diff --git a/osu.Game/Online/API/APIAccess.cs b/osu.Game/Online/API/APIAccess.cs
index 57dd4f1568..cfbcf0326a 100644
--- a/osu.Game/Online/API/APIAccess.cs
+++ b/osu.Game/Online/API/APIAccess.cs
@@ -102,7 +102,7 @@ namespace osu.Game.Online.API
if (queue.Count == 0)
{
log.Add(@"Queueing a ping request");
- Queue(new ListChannelsRequest { Timeout = 5000 });
+ Queue(new GetUserRequest());
}
break;
@@ -141,7 +141,7 @@ namespace osu.Game.Online.API
State = APIState.Online;
};
- if (!handleRequest(userReq, out _))
+ if (!handleRequest(userReq))
{
Thread.Sleep(500);
continue;
@@ -170,15 +170,10 @@ namespace osu.Game.Online.API
lock (queue)
{
if (queue.Count == 0) break;
- req = queue.Peek();
+ req = queue.Dequeue();
}
- // TODO: handle failures better
- handleRequest(req, out var removeFromQueue);
-
- if (removeFromQueue)
- lock (queue)
- queue.Dequeue();
+ handleRequest(req);
}
Thread.Sleep(50);
@@ -195,46 +190,29 @@ namespace osu.Game.Online.API
///
/// Handle a single API request.
+ /// Ensures all exceptions are caught and dealt with correctly.
///
/// The request.
/// true if the request succeeded.
- private bool handleRequest(APIRequest req, out bool removeFromQueue)
+ private bool handleRequest(APIRequest req)
{
- removeFromQueue = true;
-
try
{
- Logger.Log($@"Performing request {req}", LoggingTarget.Network);
- req.Failure += ex =>
- {
- if (ex is WebException we)
- handleWebException(we);
- };
-
req.Perform(this);
//we could still be in initialisation, at which point we don't want to say we're Online yet.
- if (IsLoggedIn)
- State = APIState.Online;
+ if (IsLoggedIn) State = APIState.Online;
failureCount = 0;
return true;
}
catch (WebException we)
{
- removeFromQueue = handleWebException(we);
-
- if (removeFromQueue)
- req.Fail(we);
-
+ handleWebException(we);
return false;
}
catch (Exception e)
{
- if (e is TimeoutException)
- log.Add(@"API level timeout exception was hit");
-
- req.Fail(e);
return false;
}
}
@@ -290,8 +268,12 @@ namespace osu.Game.Online.API
//we might try again at an api level.
return false;
- State = APIState.Failing;
- flushQueue();
+ if (State == APIState.Online)
+ {
+ State = APIState.Failing;
+ flushQueue();
+ }
+
return true;
}
diff --git a/osu.Game/Online/API/APIRequest.cs b/osu.Game/Online/API/APIRequest.cs
index adbedb2aac..41f774e83c 100644
--- a/osu.Game/Online/API/APIRequest.cs
+++ b/osu.Game/Online/API/APIRequest.cs
@@ -3,6 +3,7 @@
using System;
using osu.Framework.IO.Network;
+using osu.Framework.Logging;
namespace osu.Game.Online.API
{
@@ -35,23 +36,12 @@ namespace osu.Game.Online.API
///
public abstract class APIRequest
{
- ///
- /// The maximum amount of time before this request will fail.
- ///
- public int Timeout = WebRequest.DEFAULT_TIMEOUT;
-
protected virtual string Target => string.Empty;
protected virtual WebRequest CreateWebRequest() => new WebRequest(Uri);
protected virtual string Uri => $@"{API.Endpoint}/api/v2/{Target}";
- private double remainingTime => Math.Max(0, Timeout - (DateTimeOffset.UtcNow - (startTime ?? DateTimeOffset.MinValue)).TotalMilliseconds);
-
- public bool ExceededTimeout => remainingTime == 0;
-
- private DateTimeOffset? startTime;
-
protected APIAccess API;
protected WebRequest WebRequest;
@@ -75,27 +65,24 @@ namespace osu.Game.Online.API
{
API = api;
- if (checkAndProcessFailure())
+ if (checkAndScheduleFailure())
return;
- if (startTime == null)
- startTime = DateTimeOffset.UtcNow;
-
- if (remainingTime <= 0)
- throw new TimeoutException(@"API request timeout hit");
-
WebRequest = CreateWebRequest();
WebRequest.Failed += Fail;
WebRequest.AllowRetryOnTimeout = false;
WebRequest.AddHeader("Authorization", $"Bearer {api.AccessToken}");
- if (checkAndProcessFailure())
+ if (checkAndScheduleFailure())
return;
if (!WebRequest.Aborted) //could have been aborted by a Cancel() call
+ {
+ Logger.Log($@"Performing request {this}", LoggingTarget.Network);
WebRequest.Perform();
+ }
- if (checkAndProcessFailure())
+ if (checkAndScheduleFailure())
return;
api.Schedule(delegate { Success?.Invoke(); });
@@ -105,19 +92,21 @@ namespace osu.Game.Online.API
public void Fail(Exception e)
{
- cancelled = true;
+ if (cancelled) return;
+ cancelled = true;
WebRequest?.Abort();
+ Logger.Log($@"Failing request {this} ({e})", LoggingTarget.Network);
pendingFailure = () => Failure?.Invoke(e);
- checkAndProcessFailure();
+ checkAndScheduleFailure();
}
///
/// Checked for cancellation or error. Also queues up the Failed event if we can.
///
/// Whether we are in a failed or cancelled state.
- private bool checkAndProcessFailure()
+ private bool checkAndScheduleFailure()
{
if (API == null || pendingFailure == null) return cancelled;
diff --git a/osu.Game/osu.Game.csproj b/osu.Game/osu.Game.csproj
index 305c9035b5..8ae644c06a 100644
--- a/osu.Game/osu.Game.csproj
+++ b/osu.Game/osu.Game.csproj
@@ -18,7 +18,7 @@
-
+