//Copyright (c) 2007-2016 ppy Pty Ltd . //Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Collections.Concurrent; using System.Net; using System.Threading; using osu.Framework.Logging; using osu.Game.Online.API.Requests; namespace osu.Game.Online.API { internal class APIAccess { private OAuth authentication; internal string Endpoint = @"https://new.ppy.sh"; const string ClientId = @"daNBnfdv7SppRVc61z0XuOI13y6Hroiz"; const string ClientSecret = @"d6fgZuZeQ0eSXkEj5igdqQX6ztdtS6Ow"; ConcurrentQueue queue = new ConcurrentQueue(); public string Username; private SecurePassword password; public string Password { set { password = string.IsNullOrEmpty(value) ? null : new SecurePassword(value); } } public string Token { get { return authentication.Token?.ToString(); } set { if (string.IsNullOrEmpty(value)) authentication.Token = null; else authentication.Token = OAuthToken.Parse(value); } } protected bool HasLogin => Token != null || (!string.IsNullOrEmpty(Username) && password != null); private Thread thread; Logger log; internal APIAccess() { authentication = new OAuth(ClientId, ClientSecret, Endpoint); log = Logger.GetLogger(LoggingTarget.Network); thread = new Thread(run) { IsBackground = true }; thread.Start(); } internal string AccessToken => authentication.RequestAccessToken(); /// /// Number of consecutive requests which failed due to network issues. /// int failureCount = 0; private void run() { while (true) { switch (State) { case APIState.Failing: //todo: replace this with a ping request. log.Add($@"In a failing state, waiting a bit before we try again..."); Thread.Sleep(5000); if (queue.Count == 0) { log.Add($@"Queueing a ping request"); Queue(new ListChannelsRequest() { Timeout = 5000 }); } break; case APIState.Offline: //work to restore a connection... if (!HasLogin) { //OsuGame.Scheduler.Add(() => { OsuGame.ShowLogin(); }); State = APIState.Offline; Thread.Sleep(500); continue; } if (State < APIState.Connecting) State = APIState.Connecting; if (!authentication.HasValidAccessToken && !authentication.AuthenticateWithLogin(Username, password.Get(Representation.Raw))) { //todo: this fails even on network-related issues. we should probably handle those differently. //NotificationManager.ShowMessage("Login failed!"); log.Add(@"Login failed!"); ClearCredentials(); continue; } //we're connected! State = APIState.Online; failureCount = 0; break; } //hard bail if we can't get a valid access token. if (authentication.RequestAccessToken() == null) { State = APIState.Offline; continue; } //process the request queue. APIRequest req; while (queue.TryPeek(out req)) { if (handleRequest(req)) { //we have succeeded, so let's unqueue. queue.TryDequeue(out req); } } Thread.Sleep(1); } } private void ClearCredentials() { Username = null; password = null; } /// /// Handle a single API request. /// /// The request. /// true if we should remove this request from the queue. private bool handleRequest(APIRequest req) { try { req.Perform(this); State = APIState.Online; failureCount = 0; return true; } catch (WebException we) { HttpStatusCode statusCode = (we.Response as HttpWebResponse)?.StatusCode ?? HttpStatusCode.RequestTimeout; switch (statusCode) { case HttpStatusCode.Unauthorized: State = APIState.Offline; return true; case HttpStatusCode.RequestTimeout: failureCount++; log.Add($@"API failure count is now {failureCount}"); if (failureCount < 3) //we might try again at an api level. return false; State = APIState.Failing; return true; } req.Fail(we); return true; } catch (Exception e) { if (e is TimeoutException) log.Add(@"API level timeout exception was hit"); req.Fail(e); return true; } } private APIState state; public APIState State { get { return state; } set { APIState oldState = state; APIState newState = value; state = value; switch (state) { case APIState.Failing: case APIState.Offline: flushQueue(); break; } if (oldState != newState) { //OsuGame.Scheduler.Add(delegate { //NotificationManager.ShowMessage($@"We just went {newState}!", newState == APIState.Online ? Color4.YellowGreen : Color4.OrangeRed, 5000); log.Add($@"We just went {newState}!"); OnStateChange?.Invoke(oldState, newState); } } } } internal void Queue(APIRequest request) { queue.Enqueue(request); } internal event StateChangeDelegate OnStateChange; internal delegate void StateChangeDelegate(APIState oldState, APIState newState); internal 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 } private void flushQueue(bool failOldRequests = true) { var oldQueue = queue; //flush the queue. queue = new ConcurrentQueue(); if (failOldRequests) { APIRequest req; while (queue.TryDequeue(out req)) req.Fail(new Exception(@"Disconnected from server")); } } internal void Logout() { authentication.Clear(); State = APIState.Offline; } } }