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https://github.com/shadps4-emu/shadPS4.git
synced 2026-04-02 11:03:34 -06:00
Rereworked trophy backend (#4121)
* a better trophy file layout, part 1 * part 2 * now it actually works
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f8d0344138
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@ -74,27 +74,6 @@ static std::filesystem::path GetTrophyXmlPath(const std::filesystem::path& xml_d
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return xml_dir / "TROP.XML";
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}
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static std::vector<std::filesystem::path> GetAllTrophyXmlPaths(
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const std::filesystem::path& xml_dir) {
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std::vector<std::filesystem::path> paths;
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// Always include the master file.
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auto master = xml_dir / "TROP.XML";
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if (std::filesystem::exists(master)) {
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paths.push_back(master);
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}
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// Include every language file that is actually present.
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for (const auto& name : s_language_xml_names) {
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auto lang_path = xml_dir / name;
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if (std::filesystem::exists(lang_path)) {
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paths.push_back(lang_path);
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}
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}
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return paths;
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}
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static void ApplyUnlockToXmlFile(const std::filesystem::path& xml_path, OrbisNpTrophyId trophyId,
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u64 trophyTimestamp, bool unlock_platinum,
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OrbisNpTrophyId platinumId, u64 platinumTimestamp) {
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@ -150,6 +129,7 @@ struct TrophyContext {
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bool registered = false;
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std::filesystem::path trophy_xml_path; // resolved once at CreateContext
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std::filesystem::path xml_dir; // .../Xml/
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std::filesystem::path xml_save_file; // The actual file for tracking progress per-user.
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std::filesystem::path icons_dir; // .../Icons/
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};
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static Common::SlotVector<OrbisNpTrophyHandle> trophy_handles{};
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@ -239,9 +219,11 @@ s32 PS4_SYSV_ABI sceNpTrophyCreateContext(OrbisNpTrophyContext* context,
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ctx.context_id = *context;
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// Resolve and cache all paths once so callers never recompute them.
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const std::string trophy_folder = Common::ElfInfo::Instance().GetNpCommIds()[service_label];
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const auto trophy_base = Common::FS::GetUserPath(Common::FS::PathType::HomeDir) /
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std::to_string(user_id) / "trophy" / trophy_folder;
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const std::string np_comm_id = Common::ElfInfo::Instance().GetNpCommIds()[service_label];
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const auto trophy_base =
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Common::FS::GetUserPath(Common::FS::PathType::UserDir) / "trophy" / np_comm_id;
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ctx.xml_save_file = Common::FS::GetUserPath(Common::FS::PathType::HomeDir) /
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std::to_string(user_id) / "trophy" / (np_comm_id + ".xml");
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ctx.xml_dir = trophy_base / "Xml";
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ctx.icons_dir = trophy_base / "Icons";
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ctx.trophy_xml_path = GetTrophyXmlPath(ctx.xml_dir, EmulatorSettings.GetConsoleLanguage());
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@ -386,6 +368,7 @@ int PS4_SYSV_ABI sceNpTrophyGetGameInfo(OrbisNpTrophyContext context, OrbisNpTro
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if (!ctx.registered)
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return ORBIS_NP_TROPHY_ERROR_NOT_REGISTERED;
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const auto& trophy_file = ctx.trophy_xml_path;
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const auto& trophy_save_file = ctx.xml_save_file;
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pugi::xml_document doc;
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pugi::xml_parse_result result = doc.load_file(trophy_file.native().c_str());
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@ -412,7 +395,18 @@ int PS4_SYSV_ABI sceNpTrophyGetGameInfo(OrbisNpTrophyContext context, OrbisNpTro
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if (node_name == "group")
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game_info.num_groups++;
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}
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pugi::xml_document save_doc;
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pugi::xml_parse_result save_result = save_doc.load_file(ctx.xml_save_file.native().c_str());
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if (!save_result) {
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LOG_ERROR(Lib_NpTrophy, "Failed to parse user trophy xml : {}", result.description());
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return ORBIS_OK;
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}
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auto save_trophyconf = save_doc.child("trophyconf");
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for (const pugi::xml_node& node : save_trophyconf.children()) {
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std::string_view node_name = node.name();
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if (node_name == "trophy") {
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bool current_trophy_unlockstate = node.attribute("unlockstate").as_bool();
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std::string_view current_trophy_grade = node.attribute("ttype").value();
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@ -525,7 +519,18 @@ int PS4_SYSV_ABI sceNpTrophyGetGroupInfo(OrbisNpTrophyContext context, OrbisNpTr
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details->group_id = groupId;
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data->group_id = groupId;
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}
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pugi::xml_document save_doc;
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pugi::xml_parse_result save_result = save_doc.load_file(ctx.xml_save_file.native().c_str());
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if (!save_result) {
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LOG_ERROR(Lib_NpTrophy, "Failed to parse user trophy xml : {}", result.description());
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return ORBIS_OK;
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}
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auto save_trophyconf = save_doc.child("trophyconf");
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for (const pugi::xml_node& node : save_trophyconf.children()) {
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std::string_view node_name = node.name();
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if (node_name == "trophy") {
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bool current_trophy_unlockstate = node.attribute("unlockstate").as_bool();
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std::string_view current_trophy_grade = node.attribute("ttype").value();
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@ -598,10 +603,10 @@ int PS4_SYSV_ABI sceNpTrophyGetTrophyIcon(OrbisNpTrophyContext context, OrbisNpT
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if (!ctx.registered)
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return ORBIS_NP_TROPHY_ERROR_NOT_REGISTERED;
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// Check that the trophy is unlocked — icons are only available for earned trophies.
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// Check that the trophy is unlocked and icons are only available for earned trophies.
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pugi::xml_document doc;
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if (!doc.load_file(ctx.trophy_xml_path.native().c_str())) {
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LOG_ERROR(Lib_NpTrophy, "Failed to open trophy XML: {}", ctx.trophy_xml_path.string());
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if (!doc.load_file(ctx.xml_save_file.native().c_str())) {
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LOG_ERROR(Lib_NpTrophy, "Failed to open trophy XML: {}", ctx.xml_save_file.string());
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return ORBIS_NP_TROPHY_ERROR_ICON_FILE_NOT_FOUND;
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}
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@ -687,12 +692,34 @@ int PS4_SYSV_ABI sceNpTrophyGetTrophyInfo(OrbisNpTrophyContext context, OrbisNpT
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if (node_name == "trophy") {
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int current_trophy_id = node.attribute("id").as_int(ORBIS_NP_TROPHY_INVALID_TROPHY_ID);
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if (current_trophy_id == trophyId) {
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bool current_trophy_unlockstate = node.attribute("unlockstate").as_bool();
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std::string_view current_trophy_grade = node.attribute("ttype").value();
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std::string_view current_trophy_name = node.child("name").text().as_string();
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std::string_view current_trophy_description =
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node.child("detail").text().as_string();
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strncpy(details->name, current_trophy_name.data(), ORBIS_NP_TROPHY_NAME_MAX_SIZE);
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strncpy(details->description, current_trophy_description.data(),
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ORBIS_NP_TROPHY_DESCR_MAX_SIZE);
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}
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}
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}
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pugi::xml_document save_doc;
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pugi::xml_parse_result save_result = save_doc.load_file(ctx.xml_save_file.native().c_str());
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if (!save_result) {
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LOG_ERROR(Lib_NpTrophy, "Failed to parse user trophy xml : {}", result.description());
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return ORBIS_OK;
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}
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auto save_trophyconf = save_doc.child("trophyconf");
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for (const pugi::xml_node& node : save_trophyconf.children()) {
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std::string_view node_name = node.name();
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if (node_name == "trophy") {
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int current_trophy_id = node.attribute("id").as_int(ORBIS_NP_TROPHY_INVALID_TROPHY_ID);
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if (current_trophy_id == trophyId) {
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bool current_trophy_unlockstate = node.attribute("unlockstate").as_bool();
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std::string_view current_trophy_grade = node.attribute("ttype").value();
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uint64_t current_trophy_timestamp = node.attribute("timestamp").as_ullong();
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int current_trophy_groupid = node.attribute("gid").as_int(-1);
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bool current_trophy_hidden = node.attribute("hidden").as_bool();
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@ -702,10 +729,6 @@ int PS4_SYSV_ABI sceNpTrophyGetTrophyInfo(OrbisNpTrophyContext context, OrbisNpT
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details->group_id = current_trophy_groupid;
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details->hidden = current_trophy_hidden;
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strncpy(details->name, current_trophy_name.data(), ORBIS_NP_TROPHY_NAME_MAX_SIZE);
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strncpy(details->description, current_trophy_description.data(),
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ORBIS_NP_TROPHY_DESCR_MAX_SIZE);
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data->trophy_id = trophyId;
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data->unlocked = current_trophy_unlockstate;
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data->timestamp.tick = current_trophy_timestamp;
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@ -746,7 +769,7 @@ s32 PS4_SYSV_ABI sceNpTrophyGetTrophyUnlockState(OrbisNpTrophyContext context,
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const auto& ctx = contexts_internal[contextkey];
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if (!ctx.registered)
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return ORBIS_NP_TROPHY_ERROR_NOT_REGISTERED;
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const auto& trophy_file = ctx.trophy_xml_path;
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const auto& trophy_file = ctx.xml_save_file;
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ORBIS_NP_TROPHY_FLAG_ZERO(flags);
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@ -852,6 +875,30 @@ int PS4_SYSV_ABI sceNpTrophyUnlockTrophy(OrbisNpTrophyContext context, OrbisNpTr
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const auto& xml_dir = ctx.xml_dir;
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const auto& trophy_file = ctx.trophy_xml_path;
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pugi::xml_document save_doc;
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pugi::xml_parse_result save_result = save_doc.load_file(ctx.xml_save_file.native().c_str());
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if (!save_result) {
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LOG_ERROR(Lib_NpTrophy, "Failed to parse user trophy xml : {}", save_result.description());
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return ORBIS_OK;
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}
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auto save_trophyconf = save_doc.child("trophyconf");
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for (const pugi::xml_node& node : save_trophyconf.children()) {
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std::string_view node_name = node.name();
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if (std::string_view(node.name()) != "trophy")
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continue;
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int current_trophy_id = node.attribute("id").as_int(ORBIS_NP_TROPHY_INVALID_TROPHY_ID);
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bool current_trophy_unlockstate = node.attribute("unlockstate").as_bool();
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if (current_trophy_id == trophyId) {
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if (current_trophy_unlockstate) {
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LOG_INFO(Lib_NpTrophy, "Trophy already unlocked");
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return ORBIS_NP_TROPHY_ERROR_TROPHY_ALREADY_UNLOCKED;
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}
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}
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}
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pugi::xml_document doc;
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pugi::xml_parse_result result = doc.load_file(trophy_file.native().c_str());
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@ -897,10 +944,6 @@ int PS4_SYSV_ABI sceNpTrophyUnlockTrophy(OrbisNpTrophyContext context, OrbisNpTr
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}
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if (current_trophy_id == trophyId) {
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if (current_trophy_unlockstate) {
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LOG_INFO(Lib_NpTrophy, "Trophy already unlocked");
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return ORBIS_NP_TROPHY_ERROR_TROPHY_ALREADY_UNLOCKED;
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}
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trophy_found = true;
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trophy_name = node.child("name").text().as_string();
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trophy_type = current_trophy_type;
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@ -946,14 +989,9 @@ int PS4_SYSV_ABI sceNpTrophyUnlockTrophy(OrbisNpTrophyContext context, OrbisNpTr
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AddTrophyToQueue(platinum_icon_path, platinum_name, "P");
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}
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// TROP.XML + TROP00.XML .. TROP30.XML are all written so that switching
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// the system language never loses trophy progress.
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const auto all_xml_paths = GetAllTrophyXmlPaths(xml_dir);
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for (const auto& xml_path : all_xml_paths) {
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ApplyUnlockToXmlFile(xml_path, trophyId, trophy_timestamp, unlock_platinum, platinum_id,
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platinum_timestamp);
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}
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LOG_INFO(Lib_NpTrophy, "Trophy {} written to {} XML file(s)", trophyId, all_xml_paths.size());
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ApplyUnlockToXmlFile(ctx.xml_save_file, trophyId, trophy_timestamp, unlock_platinum,
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platinum_id, platinum_timestamp);
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LOG_INFO(Lib_NpTrophy, "Trophy {} successfully saved.", trophyId);
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return ORBIS_OK;
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}
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@ -308,14 +308,22 @@ void Emulator::Run(std::filesystem::path file, std::vector<std::string> args,
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int index = 0;
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for (std::string npCommId : game_info.npCommIds) {
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const auto trophyDir =
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Common::FS::GetUserPath(Common::FS::PathType::UserDir) / "trophy" / npCommId;
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if (!std::filesystem::exists(trophyDir)) {
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TRP trp;
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if (!trp.Extract(game_folder, index, npCommId, trophyDir)) {
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LOG_ERROR(Loader, "Couldn't extract trophies");
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}
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}
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for (User user : UserSettings.GetUserManager().GetValidUsers()) {
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const auto trophyDir = Common::FS::GetUserPath(Common::FS::PathType::HomeDir) /
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std::to_string(user.user_id) / "trophy" / npCommId;
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if (!std::filesystem::exists(trophyDir)) {
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TRP trp;
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if (!trp.Extract(game_folder, index, npCommId, trophyDir)) {
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LOG_ERROR(Loader, "Couldn't extract trophies");
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}
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auto const user_trophy_file =
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Common::FS::GetUserPath(Common::FS::PathType::HomeDir) /
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std::to_string(user.user_id) / "trophy" / (npCommId + ".xml");
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if (!std::filesystem::exists(user_trophy_file)) {
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std::error_code discard;
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std::filesystem::copy_file(trophyDir / "Xml" / "TROPCONF.XML", user_trophy_file,
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discard);
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}
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}
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index++;
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