}
if (!active && activate)
{
rc_runtime_activate_achievement(&m_runtime, id, m_game_data.achievements[index].definition,
nullptr, 0);
}
if (active && !activate)
rc_runtime_deactivate_achievement(&m_runtime, id);
}
AchievementManager::ResponseType AchievementManager::AwardAchievement(AchievementId achievement_id)
{
std::string username = Config::Get(Config::RA_USERNAME);
std::string api_token = Config::Get(Config::RA_API_TOKEN);
rc_api_award_achievement_request_t award_request = {.username = username.c_str(),
.api_token = api_token.c_str(),
.achievement_id = achievement_id,
.hardcore = hardcore_mode_enabled,
.game_hash = m_game_hash.data()};
rc_api_award_achievement_response_t award_response = {};
ResponseType r_type =
Request<rc_api_award_achievement_request_t, rc_api_award_achievement_response_t>(
award_request, &award_response, rc_api_init_award_achievement_request,
rc_api_process_award_achievement_response);
rc_api_destroy_award_achievement_response(&award_response);
return r_type;
}
// Every RetroAchievements API call, with only a partial exception for fetch_image, follows
// the same design pattern (here, X is the name of the call):
// Create a specific rc_api_X_request_t struct and populate with the necessary values
// Call rc_api_init_X_request to convert this into a generic rc_api_request_t struct
// Perform the HTTP request using the url and post_data in the rc_api_request_t struct
// Call rc_api_process_X_response to convert the raw string HTTP response into a
// rc_api_X_response_t struct
// Use the data in the rc_api_X_response_t struct as needed
// Call rc_api_destroy_X_response when finished with the response struct to free memory
template <typename RcRequest, typename RcResponse>
AchievementManager::ResponseType AchievementManager::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_api_request_t api_request;
Common::HttpRequest http_request;
init_request(&api_request, &rc_request);
if (!api_request.post_data)
return ResponseType::INVALID_REQUEST;
auto http_response = http_request.Post(api_request.url, api_request.post_data);
rc_api_destroy_request(&api_request);
if (http_response.has_value() && http_response->size() > 0)
{
const std::string response_str(http_response->begin(), http_response->end());
process_response(rc_response, response_str.c_str());
if (rc_response->response.succeeded)
{
return ResponseType::SUCCESS;
}
else
{
Logout();
return ResponseType::INVALID_CREDENTIALS;
}
}
else
{
return ResponseType::CONNECTION_FAILED;
}
}
#endif // USE_RETRO_ACHIEVEMENTS