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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 ;
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using System.Linq ;
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using System.Threading.Tasks ;
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using JetBrains.Annotations ;
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using osu.Framework.Allocation ;
using osu.Framework.Logging ;
using osu.Framework.Screens ;
using osu.Game.Online.API ;
using osu.Game.Online.Rooms ;
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using osu.Game.Rulesets.Mods ;
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using osu.Game.Scoring ;
namespace osu.Game.Screens.Play
{
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/// <summary>
/// A player instance which supports submitting scores to an online store.
/// </summary>
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public abstract class SubmittingPlayer : Player
{
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/// <summary>
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/// The token to be used for the current submission. This is fetched via a request created by <see cref="CreateTokenRequest"/>.
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/// </summary>
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private long? token ;
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[Resolved]
private IAPIProvider api { get ; set ; }
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protected SubmittingPlayer ( PlayerConfiguration configuration = null )
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: base ( configuration )
{
}
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protected override void LoadAsyncComplete ( )
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{
base . LoadAsyncComplete ( ) ;
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handleTokenRetrieval ( ) ;
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}
private bool handleTokenRetrieval ( )
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{
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// Token request construction should happen post-load to allow derived classes to potentially prepare DI backings that are used to create the request.
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var tcs = new TaskCompletionSource < bool > ( ) ;
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if ( Mods . Value . Any ( m = > m is ModAutoplay ) )
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{
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handleTokenFailure ( new InvalidOperationException ( "Autoplay loaded." ) ) ;
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return false ;
}
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if ( ! api . IsLoggedIn )
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{
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handleTokenFailure ( new InvalidOperationException ( "API is not online." ) ) ;
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return false ;
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}
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var req = CreateTokenRequest ( ) ;
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if ( req = = null )
{
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handleTokenFailure ( new InvalidOperationException ( "Request could not be constructed." ) ) ;
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return false ;
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}
req . Success + = r = >
{
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token = r . ID ;
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tcs . SetResult ( true ) ;
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} ;
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req . Failure + = handleTokenFailure ;
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api . Queue ( req ) ;
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tcs . Task . Wait ( ) ;
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return true ;
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void handleTokenFailure ( Exception exception )
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{
if ( HandleTokenRetrievalFailure ( exception ) )
{
if ( string . IsNullOrEmpty ( exception . Message ) )
Logger . Error ( exception , "Failed to retrieve a score submission token." ) ;
else
Logger . Log ( $"You are not able to submit a score: {exception.Message}" , level : LogLevel . Important ) ;
Schedule ( ( ) = >
{
ValidForResume = false ;
this . Exit ( ) ;
} ) ;
}
tcs . SetResult ( false ) ;
}
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}
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/// <summary>
/// Called when a token could not be retrieved for submission.
/// </summary>
/// <param name="exception">The error causing the failure.</param>
/// <returns>Whether gameplay should be immediately exited as a result. Returning false allows the gameplay session to continue. Defaults to true.</returns>
protected virtual bool HandleTokenRetrievalFailure ( Exception exception ) = > true ;
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protected override async Task PrepareScoreForResultsAsync ( Score score )
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{
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await base . PrepareScoreForResultsAsync ( score ) . ConfigureAwait ( false ) ;
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// token may be null if the request failed but gameplay was still allowed (see HandleTokenRetrievalFailure).
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if ( token = = null )
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return ;
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var tcs = new TaskCompletionSource < bool > ( ) ;
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var request = CreateSubmissionRequest ( score , token . Value ) ;
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request . Success + = s = >
{
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// For the time being, online ID responses are not really useful for anything.
// In addition, the IDs provided via new (lazer) endpoints are based on a different autoincrement from legacy (stable) scores.
//
// Until we better define the server-side logic behind this, let's not store the online ID to avoid potential unique constraint
// conflicts across various systems (ie. solo and multiplayer).
// score.ScoreInfo.OnlineScoreID = s.ID;
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tcs . SetResult ( true ) ;
} ;
request . Failure + = e = >
{
Logger . Error ( e , "Failed to submit score" ) ;
tcs . SetResult ( false ) ;
} ;
api . Queue ( request ) ;
await tcs . Task . ConfigureAwait ( false ) ;
}
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/// <summary>
/// Construct a request to be used for retrieval of the score token.
/// Can return null, at which point <see cref="HandleTokenRetrievalFailure"/> will be fired.
/// </summary>
[CanBeNull]
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protected abstract APIRequest < APIScoreToken > CreateTokenRequest ( ) ;
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/// <summary>
/// Construct a request to submit the score.
/// Will only be invoked if the request constructed via <see cref="CreateTokenRequest"/> was successful.
/// </summary>
/// <param name="score">The score to be submitted.</param>
/// <param name="token">The submission token.</param>
protected abstract APIRequest < MultiplayerScore > CreateSubmissionRequest ( Score score , long token ) ;
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}
}