dolphin/Source/Core/Core/AchievementManager.h
LillyJadeKatrin 8b57c4b239 Added LoadGameByFilenameAsync and CloseGame to AchievementManager
LoadGameByFilenameAsync sets up a volume reader and hashes the volume, then uses that hash to make the three consecutive API requests to resolve hash, start session and load game data.

CloseGame resets the m_is_game_loaded flag, wipes the queue, and destroys all the game data responses.
2023-04-12 03:08:47 -04:00

68 lines
1.9 KiB
C++

// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#ifdef USE_RETRO_ACHIEVEMENTS
#include <functional>
#include <mutex>
#include <string>
#include <thread>
#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"
class AchievementManager
{
public:
enum class ResponseType
{
SUCCESS,
MANAGER_NOT_INITIALIZED,
INVALID_CREDENTIALS,
CONNECTION_FAILED,
UNKNOWN_FAILURE
};
using ResponseCallback = std::function<void(ResponseType)>;
static AchievementManager* GetInstance();
void Init();
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);
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();
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{};
bool m_is_runtime_initialized = false;
unsigned int m_game_id = 0;
rc_api_fetch_game_data_response_t m_game_data{};
bool m_is_game_loaded = false;
Common::WorkQueueThread<std::function<void()>> m_queue;
}; // class AchievementManager
#endif // USE_RETRO_ACHIEVEMENTS