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Clean up multiplayer client with new hub connector
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parent
af345ea5db
commit
28b815ffe1
@ -3,17 +3,11 @@
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using System.Threading.Tasks;
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using Microsoft.AspNetCore.SignalR.Client;
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using Microsoft.Extensions.DependencyInjection;
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using Newtonsoft.Json;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Logging;
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using osu.Game.Online.API;
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using osu.Game.Online.Rooms;
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@ -21,106 +15,37 @@ namespace osu.Game.Online.Multiplayer
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{
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public class MultiplayerClient : StatefulMultiplayerClient
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{
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public override IBindable<bool> IsConnected => isConnected;
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private readonly HubClientConnector connector;
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private readonly Bindable<bool> isConnected = new Bindable<bool>();
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private readonly IBindable<APIState> apiState = new Bindable<APIState>();
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public override IBindable<bool> IsConnected => connector.IsConnected;
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private readonly SemaphoreSlim connectionLock = new SemaphoreSlim(1);
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[Resolved]
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private IAPIProvider api { get; set; } = null!;
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private HubConnection? connection;
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private CancellationTokenSource connectCancelSource = new CancellationTokenSource();
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private readonly string endpoint;
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private HubConnection? connection => connector.CurrentConnection;
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public MultiplayerClient(EndpointConfiguration endpoints)
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{
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endpoint = endpoints.MultiplayerEndpointUrl;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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apiState.BindTo(api.State);
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apiState.BindValueChanged(apiStateChanged, true);
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}
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private void apiStateChanged(ValueChangedEvent<APIState> state)
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{
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switch (state.NewValue)
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InternalChild = connector = new HubClientConnector("Multiplayer client", endpoints.MultiplayerEndpointUrl)
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{
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case APIState.Failing:
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case APIState.Offline:
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Task.Run(() => disconnect(true));
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break;
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case APIState.Online:
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Task.Run(connect);
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break;
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}
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}
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private async Task connect()
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{
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cancelExistingConnect();
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if (!await connectionLock.WaitAsync(10000))
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throw new TimeoutException("Could not obtain a lock to connect. A previous attempt is likely stuck.");
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try
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{
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while (api.State.Value == APIState.Online)
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OnNewConnection = newConnection =>
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{
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// ensure any previous connection was disposed.
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// this will also create a new cancellation token source.
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await disconnect(false);
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// this token will be valid for the scope of this connection.
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// if cancelled, we can be sure that a disconnect or reconnect is handled elsewhere.
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var cancellationToken = connectCancelSource.Token;
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cancellationToken.ThrowIfCancellationRequested();
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Logger.Log("Multiplayer client connecting...", LoggingTarget.Network);
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try
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{
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// importantly, rebuild the connection each attempt to get an updated access token.
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connection = createConnection(cancellationToken);
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await connection.StartAsync(cancellationToken);
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Logger.Log("Multiplayer client connected!", LoggingTarget.Network);
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isConnected.Value = true;
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return;
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}
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catch (OperationCanceledException)
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{
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//connection process was cancelled.
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throw;
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}
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catch (Exception e)
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{
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Logger.Log($"Multiplayer client connection error: {e}", LoggingTarget.Network);
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// retry on any failure.
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await Task.Delay(5000, cancellationToken);
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}
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}
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}
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finally
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{
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connectionLock.Release();
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}
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// this is kind of SILLY
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// https://github.com/dotnet/aspnetcore/issues/15198
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newConnection.On<MultiplayerRoomState>(nameof(IMultiplayerClient.RoomStateChanged), ((IMultiplayerClient)this).RoomStateChanged);
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newConnection.On<MultiplayerRoomUser>(nameof(IMultiplayerClient.UserJoined), ((IMultiplayerClient)this).UserJoined);
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newConnection.On<MultiplayerRoomUser>(nameof(IMultiplayerClient.UserLeft), ((IMultiplayerClient)this).UserLeft);
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newConnection.On<int>(nameof(IMultiplayerClient.HostChanged), ((IMultiplayerClient)this).HostChanged);
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newConnection.On<MultiplayerRoomSettings>(nameof(IMultiplayerClient.SettingsChanged), ((IMultiplayerClient)this).SettingsChanged);
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newConnection.On<int, MultiplayerUserState>(nameof(IMultiplayerClient.UserStateChanged), ((IMultiplayerClient)this).UserStateChanged);
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newConnection.On(nameof(IMultiplayerClient.LoadRequested), ((IMultiplayerClient)this).LoadRequested);
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newConnection.On(nameof(IMultiplayerClient.MatchStarted), ((IMultiplayerClient)this).MatchStarted);
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newConnection.On(nameof(IMultiplayerClient.ResultsReady), ((IMultiplayerClient)this).ResultsReady);
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newConnection.On<int, IEnumerable<APIMod>>(nameof(IMultiplayerClient.UserModsChanged), ((IMultiplayerClient)this).UserModsChanged);
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},
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};
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}
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protected override Task<MultiplayerRoom> JoinRoom(long roomId)
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{
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if (!isConnected.Value)
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if (!IsConnected.Value)
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return Task.FromCanceled<MultiplayerRoom>(new CancellationToken(true));
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return connection.InvokeAsync<MultiplayerRoom>(nameof(IMultiplayerServer.JoinRoom), roomId);
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@ -128,7 +53,7 @@ namespace osu.Game.Online.Multiplayer
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protected override Task LeaveRoomInternal()
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{
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if (!isConnected.Value)
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if (!IsConnected.Value)
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return Task.FromCanceled(new CancellationToken(true));
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return connection.InvokeAsync(nameof(IMultiplayerServer.LeaveRoom));
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@ -136,7 +61,7 @@ namespace osu.Game.Online.Multiplayer
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public override Task TransferHost(int userId)
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{
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if (!isConnected.Value)
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if (!IsConnected.Value)
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return Task.CompletedTask;
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return connection.InvokeAsync(nameof(IMultiplayerServer.TransferHost), userId);
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@ -144,7 +69,7 @@ namespace osu.Game.Online.Multiplayer
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public override Task ChangeSettings(MultiplayerRoomSettings settings)
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{
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if (!isConnected.Value)
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if (!IsConnected.Value)
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return Task.CompletedTask;
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return connection.InvokeAsync(nameof(IMultiplayerServer.ChangeSettings), settings);
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@ -152,7 +77,7 @@ namespace osu.Game.Online.Multiplayer
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public override Task ChangeState(MultiplayerUserState newState)
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{
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if (!isConnected.Value)
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if (!IsConnected.Value)
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return Task.CompletedTask;
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return connection.InvokeAsync(nameof(IMultiplayerServer.ChangeState), newState);
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@ -160,7 +85,7 @@ namespace osu.Game.Online.Multiplayer
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public override Task ChangeBeatmapAvailability(BeatmapAvailability newBeatmapAvailability)
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{
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if (!isConnected.Value)
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if (!IsConnected.Value)
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return Task.CompletedTask;
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return connection.InvokeAsync(nameof(IMultiplayerServer.ChangeBeatmapAvailability), newBeatmapAvailability);
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@ -168,7 +93,7 @@ namespace osu.Game.Online.Multiplayer
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public override Task ChangeUserMods(IEnumerable<APIMod> newMods)
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{
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if (!isConnected.Value)
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if (!IsConnected.Value)
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return Task.CompletedTask;
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return connection.InvokeAsync(nameof(IMultiplayerServer.ChangeUserMods), newMods);
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@ -176,90 +101,10 @@ namespace osu.Game.Online.Multiplayer
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public override Task StartMatch()
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{
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if (!isConnected.Value)
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if (!IsConnected.Value)
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return Task.CompletedTask;
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return connection.InvokeAsync(nameof(IMultiplayerServer.StartMatch));
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}
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private async Task disconnect(bool takeLock)
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{
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cancelExistingConnect();
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if (takeLock)
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{
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if (!await connectionLock.WaitAsync(10000))
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throw new TimeoutException("Could not obtain a lock to disconnect. A previous attempt is likely stuck.");
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}
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try
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{
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if (connection != null)
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await connection.DisposeAsync();
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}
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finally
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{
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connection = null;
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if (takeLock)
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connectionLock.Release();
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}
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}
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private void cancelExistingConnect()
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{
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connectCancelSource.Cancel();
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connectCancelSource = new CancellationTokenSource();
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}
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private HubConnection createConnection(CancellationToken cancellationToken)
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{
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var builder = new HubConnectionBuilder()
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.WithUrl(endpoint, options => { options.Headers.Add("Authorization", $"Bearer {api.AccessToken}"); });
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if (RuntimeInfo.SupportsJIT)
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builder.AddMessagePackProtocol();
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else
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{
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// eventually we will precompile resolvers for messagepack, but this isn't working currently
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// see https://github.com/neuecc/MessagePack-CSharp/issues/780#issuecomment-768794308.
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builder.AddNewtonsoftJsonProtocol(options => { options.PayloadSerializerSettings.ReferenceLoopHandling = ReferenceLoopHandling.Ignore; });
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}
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var newConnection = builder.Build();
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// this is kind of SILLY
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// https://github.com/dotnet/aspnetcore/issues/15198
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newConnection.On<MultiplayerRoomState>(nameof(IMultiplayerClient.RoomStateChanged), ((IMultiplayerClient)this).RoomStateChanged);
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newConnection.On<MultiplayerRoomUser>(nameof(IMultiplayerClient.UserJoined), ((IMultiplayerClient)this).UserJoined);
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newConnection.On<MultiplayerRoomUser>(nameof(IMultiplayerClient.UserLeft), ((IMultiplayerClient)this).UserLeft);
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newConnection.On<int>(nameof(IMultiplayerClient.HostChanged), ((IMultiplayerClient)this).HostChanged);
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newConnection.On<MultiplayerRoomSettings>(nameof(IMultiplayerClient.SettingsChanged), ((IMultiplayerClient)this).SettingsChanged);
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newConnection.On<int, MultiplayerUserState>(nameof(IMultiplayerClient.UserStateChanged), ((IMultiplayerClient)this).UserStateChanged);
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newConnection.On(nameof(IMultiplayerClient.LoadRequested), ((IMultiplayerClient)this).LoadRequested);
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newConnection.On(nameof(IMultiplayerClient.MatchStarted), ((IMultiplayerClient)this).MatchStarted);
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newConnection.On(nameof(IMultiplayerClient.ResultsReady), ((IMultiplayerClient)this).ResultsReady);
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newConnection.On<int, IEnumerable<APIMod>>(nameof(IMultiplayerClient.UserModsChanged), ((IMultiplayerClient)this).UserModsChanged);
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newConnection.Closed += ex =>
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{
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isConnected.Value = false;
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Logger.Log(ex != null ? $"Multiplayer client lost connection: {ex}" : "Multiplayer client disconnected", LoggingTarget.Network);
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// make sure a disconnect wasn't triggered (and this is still the active connection).
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if (!cancellationToken.IsCancellationRequested)
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Task.Run(connect, default);
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return Task.CompletedTask;
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};
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return newConnection;
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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cancelExistingConnect();
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}
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}
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}
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@ -12,7 +12,7 @@ using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Logging;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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@ -28,7 +28,7 @@ using osu.Game.Utils;
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namespace osu.Game.Online.Multiplayer
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{
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public abstract class StatefulMultiplayerClient : Component, IMultiplayerClient, IMultiplayerRoomServer
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public abstract class StatefulMultiplayerClient : CompositeDrawable, IMultiplayerClient, IMultiplayerRoomServer
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{
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/// <summary>
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/// Invoked when any change occurs to the multiplayer room.
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@ -97,7 +97,8 @@ namespace osu.Game.Online.Multiplayer
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// Todo: This is temporary, until the multiplayer server returns the item id on match start or otherwise.
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private int playlistItemId;
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protected StatefulMultiplayerClient()
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[BackgroundDependencyLoader]
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private void load()
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{
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IsConnected.BindValueChanged(connected =>
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{
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