Added handling to Achievement Progress Events, which are generated when an achievement with a Measured field updates in value. For example, an achievement for collecting 120 stars will throw this event when the player collects each star, and with this handling, the player will get a message on screen informing them of this progress. This message will only appear if the newly added RA_PROGRESS_ENABLED setting is true.
The achievement badges will now have a blue or gold border to identify whether they have been unlocked in softcore or hardcore mode. Similarly, the game badge will have a blue border if all achievements have been unlocked in either mode or a gold border if all achievements have been unlocked in hardcore mode.
Provided the badges are turned on in the settings, each achievement will have a badge next to it on the progress tab. There are different badges for locked and unlocked (usually locked is grayscale while unlocked is in color but not necessarily) and the badge chosen depends on the player's current unlock and hardcore status.
Provided badges are turned on, if there's a player logged in their RetroAchievements icon will appear next to their player info in the header of the Achievements dialog. If they're playing a game, so will the icon for the game. Also performed some refactoring and reorganizing to the header as a whole so that it looks consistent whether a game is running or not.
FetchBadges fetches all available badges (player, game, achievements) and stores them in AchievementManager's memory. New fields and accessors have been added as necessary. Badges for individual achievements are stored in the UnlockStatus map. The method is public so that the settings dialog can call it if badges are turned on after a game is started. Badges are deleted at game close and logout.
Image requests from RetroAchievements have a slightly different format from other requests, on account of being GET calls that return strings of image data, so this is a separate function that makes such calls. To handle this, I create a BadgeStatus object that ties each badge to a boolean flag for whether it is loaded and thus usable.
This refactors the Rich Presence generation to store to a member field that can be exposed to the UI to display the Rich Presence in the achievement header. It still updates at its original rate of once per two minutes, but calls an update on the dialog when that ticks.
Moved AchievementManager Init further down in the MainWindow constructor; its original position was because it had an impact on the contents of the menu bar, and this is no longer the case.
Expanded the use of the lock mutex already used for loading the player's existing unlock status to guard against races involving the Achievements dialog window reading from data AchievementManager might be in the process of updating. The lock has been exposed publicly and the AchievementsWindow uses it in its UpdateData method, and anywhere else that might modify data used to render that window has also been wrapped with it.
AchievementManager now has a SetUpdateCallback method for providing a single universal callback for anytime something important changes in the achievement state, such as logging in/out, game load/close, or events such as achievement unlocks. AchievementsWindow sets this callback in its own init to its UpdateData method so that the AchievementsWindow gets updated when one of these changes takes place.
This widget is a tab in the AchievementsWindow that displays the player's current achievement progress: which achievements are locked or unlocked, and the progress of achievements that have progress metrics.
This widget displays a header on the AchievementsWindow dialog above the tabs that shows the currently logged in user (if there is one) and the game they are playing (if there is one).
Added some small methods to AchievementManager to expose useful data for displaying in an achievement UI. Also moved a couple things from private to public for the same purpose.
Somewhere in the process of getting the memory peeking right for achievements, the AchievementManager call to DoFrame went missing. This restores it properly.
AchievementSettingsWidget is a dialog widget in AchievementsWindow for handling RetroAchievements settings in the user interface. This class contains the physical layout, widget connections, load/save functions and button responses. AchievementsWindow now has a tabbed list that this is inserted into; other tabs will be in a later pull request.
AchievementsWindow is the dialog box that will eventually contain the settings and progress data for RetroAchievements on Dolphin. This adds the barebones dialog, and connects it to MainWindow's MenuBar.
Fixing a bug with the RetroAchievements integration where certain combinations of configurations would result in a malformed API request and an attempt to dereference the null response.
Added OnScreenDisplay messages to HandleAchievementTriggeredEvent to display an extra congratulations message if the player has completed (unlocked all achievements in casual) or mastered (unlocked all achievements in challenge) the game. This also uses the display name retrieved when verifying credentials, which has now been added as a member field on AchievementManager.
Added an OnScreenDisplay message to LoadGameByFilenameAsync to display a message when a player starts a game with achievements, notifying them of their current score. The score displayed is challenge points if the player is in challenge mode or challenge + casual if the player is in casual mode. A second message tells the player which mode they are in. To match RetroAchievements' website interface, the messages are blue for casual and gold for challenge.
Added a TallyScore method to AchievementManager to calculate the player's current scores (soft and hard) against the total number of points across all achievements. Includes a PointSpread structure to hold all points and counts. The Unlock Map now includes point values for each achievement to aid in this calculation; this is populated at insert time, and Unofficial achievements are tallied as zero.
Added HandleLeaderboardStartedEvent with an OnScreenDisplay message when a player has triggered a leaderboard's failure conditions. The message includes the title of the achievement.
Added HandleLeaderboardStartedEvent with an OnScreenDisplay message when a player has triggered a leaderboard's start conditions. The message includes the title of the achievement.
Added an OnScreenDisplay message to HandleLeaderboardTriggeredEvent to display a message when a player has completed a leaderboard. The message includes the title of the achievement and the player's score/time.
Added an OnScreenDisplay message to HandleAchievementTriggeredEvent to display a message when a player has unlocked an achievement. The message includes the title of the achievement and its point value based on the game data. To match RetroAchievements' website interface, the message is blue if the unlock is casual and gold for challenge.
DoFrame is a function called every frame by the emulator so that rcheevos can be properly updated and processed. It requires a memory peeker and an event handler to be passed in; the memory peeker is called repeatedly each frame to measure what's in memory and compare to achievement definitions, and any events thrown by that comparison are sent to the event handler.
Also, DoFrame checks for the current system time to determine when to ping rich presence. Rich Presence on the RetroAchievements website updates every two minutes, so if two minutes have elapsed since the previous ping, another ping is sent.
GenerateRichPresence calls rc_runtime_get_richpresence in rhceevos on the achievement runtime to get the current Rich Presence string, a description of the player's current in-game state based on its memory as fed into a custom-developed script downloaded via FetchGameData. This gets passed into PingRichPresence, but is separated into its own method so it can be used elsewhere locally.
MemoryPeeker is a function passed by pointer into rcheevos DoFrame functionality that forms the lynchpin of the rcheevos runtime - it provides the interface by which rcheevos accesses memory and determines if the fields provided by achievement, leaderboard, and rich presence definitions are meeting the criteria needed.
AchievementEventHandler simply checks which kind of event is triggered and calls the appropriate function. Its primary purpose is as a function to be pointed to.
HandleAchievementTriggeredEvent is an asynchronous method that processes an event and places a synchronous AwardAchievement call on the work queue. In the process, it also updates the unlock map and makes the ActivateDeactivateAchievement call to determine and adjust the achievement's current active state.
PingRichPresence makes a "ping" API request to the RetroAchievements website with the provided RichPresence string parameter. While there has been talk about tying ping in with session, in its current state the primary purpose of ping is to send the player's Rich Presence to the website.
AwardAchievement performs the API call to notify the site that an achievement has been unlocked. As one of the parameters is the game hash (something I overlooked previously; I thought it was the game ID) this change also moves the game hash into a member field.
This fixes a crash I found in the Request function of AchievementManager where under certain conditions init_request would return an api_request with null post data, and Post would crash if it attempted to access it. Now the function aborts before the Post and returns an INVALID_REQUEST response type.
RetroAchievements Rich Presence is a script that is run periodically on a game's memory to provide a detailed text description of what the player is doing. Existing Discord presence on Dolphin would update a player's Discord status to say not just that they are using Dolphin but that they are playing, for example, Sonic Adventure 2 Battle; Rich Presence would detail that the player is in City Escape with 5 lives and 142 rings.
Activating this in the runtime simply entails loading that text script, as returned by the FetchGameData API call, into the runtime, here only determined by whether rich presence is enabled in the achievement settings. Deactivating this is done via the same rcheevos method by setting the rich presence to an empty string.
This activates or deactivates leaderboards in the rcheevos runtime similarly to achievements. The logic is much more straightforward - all leaderboards are active together; there is nothing requiring some leaderboards to be active while others are unactive, and even a leaderboard that has been submitted to in this session is still active to be submitted to again. The only criteria are that leaderboards must be enabled in the settings, and hardcore mode must be on, the latter of which is false until a future PR.
LoadUnlockData and ActivateDeactivateAchievements are the public API components responding to the FetchUnlocks and A/DAchievement (singular) private methods.
LoadUnlockData is asynchronous and performs both a hardcore and a softcore unlock call, updating the unlock map and the active status of any achievements returned from these calls.
ActivateDeactivateAchievements calls ActivateDeactivateAchievement on every achievement ID found in m_game_data, initializing the unlock map for each ID if not already found.
Both of these are currently called in LoadGameByFilenameAsync once the game has been loaded properly. There's a lock around this, to ensure that the unlock map is initialized properly by ActivateDeactivate Achievements before FetchUnlockData makes modifications to it without stalling the async portions of FetchUnlockData.
FetchUnlockData is an API call to RetroAchievements that downloads a list of achievement IDs for a game that the user has already unlocked and published to the site. It accepts a parameter for whether or not hardcore or softcore achievements are being requested, so that must be provided as well. Once it has the requested list on hand, it updates each achievement's status in the unlock map and will activate or deactivate achievements as necessary.
ActivateDeactivateAchievement is passed an Achievement ID as returned from the FetchGameData API call and determines whether to activate it, deactivate it, or leave it where it is based on its current known state and what settings are enabled.
Activating or deactivating an achievement entails calling a method provided by rcheevos that performs this on the rcheevos runtime. Activating an achievement loads its memory signature into the runtime; now the runtime will process the achievement each time the rc_runtime_do_frame function is called (this will be in a future PR) to determine when the achievement's requirements are met. Deactivating an achievement unloads it from the runtime.
The specific logic to determine whether an achievement is active operates over many fields but is documented in detail inside the function. There are multiple settings flags for which achievements are enabled (one flag for all achievements, an "unofficial" flag for enabling achievements marked as unofficial i.e. those that have logic on the site but have not yet been officially approved, and an "encore" flag that enables achievements the player has already unlocked) and this function also evaluates whether the achievement has been unlocked in hardcore mode or softcore mode (though currently every reference to the current hardcore mode state is hardcoded as false).
Update the rcheevos submodule to the most recent origin/develop, which contains a fix to the gamecube hash algorithm to politely exit if it is unable to open a file.
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.
FetchGameData is the big one - this retrieves the logic for all the achievements, leaderboards, and rich presence, and all the relevant metadata for the game.
Added a call to the RetroAchievements Start Session API to AchievementManager. This is primarily for client-side activation, so it doesn't return much of value, aside from its success/error information, but I'm storing the return structure in case this changes in the future.
Added the ResolveHash method to AchievementManager. This is a blocking function to send a hash string to the RetroAchievements server to verify it and get a game ID back.
Added AchievementManager class. Upon startup (currently only in DolphinQt), logs into RetroAchievements with the login credentials stored in achievements.ini.
Co-authored-by: AdmiralCurtiss <[email protected]>
Added AchievementSettings in Config with RA_INTEGRATION_ENABLED, RA_USERNAME, and RA_API_TOKEN. Includes code to load and store from Achievements.ini file in config folder.
Adds the rcheevos library from RetroAchievements to the Dolphin Externals as a submodule. Change was verified to import correctly and build both via Visual Studio and via cmake ninja.