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osu-lazer/osu.Game/Online/API/DummyAPIAccess.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System;
using System.Threading;
using System.Threading.Tasks;
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using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Localisation;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Online.Notifications;
using osu.Game.Tests;
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using osu.Game.Users;
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namespace osu.Game.Online.API
{
public partial class DummyAPIAccess : Component, IAPIProvider
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{
public const int DUMMY_USER_ID = 1001;
public Bindable<APIUser> LocalUser { get; } = new Bindable<APIUser>(new APIUser
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{
Username = @"Local user",
Id = DUMMY_USER_ID,
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});
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public BindableList<APIUser> Friends { get; } = new BindableList<APIUser>();
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public Bindable<UserActivity> Activity { get; } = new Bindable<UserActivity>();
public Language Language => Language.en;
public string AccessToken => "token";
/// <seealso cref="APIAccess.IsLoggedIn"/>
public bool IsLoggedIn => State.Value > APIState.Offline;
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public string ProvidedUsername => LocalUser.Value.Username;
public string APIEndpointUrl => "http://localhost";
public string WebsiteRootUrl => "http://localhost";
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public int APIVersion => int.Parse(DateTime.Now.ToString("yyyyMMdd"));
public Exception? LastLoginError { get; private set; }
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/// <summary>
/// Provide handling logic for an arbitrary API request.
/// Should return true is a request was handled. If null or false return, the request will be failed with a <see cref="NotSupportedException"/>.
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/// </summary>
public Func<APIRequest, bool>? HandleRequest;
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private readonly Bindable<APIState> state = new Bindable<APIState>(APIState.Online);
private bool shouldFailNextLogin;
private bool stayConnectingNextLogin;
/// <summary>
/// The current connectivity state of the API.
/// </summary>
public IBindable<APIState> State => state;
public DummyAPIAccess()
{
LocalUser.BindValueChanged(u =>
{
u.OldValue?.Activity.UnbindFrom(Activity);
u.NewValue.Activity.BindTo(Activity);
}, true);
}
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public virtual void Queue(APIRequest request)
{
Schedule(() =>
{
if (HandleRequest?.Invoke(request) != true)
{
request.Fail(new InvalidOperationException($@"{nameof(DummyAPIAccess)} cannot process this request."));
}
});
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}
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public void Perform(APIRequest request) => HandleRequest?.Invoke(request);
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public Task PerformAsync(APIRequest request)
{
HandleRequest?.Invoke(request);
return Task.CompletedTask;
}
public void Login(string username, string password)
{
state.Value = APIState.Connecting;
if (stayConnectingNextLogin)
{
stayConnectingNextLogin = false;
return;
}
if (shouldFailNextLogin)
{
LastLoginError = new APIException("Not powerful enough to login.", new ArgumentException(nameof(shouldFailNextLogin)));
state.Value = APIState.Offline;
shouldFailNextLogin = false;
return;
}
LastLoginError = null;
LocalUser.Value = new APIUser
{
Username = username,
Id = 1001,
};
state.Value = APIState.Online;
}
public void Logout()
{
state.Value = APIState.Offline;
// must happen after `state.Value` is changed such that subscribers to that bindable's value changes see the correct user.
// compare: `APIAccess.Logout()`.
LocalUser.Value = new GuestUser();
}
public IHubClientConnector? GetHubConnector(string clientName, string endpoint, bool preferMessagePack) => null;
public NotificationsClientConnector GetNotificationsConnector() => new PollingNotificationsClientConnector(this);
public RegistrationRequest.RegistrationRequestErrors? CreateAccount(string email, string username, string password)
{
Thread.Sleep(200);
return null;
}
public void SetState(APIState newState) => state.Value = newState;
IBindable<APIUser> IAPIProvider.LocalUser => LocalUser;
IBindableList<APIUser> IAPIProvider.Friends => Friends;
IBindable<UserActivity> IAPIProvider.Activity => Activity;
/// <summary>
/// During the next simulated login, the process will fail immediately.
/// </summary>
public void FailNextLogin() => shouldFailNextLogin = true;
/// <summary>
/// During the next simulated login, the process will pause indefinitely at "connecting".
/// </summary>
public void PauseOnConnectingNextLogin() => stayConnectingNextLogin = true;
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
// Ensure (as much as we can) that any pending tasks are run.
Scheduler.Update();
}
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}
}