This was causing the achievement runtime to shutdown in the middle
of a disc change even if the resulting disc was valid, which was
causing achievements like the ones in Resident Evil for completing
the entire game in a single session to break midway through.
Also adds a log to notify the user when the disc change is invalid
(e.g. different game inserted).
Mistakenly thought the change media call would close the current
game if the new media failed to hash. This wasn't the case so
instead I'll close the current game myself. This fixes an issue
where a default ISO would immediately load achievements when
starting up the Wii menu.
APPROVED_LIST_HASH is moved to a separate file, making tests compilation faster after changing it.
The error message prints the hash in a way that it can be directly copy-pasted (though it still needs clang-format).
It turns out that it is possible to create a login alias in RetroAchievements
such that you can log in with a username that doesn't match your display name.
AchievementManager was treating this as a synchronization error, but this is
desired behavior, so this removes the check.
Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
Re-added a line of code from a cancelled PR (that I thought was in
main already) that RetroAchievements uses to properly synchronize
memory reads and writes with the emulator frames. This appears to
fix some pretty major freezing and deadlocks in the RA dev tools.
If the build is an Android build, identify it as such in the AchievementManager user agent so that android builds can be tracked separately for debug purposes.
Displays a different message at game launch if RetroAchievements fails specifically due to an invalid or expired API token, instructing the player to log back in with the game closed.
Added some new visibility toggles so players can choose what to show (or hide) during their RetroAchievements runs:
Toggle for the Speedrun Leaderboards timer
Toggle for Achievement Challenge badges
Avoid creating and then destroying a leaderboard list when game is null,
as doing so causes an access to uninitialized memory due to a bug in
rcheevos.
This can be triggered by starting a game with an invalid or expired
login token.
The callback mechanism AchievementManager had until now only supported
one caller registering a callback, and it didn't have any
synchronization. This isn't a problem for DolphinQt, but the PR to add
Android support for RetroAchievements exposes these problems. Let's
replace it with HookableEvent, which can handle all of this.
Previous changes to the patch allowlist format were not reflected in AchievementManager; this corrects that and re-enables patches and codes in hardcore mode.
Fix some common anti-patterns with these data structures.
- You can dereference the iterator returned by `find` to access the
underlying value directly, without an extra `operator[]`/`at`.
- Rather than checking for an element before insertion/deletion, you can
just do the operation and if needed check the return value to
determine if the insertion/deletion succeeded.
Prior to this change, any game unrecognized by RetroAchievements would ultimately result in the game being "Closed" by AchievementManager. As a result, if any game was run while in this state without any other closing being done, AchievementManager would simply load it like a new game, despite memory already being accessed.
However, testing and documentation determined that the rcheevos client doesn't actually complain when it fails to hash a game; it just runs this as "Unidentified Game" with RA ID = 0. As such, this change utilizes that in AchievementManager to differentiate between no software running and unidentified software running.
As a result of this, now LoadGame needs to be called for every piece of runnable software, supported format or otherwise. If a supported format is not available, LoadGame can now be called with a nullptr to ensure that rcheevos still properly sets up an unidentified game.
The memory copy algorithm (only needed for RetroAchievements devs) was broken for Gamecube as it assumed EXRAM size was zero when in reality it's using ARAM. For the time being, we do not need to use or access ARAM so instead this sets that value to zero for Gamecube titles.
This was causing deadlocks when a game didn't load (including if RetroAchievements does not yet support it) because it was attempting to close the queue the the callback was currently running on, forcing LoadGameCallback to wait for LoadGameCallback to finish. However, it appears that recent changes to the queue have independently resolved the reason CloseGame was being called here in the first place.
The clone of system memory used by AchievementManager during achievement development for the sake of thread decoupling was only copying MEM1; this grabs MEM2 as well if it exists.
Within AchievementManager, CloseGame being called when LoadGame fails was causing m_queue.Cancel to be called within a lock when Cancel itself locks until it is empty, causing a deadlock. This is resolved by cancelling the queues outside of the lock when they are safe to wait for resolutions.
Add a method to detect console ID from an input file and instruct rcheevos to load as Gamecube or Wii accordingly. Also, hash .wads upon loading, to support achievements on WiiWare titles.