// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Diagnostics; using System.Net; using System.Net.Http; using System.Threading; using System.Threading.Tasks; using Newtonsoft.Json.Linq; using osu.Framework.Bindables; using osu.Framework.Extensions.ExceptionExtensions; using osu.Framework.Extensions.ObjectExtensions; using osu.Framework.Graphics; using osu.Framework.Logging; using osu.Game.Configuration; using osu.Game.Online.API.Requests; using osu.Game.Users; namespace osu.Game.Online.API { public class APIAccess : Component, IAPIProvider { private readonly OsuConfigManager config; private readonly OAuth authentication; public string Endpoint => @"https://osu.ppy.sh"; private const string client_id = @"5"; private const string client_secret = @"FGc9GAtyHzeQDshWP5Ah7dega8hJACAJpQtw6OXk"; private readonly Queue queue = new Queue(); /// /// The username/email provided by the user when initiating a login. /// public string ProvidedUsername { get; private set; } private string password; public IBindable LocalUser => localUser; public IBindableList Friends => friends; public IBindable Activity => activity; private Bindable localUser { get; } = new Bindable(createGuestUser()); private BindableList friends { get; } = new BindableList(); private Bindable activity { get; } = new Bindable(); protected bool HasLogin => authentication.Token.Value != null || (!string.IsNullOrEmpty(ProvidedUsername) && !string.IsNullOrEmpty(password)); private readonly CancellationTokenSource cancellationToken = new CancellationTokenSource(); private readonly Logger log; public APIAccess(OsuConfigManager config) { this.config = config; authentication = new OAuth(client_id, client_secret, Endpoint); log = Logger.GetLogger(LoggingTarget.Network); ProvidedUsername = config.Get(OsuSetting.Username); authentication.TokenString = config.Get(OsuSetting.Token); authentication.Token.ValueChanged += onTokenChanged; localUser.BindValueChanged(u => { u.OldValue?.Activity.UnbindFrom(activity); u.NewValue.Activity.BindTo(activity); }, true); var thread = new Thread(run) { Name = "APIAccess", IsBackground = true }; thread.Start(); } private void onTokenChanged(ValueChangedEvent e) => config.Set(OsuSetting.Token, config.Get(OsuSetting.SavePassword) ? authentication.TokenString : string.Empty); internal new void Schedule(Action action) => base.Schedule(action); public string AccessToken => authentication.RequestAccessToken(); /// /// Number of consecutive requests which failed due to network issues. /// private int failureCount; private void run() { while (!cancellationToken.IsCancellationRequested) { switch (State.Value) { case APIState.Failing: //todo: replace this with a ping request. log.Add(@"In a failing state, waiting a bit before we try again..."); Thread.Sleep(5000); if (!IsLoggedIn) goto case APIState.Connecting; if (queue.Count == 0) { log.Add(@"Queueing a ping request"); Queue(new GetUserRequest()); } break; case APIState.Offline: case APIState.Connecting: // work to restore a connection... if (!HasLogin) { state.Value = APIState.Offline; Thread.Sleep(50); continue; } state.Value = APIState.Connecting; // save the username at this point, if the user requested for it to be. config.Set(OsuSetting.Username, config.Get(OsuSetting.SaveUsername) ? ProvidedUsername : string.Empty); if (!authentication.HasValidAccessToken && !authentication.AuthenticateWithLogin(ProvidedUsername, password)) { //todo: this fails even on network-related issues. we should probably handle those differently. //NotificationOverlay.ShowMessage("Login failed!"); log.Add(@"Login failed!"); password = null; authentication.Clear(); continue; } var userReq = new GetUserRequest(); userReq.Success += u => { localUser.Value = u; // todo: save/pull from settings localUser.Value.Status.Value = new UserStatusOnline(); failureCount = 0; }; if (!handleRequest(userReq)) { failConnectionProcess(); continue; } // getting user's friends is considered part of the connection process. var friendsReq = new GetFriendsRequest(); friendsReq.Success += res => { friends.AddRange(res); //we're connected! state.Value = APIState.Online; }; if (!handleRequest(friendsReq)) { failConnectionProcess(); continue; } // The Success callback event is fired on the main thread, so we should wait for that to run before proceeding. // Without this, we will end up circulating this Connecting loop multiple times and queueing up many web requests // before actually going online. while (State.Value > APIState.Offline && State.Value < APIState.Online) Thread.Sleep(500); break; } // hard bail if we can't get a valid access token. if (authentication.RequestAccessToken() == null) { Logout(); continue; } while (true) { APIRequest req; lock (queue) { if (queue.Count == 0) break; req = queue.Dequeue(); } handleRequest(req); } Thread.Sleep(50); } void failConnectionProcess() { // if something went wrong during the connection process, we want to reset the state (but only if still connecting). if (State.Value == APIState.Connecting) state.Value = APIState.Failing; } } public void Perform(APIRequest request) { try { request.Perform(this); } catch (Exception e) { // todo: fix exception handling request.Fail(e); } } public Task PerformAsync(APIRequest request) => Task.Factory.StartNew(() => Perform(request), TaskCreationOptions.LongRunning); public void Login(string username, string password) { Debug.Assert(State.Value == APIState.Offline); ProvidedUsername = username; this.password = password; } public RegistrationRequest.RegistrationRequestErrors CreateAccount(string email, string username, string password) { Debug.Assert(State.Value == APIState.Offline); var req = new RegistrationRequest { Url = $@"{Endpoint}/users", Method = HttpMethod.Post, Username = username, Email = email, Password = password }; try { req.Perform(); } catch (Exception e) { try { return JObject.Parse(req.GetResponseString()).SelectToken("form_error", true).AsNonNull().ToObject(); } catch { // if we couldn't deserialize the error message let's throw the original exception outwards. e.Rethrow(); } } return null; } /// /// Handle a single API request. /// Ensures all exceptions are caught and dealt with correctly. /// /// The request. /// true if the request succeeded. private bool handleRequest(APIRequest req) { try { req.Perform(this); // we could still be in initialisation, at which point we don't want to say we're Online yet. if (IsLoggedIn) state.Value = APIState.Online; failureCount = 0; return true; } catch (WebException we) { handleWebException(we); return false; } catch (Exception ex) { Logger.Error(ex, "Error occurred while handling an API request."); return false; } } private readonly Bindable state = new Bindable(); /// /// The current connectivity state of the API. /// public IBindable State => state; private bool handleWebException(WebException we) { HttpStatusCode statusCode = (we.Response as HttpWebResponse)?.StatusCode ?? (we.Status == WebExceptionStatus.UnknownError ? HttpStatusCode.NotAcceptable : HttpStatusCode.RequestTimeout); // special cases for un-typed but useful message responses. switch (we.Message) { case "Unauthorized": case "Forbidden": statusCode = HttpStatusCode.Unauthorized; break; } switch (statusCode) { case HttpStatusCode.Unauthorized: Logout(); return true; case HttpStatusCode.RequestTimeout: failureCount++; log.Add($@"API failure count is now {failureCount}"); if (failureCount < 3) // we might try again at an api level. return false; if (State.Value == APIState.Online) { state.Value = APIState.Failing; flushQueue(); } return true; } return true; } public bool IsLoggedIn => localUser.Value.Id > 1; public void Queue(APIRequest request) { lock (queue) queue.Enqueue(request); } private void flushQueue(bool failOldRequests = true) { lock (queue) { var oldQueueRequests = queue.ToArray(); queue.Clear(); if (failOldRequests) { foreach (var req in oldQueueRequests) req.Fail(new WebException(@"Disconnected from server")); } } } public void Logout() { flushQueue(); password = null; authentication.Clear(); // Scheduled prior to state change such that the state changed event is invoked with the correct user and their friends present Schedule(() => { localUser.Value = createGuestUser(); friends.Clear(); }); state.Value = APIState.Offline; } private static User createGuestUser() => new GuestUser(); protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); flushQueue(); cancellationToken.Cancel(); } } internal class GuestUser : User { public GuestUser() { Username = @"Guest"; Id = 1; } } public enum APIState { /// /// We cannot login (not enough credentials). /// Offline, /// /// We are having connectivity issues. /// Failing, /// /// We are in the process of (re-)connecting. /// Connecting, /// /// We are online. /// Online } }