/* Copyright (C) 2019 Mr Goldberg This file is part of the Goldberg Emulator The Goldberg Emulator is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version. The Goldberg Emulator is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with the Goldberg Emulator; if not, see . */ #include "dll/steam_user_stats.h" #include // --- achievement_trigger --- bool achievement_trigger::should_unlock_ach(float stat) const { try { if (std::stof(max_value) <= stat) return true; } catch (...) {} return false; } bool achievement_trigger::should_unlock_ach(int32 stat) const { try { if (std::stoi(max_value) <= stat) return true; } catch (...) {} return false; } bool achievement_trigger::should_indicate_progress(float stat) const { // show progress if number < max try { if (std::stof(max_value) > stat) return true; } catch (...) {} return false; } bool achievement_trigger::should_indicate_progress(int32 stat) const { // show progress if number < max try { if (std::stoi(max_value) > stat) return true; } catch (...) {} return false; } // --- achievement_trigger --- void Steam_User_Stats::load_achievements_db() { std::string file_path = Local_Storage::get_game_settings_path() + achievements_user_file; local_storage->load_json(file_path, defined_achievements); } void Steam_User_Stats::load_achievements() { local_storage->load_json_file("", achievements_user_file, user_achievements); } void Steam_User_Stats::save_achievements() { local_storage->write_json_file("", achievements_user_file, user_achievements); } int Steam_User_Stats::load_ach_icon(nlohmann::json &defined_ach, bool achieved) { const char *icon_handle_key = achieved ? "icon_handle" : "icon_gray_handle"; int current_handle = defined_ach.value(icon_handle_key, Settings::UNLOADED_IMAGE_HANDLE); if (Settings::UNLOADED_IMAGE_HANDLE != current_handle) { // already loaded return current_handle; } const char *icon_key = achieved ? "icon" : "icon_gray"; if (!achieved && !defined_ach.contains(icon_key)) { icon_key = "icongray"; // old format } std::string icon_filepath = defined_ach.value(icon_key, std::string{}); if (icon_filepath.empty()) { defined_ach[icon_handle_key] = Settings::INVALID_IMAGE_HANDLE; return Settings::INVALID_IMAGE_HANDLE; } std::string file_path(Local_Storage::get_game_settings_path() + icon_filepath); unsigned int file_size = file_size_(file_path); if (!file_size) { defined_ach[icon_handle_key] = Settings::INVALID_IMAGE_HANDLE; return Settings::INVALID_IMAGE_HANDLE; } int icon_size = static_cast(settings->overlay_appearance.icon_size); std::string img(Local_Storage::load_image_resized(file_path, "", icon_size)); if (img.empty()) { defined_ach[icon_handle_key] = Settings::INVALID_IMAGE_HANDLE; return Settings::INVALID_IMAGE_HANDLE; } int handle = settings->add_image(img, icon_size, icon_size); defined_ach[icon_handle_key] = handle; return handle; } nlohmann::detail::iter_impl Steam_User_Stats::defined_achievements_find(const std::string &key) { return std::find_if( defined_achievements.begin(), defined_achievements.end(), [&key](const nlohmann::json& item) { const std::string &name = static_cast( item.value("name", std::string()) ); return common_helpers::str_cmp_insensitive(key, name); } ); } std::string Steam_User_Stats::get_value_for_language(const nlohmann::json &json, std::string_view key, std::string_view language) { auto x = json.find(key); // find "displayName", or "description", etc ... if (json.end() == x) return ""; if (x.value().is_string()) { // ex: "displayName": "some description" return x.value().get(); } else if (x.value().is_object()) { const auto &obj_kv_pairs = x.value().items(); // try to find target language auto obj_itr = std::find_if(obj_kv_pairs.begin(), obj_kv_pairs.end(), [&]( decltype(*obj_kv_pairs.begin()) item ) { return common_helpers::str_cmp_insensitive(item.key(), language); }); if (obj_itr != obj_kv_pairs.end()) { return obj_itr.value().get(); } // try to find english language obj_itr = std::find_if(obj_kv_pairs.begin(), obj_kv_pairs.end(), [&]( decltype(*obj_kv_pairs.begin()) item ) { return common_helpers::str_cmp_insensitive(item.key(), "english"); }); if (obj_itr != obj_kv_pairs.end()) { return obj_itr.value().get(); } // try to find the first available language (not "token"), // if not languages exist, try to find "token" for (bool search_for_token : { false, true }) { obj_itr = std::find_if(obj_kv_pairs.begin(), obj_kv_pairs.end(), [&]( decltype(*obj_kv_pairs.begin()) item ) { return common_helpers::str_cmp_insensitive(item.key(), "token") == search_for_token; }); if (obj_itr != obj_kv_pairs.end()) { return obj_itr.value().get(); } } } return ""; } // change achievements without sending back to server Steam_User_Stats::InternalSetResult Steam_User_Stats::set_achievement_internal( const char *pchName ) { PRINT_DEBUG("'%s'", pchName); std::lock_guard lock(global_mutex); Steam_User_Stats::InternalSetResult result{}; if (!pchName) return result; std::string org_name(pchName); if (settings->achievement_bypass) { auto &trig = store_stats_trigger[common_helpers::to_lower(org_name)]; trig.m_bGroupAchievement = false; trig.m_nCurProgress = 100; trig.m_nGameID = settings->get_local_game_id().ToUint64(); trig.m_nMaxProgress = 100; memset(trig.m_rgchAchievementName, 0, sizeof(trig.m_rgchAchievementName)); org_name.copy(trig.m_rgchAchievementName, sizeof(trig.m_rgchAchievementName) - 1); result.success = true; return result; } nlohmann::detail::iter_impl it = defined_achievements.end(); try { it = defined_achievements_find(org_name); } catch(...) { } if (defined_achievements.end() == it) return result; result.current_val = true; result.internal_name = org_name; result.success = true; try { std::string internal_name = it->value("name", std::string()); result.internal_name = internal_name; auto ach = user_achievements.find(internal_name); if (user_achievements.end() == ach || ach->value("earned", false) == false) { user_achievements[internal_name]["earned"] = true; user_achievements[internal_name]["earned_time"] = std::chrono::duration_cast>(std::chrono::system_clock::now().time_since_epoch()).count(); save_achievements(); result.notify_server = !settings->disable_sharing_stats_with_gameserver; overlay->AddAchievementNotification(internal_name, user_achievements[internal_name], false); } } catch (...) {} auto &trig = store_stats_trigger[common_helpers::to_lower(org_name)]; trig.m_bGroupAchievement = false; trig.m_nCurProgress = 100; trig.m_nGameID = settings->get_local_game_id().ToUint64(); trig.m_nMaxProgress = 100; memset(trig.m_rgchAchievementName, 0, sizeof(trig.m_rgchAchievementName)); org_name.copy(trig.m_rgchAchievementName, sizeof(trig.m_rgchAchievementName) - 1); return result; } Steam_User_Stats::InternalSetResult Steam_User_Stats::clear_achievement_internal( const char *pchName ) { PRINT_DEBUG("'%s'", pchName); std::lock_guard lock(global_mutex); Steam_User_Stats::InternalSetResult result{}; if (!pchName) return result; std::string org_name(pchName); nlohmann::detail::iter_impl it = defined_achievements.end(); try { it = defined_achievements_find(org_name); } catch(...) { } if (defined_achievements.end() == it) return result; result.current_val = false; result.internal_name = org_name; result.success = true; try { std::string internal_name = it->value("name", std::string()); result.internal_name = internal_name; auto ach = user_achievements.find(internal_name); // assume "earned" is true in case the json obj exists, but the key is absent // assume "earned_time" is UINT32_MAX in case the json obj exists, but the key is absent if (user_achievements.end() == ach || ach->value("earned", true) == true || ach->value("earned_time", static_cast(UINT32_MAX)) == UINT32_MAX) { user_achievements[internal_name]["earned"] = false; user_achievements[internal_name]["earned_time"] = static_cast(0); save_achievements(); result.notify_server = !settings->disable_sharing_stats_with_gameserver; overlay->AddAchievementNotification(internal_name, user_achievements[internal_name], false); } } catch (...) {} store_stats_trigger.erase(common_helpers::to_lower(org_name)); return result; } // Achievement flag accessors bool Steam_User_Stats::GetAchievement( const char *pchName, bool *pbAchieved ) { PRINT_DEBUG("'%s'", pchName); std::lock_guard lock(global_mutex); if (!pchName) return false; nlohmann::detail::iter_impl it = defined_achievements.end(); try { it = defined_achievements_find(pchName); } catch(...) { } if (defined_achievements.end() == it) return false; // according to docs, the function returns true if the achievement was found, // regardless achieved or not if (!pbAchieved) return true; *pbAchieved = false; try { std::string pch_name = it->value("name", std::string()); auto ach = user_achievements.find(pch_name); if (user_achievements.end() != ach) { *pbAchieved = ach->value("earned", false); } } catch (...) { } return true; } bool Steam_User_Stats::SetAchievement( const char *pchName ) { PRINT_DEBUG("'%s'", pchName); std::lock_guard lock(global_mutex); auto ret = set_achievement_internal(pchName); if (ret.success && ret.notify_server) { auto &new_ach = (*pending_server_updates.mutable_user_achievements())[ret.internal_name]; new_ach.set_achieved(ret.current_val); if (settings->immediate_gameserver_stats) send_updated_stats(); } return ret.success; } bool Steam_User_Stats::ClearAchievement( const char *pchName ) { PRINT_DEBUG("'%s'", pchName); std::lock_guard lock(global_mutex); auto ret = clear_achievement_internal(pchName); if (ret.success && ret.notify_server) { auto &new_ach = (*pending_server_updates.mutable_user_achievements())[ret.internal_name]; new_ach.set_achieved(ret.current_val); if (settings->immediate_gameserver_stats) send_updated_stats(); } return ret.success; } // Get the achievement status, and the time it was unlocked if unlocked. // If the return value is true, but the unlock time is zero, that means it was unlocked before Steam // began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970. bool Steam_User_Stats::GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) { PRINT_DEBUG("'%s'", pchName); std::lock_guard lock(global_mutex); if (!pchName) return false; nlohmann::detail::iter_impl it = defined_achievements.end(); try { it = defined_achievements_find(pchName); } catch(...) { } if (defined_achievements.end() == it) return false; if (pbAchieved) *pbAchieved = false; if (punUnlockTime) *punUnlockTime = 0; try { std::string pch_name = it->value("name", std::string()); auto ach = user_achievements.find(pch_name); if (user_achievements.end() != ach) { if (pbAchieved) *pbAchieved = ach->value("earned", false); if (punUnlockTime) *punUnlockTime = ach->value("earned_time", static_cast(0)); } } catch (...) {} return true; } // Achievement / GroupAchievement metadata // Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set. // A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback // which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the // specified achievement. int Steam_User_Stats::GetAchievementIcon( const char *pchName ) { PRINT_DEBUG("'%s'", pchName); std::lock_guard lock(global_mutex); if (!pchName) return Settings::INVALID_IMAGE_HANDLE; bool achieved = false; GetAchievement(pchName, &achieved); std::string ach_name(pchName); // here we force load in case the game has a lot of achievements, because otherwise some games might timeout // this somewhat defeats the purpose of background loading but a timeout is worse int handle = get_achievement_icon_handle(ach_name, achieved, true); if (Settings::UNLOADED_IMAGE_HANDLE == handle) { // if the background callback didn't get a chance to load this one yet handle = Settings::INVALID_IMAGE_HANDLE; } UserAchievementIconFetched_t data{}; data.m_bAchieved = achieved ; data.m_nGameID = settings->get_local_game_id(); data.m_nIconHandle = handle; ach_name.copy(data.m_rgchAchievementName, sizeof(data.m_rgchAchievementName)); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); return handle; } int Steam_User_Stats::get_achievement_icon_handle( const std::string &ach_name, bool achieved, bool force_load ) { PRINT_DEBUG("'%s', achieved=%i, force=%i", ach_name.c_str(), (int)achieved, (int)force_load); std::lock_guard lock(global_mutex); nlohmann::detail::iter_impl it = defined_achievements.end(); try { it = defined_achievements_find(ach_name); } catch(...) { } if (defined_achievements.end() == it) return Settings::INVALID_IMAGE_HANDLE; int handle = Settings::INVALID_IMAGE_HANDLE; if (settings->paginated_achievements_icons < 0) { // disabled functionality handle = Settings::INVALID_IMAGE_HANDLE; } else if (settings->paginated_achievements_icons == 0) { // load the icon only when requested handle = load_ach_icon(*it, achieved); } else { // depend on the periodic callback to load the icon if (force_load) { handle = load_ach_icon(*it, achieved); } else { const char *icon_handle_key = achieved ? "icon_handle" : "icon_gray_handle"; handle = it->value(icon_handle_key, Settings::UNLOADED_IMAGE_HANDLE); } } PRINT_DEBUG("returned handle = %i", handle); return handle; } std::string Steam_User_Stats::get_achievement_icon_name( const char *pchName, bool pbAchieved ) { std::lock_guard lock(global_mutex); if (!pchName) return ""; nlohmann::detail::iter_impl it = defined_achievements.end(); try { it = defined_achievements_find(pchName); } catch(...) { } if (defined_achievements.end() == it) return ""; try { if (pbAchieved) return it.value()["icon"].get(); std::string locked_icon = it.value().value("icon_gray", std::string()); if (locked_icon.size()) return locked_icon; else return it.value().value("icongray", std::string()); // old format } catch (...) {} return ""; } // Get general attributes for an achievement. Accepts the following keys: // - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8) // - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden) const char * Steam_User_Stats::GetAchievementDisplayAttribute( const char *pchName, const char *pchKey ) { PRINT_DEBUG("[%s] [%s]", pchName, pchKey); std::lock_guard lock(global_mutex); if (!pchName || !pchKey || !pchKey[0]) return ""; nlohmann::detail::iter_impl it = defined_achievements.end(); try { it = defined_achievements_find(pchName); } catch(...) { } if (defined_achievements.end() == it) return ""; if (strncmp(pchKey, "name", sizeof("name")) == 0) { try { return it.value()["displayName"].get_ptr()->c_str(); } catch (...) {} } else if (strncmp(pchKey, "desc", sizeof("desc")) == 0) { try { return it.value()["description"].get_ptr()->c_str(); } catch (...) {} } else if (strncmp(pchKey, "hidden", sizeof("hidden")) == 0) { try { return it.value()["hidden"].get_ptr()->c_str(); } catch (...) {} } return ""; } // Achievement progress - triggers an AchievementProgress callback, that is all. // Calling this w/ N out of N progress will NOT set the achievement, the game must still do that. bool Steam_User_Stats::IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint32 nMaxProgress ) { PRINT_DEBUG("'%s' %u %u", pchName, nCurProgress, nMaxProgress); std::lock_guard lock(global_mutex); if (!pchName) return false; if (nCurProgress >= nMaxProgress) return false; std::string ach_name(pchName); // find in achievements.json nlohmann::detail::iter_impl it = defined_achievements.end(); try { it = defined_achievements_find(ach_name); } catch(...) { } if (defined_achievements.end() == it) return false; // get actual name from achievements.json std::string actual_ach_name{}; try { actual_ach_name = it->value("name", std::string()); } catch (...) { } if (actual_ach_name.empty()) { // fallback actual_ach_name = ach_name; } // check if already achieved bool achieved = false; try { auto ach = user_achievements.find(actual_ach_name); if (ach != user_achievements.end()) { achieved = ach->value("earned", false); } } catch (...) { } if (achieved) return false; // save new progress try { auto old_progress = user_achievements.value(actual_ach_name, nlohmann::json{}).value("progress", ~nCurProgress); if (old_progress != nCurProgress) { user_achievements[actual_ach_name]["progress"] = nCurProgress; user_achievements[actual_ach_name]["max_progress"] = nMaxProgress; save_achievements(); overlay->AddAchievementNotification(actual_ach_name, user_achievements[actual_ach_name], true); } } catch (...) {} { UserStatsStored_t data{}; data.m_eResult = EResult::k_EResultOK; data.m_nGameID = settings->get_local_game_id().ToUint64(); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } { UserAchievementStored_t data{}; data.m_nGameID = settings->get_local_game_id().ToUint64(); data.m_bGroupAchievement = false; data.m_nCurProgress = nCurProgress; data.m_nMaxProgress = nMaxProgress; ach_name.copy(data.m_rgchAchievementName, sizeof(data.m_rgchAchievementName) - 1); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } return true; } // Used for iterating achievements. In general games should not need these functions because they should have a // list of existing achievements compiled into them uint32 Steam_User_Stats::GetNumAchievements() { PRINT_DEBUG_ENTRY(); std::lock_guard lock(global_mutex); return (uint32)defined_achievements.size(); } // Get achievement name iAchievement in [0,GetNumAchievements) const char * Steam_User_Stats::GetAchievementName( uint32 iAchievement ) { PRINT_DEBUG_ENTRY(); std::lock_guard lock(global_mutex); if (iAchievement >= sorted_achievement_names.size()) { return ""; } return sorted_achievement_names[iAchievement].c_str(); } // Friends achievements bool Steam_User_Stats::GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ) { PRINT_DEBUG("%s", pchName); std::lock_guard lock(global_mutex); if (!pchName) return false; if (steamIDUser == settings->get_local_steam_id()) { return GetAchievement(pchName, pbAchieved); } return false; } // See notes for GetAchievementAndUnlockTime above bool Steam_User_Stats::GetUserAchievementAndUnlockTime( CSteamID steamIDUser, const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) { PRINT_DEBUG("%s", pchName); std::lock_guard lock(global_mutex); if (!pchName) return false; if (steamIDUser == settings->get_local_steam_id()) { return GetAchievementAndUnlockTime(pchName, pbAchieved, punUnlockTime); } return false; } // Requests that Steam fetch data on the percentage of players who have received each achievement // for the game globally. // This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t. STEAM_CALL_RESULT( GlobalAchievementPercentagesReady_t ) SteamAPICall_t Steam_User_Stats::RequestGlobalAchievementPercentages() { PRINT_DEBUG_ENTRY(); std::lock_guard lock(global_mutex); GlobalAchievementPercentagesReady_t data{}; data.m_eResult = EResult::k_EResultOK; data.m_nGameID = settings->get_local_game_id().ToUint64(); auto ret = callback_results->addCallResult(data.k_iCallback, &data, sizeof(data)); callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); return ret; } // Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch // the next most achieved afterwards. Will return -1 if there is no data on achievement // percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback). int Steam_User_Stats::GetMostAchievedAchievementInfo( char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) { PRINT_DEBUG_ENTRY(); std::lock_guard lock(global_mutex); if (!pchName) return -1; std::string name(GetAchievementName(0)); if (name.empty()) return -1; if (pchName && unNameBufLen) { memset(pchName, 0, unNameBufLen); name.copy(pchName, unNameBufLen - 1); } if (pflPercent) *pflPercent = 90; if (pbAchieved) { bool achieved = false; GetAchievement(name.c_str(), &achieved); *pbAchieved = achieved; } return 0; } // Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another // GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last // achievement has been iterated. int Steam_User_Stats::GetNextMostAchievedAchievementInfo( int iIteratorPrevious, char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) { PRINT_DEBUG_ENTRY(); std::lock_guard lock(global_mutex); if (iIteratorPrevious < 0) return -1; unsigned iIteratorCurrent = static_cast(iIteratorPrevious + 1); if (iIteratorCurrent >= defined_achievements.size()) return -1; std::string name(GetAchievementName(iIteratorCurrent)); if (name.empty()) return -1; if (pchName && unNameBufLen) { memset(pchName, 0, unNameBufLen); name.copy(pchName, unNameBufLen - 1); } if (pflPercent) { *pflPercent = (float)(90 * (defined_achievements.size() - iIteratorCurrent) / defined_achievements.size()); } if (pbAchieved) { bool achieved = false; GetAchievement(name.c_str(), &achieved); *pbAchieved = achieved; } return static_cast(iIteratorCurrent); } // Returns the percentage of users who have achieved the specified achievement. bool Steam_User_Stats::GetAchievementAchievedPercent( const char *pchName, float *pflPercent ) { PRINT_DEBUG("'%s'", pchName); std::lock_guard lock(global_mutex); auto it = defined_achievements_find(pchName); if (defined_achievements.end() == it) return false; size_t idx = it - defined_achievements.begin(); if (pflPercent) { *pflPercent = (float)(90 * (defined_achievements.size() - idx) / defined_achievements.size()); } return true; } // For achievements that have related Progress stats, use this to query what the bounds of that progress are. // You may want this info to selectively call IndicateAchievementProgress when appropriate milestones of progress // have been made, to show a progress notification to the user. bool Steam_User_Stats::GetAchievementProgressLimits( const char *pchName, int32 *pnMinProgress, int32 *pnMaxProgress ) { PRINT_DEBUG("'%s'", pchName); std::lock_guard lock(global_mutex); float fMinProgress{}; float fMaxProgress{}; bool ret = GetAchievementProgressLimits(pchName, &fMinProgress, &fMaxProgress); if (ret) { if (pnMinProgress) *pnMinProgress = static_cast(fMinProgress); if (pnMaxProgress) *pnMaxProgress = static_cast(fMaxProgress); } return ret; } bool Steam_User_Stats::GetAchievementProgressLimits( const char *pchName, float *pfMinProgress, float *pfMaxProgress ) { PRINT_DEBUG("'%s'", pchName); std::lock_guard lock(global_mutex); if (!pchName) return false; auto it = defined_achievements.end(); try { it = defined_achievements_find(pchName); } catch (...) {} if (defined_achievements.end() == it) return false; if (pfMinProgress) *pfMinProgress = 0; if (pfMaxProgress) *pfMaxProgress = 0; try { std::string pch_name = it->value("name", std::string()); auto ach = user_achievements.find(pch_name); if (user_achievements.end() != ach) { auto it_progress = ach->find("progress"); auto it_max_progress = ach->find("max_progress"); if (ach->end() == it_progress || ach->end() == it_max_progress) return false; if (pfMinProgress) { try { if (it_progress->is_number()) { *pfMinProgress = it_progress->get(); } else { auto s_ptr = it_progress->get_ptr(); if (s_ptr) { *pfMinProgress = std::stof(*s_ptr); } } }catch(...){} } if (pfMaxProgress) { try { if (it_max_progress->is_number()) { *pfMaxProgress = it_max_progress->get(); } else { auto s_ptr = it_max_progress->get_ptr(); if (s_ptr) { *pfMaxProgress = std::stof(*s_ptr); } } }catch(...){} } return true; } } catch (...) {} return false; } // --- steam callbacks void Steam_User_Stats::load_achievements_icons() { if (last_loaded_ach_icon >= defined_achievements.size() || settings->paginated_achievements_icons <= 0) return; #ifndef EMU_RELEASE_BUILD auto now1 = std::chrono::high_resolution_clock::now(); #endif int idx = 0; for (; idx < settings->paginated_achievements_icons && last_loaded_ach_icon < defined_achievements.size(); ++idx, ++last_loaded_ach_icon) { auto &ach = defined_achievements.at(last_loaded_ach_icon); load_ach_icon(ach, true); load_ach_icon(ach, false); } #ifndef EMU_RELEASE_BUILD auto now2 = std::chrono::high_resolution_clock::now(); auto dd = (unsigned)std::chrono::duration_cast(now2 - now1).count(); PRINT_DEBUG("attempted to load %d achievements icons in %u ms", idx * 2, dd); #endif }