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Commit Graph

59 Commits

Author SHA1 Message Date
Dean Herbert
2a2a4c416e
Only display offset toast when in local gameplay 2024-01-15 18:17:49 +09:00
Bartłomiej Dach
6572fa4378
Only validate playback rate when in submission context
Temporary workaround for https://github.com/ppy/osu/issues/26404.

It appears that some audio files do not behave well with BASS, leading
BASS to report a contradictory state of affairs (i.e. a track that is
in playing state but also not progressing). This appears to be related
to seeking specifically, therefore only enable the validation of
playback rate in the most sensitive contexts, namely when any sort of
score submission is involved.
2024-01-12 14:59:15 +01:00
Bartłomiej Dach
3c5e9ac9a9
Fix possible double score submission when auto-retrying via perfect mod
Closes https://github.com/ppy/osu/issues/26035.

`submitOnFailOrQuit()`, as the name suggests, can be called both when
the player has failed, or when the player screen is being exited from.
Notably, when perfect mod with auto-retry is active, the two happen
almost simultaneously.

This double call exposes a data race in `submitScore()` concerning the
handling of `scoreSubmissionSource`. The race could be experimentally
confirmed by applying the following patch:

diff --git a/osu.Game/Screens/Play/SubmittingPlayer.cs b/osu.Game/Screens/Play/SubmittingPlayer.cs
index 83adf1f960..76dd29bbdb 100644
--- a/osu.Game/Screens/Play/SubmittingPlayer.cs
+++ b/osu.Game/Screens/Play/SubmittingPlayer.cs
@@ -228,6 +228,7 @@ private Task submitScore(Score score)
                 return Task.CompletedTask;
             }

+            Logger.Log($"{nameof(scoreSubmissionSource)} is {(scoreSubmissionSource == null ? "null" : "not null")}");
             if (scoreSubmissionSource != null)
                 return scoreSubmissionSource.Task;

@@ -237,6 +238,7 @@ private Task submitScore(Score score)

             Logger.Log($"Beginning score submission (token:{token.Value})...");

+            Logger.Log($"creating new {nameof(scoreSubmissionSource)}");
             scoreSubmissionSource = new TaskCompletionSource<bool>();
             var request = CreateSubmissionRequest(score, token.Value);

which would result in the following log output:

	[runtime] 2024-01-02 09:54:13 [verbose]: scoreSubmissionSource is null
	[runtime] 2024-01-02 09:54:13 [verbose]: scoreSubmissionSource is null
	[runtime] 2024-01-02 09:54:13 [verbose]: Beginning score submission (token:36780)...
	[runtime] 2024-01-02 09:54:13 [verbose]: creating new scoreSubmissionSource
	[runtime] 2024-01-02 09:54:13 [verbose]: Beginning score submission (token:36780)...
	[runtime] 2024-01-02 09:54:13 [verbose]: creating new scoreSubmissionSource
	[network] 2024-01-02 09:54:13 [verbose]: Performing request osu.Game.Online.Solo.SubmitSoloScoreRequest
	[network] 2024-01-02 09:54:14 [verbose]: Request to https://dev.ppy.sh/api/v2/beatmaps/869310/solo/scores/36780 successfully completed!
	[network] 2024-01-02 09:54:14 [verbose]: SubmitSoloScoreRequest finished with response size of 639 bytes
	[network] 2024-01-02 09:54:14 [verbose]: Performing request osu.Game.Online.Solo.SubmitSoloScoreRequest
	[runtime] 2024-01-02 09:54:14 [verbose]: Score submission completed! (token:36780 id:20247)
	[network] 2024-01-02 09:54:14 [verbose]: Request to https://dev.ppy.sh/api/v2/beatmaps/869310/solo/scores/36780 successfully completed!
	[network] 2024-01-02 09:54:14 [verbose]: SubmitSoloScoreRequest finished with response size of 639 bytes
	[runtime] 2024-01-02 09:54:14 [error]: An unhandled error has occurred.
	[runtime] 2024-01-02 09:54:14 [error]: System.InvalidOperationException: An attempt was made to transition a task to a final state when it had already completed.
	[runtime] 2024-01-02 09:54:14 [error]: at osu.Game.Screens.Play.SubmittingPlayer.<>c__DisplayClass30_0.<submitScore>b__0(MultiplayerScore s) in /home/dachb/Documents/opensource/osu/osu.Game/Screens/Play/SubmittingPlayer.cs:line 250

The intention of the submission logic was to only ever create one
`scoreSubmissionSource`, and then reuse this one if a redundant
submission request was made. However, because of the temporal proximity
of fail and quit in this particular case, combined with the fact that
the calls to `submitScore()` are taking place on TPL threads, means that
there is a read-write data race on `scoreSubmissionSource`, wherein the
source can be actually created twice.

This leads to two concurrent score submission requests, which, upon
completion, attempt to transition only _the second_
`scoreSubmissionSource` to a final state (this is because the API
success/failure request callbacks capture `this`, i.e. the entire
`SubmittingPlayer` instance, rather than the `scoreSubmissionSource`
reference specifically).

To fix, ensure correct synchronisation on the read-write critical
section, which should prevent the `scoreSubmissionSource` from being
created multiple times.
2024-01-02 10:55:52 +01:00
Bartłomiej Dach
6d124513e7
Fix test failures due to player bailing early after failing to load beatmap 2023-12-28 14:15:15 +01:00
Bartłomiej Dach
d4423d4933
Store last set score to a SessionStatic 2023-12-27 19:13:42 +01:00
Dean Herbert
225528d519
Bail from score submission if audio playback rate is too far from reality
Closes https://github.com/ppy/osu/issues/23149.
2023-12-26 19:20:58 +09:00
Dean Herbert
ef5dd24589
Update failing test coverage and fix onFail being called too often 2023-11-24 14:44:57 +09:00
Dean Herbert
4ad3cb3b49
Submit and send failed spectator state more aggressively 2023-11-24 14:44:57 +09:00
Bartłomiej Dach
97fee6143c
Rename touch "input handlers" to detectors 2023-11-06 10:08:19 +01:00
Bartłomiej Dach
a613292802
Fix unknown mod test failure 2023-11-02 23:44:40 +01:00
Bartłomiej Dach
0dd0a84312
Move player touch handler to SubmittingPlayer
Shouldn't be there in `ReplayPlayer`.
2023-11-02 22:56:43 +01:00
Dean Herbert
d90f29a5ff
Improve log output surrounding score submission 2023-10-30 15:07:26 +09:00
Bartłomiej Dach
6948035a3c
Ensure score submission attempt completion before notifying spectator server when exiting play early
When a `SubmittingPlayer` gameplay session ends with the successful
completion of a beatmap, `PrepareScoreForResultsAsync()` ensures that
the score submission request is sent to and responded to by osu-web
before calling `ISpectatorClient.EndPlaying()`.

While previously this was mostly an implementation detail, this becomes
important when considering that more and more server-side flows (replay
upload, notifying about score processing completion) hook into
`EndPlaying()`, and assume that by the point that message arrives at
osu-spectator-server, the score has already been submitted and has been
assigned a score ID that corresponds to the score submission token.

As it turns out, in the early-exit path (when the user exits the play
midway through, retries, or just fails), the same ordering guarantees
were not provided. The score's submission ran concurrently to the
spectator client `EndPlaying()` call, therefore creating a network
race. osu-server-spectator components that implciitly relied on the
ordering provided by the happy path, could therefore fail to unmap the
score submission token to a score ID.

Note that as written, the osu-server-spectator replay upload flow is
not really affected by this, as it self-corrects by essentially polling
the database and trying to unmap the score submission token to a score
ID for up to 30 seconds. However, this change would have the benefit of
reducing the polls required in such cases to just one DB retrieval.
2022-12-21 22:23:26 +01:00
Bartłomiej Dach
fea0895f16
Call spectator EndPlaying() immediately after score submission
As it turns out, in current `master`, if a gameplay session ends
normally (i.e. by the player completing the beatmap in full), then
the spectator server `EndPlaying()` method will not be called until
`SubmittingPlayer.OnExiting()`, which in practice turns out to be
the moment where the user exits from the post-gameplay results screen
back to song select.

There is seemingly no reasonable cause for not calling this earlier. In
fact the solo spectator flow looks more broken without this call than
with, because without it the spectator view just hangs until the
spectated player exits gameplay, and *only then* shows results, rather
than do it upon normal gameplay completion.
2022-12-17 21:35:43 +01:00
Dan Balasescu
caa0b7c290 Move score token to BeginPlaying 2022-12-12 13:59:27 +09:00
Dan Balasescu
4a65f5c864 Add score token to spectator state 2022-12-09 19:09:51 +09:00
Dan Balasescu
7bc8908ca9 Partial everything 2022-11-27 00:00:27 +09:00
Dean Herbert
e4d134a820 Reduce time waited on a score submission token from 60 to 30s 2022-11-18 14:07:40 +09:00
Salman Ahmed
ae05f374a2 Fix potential invalid operation exception in SubmittingPlayer token retrieval 2022-10-17 03:26:29 +03:00
Dean Herbert
65369e96eb Ensure token retrieval failure logic only runs once 2022-10-03 17:29:46 +09:00
Dean Herbert
c4dd23ed15 Log token retrieval failures even when gameplay is allowed to continue 2022-10-03 17:29:34 +09:00
Dean Herbert
8566e93c72 Guard against SubmittingPlayer potentially getting stuck waiting on request forever 2022-08-20 17:19:17 +09:00
Dan Balasescu
ce694123eb Move spectator begin/end playing to SubmittingPlayer 2022-07-28 20:44:04 +09:00
Dean Herbert
937692604e Remove mention of autoplay mod for now 2022-07-13 22:37:20 +09:00
Dean Herbert
ab3ec80159 Update LastPlayed on gameplay starting in a SubmittingPlayer 2022-07-13 16:43:43 +09:00
Dean Herbert
b52ea16133 Show basic error message when score submission fails 2022-07-12 15:10:59 +09:00
Dan Balasescu
f8830c6850 Automated #nullable processing 2022-06-17 16:37:17 +09:00
Dean Herbert
832d37b2c2 Update screen transition events to use new event args 2022-04-22 00:52:44 +09:00
Dean Herbert
2eb3365f46 Fix regressing issues when attempting to exit Player after an unsuccessful beatmap load 2022-03-09 17:57:58 +09:00
Dean Herbert
031a40af6a Replace usages of Wait with WaitSafely 2022-01-04 11:51:41 +09:00
Dean Herbert
dbb08f7d46 Use OnlineID for set operations 2021-12-10 16:11:48 +09:00
Dean Herbert
872e0884c0 Fix the local user's rank not showing on multiplayer/playlist results screen
Applying the simple solution for now. Not sure how this will evolve over
time, but seems sane enough.
2021-12-08 15:22:10 +09:00
Dean Herbert
6944151486 Apply batch fixing of built-in types using var 2021-10-27 13:04:41 +09:00
Dean Herbert
b3f60c8253 Fix date being updated on replays unexpectedly 2021-07-19 19:28:35 +09:00
Dean Herbert
f16b4957aa Move clone to earlier in the process 2021-07-19 19:18:34 +09:00
Dean Herbert
7a710ceffe Check count as well (statistics can be populated with zero counts) 2021-07-04 16:41:09 +09:00
Dean Herbert
ef82528309 Don't attempt to submit score when nothing has been hit 2021-07-04 15:16:18 +09:00
Dean Herbert
74c63e15be Mark score failed on fail and exit 2021-07-01 17:48:09 +09:00
Dean Herbert
04b874bb00 Add flow for submitting score on exiting SubmittingPlayer 2021-07-01 17:02:33 +09:00
Dean Herbert
00d3baef11 Exit handling flow 2021-06-30 20:23:48 +09:00
Bartłomiej Dach
020c63017e Fix inspectcode issues 2021-06-09 09:21:02 +02:00
Dean Herbert
b754c52392 Update ModAutoplay matching to use new UserPlayable flag instead 2021-06-09 14:32:48 +09:00
smoogipoo
c6160d5304 Only ignore online score id for database import 2021-05-18 21:17:41 +09:00
smoogipoo
0f00ee8640 Change failure text
Although this is not visible anywhere.
2021-05-11 11:35:08 +09:00
smoogipoo
8c9390dc75 Remove replay condition 2021-05-11 11:33:21 +09:00
smoogipoo
6db9e26d48 Fix score submission failures with autoplay 2021-05-11 11:28:09 +09:00
smoogipoo
32f7691349 Fix token failure preventing base.LoadAsyncComplete() 2021-05-11 11:24:35 +09:00
Dean Herbert
273099d53c Don't store online IDs from score submission responses for now
Closes remaining portion of https://github.com/ppy/osu/issues/12372.
2021-04-13 14:31:44 +09:00
Dean Herbert
4269cb7124 Extract majority of token retrieval code out of LoadComponentAsync for legibility 2021-03-25 13:48:41 +09:00
Dean Herbert
84b2f9a848 Make token private 2021-03-24 13:20:44 +09:00