2020-01-13 17:15:17 +01:00
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#include "Network.h"
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#define NUM_BACKENDS 2
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#define DECLARE_BACKEND(name) \
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2020-01-13 17:27:16 +01:00
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extern int32_t name##_init(); \
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2020-01-13 17:15:17 +01:00
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extern void name##_shutdown(); \
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extern void name##_update(); \
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extern void name##_unlockAchievement(); \
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2020-01-13 17:25:54 +01:00
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extern int32_t name##_getAchievementProgress(const char *name); \
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2020-01-13 17:15:17 +01:00
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extern void name##_setAchievementProgress(const char *name, int32_t stat);
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DECLARE_BACKEND(STEAM)
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DECLARE_BACKEND(GOG)
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#undef DECLARE_BACKEND
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typedef struct NetworkBackend
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{
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int32_t IsInit;
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int32_t (*Init)();
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void (*Shutdown)();
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void (*Update)();
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void (*UnlockAchievement)();
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int32_t (*GetAchievementProgress)(const char*);
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void (*SetAchievementProgress)(const char*, int32_t);
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} NetworkBackend;
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static NetworkBackend backends[NUM_BACKENDS];
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int NETWORK_init()
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{
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int32_t i, any = 0;
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#define ASSIGN_BACKEND(name, index) \
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backends[index].Init = name##_init; \
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2020-01-13 17:25:54 +01:00
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backends[index].Shutdown = name##_shutdown; \
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backends[index].Update = name##_update; \
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backends[index].UnlockAchievement = name##_unlockAchievement; \
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backends[index].GetAchievementProgress = name##_getAchievementProgress; \
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backends[index].SetAchievementProgress = name##_setAchievementProgress;
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2020-01-13 17:15:17 +01:00
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ASSIGN_BACKEND(STEAM, 0)
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ASSIGN_BACKEND(GOG, 1)
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#undef ASSIGN_BACKEND
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for (i = 0; i < NUM_BACKENDS; i += 1)
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{
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backends[i].IsInit = backends[i].Init();
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any |= backends[i].IsInit;
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}
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return any;
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}
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void NETWORK_shutdown()
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{
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int32_t i;
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for (i = 0; i < NUM_BACKENDS; i += 1)
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if (backends[i].IsInit)
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{
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backends[i].Shutdown();
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}
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}
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void NETWORK_update()
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{
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int32_t i;
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for (i = 0; i < NUM_BACKENDS; i += 1)
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if (backends[i].IsInit)
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{
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backends[i].Update();
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}
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}
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void NETWORK_unlockAchievement(const char *name)
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{
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int32_t i;
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for (i = 0; i < NUM_BACKENDS; i += 1)
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if (backends[i].IsInit)
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{
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backends[i].UnlockAchievement(name);
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}
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}
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int32_t NETWORK_getAchievementProgress(const char *name)
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{
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/* The highest stat gets priority, will eventually pass to the others */
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int32_t i, stat, max = 0;
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for (i = 0; i < NUM_BACKENDS; i += 1)
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if (backends[i].IsInit)
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{
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stat = backends[i].GetAchievementProgress(name);
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if (stat > max)
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{
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max = stat;
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}
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}
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return max;
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}
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void NETWORK_setAchievementProgress(const char *name, int32_t stat)
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{
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int32_t i;
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for (i = 0; i < NUM_BACKENDS; i += 1)
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if (backends[i].IsInit)
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{
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backends[i].SetAchievementProgress(name, stat);
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}
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}
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