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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.
68 lines
1.9 KiB
C++
68 lines
1.9 KiB
C++
// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#ifdef USE_RETRO_ACHIEVEMENTS
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#include <functional>
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#include <mutex>
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#include <string>
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#include <thread>
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#include <rcheevos/include/rc_api_runtime.h>
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#include <rcheevos/include/rc_api_user.h>
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#include <rcheevos/include/rc_runtime.h>
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#include "Common/Event.h"
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#include "Common/WorkQueueThread.h"
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class AchievementManager
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{
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public:
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enum class ResponseType
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{
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SUCCESS,
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MANAGER_NOT_INITIALIZED,
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INVALID_CREDENTIALS,
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CONNECTION_FAILED,
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UNKNOWN_FAILURE
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};
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using ResponseCallback = std::function<void(ResponseType)>;
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static AchievementManager* GetInstance();
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void Init();
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ResponseType Login(const std::string& password);
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void LoginAsync(const std::string& password, const ResponseCallback& callback);
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bool IsLoggedIn() const;
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void LoadGameByFilenameAsync(const std::string& iso_path, const ResponseCallback& callback);
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void CloseGame();
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void Logout();
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void Shutdown();
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private:
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AchievementManager() = default;
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static constexpr int HASH_LENGTH = 33;
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ResponseType VerifyCredentials(const std::string& password);
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ResponseType ResolveHash(std::array<char, HASH_LENGTH> game_hash);
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ResponseType StartRASession();
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ResponseType FetchGameData();
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template <typename RcRequest, typename RcResponse>
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ResponseType Request(RcRequest rc_request, RcResponse* rc_response,
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const std::function<int(rc_api_request_t*, const RcRequest*)>& init_request,
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const std::function<int(RcResponse*, const char*)>& process_response);
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rc_runtime_t m_runtime{};
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bool m_is_runtime_initialized = false;
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unsigned int m_game_id = 0;
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rc_api_fetch_game_data_response_t m_game_data{};
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bool m_is_game_loaded = false;
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Common::WorkQueueThread<std::function<void()>> m_queue;
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}; // class AchievementManager
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#endif // USE_RETRO_ACHIEVEMENTS
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