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Add flow for allowing gameplay to continue even when an error occurs with token retrieval
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@ -27,6 +27,6 @@ namespace osu.Game.Screens.Play
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protected override APIRequest<APIScoreToken> CreateTokenRequestRequest() => new CreateRoomScoreRequest(RoomId.Value ?? 0, PlaylistItem.ID, Game.VersionHash);
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public override APIRequest<MultiplayerScore> CreateSubmissionRequest(Score score, int token) => new SubmitRoomScoreRequest(token, RoomId.Value ?? 0, PlaylistItem.ID, score.ScoreInfo);
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protected override APIRequest<MultiplayerScore> CreateSubmissionRequest(Score score, long token) => new SubmitRoomScoreRequest(token, RoomId.Value ?? 0, PlaylistItem.ID, score.ScoreInfo);
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}
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}
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@ -1,8 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Diagnostics;
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using System.Threading;
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using System;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Logging;
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@ -30,40 +29,70 @@ namespace osu.Game.Screens.Play
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protected override void LoadAsyncComplete()
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{
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base.LoadAsyncComplete();
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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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bool failed = false;
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var tcs = new TaskCompletionSource<bool>();
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if (!api.IsLoggedIn)
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{
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fail(new InvalidOperationException("API is not online."));
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return;
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}
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var req = CreateTokenRequestRequest();
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req.Success += r => Token = r.ID;
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req.Failure += e =>
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{
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failed = true;
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if (string.IsNullOrEmpty(e.Message))
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Logger.Error(e, "Failed to retrieve a score submission token.");
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if (req == null)
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{
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fail(new InvalidOperationException("Request could not be constructed."));
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return;
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}
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req.Success += r =>
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{
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Token = r.ID;
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tcs.SetResult(true);
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};
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req.Failure += fail;
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api.Queue(req);
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tcs.Task.Wait();
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void fail(Exception exception)
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{
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if (HandleTokenRetrievalFailure(exception))
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{
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if (string.IsNullOrEmpty(exception.Message))
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Logger.Error(exception, "Failed to retrieve a score submission token.");
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else
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Logger.Log($"You are not able to submit a score: {e.Message}", level: LogLevel.Important);
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Logger.Log($"You are not able to submit a score: {exception.Message}", level: LogLevel.Important);
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Schedule(() =>
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{
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ValidForResume = false;
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this.Exit();
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});
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};
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api.Queue(req);
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while (!failed && !Token.HasValue)
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Thread.Sleep(1000);
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}
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tcs.SetResult(false);
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}
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base.LoadAsyncComplete();
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}
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/// <summary>
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/// Called when a token could not be retrieved for submission.
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/// </summary>
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/// <param name="exception">The error causing the failure.</param>
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/// <returns>Whether gameplay should be immediately exited as a result. Returning false allows the gameplay session to continue. Defaults to true.</returns>
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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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Debug.Assert(Token != null);
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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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