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| author | LillyJadeKatrin <lilly.kitty.1988@gmail.com> | 2023-04-12 08:51:51 -0400 |
|---|---|---|
| committer | LillyJadeKatrin <lilly.kitty.1988@gmail.com> | 2023-04-14 22:22:00 -0400 |
| commit | da1de36cb9b46a13cff4cd610516d19e3799923f (patch) | |
| tree | 84931475d53ea9629ff10ace5b8dc2604c1c3c40 /Source/Core/VideoBackends/Vulkan/ObjectCache.cpp | |
| parent | db44e10057893deb614fc67cd8c87515bae7d53f (diff) | |
Added LoadUnlockData and ActivateDeactivateAchievements to AchievementManager
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.
Diffstat (limited to 'Source/Core/VideoBackends/Vulkan/ObjectCache.cpp')
0 files changed, 0 insertions, 0 deletions
