Fixed Multi Config Code Approvals

Refactors the AR/Gecko/Patch code approval process to verify from every possible game ini, not just the base game ID. This fixes codes on specific revisions or codes general to any region.
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LillyJadeKatrin committed 2025-03-15 07:57:16 -04:00
1 parent fd2766f5df
commit 0615ade725
10 files changed
+61 -58

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@@ -2075,7 +2075,7 @@ bool NetPlayServer::SyncCodes()
std::vector<Gecko::GeckoCode> codes = Gecko::LoadCodes(globalIni, localIni);
#ifdef USE_RETRO_ACHIEVEMENTS
AchievementManager::GetInstance().FilterApprovedGeckoCodes(codes, game_id);
AchievementManager::GetInstance().FilterApprovedGeckoCodes(codes, game_id, revision);
#endif // USE_RETRO_ACHIEVEMENTS
// Create a Gecko Code Vector with just the active codes
@@ -2129,7 +2129,7 @@ bool NetPlayServer::SyncCodes()
{
std::vector<ActionReplay::ARCode> codes = ActionReplay::LoadCodes(globalIni, localIni);
#ifdef USE_RETRO_ACHIEVEMENTS
AchievementManager::GetInstance().FilterApprovedARCodes(codes, game_id);
AchievementManager::GetInstance().FilterApprovedARCodes(codes, game_id, revision);
#endif // USE_RETRO_ACHIEVEMENTS
// Create an AR Code Vector with just the active codes
std::vector<ActionReplay::ARCode> active_codes = ActionReplay::ApplyAndReturnCodes(codes);