[Kernel] Added support for writing/reading GPD files
This breaks settings in games that are using them and savefiles in games that use settings to store progress
This commit is contained in:
committed by
Radosław Gliński
parent
ccf7adf015
commit
1110cdd372
@@ -16,7 +16,8 @@
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#include <vector>
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#include "xenia/base/chrono.h"
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#include "xenia/kernel/util/xdbf_utils.h"
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#include "xenia/kernel/xam/xdbf/gpd_info.h"
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#include "xenia/kernel/xam/xdbf/spa_info.h"
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#include "xenia/xbox.h"
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namespace xe {
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@@ -40,48 +41,6 @@ enum class AchievementPlatform : uint32_t {
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kWebGames = 0x400000,
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};
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enum class AchievementFlags : uint32_t {
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kTypeMask = 0x7,
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kShowUnachieved = 0x8,
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kAchievedOnline = 0x10000,
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kAchieved = 0x20000,
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kNotAchievable = 0x40000,
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kWasNotAchievable = 0x80000,
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kPlatformMask = 0x700000,
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kColorizable = 0x1000000, // avatar awards only?
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};
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struct X_ACHIEVEMENT_UNLOCK_TIME {
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xe::be<uint32_t> high_part;
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xe::be<uint32_t> low_part;
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X_ACHIEVEMENT_UNLOCK_TIME() {
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high_part = 0;
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low_part = 0;
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}
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X_ACHIEVEMENT_UNLOCK_TIME(uint64_t filetime) {
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high_part = static_cast<uint32_t>(filetime >> 32);
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low_part = static_cast<uint32_t>(filetime);
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}
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X_ACHIEVEMENT_UNLOCK_TIME(std::time_t time) {
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const auto file_time =
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chrono::WinSystemClock::to_file_time(chrono::WinSystemClock::from_sys(
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std::chrono::system_clock::from_time_t(time)));
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high_part = static_cast<uint32_t>(file_time >> 32);
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low_part = static_cast<uint32_t>(file_time);
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}
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chrono::WinSystemClock::time_point to_time_point() const {
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const uint64_t filetime =
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(static_cast<uint64_t>(high_part) << 32) | low_part;
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return chrono::WinSystemClock::from_file_time(filetime);
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}
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};
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struct X_ACHIEVEMENT_DETAILS {
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xe::be<uint32_t> id;
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xe::be<uint32_t> label_ptr;
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@@ -89,13 +48,60 @@ struct X_ACHIEVEMENT_DETAILS {
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xe::be<uint32_t> unachieved_ptr;
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xe::be<uint32_t> image_id;
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xe::be<uint32_t> gamerscore;
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X_ACHIEVEMENT_UNLOCK_TIME unlock_time;
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X_FILETIME unlock_time;
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xe::be<uint32_t> flags;
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static const size_t kStringBufferSize = 464;
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};
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static_assert_size(X_ACHIEVEMENT_DETAILS, 36);
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// Host structures
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struct AchievementDetails {
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uint32_t id;
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std::u16string label;
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std::u16string description;
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std::u16string unachieved;
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uint32_t image_id;
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uint32_t gamerscore;
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X_FILETIME unlock_time;
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uint32_t flags;
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AchievementDetails(uint32_t id, std::u16string label,
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std::u16string description, std::u16string unachieved,
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uint32_t image_id, uint32_t gamerscore,
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X_FILETIME unlock_time, uint32_t flags)
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: id(id),
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label(label),
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description(description),
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unachieved(unachieved),
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image_id(image_id),
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gamerscore(gamerscore),
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unlock_time(unlock_time),
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flags(flags) {};
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AchievementDetails(const AchievementTableEntry* entry,
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const SpaInfo* spa_data, const XLanguage language) {
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id = entry->id;
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image_id = entry->image_id;
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gamerscore = entry->gamerscore;
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flags = entry->flags;
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unlock_time = {};
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label =
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xe::to_utf16(spa_data->GetStringTableEntry(language, entry->label_id));
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description = xe::to_utf16(
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spa_data->GetStringTableEntry(language, entry->description_id));
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unachieved = xe::to_utf16(
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spa_data->GetStringTableEntry(language, entry->unachieved_id));
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}
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};
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struct TitleAchievementsProfileInfo {
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uint32_t achievements_count;
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uint32_t unlocked_achievements_count;
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uint32_t gamerscore;
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};
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// This is structure used inside GPD file.
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// GPD is writeable XDBF.
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// There are two info instances
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@@ -103,18 +109,30 @@ static_assert_size(X_ACHIEVEMENT_DETAILS, 36);
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// booted game (name, title_id, last boot time etc)
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// 2. In specific Title ID directory GPD contains there structure below for
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// every achievement. (unlocked or not)
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struct AchievementGpdStructure {
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AchievementGpdStructure(const XLanguage language,
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const util::XdbfGameData xdbf,
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const util::XdbfAchievementTableEntry& xdbf_entry) {
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const std::string label =
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xdbf.GetStringTableEntry(language, xdbf_entry.label_id);
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const std::string desc =
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xdbf.GetStringTableEntry(language, xdbf_entry.description_id);
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const std::string locked_desc =
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xdbf.GetStringTableEntry(language, xdbf_entry.unachieved_id);
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struct Achievement {
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Achievement() {};
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Achievement(const X_XDBF_GPD_ACHIEVEMENT* xdbf_ach) {
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if (!xdbf_ach) {
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return;
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}
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achievement_id = xdbf_ach->id;
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image_id = xdbf_ach->image_id;
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flags = xdbf_ach->flags;
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gamerscore = xdbf_ach->gamerscore;
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unlock_time = static_cast<uint64_t>(xdbf_ach->unlock_time);
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}
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Achievement(const XLanguage language, const SpaInfo xdbf,
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const AchievementTableEntry& xdbf_entry) {
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const std::string label = "";
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xdbf.GetStringTableEntry(language, xdbf_entry.label_id);
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const std::string desc = "";
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xdbf.GetStringTableEntry(language, xdbf_entry.description_id);
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const std::string locked_desc = "";
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xdbf.GetStringTableEntry(language, xdbf_entry.unachieved_id);
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struct_size = 0x1C;
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achievement_id = static_cast<xe::be<uint32_t>>(xdbf_entry.id);
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image_id = xdbf_entry.image_id;
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gamerscore = static_cast<xe::be<uint32_t>>(xdbf_entry.gamerscore);
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@@ -128,26 +146,23 @@ struct AchievementGpdStructure {
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xe::load_and_swap<std::u16string>(xe::to_utf16(locked_desc).c_str());
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}
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xe::be<uint32_t> struct_size;
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xe::be<uint32_t> achievement_id;
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xe::be<uint32_t> image_id;
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xe::be<uint32_t> gamerscore;
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xe::be<uint32_t> flags;
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X_ACHIEVEMENT_UNLOCK_TIME unlock_time;
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uint32_t achievement_id = 0;
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uint32_t image_id = 0;
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uint32_t gamerscore = 0;
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uint32_t flags = 0;
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X_FILETIME unlock_time;
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std::u16string achievement_name;
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std::u16string unlocked_description;
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std::u16string locked_description;
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bool IsUnlocked() const {
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return (flags & static_cast<uint32_t>(AchievementFlags::kAchieved)) ||
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flags & static_cast<uint32_t>(AchievementFlags::kAchievedOnline);
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IsUnlockedOnline();
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}
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};
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struct TitleAchievementsProfileInfo {
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uint32_t achievements_count;
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uint32_t unlocked_achievements_count;
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uint32_t gamerscore;
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bool IsUnlockedOnline() const {
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return (flags & static_cast<uint32_t>(AchievementFlags::kAchievedOnline));
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}
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};
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class AchievementBackendInterface {
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@@ -161,44 +176,47 @@ class AchievementBackendInterface {
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const uint32_t title_id,
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const uint32_t achievement_id) const = 0;
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virtual const AchievementGpdStructure* GetAchievementInfo(
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virtual const std::optional<Achievement> GetAchievementInfo(
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const uint64_t xuid, const uint32_t title_id,
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const uint32_t achievement_id) const = 0;
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virtual const std::vector<AchievementGpdStructure>* GetTitleAchievements(
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virtual const std::vector<Achievement> GetTitleAchievements(
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const uint64_t xuid, const uint32_t title_id) const = 0;
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virtual bool LoadAchievementsData(const uint64_t xuid,
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const util::XdbfGameData title_data) = 0;
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virtual const std::span<const uint8_t> GetAchievementIcon(
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const uint64_t xuid, const uint32_t title_id,
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const uint32_t achievement_id) const = 0;
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virtual bool LoadAchievementsData(const uint64_t xuid) = 0;
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private:
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virtual bool SaveAchievementsData(const uint64_t xuid,
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const uint32_t title_id) = 0;
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virtual bool SaveAchievementData(const uint64_t xuid, const uint32_t title_id,
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const uint32_t achievement_id) = 0;
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const Achievement* achievement) = 0;
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};
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class AchievementManager {
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public:
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AchievementManager();
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void LoadTitleAchievements(const uint64_t xuid,
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const util::XdbfGameData title_id) const;
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void LoadTitleAchievements(const uint64_t xuid) const;
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void EarnAchievement(const uint32_t user_index, const uint32_t title_id,
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const uint32_t achievement_id) const;
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void EarnAchievement(const uint64_t xuid, const uint32_t title_id,
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const uint32_t achievement_id) const;
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const AchievementGpdStructure* GetAchievementInfo(
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const std::optional<Achievement> GetAchievementInfo(
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const uint64_t xuid, const uint32_t title_id,
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const uint32_t achievement_id) const;
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const std::vector<AchievementGpdStructure>* GetTitleAchievements(
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const std::vector<Achievement> GetTitleAchievements(
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const uint64_t xuid, const uint32_t title_id) const;
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const std::optional<TitleAchievementsProfileInfo> GetTitleAchievementsInfo(
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const uint64_t xuid, const uint32_t title_id) const;
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const std::span<const uint8_t> GetAchievementIcon(
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const uint64_t xuid, const uint32_t title_id,
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const uint32_t achievement_id) const;
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private:
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bool DoesAchievementExist(const uint32_t achievement_id) const;
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void ShowAchievementEarnedNotification(
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const AchievementGpdStructure* achievement) const;
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void ShowAchievementEarnedNotification(const Achievement* achievement) const;
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// This contains all backends with exception of default storage.
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std::vector<std::unique_ptr<AchievementBackendInterface>>
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