134 Commits

Author SHA1 Message Date
Admiral H. Curtiss
f71d6498d0
Merge pull request #12855 from LillyJadeKatrin/retroachievements-challenge-refactor
Refactored Challenge Icons to handle icon updates
2024-06-15 16:24:24 +02:00
LillyJadeKatrin
cee3d9126b Added missing dialog updates to achievement events
Now should properly update the Achievements dialog whenever the displayed state of an achievement/leaderboard changes.
2024-06-15 07:56:21 -04:00
LillyJadeKatrin
3d5a1f7d33 Refactored Challenge Icons to handle icon updates
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.
2024-06-15 07:36:49 -04:00
LillyJadeKatrin
cb05ed29fe Only Display One Progress At A Time
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.
2024-06-14 23:02:14 -04:00
Admiral H. Curtiss
b0f8520a3d
Merge pull request #12849 from LillyJadeKatrin/retroachievements-change-disc-bug
Release Achievement Manager Loaded Volume
2024-06-12 20:02:22 +02:00
LillyJadeKatrin
d18dc1785d Release Achievement Manager Loaded Volume
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.
2024-06-11 23:35:28 -04:00
JosJuice
c04460d88b
Merge pull request #12580 from LillyJadeKatrin/retroachievements-bugfix
Add user agent to headers for all RetroAchievements server calls
2024-06-04 13:41:01 +02:00
LillyJadeKatrin
9499e14209 Add user agent to headers for all RetroAchievements server calls
Requested agent syntax is "Dolphin/5.0-23456"
2024-06-03 00:24:43 -04:00
LillyJadeKatrin
8e33a5778e Properly reset Discord presence after game close
Also fixed an Achievement log that was reporting even when achievements were disabled.
2024-05-27 17:52:13 -04:00
LillyJadeKatrin
1e9e0cd2d7
Remove names from badge objects
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.
2024-05-23 21:29:23 +02:00
LillyJadeKatrin
3b61b6d816
Add Default Achievement Badges
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.
2024-05-23 21:29:15 +02:00
LillyJadeKatrin
dc8f3f6eae Refactored Achievement Badges into Texture Layers
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.
2024-05-23 10:41:45 -04:00
LillyJadeKatrin
75465f00cc Remove Badges Enabled option from Achievements
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.
2024-05-23 10:40:08 -04:00
LillyJadeKatrin
57c8ea12ed Send Rich Presence to Discord
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.
2024-05-08 00:33:33 -04:00
LillyJadeKatrin
91764fd28f Retooled Achievements Welcome Message
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.
2024-05-04 11:29:41 -04:00
LillyJadeKatrin
fc64b43fae Fix possible memory leak in an Achievement Manager callback 2024-05-03 00:11:38 -04:00
LillyJadeKatrin
d8ef3ee6c5 Add Spectator Mode to achievement settings
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.
2024-05-01 07:04:32 -04:00
LillyJadeKatrin
fd0de1b01f Updated Unofficial and Encore settings to use rc_client
These settings now only are applied at game start and their tooltips have been updated to reflect this.
2024-05-01 07:04:32 -04:00
LillyJadeKatrin
0883aa114e Update hardcore toggle to use rc_client
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.
2024-05-01 07:04:32 -04:00
LillyJadeKatrin
9a40ec06b5 Remove Achievements/Leaderboards/RP Enabled settings
The RetroAchievements client object now handles these three settings as a singular "spectator" mode that will be added in a future commit.
2024-05-01 07:04:32 -04:00
LillyJadeKatrin
3bf5b8e610 Handle Reset and Server Error client events. 2024-05-01 07:04:32 -04:00
LillyJadeKatrin
b05028da1f Added Change Media client functionality to AchievementMananger
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.
2024-05-01 07:04:32 -04:00
LillyJadeKatrin
878e6e847b Update Achievement Dialog Header to use rc_client
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.
2024-05-01 07:04:32 -04:00
LillyJadeKatrin
4214c301ef Refactor AchievementsWindow::UpdateData to take a partial update parameter
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.
2024-05-01 07:04:32 -04:00
LillyJadeKatrin
fa2210f80d Refactor leaderboard entry calls to use rc_client
Leaderboard entry calls are asyncronous and use a callback. Logic remains the same, but the callback populates the list that the UI grabs values from.
2024-05-01 06:43:20 -04:00
LillyJadeKatrin
c57be0efca Refactor Leaderboard widget to allow partial updates
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.
2024-05-01 06:43:20 -04:00
LillyJadeKatrin
3793d723b9 Created AchievementBox Qt object
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.
2024-05-01 06:43:20 -04:00
LillyJadeKatrin
0627209131 Add DoState to AchievementManager
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.
2024-05-01 06:43:20 -04:00
LillyJadeKatrin
70116b222d Handle Game Completed Client Event 2024-05-01 06:43:20 -04:00
LillyJadeKatrin
6b5b7cbd7c Handle Achievement Progress Client Events
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.
2024-05-01 06:43:19 -04:00
LillyJadeKatrin
a70733f74f Handle Achievement Challenge Indicator Show/Hide Client Events
Also deletes the corresponding runtime-based events from the old event handler.
2024-05-01 06:43:19 -04:00
LillyJadeKatrin
6f3a608e92 Add active leaderboard tracker to achievement manager
The active leaderboard data (leaderboards currently being attempted, which get displayed on screen) is now tracked. When a leaderboard is started its value is added to a vector (sorted by start frame). There are a separate set of client events specifically to handle leaderboard trackers, that are used to populate and manage this vector. The top portion of this vector (by RetroAchievement standards, the first four items) is exposed to be displayed on screen.
2024-05-01 06:43:19 -04:00
LillyJadeKatrin
eee77ec6b7 Handle Leaderboard Submitted/Started/Failed Client Events
Also deletes the corresponding runtime-based events from the old event handler.
2024-05-01 06:43:19 -04:00
LillyJadeKatrin
bc3e429dd9 Handle Achievement Triggered Client Event
Also deletes the old runtime-based Achievement Triggered event from the old handler, and the methods used by it to publish to the server and reactivate/deactivate achievements in the runtime.
2024-05-01 06:43:19 -04:00
LillyJadeKatrin
c88d4cf040 Created EventHandlerV2 and added client to DoFrame
As MemoryPeeker V1 is no longer in use, it is deleted and MemoryPeekerV2 is renamed in its place.
2024-05-01 06:43:19 -04:00
LillyJadeKatrin
7497df99df Refactored Welcome Message to use rc_client
Restructured the welcome message to use the information in rc_client, particularly the summary. Redesigned the message in the process to look cleaner.
2024-05-01 06:43:19 -04:00
LillyJadeKatrin
c5bb1c4e68 Retooled achievement badge fetch process
This change was primarily made to refactor the badge fetching to use the client instead of the runtime, but in the process I also refactored the code to cut down on complexity and duplication. Now the FetchBadge method is passed a function that generates the badge name; this is used to ensure that once the badge is loaded that it is still the desired badge to avoid race conditions.
2024-05-01 06:43:19 -04:00
LillyJadeKatrin
7b835a20ca Updated GetGameDisplayName to use rc_client 2024-05-01 06:43:19 -04:00
LillyJadeKatrin
486a9d2318 Refactored Achievement Mananger to load games through rc_client
HashGame has become LoadGame, similar structure with the file loaders but using the client instead. LoadGameCallback has been created to handle the results. The old LoadGameSync has been deleted as have
several hash and load methods that it called.
2024-05-01 06:43:19 -04:00
LillyJadeKatrin
355b892621 Get display name and score from client
Delete m_display_name and m_player_score fields and retrieve those values directly from the client's user information.
2024-05-01 06:43:18 -04:00
LillyJadeKatrin
3bf8b5fb90 Refactored Achievement Manager Login to use rc_client
LoginCallback was created to handle the results of the asynchronous client login calls; VerifyCredentials was deleted as no longer necessary.
2024-05-01 06:43:18 -04:00
LillyJadeKatrin
7b3fac18cd Remove synchronous achievement login
Deletes AchievementManager::Login, renames LoginAsync to Login, and replaces the one synchronous call in the AchievementSettingsWidget with the async call. There is a minor usability regression in that the UI currently does not notify the user when a login has failed; this will be addressed in a later change (possibly in a different PR).
2024-05-01 06:43:18 -04:00
LillyJadeKatrin
ba519e4670 Add rc_client to AchievementManager
Also includes init and shutdown V2s.
2024-05-01 06:43:18 -04:00
LillyJadeKatrin
4ec662bcdf Add rc_client MemoryPeekerV2 to AchievementManager
Has a more traditional read-x-bytes structure; for passing into rc_client in the constructor.
2024-05-01 06:43:18 -04:00
LillyJadeKatrin
05136ee099 Add rc_client RequestV2 to AchievementManager
RequestV2 is to be passed into rc_client upon construction so rc_client can handle server calls internally.
2024-05-01 06:43:18 -04:00
mitaclaw
73f9904f2a Core: Remove RunAsCPUThread
It's a fine function, but CPUThreadGuard is more vogue. Also, its potential for being confused with RunOnCPUThread will not be missed.
2024-03-23 03:33:26 -07:00
LillyJadeKatrin
08ecefe0f7 Added locks to achievement runtime calls
Testing found that spamming toggles for Enable Leaderboards etc risked leaderboards being deleted while the runtime was in the process of recalculating them; this should clear up those conflicts.
2024-03-14 14:32:47 -04:00
LillyJadeKatrin
5418e89523 Adjusted achievement progress updates to duration short 2024-03-08 23:26:56 -05:00
LillyJadeKatrin
085c17aed4 Remove the update callback on all events
Not only was the extra call to the update callback in the AchievementEventHandler method unnecessary, it was getting called on events that don't even need to be tracked here, causing a lot of lag when it turned out one achievement was repeatedly spamming Achievement Reset Events as a shortcut.
2024-03-04 20:04:08 -05:00
OatmealDome
aba9b110e8
Merge pull request #12612 from LillyJadeKatrin/retroachievements-logout-bug
Don't Publish Unofficial Achievements
2024-03-03 14:51:04 -05:00