// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Collections.Concurrent; using System.Collections.Generic; using System.Diagnostics; using System.Net; using System.Threading; using osu.Framework; using osu.Framework.Configuration; using osu.Framework.Logging; using osu.Framework.Threading; using osu.Game.Online.API.Requests; using osu.Game.Users; namespace osu.Game.Online.API { public class APIAccess : IUpdateable { private readonly OAuth authentication; public string Endpoint = @"https://new.ppy.sh"; private const string client_id = @"5"; private const string client_secret = @"FGc9GAtyHzeQDshWP5Ah7dega8hJACAJpQtw6OXk"; private ConcurrentQueue queue = new ConcurrentQueue(); public Scheduler Scheduler = new Scheduler(); public string Username; //private SecurePassword password; public string Password; public Bindable LocalUser = new Bindable(); public string Token { get { return authentication.Token?.ToString(); } set { authentication.Token = string.IsNullOrEmpty(value) ? null : OAuthToken.Parse(value); } } protected bool HasLogin => Token != null || !string.IsNullOrEmpty(Username) && !string.IsNullOrEmpty(Password); // ReSharper disable once PrivateFieldCanBeConvertedToLocalVariable (should dispose of this or at very least keep a reference). private readonly Thread thread; private readonly Logger log; public APIAccess() { authentication = new OAuth(client_id, client_secret, Endpoint); log = Logger.GetLogger(LoggingTarget.Network); thread = new Thread(run) { IsBackground = true }; thread.Start(); } private readonly List components = new List(); public void Register(IOnlineComponent component) { Scheduler.Add(delegate { components.Add(component); component.APIStateChanged(this, state); }); } public void Unregister(IOnlineComponent component) { Scheduler.Add(delegate { components.Remove(component); }); } public string AccessToken => authentication.RequestAccessToken(); /// /// Number of consecutive requests which failed due to network issues. /// private int failureCount; private void run() { while (thread.IsAlive) { 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)) { //todo: this fails even on network-related issues. we should probably handle those differently. //NotificationManager.ShowMessage("Login failed!"); log.Add(@"Login failed!"); Password = null; continue; } var userReq = new GetUserRequest(); userReq.Success += u => { LocalUser.Value = u; //we're connected! State = APIState.Online; failureCount = 0; }; if (!handleRequest(userReq)) { State = APIState.Failing; continue; } 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; } public void Login(string username, string password) { Debug.Assert(State == APIState.Offline); Username = username; Password = password; State = APIState.Connecting; } /// /// Handle a single API request. /// /// The request. /// true if we should remove this request from the queue. private bool handleRequest(APIRequest req) { try { Logger.Log($@"Performing request {req}", LoggingTarget.Network); req.Perform(this); //we could still be in initialisation, at which point we don't want to say we're Online yet. if (LocalUser.Value != null) State = APIState.Online; failureCount = 0; return true; } catch (WebException we) { HttpStatusCode statusCode = (we.Response as HttpWebResponse)?.StatusCode ?? HttpStatusCode.RequestTimeout; switch (statusCode) { case HttpStatusCode.Unauthorized: State = APIState.Offline; return true; case HttpStatusCode.RequestTimeout: failureCount++; log.Add($@"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}!"); Scheduler.Add(delegate { components.ForEach(c => c.APIStateChanged(this, newState)); OnStateChange?.Invoke(oldState, newState); }); } } } } public void Queue(APIRequest request) { queue.Enqueue(request); } public event StateChangeDelegate OnStateChange; public delegate void StateChangeDelegate(APIState oldState, APIState newState); private void flushQueue(bool failOldRequests = true) { var oldQueue = queue; //flush the queue. queue = new ConcurrentQueue(); if (failOldRequests) { APIRequest req; while (oldQueue.TryDequeue(out req)) req.Fail(new Exception(@"Disconnected from server")); } } public void Logout() { clearCredentials(); authentication.Clear(); State = APIState.Offline; } public void Update() { Scheduler.Update(); } } 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 } }