|
|
|
|
@ -677,14 +677,18 @@ bool Achievements::CreateClient(std::unique_lock<std::recursive_mutex>& lock, bo
|
|
|
|
|
|
|
|
|
|
void Achievements::FinishInitialize()
|
|
|
|
|
{
|
|
|
|
|
// Identify game regardless of login status.
|
|
|
|
|
if (System::IsValid())
|
|
|
|
|
IdentifyCurrentGame();
|
|
|
|
|
|
|
|
|
|
// Start logging in. This can take a while.
|
|
|
|
|
if (!IsLoggedInOrLoggingIn())
|
|
|
|
|
{
|
|
|
|
|
TryLoggingInWithToken();
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
// Are we running a game?
|
|
|
|
|
if (System::IsValid())
|
|
|
|
|
else if (System::IsValid())
|
|
|
|
|
{
|
|
|
|
|
IdentifyCurrentGame();
|
|
|
|
|
BeginLoadGame();
|
|
|
|
|
|
|
|
|
|
// Hardcore mode isn't enabled when achievements first starts, if a game is already running.
|
|
|
|
|
@ -2245,6 +2249,9 @@ void Achievements::FinishLogin()
|
|
|
|
|
s_state.logged_in_user_icon_url, user->display_name, std::move(summary),
|
|
|
|
|
RA_LOGO_ICON_NAME, FullscreenUI::AchievementNotificationNoteType::Image);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!s_state.load_game_request && System::IsValid())
|
|
|
|
|
BeginLoadGame();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const std::string& Achievements::GetLoggedInUserName()
|
|
|
|
|
|