mirror of
https://github.com/ppy/osu.git
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282 lines
9.8 KiB
C#
282 lines
9.8 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
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using System.Linq;
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using System.Threading.Tasks;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Online.API;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osu.Game.Online.Spectator;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// A player instance which supports submitting scores to an online store.
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/// </summary>
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public abstract partial class SubmittingPlayer : Player
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{
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/// <summary>
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/// The token to be used for the current submission. This is fetched via a request created by <see cref="CreateTokenRequest"/>.
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/// </summary>
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private long? token;
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[Resolved]
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private IAPIProvider api { get; set; }
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[Resolved]
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private SpectatorClient spectatorClient { get; set; }
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[Resolved]
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private SessionStatics statics { get; set; }
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private readonly object scoreSubmissionLock = new object();
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private TaskCompletionSource<bool> scoreSubmissionSource;
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protected SubmittingPlayer(PlayerConfiguration configuration = null)
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: base(configuration)
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{
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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if (DrawableRuleset == null)
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{
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// base load must have failed (e.g. due to an unknown mod); bail.
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return;
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}
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AddInternal(new PlayerTouchInputDetector());
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// We probably want to move this display to something more global.
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// Probably using the OSD somehow.
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AddInternal(new GameplayOffsetControl
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{
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Margin = new MarginPadding(20),
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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});
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}
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protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new MasterGameplayClockContainer(beatmap, gameplayStart)
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{
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ShouldValidatePlaybackRate = true,
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};
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protected override void LoadAsyncComplete()
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{
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base.LoadAsyncComplete();
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handleTokenRetrieval();
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}
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private bool handleTokenRetrieval()
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{
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// Token request construction should happen post-load to allow derived classes to potentially prepare DI backings that are used to create the request.
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var tcs = new TaskCompletionSource<bool>();
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if (Mods.Value.Any(m => !m.UserPlayable))
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{
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handleTokenFailure(new InvalidOperationException("Non-user playable mod selected."));
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return false;
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}
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if (!api.IsLoggedIn)
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{
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handleTokenFailure(new InvalidOperationException("API is not online."));
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return false;
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}
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var req = CreateTokenRequest();
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if (req == null)
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{
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handleTokenFailure(new InvalidOperationException("Request could not be constructed."));
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return false;
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}
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req.Success += r =>
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{
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Logger.Log($"Score submission token retrieved ({r.ID})");
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token = r.ID;
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tcs.SetResult(true);
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};
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req.Failure += handleTokenFailure;
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api.Queue(req);
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// Generally a timeout would not happen here as APIAccess will timeout first.
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if (!tcs.Task.Wait(30000))
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req.TriggerFailure(new InvalidOperationException("Token retrieval timed out (request never run)"));
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return true;
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void handleTokenFailure(Exception exception)
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{
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tcs.SetResult(false);
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if (HandleTokenRetrievalFailure(exception))
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{
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if (string.IsNullOrEmpty(exception.Message))
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Logger.Error(exception, "Failed to retrieve a score submission token.");
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else
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Logger.Log($"You are not able to submit a score: {exception.Message}", level: LogLevel.Important);
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Schedule(() =>
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{
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ValidForResume = false;
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this.Exit();
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});
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}
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else
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{
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// Gameplay is allowed to continue, but we still should keep track of the error.
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// In the future, this should be visible to the user in some way.
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Logger.Log($"Score submission token retrieval failed ({exception.Message})");
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}
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}
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}
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/// <summary>
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/// Called when a token could not be retrieved for submission.
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/// </summary>
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/// <param name="exception">The error causing the failure.</param>
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/// <returns>Whether gameplay should be immediately exited as a result. Returning false allows the gameplay session to continue. Defaults to true.</returns>
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protected virtual bool HandleTokenRetrievalFailure(Exception exception) => true;
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protected override async Task PrepareScoreForResultsAsync(Score score)
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{
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await base.PrepareScoreForResultsAsync(score).ConfigureAwait(false);
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score.ScoreInfo.Date = DateTimeOffset.Now;
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await submitScore(score).ConfigureAwait(false);
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spectatorClient.EndPlaying(GameplayState);
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}
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[Resolved]
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private RealmAccess realm { get; set; }
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protected override void StartGameplay()
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{
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base.StartGameplay();
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// User expectation is that last played should be updated when entering the gameplay loop
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// from multiplayer / playlists / solo.
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realm.WriteAsync(r =>
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{
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var realmBeatmap = r.Find<BeatmapInfo>(Beatmap.Value.BeatmapInfo.ID);
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if (realmBeatmap != null)
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realmBeatmap.LastPlayed = DateTimeOffset.Now;
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});
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spectatorClient.BeginPlaying(token, GameplayState, Score);
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}
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protected override void OnFail()
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{
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base.OnFail();
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submitFromFailOrQuit();
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}
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public override bool OnExiting(ScreenExitEvent e)
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{
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bool exiting = base.OnExiting(e);
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submitFromFailOrQuit();
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statics.SetValue(Static.LastLocalUserScore, Score?.ScoreInfo.DeepClone());
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return exiting;
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}
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private void submitFromFailOrQuit()
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{
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if (LoadedBeatmapSuccessfully)
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{
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Task.Run(async () =>
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{
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await submitScore(Score.DeepClone()).ConfigureAwait(false);
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spectatorClient.EndPlaying(GameplayState);
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}).FireAndForget();
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}
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}
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/// <summary>
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/// Construct a request to be used for retrieval of the score token.
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/// Can return null, at which point <see cref="HandleTokenRetrievalFailure"/> will be fired.
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/// </summary>
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[CanBeNull]
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protected abstract APIRequest<APIScoreToken> CreateTokenRequest();
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/// <summary>
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/// Construct a request to submit the score.
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/// Will only be invoked if the request constructed via <see cref="CreateTokenRequest"/> was successful.
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/// </summary>
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/// <param name="score">The score to be submitted.</param>
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/// <param name="token">The submission token.</param>
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protected abstract APIRequest<MultiplayerScore> CreateSubmissionRequest(Score score, long token);
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private Task submitScore(Score score)
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{
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var masterClock = GameplayClockContainer as MasterGameplayClockContainer;
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if (masterClock?.PlaybackRateValid.Value != true)
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{
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Logger.Log("Score submission cancelled due to audio playback rate discrepancy.");
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return Task.CompletedTask;
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}
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// token may be null if the request failed but gameplay was still allowed (see HandleTokenRetrievalFailure).
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if (token == null)
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{
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Logger.Log("No token, skipping score submission");
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return Task.CompletedTask;
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}
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lock (scoreSubmissionLock)
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{
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if (scoreSubmissionSource != null)
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return scoreSubmissionSource.Task;
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scoreSubmissionSource = new TaskCompletionSource<bool>();
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}
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// if the user never hit anything, this score should not be counted in any way.
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if (!score.ScoreInfo.Statistics.Any(s => s.Key.IsHit() && s.Value > 0))
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return Task.CompletedTask;
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Logger.Log($"Beginning score submission (token:{token.Value})...");
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var request = CreateSubmissionRequest(score, token.Value);
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request.Success += s =>
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{
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score.ScoreInfo.OnlineID = s.ID;
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score.ScoreInfo.Position = s.Position;
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scoreSubmissionSource.SetResult(true);
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Logger.Log($"Score submission completed! (token:{token.Value} id:{s.ID})");
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};
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request.Failure += e =>
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{
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Logger.Error(e, $"Failed to submit score (token:{token.Value}): {e.Message}");
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scoreSubmissionSource.SetResult(false);
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};
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api.Queue(request);
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return scoreSubmissionSource.Task;
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}
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}
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}
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