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mirror of https://github.com/ppy/osu.git synced 2024-12-14 15:33:05 +08:00

Add flow for allowing gameplay to continue even when an error occurs with token retrieval

This commit is contained in:
Dean Herbert 2021-03-23 16:41:36 +09:00
parent 3cd8bf2d7f
commit 242b847516
2 changed files with 51 additions and 22 deletions

View File

@ -27,6 +27,6 @@ namespace osu.Game.Screens.Play
protected override APIRequest<APIScoreToken> CreateTokenRequestRequest() => new CreateRoomScoreRequest(RoomId.Value ?? 0, PlaylistItem.ID, Game.VersionHash); protected override APIRequest<APIScoreToken> CreateTokenRequestRequest() => new CreateRoomScoreRequest(RoomId.Value ?? 0, PlaylistItem.ID, Game.VersionHash);
public override APIRequest<MultiplayerScore> CreateSubmissionRequest(Score score, int token) => new SubmitRoomScoreRequest(token, RoomId.Value ?? 0, PlaylistItem.ID, score.ScoreInfo); protected override APIRequest<MultiplayerScore> CreateSubmissionRequest(Score score, long token) => new SubmitRoomScoreRequest(token, RoomId.Value ?? 0, PlaylistItem.ID, score.ScoreInfo);
} }
} }

View File

@ -1,8 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using System.Diagnostics; using System;
using System.Threading;
using System.Threading.Tasks; using System.Threading.Tasks;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Logging; using osu.Framework.Logging;
@ -30,40 +29,70 @@ namespace osu.Game.Screens.Play
protected override void LoadAsyncComplete() protected override void LoadAsyncComplete()
{ {
base.LoadAsyncComplete();
// Token request construction should happen post-load to allow derived classes to potentially prepare DI backings that are used to create the request. // Token request construction should happen post-load to allow derived classes to potentially prepare DI backings that are used to create the request.
bool failed = false; var tcs = new TaskCompletionSource<bool>();
if (!api.IsLoggedIn)
{
fail(new InvalidOperationException("API is not online."));
return;
}
var req = CreateTokenRequestRequest(); var req = CreateTokenRequestRequest();
req.Success += r => Token = r.ID;
req.Failure += e => if (req == null)
{ {
failed = true; fail(new InvalidOperationException("Request could not be constructed."));
return;
}
if (string.IsNullOrEmpty(e.Message)) req.Success += r =>
Logger.Error(e, "Failed to retrieve a score submission token."); {
else Token = r.ID;
Logger.Log($"You are not able to submit a score: {e.Message}", level: LogLevel.Important); tcs.SetResult(true);
Schedule(() =>
{
ValidForResume = false;
this.Exit();
});
}; };
req.Failure += fail;
api.Queue(req); api.Queue(req);
while (!failed && !Token.HasValue) tcs.Task.Wait();
Thread.Sleep(1000);
void fail(Exception exception)
{
if (HandleTokenRetrievalFailure(exception))
{
if (string.IsNullOrEmpty(exception.Message))
Logger.Error(exception, "Failed to retrieve a score submission token.");
else
Logger.Log($"You are not able to submit a score: {exception.Message}", level: LogLevel.Important);
Schedule(() =>
{
ValidForResume = false;
this.Exit();
});
}
tcs.SetResult(false);
}
base.LoadAsyncComplete();
} }
/// <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;
protected override async Task PrepareScoreForResultsAsync(Score score) protected override async Task PrepareScoreForResultsAsync(Score score)
{ {
await base.PrepareScoreForResultsAsync(score).ConfigureAwait(false); await base.PrepareScoreForResultsAsync(score).ConfigureAwait(false);
Debug.Assert(Token != null); // token may be null if the request failed but gameplay was still allowed (see HandleTokenRetrievalFailure).
if (Token == null)
return;
var tcs = new TaskCompletionSource<bool>(); var tcs = new TaskCompletionSource<bool>();
var request = CreateSubmissionRequest(score, Token.Value); var request = CreateSubmissionRequest(score, Token.Value);