Achievements: Drain outstanding requests when switching games

Stops data being lost when loading state due to data not being
downloaded yet.
This commit is contained in:
Connor McLaughlin
2022-09-18 13:24:37 +10:00
parent d9722516c3
commit aee8163317
3 changed files with 22 additions and 1 deletions

View File

@ -707,6 +707,14 @@ bool Achievements::DoState(StateWrapper& sw)
if (sw.IsReading())
{
// if we're active, make sure we've downloaded and activated all the achievements
// before deserializing, otherwise that state's going to get lost.
if (s_http_downloader->HasAnyRequests())
{
Host::DisplayLoadingScreen("Downloading achievements data...");
s_http_downloader->WaitForAllRequests();
}
u32 data_size = 0;
sw.Do(&data_size);
if (data_size == 0)
@ -1321,6 +1329,7 @@ void Achievements::GameChanged(const std::string& path, CDImage* image)
if (!temp_image)
{
Log_ErrorPrintf("Failed to open temporary CD image '%s'", path.c_str());
s_http_downloader->WaitForAllRequests();
std::unique_lock lock(s_achievements_mutex);
DisableChallengeMode();
ClearGameInfo();
@ -1341,7 +1350,11 @@ void Achievements::GameChanged(const std::string& path, CDImage* image)
}
}
s_http_downloader->WaitForAllRequests();
if (s_http_downloader->HasAnyRequests())
{
Host::DisplayLoadingScreen("Downloading achievements data...");
s_http_downloader->WaitForAllRequests();
}
if (image && image->HasSubImages() && image->GetCurrentSubImage() != 0)
{