> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# 타이틀 관리형 업적 가져오기

> 플레이어의 타이틀 관리형 XBOX Live 업적 목록을 검색하고, 결과를 페이지 단위로 조회하며, ID로 단일 업적을 가져오는 XSAPI 샘플 코드입니다.

<a id="top" />

이 항목에서는 다음을 다룹니다.

* [업적 목록 가져오기](#getting-the-achievements-list)
* [다음 페이지의 업적 결과 가져오기](#getting-the-next-page-of-achievements-results)
* [단일 업적 가져오기](#getting-a-single-achievement)

<a id="getting-the-achievements-list" />

## 업적 목록 가져오기

실행 중인 타이틀에 대한 업적을 가져오려면 다음과 같이 [XblAchievementsGetAchievementsForTitleIdAsync](/reference/live/xsapi-c/achievements_c/functions/xblachievementsgetachievementsfortitleidasync)를 호출합니다.

### XblAchievementsGetAchievementsForTitleIdAsync 호출

**C++**

```cpp theme={null}
auto asyncBlock = std::make_unique<XAsyncBlock>();
asyncBlock->queue = queue;
asyncBlock->context = nullptr;
asyncBlock->callback = [](XAsyncBlock* asyncBlock)
{
    std::unique_ptr<XAsyncBlock> asyncBlockPtr{ asyncBlock }; // Take over ownership of XAsyncBlock*.

    XblAchievementsResultHandle resultHandle;
    auto hr = XblAchievementsGetAchievementsForTitleIdResult(asyncBlock, &resultHandle);

    if (SUCCEEDED(hr))
    {
        const XblAchievement* achievements = nullptr;
        size_t achievementsCount = 0;
        hr = XblAchievementsResultGetAchievements(resultHandle, &achievements, &achievementsCount);

        for (size_t i = 0; i < achievementsCount; i++)
        {
            LogToScreen("Achievement %s: %s = %s", 
                achievements[i].id, 
                achievements[i].name,
                (achievements[i].progressState == XblAchievementProgressState::Achieved) ? "Achieved" : "Not achieved");
        }

        XblAchievementsResultCloseHandle(resultHandle); // When you're done with the handle, close it.
        achievements = nullptr; // Clear the array after calling XblAchievementsResultCloseHandle to the pointer to freed memory.
        // Instead, you couldn't close the handle and store it. Then, 
        // if you needed to copy the handle, call XblAchievementsResultDuplicateHandle().
    }
};

HRESULT hr = XblAchievementsGetAchievementsForTitleIdAsync(
    xboxLiveContext,
    xboxUserId,
    titleId,
    achievementType,
    unlockedOnly,
    orderBy,
    skipItems,
    maxItems,
    asyncBlock.get()
);
if (SUCCEEDED(hr))
{
    // The call succeeded, so release the std::unique_ptr ownership of XAsyncBlock* because the callback will take over ownership.
    // If the call fails, std::unique_ptr will keep ownership and delete XAsyncBlock*.
    asyncBlock.release(); 
}
```

자세한 내용은 다음을 참조하세요.

* [XAsyncBlock](/reference/system/xasync/structs/xasyncblock)
* [XblAchievement](/reference/live/xsapi-c/achievements_c/structs/xblachievement)
* [XblAchievementProgressState](/reference/live/xsapi-c/achievements_c/enums/xblachievementprogressstate)
* [XblAchievementsGetAchievementsForTitleIdAsync](/reference/live/xsapi-c/achievements_c/functions/xblachievementsgetachievementsfortitleidasync)
* [XblAchievementsGetAchievementsForTitleIdResult](/reference/live/xsapi-c/achievements_c/functions/xblachievementsgetachievementsfortitleidresult)
* [XblAchievementsResultCloseHandle](/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultclosehandle)
* [XblAchievementsResultDuplicateHandle](/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultduplicatehandle)
* [XblAchievementsResultGetAchievements](/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultgetachievements)

[이 항목의 맨 위로 돌아가기.](#top)

<a id="getting-the-next-page-of-achievements-results" />

## 다음 페이지의 업적 결과 가져오기

더 많은 업적 페이지가 있을 수 있습니다. 확인하려면 [XblAchievementsResultHasNext](/reference/live/xsapi-c/achievements_c/functions/xblachievementsresulthasnext)를 호출한 다음 [XblAchievementsResultGetNextAsync](/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultgetnextasync)를 호출합니다.

### XblAchievementsResultHasNext 호출

**Flat C API**

```cpp theme={null}
HRESULT hr = S_OK;
bool hasNext = false;
if (achievementsResult != nullptr)
{
    hr = XblAchievementsResultHasNext(achievementsResult, &hasNext);
}
```

자세한 내용은 [XblAchievementsResultHasNext](/reference/live/xsapi-c/achievements_c/functions/xblachievementsresulthasnext)를 참조하세요.

### XblAchievementsResultGetNextAsync 호출

다음 업적 페이지를 가져오려면 다음과 같이 [XblAchievementsResultGetNextAsync](/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultgetnextasync)를 호출합니다.

**C++**

```cpp theme={null}
auto asyncBlock = std::make_unique<XAsyncBlock>();
asyncBlock->queue = queue;
asyncBlock->context = nullptr;
asyncBlock->callback = [](XAsyncBlock* asyncBlock)
{
    std::unique_ptr<XAsyncBlock> asyncBlockPtr{ asyncBlock }; // Take over ownership of XAsyncBlock*.
    XblAchievementsResultHandle resultHandle;
    auto hr = XblAchievementsResultGetNextResult(asyncBlock, &resultHandle);

    if (SUCCEEDED(hr))
    {
        const XblAchievement* achievements = nullptr;
        size_t achievementsCount = 0;
        hr = XblAchievementsResultGetAchievements(resultHandle, &achievements, &achievementsCount);

        for (size_t i = 0; i < achievementsCount; i++)
        {
            LogToScreen("Achievement %s: %s = %s",
                achievements[i].id,
                achievements[i].name,
                (achievements[i].progressState == XblAchievementProgressState::Achieved) ? "Achieved" : "Not achieved");
        }

        XblAchievementsResultCloseHandle(resultHandle); // When you're done with the handle, close it.
        achievements = nullptr; // Clear the array after calling XblAchievementsResultCloseHandle to the pointer to freed memory.
    }
};

HRESULT hr = XblAchievementsResultGetNextAsync(
    achievementsResult,
    maxItems,
    asyncBlock.get()
);
if (SUCCEEDED(hr))
{
    // The call succeeded, so release the std::unique_ptr ownership of XAsyncBlock* because the callback will take over ownership.
    // If the call fails, std::unique_ptr will keep ownership and delete XAsyncBlock*.
    asyncBlock.release();
}
```

자세한 내용은 다음을 참조하세요.

* [XAsyncBlock](/reference/system/xasync/structs/xasyncblock)
* [XblAchievement](/reference/live/xsapi-c/achievements_c/structs/xblachievement)
* [XblAchievementProgressState](/reference/live/xsapi-c/achievements_c/enums/xblachievementprogressstate)
* [XblAchievementsResultCloseHandle](/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultclosehandle)
* [XblAchievementsResultGetAchievements](/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultgetachievements)
* [XblAchievementsResultGetNextAsync](/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultgetnextasync)
* [XblAchievementsResultGetNextResult](/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultgetnextresult)

[이 항목의 맨 위로 돌아가기.](#top)

<a id="getting-a-single-achievement" />

## 단일 업적 가져오기

단일 업적을 가져오려면 다음과 같이 [XblAchievementsGetAchievementAsync](/reference/live/xsapi-c/achievements_c/functions/xblachievementsgetachievementasync)를 호출합니다.

**Flat C API**

```cpp theme={null}
auto asyncBlock = std::make_unique<XAsyncBlock>();
asyncBlock->queue = queue;
asyncBlock->context = nullptr;
asyncBlock->callback = [](XAsyncBlock* asyncBlock)
{
    std::unique_ptr<XAsyncBlock> asyncBlockPtr{ asyncBlock }; // Take over ownership of XAsyncBlock*.
    XblAchievementsResultHandle resultHandle;
    auto hr = XblAchievementsGetAchievementResult(asyncBlock, &resultHandle);

    if (SUCCEEDED(hr))
    {
        const XblAchievement* achievements = nullptr;
        size_t achievementsCount = 0;
        hr = XblAchievementsResultGetAchievements( resultHandle, &achievements, &achievementsCount );

        // Use the achievements array to read the achievement data.

        XblAchievementsResultCloseHandle(resultHandle); // When you're done with the handle, close it.
        achievements = nullptr; // Clear the array after calling XblAchievementsResultCloseHandle to avoid the pointer to freed memory.
    }
};

HRESULT hr = XblAchievementsGetAchievementAsync(
    xboxLiveContext,
    xboxUserId,
    scid,
    achievementId.c_str(),
    asyncBlock.get()
);
if (SUCCEEDED(hr))
{
    // The call succeeded, so release the std::unique_ptr ownership of XAsyncBlock* because the callback will take over ownership.
    // If the call fails, std::unique_ptr will keep ownership and delete XAsyncBlock*.
    asyncBlock.release();
}
```

자세한 내용은 다음을 참조하세요.

* [XAsyncBlock](/reference/system/xasync/structs/xasyncblock)
* [XblAchievement](/reference/live/xsapi-c/achievements_c/structs/xblachievement)
* [XblAchievementsGetAchievementAsync](/reference/live/xsapi-c/achievements_c/functions/xblachievementsgetachievementasync)
* [XblAchievementsGetAchievementResult](/reference/live/xsapi-c/achievements_c/functions/xblachievementsgetachievementresult)
* [XblAchievementsResultCloseHandle](/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultclosehandle)
* [XblAchievementsResultGetAchievements](/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultgetachievements)

[이 항목의 맨 위로 돌아가기.](#top)


## Related topics

- [타이틀 관리형 업적 예제 코드](/ko/services/xbox-services/player-data/achievements/title-managed/how-to/live-achievements-howto-nav.md)
- [방법 안내](/ko/services/xbox-services/player-data/achievements/title-managed/how-to/index.md)
- [타이틀 관리 리더보드 가져오기](/ko/services/xbox-services/player-data/stats-leaderboards/title-managed/how-to/live-getting-tm-leaderboard.md)
- [타이틀 관리형 업적](/ko/services/xbox-services/player-data/achievements/title-managed/live-achievements-tm-nav.md)
- [타이틀 관리형 업적 개념](/ko/services/xbox-services/player-data/achievements/title-managed/concepts/live-achievements-tm-concepts-nav.md)
