Commit Graph
100 Commits
Author SHA1 Message Date
LillyJadeKatrin 6ad267017c Refactor AchievementBox to const pointer
Not sure when or why this became necessary but it works.
2025-04-13 08:05:59 -04:00
LillyJadeKatrin 0615ade725 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.
2025-03-15 07:57:16 -04:00
LillyJadeKatrin cbe44efe5f Gecko/AR Batch Approval
Adding a community-requested list of Gecko and Action Replay codes to the allowlist. Many of these codes were from the wiki and are being added to Dolphin's repo for the first time.
2025-01-19 22:20:31 -05:00
LillyJadeKatrin 81fd763601 Add ReadVerified testing to PatchAllowlistTest
New code adds a test failure if there's a Patches/Gecko/AR_Retroachievements_Verified code that doesn't appear to actually exist in the file. This will catch if the allowed patch is formatted wrong, which I found happening several times already due to not realizing that the patch author's name would need to be omitted.
2024-12-10 00:15:13 -05:00
LillyJadeKatrin 51435b6ef8 Approve Super Mario Sunshine Widescreen Gecko Code 2024-11-29 21:56:45 -05:00
LillyJadeKatrin 81098433c8 Add Gecko and AR codes to the Patch Allowlist Test 2024-11-29 21:56:44 -05:00
LillyJadeKatrin 8447ce99f4 Scale back hardcore code block
Now that patches and codes are enabled on a case by case basis, remove patcher code blocking codes entirely in hardcore mode, and reword the warning to be more accurate.
2024-11-27 21:21:26 -05:00
LillyJadeKatrin 3c255b55e8 Add AR Code Whitelist Approval 2024-11-27 21:21:26 -05:00
LillyJadeKatrin 13a1956cfa Add Gecko Code Whitelist Approval 2024-11-27 21:21:25 -05:00
LillyJadeKatrin 78f3448e27 Convert FilterApprovedPatches to Template 2024-11-27 21:21:25 -05:00
LillyJadeKatrin 9b6555c49c Force NetPlay Clients to Host Hardcore Status
If the host is in hardcore mode, all joining players will be set to hardcore mode; if not, all joining players will be set to softcore. This ensures all players have the same settings and remain synchroized.
2024-11-10 09:40:47 -05:00
LillyJadeKatrin ef71c75458 Add Config Changed Callback for Hardcore Mode 2024-11-10 08:38:00 -05:00
LillyJadeKatrin 60a0efc69c Add Approved Patches - Eternal Darkness, Monster Hunter Tri
The primary focus of this PR is the Eternal Darkness patch which fixes hanging at startup, which prior to this fix makes Eternal Darkness unplayable in hardcore. The MHTri patch was added as well simply because it could be.
2024-11-08 23:07:06 -05:00
LillyJadeKatrin a36746a79a Turn off debug mode if hardcore is active on emulator start
Found this bug while testing; if I manually edit the config files while Dolphin is closed I was able to get debug and hardcore on at the same time, this resolves that.
2024-10-03 09:01:00 -04:00
LillyJadeKatrin 72f682ab13 Add Confirm Popups for Achievements Logout and Hardcore Off 2024-10-03 08:59:54 -04:00
LillyJadeKatrin 415fa3c6a5 Migrate Hardcore Toggle Code to Achievement Manager
AchievementManager::SetHardcoreMode now handles the (non-Qt) settings disabled by hardcore mode, instead of doing this on the Qt layer. Also ensured Init/Enable Achievements paths run this code, fixing the bug wherein the player can manipulate things when achievements are disabled that persist when turned back on.
2024-10-03 07:52:07 -04:00
LillyJadeKatrin 2f40bc25ae Properly Notify when Achievements Login Fails 2024-10-01 18:03:46 -04:00
LillyJadeKatrin 8bcaf6ef26 Fixed missing game badge in achievements dialog 2024-08-15 21:48:50 -04:00
LillyJadeKatrin 8fac6061ac Display Achievements Message for Old Version
With this change, a different message is displayed if starting a game with RetroAchievements fails due to the Dolphin version being blocked as opposed to failing because the game hash is unsupported.
2024-08-08 21:38:16 -04:00
LillyJadeKatrin 347aab7ab3 Fixed achievements not working after a disc change. 2024-07-25 20:46:46 -04:00
LillyJadeKatrin 8bb2f98c6a Properly Populate Player Index
The player_index field in question is ultimately what gets used to determine which ranks get displayed in the leaderboards chart, and because this was missing the chart was simply displaying the top four results no matter what.
2024-07-17 22:53:15 -04:00
LillyJadeKatrin 5ccd157c94 Re-enable Leaderboards Tab 2024-07-17 22:51:43 -04:00
LillyJadeKatrin e7504d0b12 Remove Leaderboard Fetch when Getting Info
The cause of the leaderboard spam was primarily this call where if there was an attempt to get leaderboard info and there wasn't already, there would be a fetch request. This is bad for many reasons: some games have hundreds of boards that will be fetched at startup, if there's simply no data to populate that board, this will just continue to fetch every time the dialog needs to update. To mitigate this, I simply don't load leaderboard information until there are events for that leaderboard - less information for the player, sadly, but heavily cuts down on the number of leaderboard fetches.
2024-07-17 22:51:24 -04:00
LillyJadeKatrin d19aa934ae Fixed incorrect unlock information in Achievements dialog 2024-07-17 04:36:53 -04:00
LillyJadeKatrin 0108ecebcb Fix Leaderboards Tab
Now that we have some test data, it wasn't showing up in the leaderboards tab; this fixes it to ensure (1) that the right ID is being passed to UpdateRow and (2) the map of leaderboard entries is being populated correctly.
2024-07-14 10:13:27 -04:00
LillyJadeKatrin 193c863f20 Disable Leaderboards Tab
Emergency PR to disable the leaderboards tab for launch if we are not satisfied with its testing yet.
2024-07-12 07:45:04 -04:00
LillyJadeKatrin e035db9127 Update game progress bar to match achievement progress bar 2024-07-10 18:51:37 -04:00
LillyJadeKatrin 073426ead7 Force progress bar to 100% on completed achievements 2024-07-10 08:51:13 -04:00
LillyJadeKatrin ae87bf9af5 Add Unit Test for Patch Allowlist
This unit test compares ApprovedInis.json with the contents of the GameSettings folder to verify that every patch marked allowed for use with RetroAchievements has a hash in ApprovedInis.json. If not, that hash is reported in the test logs so that the hash may be updated more easily.
2024-07-07 21:29:03 +02:00
LillyJadeKatrin 0c14b0c8a7 Add Approved Patch Allowlist for Achievements
Prototype of a system to whitelist known game patches that are allowed to be used while RetroAchievements Hardcore mode is active. ApprovedInis.txt contains known hashes for the ini files as they appear in the repo, and can be compared to the local versions of these files to ensure they have not been edited locally by the player. ApprovedInis.txt is hashed and verified similarly first, with its hash residing as a const string within AchievementManager.h, ensuring ApprovedInis and the hashes within cannot be modified without editing Dolphin's source code and recompiling completely.
2024-07-07 13:42:09 -04:00
LillyJadeKatrin 8b427de28f Remove popups for challenges
The challenge popups have proven to be excessive and are no longer useful thanks to the achievements hotkey. Instead, those events will ask for an immediate RP-level update to the achievements dialog, which will among other things re-sort the dialog to show challenges on top faster.
2024-07-06 07:36:31 -04:00
LillyJadeKatrin 2372b6a386 Add Open Achievements Hotkey
Adds a hotkey to pause emulation and bring up the Achievements dialog.
2024-07-06 07:36:31 -04:00
LillyJadeKatrin bf97305a60 AchievementManager: Cache Badges on Disk
Badges are saved in /User/Cache/RetroAchievements on first download and reused from there instead of redownloaded.
2024-07-04 22:12:28 +02:00
LillyJadeKatrin 360f899f68 Common/Crypto/SHA1: Add DigestToString() utility function 2024-07-04 22:12:20 +02:00
LillyJadeKatrin 44af48a11f Add Messages for Challenges
Starting or ending a challenge now displays a popup naming and describing the challenge along with the active icon.
2024-07-01 06:56:59 -04:00
LillyJadeKatrin 33081184bb Handle Pausing in AchievementManager
There are two pieces of functionality to be added here. One, we want to disallow pausing too frequently, as it may be used as an artificial slowdown. This is handled within the client, which can tell us if a pause is allowed. Two, we want to call rc_client_idle on a periodic basis so the connection with the server can be maintained even while the emulator is paused.
2024-06-30 07:05:54 -04:00
LillyJadeKatrin de7bf2b6a5 Move achievement dialog scrollbars to top when changing games 2024-06-29 07:02:17 -04:00
LillyJadeKatrin 0615db9e2e Made progress bars more legible in dark mode 2024-06-29 07:02:17 -04:00
LillyJadeKatrin 56e1c23413 Fixed floating overlapping leaderboard bucket headers 2024-06-29 07:02:17 -04:00
LillyJadeKatrin 7ffcde3ab3 Fixed misaligned borders on unlocked achievement badges 2024-06-26 22:41:39 -04:00
LillyJadeKatrin 16e868b46a Removed large empty space at the bottom of achievement/leaderboard lists 2024-06-26 22:41:11 -04:00
LillyJadeKatrin 1a33e28452 Update Achievement Sort and Progress on RP
Whenever a request to update the Rich Presence comes in, typically every ten seconds, the Achievement Progress Widget will update the sort order of the achievements and all of their measured values.
2024-06-25 23:05:56 -04:00
LillyJadeKatrin bf230a9909 Trim extra characters from measured progress
The measured_progress C string for achievements to display potentially contains junk data after the null terminator, which was rendering in the QString in the dialog. This trims those junk characters.
2024-06-22 23:36:06 -04:00
LillyJadeKatrin aa393dfb6e Add MemoryVerifier to AchievementManager Startup
rc_client calls the provided memory peeker asynchronously in the callback for starting a session, to validate/invalidate the memory used for achievements. Dolphin cannot access memory from any thread but host or CPU so this access has a small chance of being invalid. This commit adds a MemoryVerifier that the AchievementManager will use to perform this, before changing the peek method back to the original MemoryPeeker for normal operation.
2024-06-22 09:31:00 -04:00
LillyJadeKatrin e1a8dc65ce Fix cut off text in Achievements dialog 2024-06-22 00:26:52 -04:00
LillyJadeKatrin d50407d800 Make achievement progress text label transparent
This field was completely hiding the progress bar in dark mode without this.
2024-06-21 07:17:05 -04:00
LillyJadeKatrin 9b9e6c4582 Refactored AchievementProgress UpdateData to Re-Sort
When AchievementProgress::UpdateData(false) is called, it will now empty itself and reinsert all existing boxes, re-sorted into their current buckets, and call UpdateProgress on them all.
2024-06-20 09:03:30 -04:00
LillyJadeKatrin 29f1b82f5e Decouple Hardcore from EmulationStateChanged
Rerendering the entire Achievements dialog every EmulationStateChanged signal is far too often when it turns out that signal fires multiple times to confirm game close, for example. This change results in only the settings changing on EmulationStateChanged, and having the Hardcore mode toggle (which DOES require redrawing the entire dialog) emit its own signal alongside EmulationStateChanged.
2024-06-20 07:59:59 -04:00
LillyJadeKatrin 75c2360aea Split AchievementBox UpdateData
AchievementBox now has UpdateData and UpdateProgress, which is called from UpdateData, but may be called elsewhere to update just the progress measurement of the achievement.
2024-06-19 22:12:30 -04:00
LillyJadeKatrin 45563a872c Scale challenge icons based on screen height 2024-06-19 13:59:59 -04:00
LillyJadeKatrin b0fb6ffff3 Update rcheevos submodule to newest master 2024-06-18 08:42:21 -04:00
LillyJadeKatrin 6b3a9a0bcd Add Sorting to Achievements Dialog
rc_client provides basic sorting buckets as a possible option when retrieving the list of achievements or leaderboards; this enables them and labels them in the dialog.
2024-06-18 08:20:04 -04:00
LillyJadeKatrin ff25403e0e Disable GDB Stub in Hardcore Mode 2024-06-17 01:07:43 -04:00
LillyJadeKatrin 9e1f5ed4b5 Stack Challenge Icons Horizontally 2024-06-15 22:42:40 -04:00
LillyJadeKatrin a79f428972 Fix margins on icon-only messages
Messages with an icon and no text (such as in the game start sequence) had an oversized margin due to ImGui adding padding for an empty string.
2024-06-15 22:42:35 -04:00
LillyJadeKatrin 1b00b4e3d8 OSD messages display horizontally
OSD messages with an icon and text will display the text to the right of the icon instead of below it.
2024-06-15 22:30:39 -04:00
LillyJadeKatrin e1ed19d48a Add word wrap to Achievement Dialog text 2024-06-15 11:38:13 -04:00
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
LillyJadeKatrin 7eec723f3f Hide Challenge Icons when OSD Messages Disabled 2024-06-14 00:19:45 -04:00
LillyJadeKatrin fe517ad2c6 Remove Extra Speed Limit Message
Prior to this change, attempting to decrease the speed limit below 100% in hardmode would display the new attempted speed and then warn that the speed can not be decreased below 100%; this disables that first message under those conditions.
2024-06-12 06:39:46 -04:00
LillyJadeKatrin 12467ffcfa Improved Achievement Progress Label
Label now appears atop the progress bar and reports the progress as the formatted text returned by rcheevos instead of a simple percentage.
2024-06-12 06:25:26 -04:00
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
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 2328539a76 Add Discord Presence setting to Achievement Settings dialog
Setting is only enabled when Rich Presence is enabled. Toggling either Rich Presence or Discord Presence will immediately update the Discord status.
2024-05-08 07:08:31 -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 5768d82662 Add Discord Presence flag to Achievement Settings
When enabled, this will send Rich Presence to Discord to be displayed in players' statuses.
2024-05-08 00:28:55 -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 42ca39c6fe Hide Achievement Dialog Header When Disabled
If achievements were disabled but a player token is in settings, prior to this change the Achievement Manager dialog would show a box with no player name and score zero, which is unnecessary.
2024-05-03 21:35:01 -04:00
LillyJadeKatrin fc64b43fae Fix possible memory leak in an Achievement Manager callback 2024-05-03 00:11:38 -04:00
LillyJadeKatrin e3d483e7c5 Show Achievements in Menu Bar always
Previously the Achievements option would only show up if achievements were already enabled, requiring users to manually create a config file in the file system; this now makes it visible no matter what.
2024-05-02 08:25:33 -04:00
LillyJadeKatrin ad969dfc0d Disabled Hardcore Mode when Achievements disabled
Bugfix for hardcore-disabled items being disabled when hardcore was true but achievement integration was false, which should mean hardcore is effectively disabled. Now everything checks the IsHardcoreModeActive method in AchievementManager which processes the setting AND the game state to determine if hardcore mode is actually active.
2024-05-02 04:44:52 -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 d2069e888d Refactored AchievementProgressWidget to maintain AchievementBox list
AchievementProgressWidget maintains in memory a map of AchievementBox pointers so that UpdateData can operate on them individually. UpdateData is overhauled for three options: UpdateData(true) will destroy the entire list and re-create it from scratch as before, to be used if the game or player changes/closes/logs out. UpdateData(false) will loop through the map and call UpdateData on every achievement box, to be used for certain settings changes such as enabling badges or disabling hardcore mode. UpdateData(set<IDs>) will call UpdateData on only the IDs in the set, to be used when achievements are unlocked.
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 7895b739ee Display active leaderboard data on screen
Up to four leaderboards are displayed in a window in the bottom right of the screen (vertically above challenge icons, if there are any). As per RetroAchievements standards, the markers only display the current leaderboard values with no further context necessary.
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