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898d5ce88b
Previously, if a `SubmittingPlayer` instance deemed it okay to proceed with gameplay despite submission failure, it would silently log all errors and proceed, but the score would still not be submitted. This feels a bit anti-user in the cases wherein something is genuinely wrong with either the client or web, so things like token verification failures or API failures are now shown as notifications to give the user an indication that something went wrong at all. Selected cases (non-user-playable mod, logged out, beatmap is not online) are still logged silently because those are either known and expected, or someone is messing with things.
131 lines
4.6 KiB
C#
131 lines
4.6 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.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Screens;
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using osu.Game.Online.API;
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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.Judgements;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual
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{
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/// <summary>
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/// A player that exposes many components that would otherwise not be available, for testing purposes.
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/// </summary>
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public partial class TestPlayer : SoloPlayer
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{
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protected override bool PauseOnFocusLost { get; }
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public new DrawableRuleset DrawableRuleset => base.DrawableRuleset;
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public new Bindable<IReadOnlyList<Mod>> Mods => base.Mods;
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public new HUDOverlay HUDOverlay => base.HUDOverlay;
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public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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public new HealthProcessor HealthProcessor => base.HealthProcessor;
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public bool TokenCreationRequested { get; private set; }
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public Score SubmittedScore { get; private set; }
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public new bool PauseCooldownActive => base.PauseCooldownActive;
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public readonly List<JudgementResult> Results = new List<JudgementResult>();
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[Resolved]
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private SpectatorClient spectatorClient { get; set; }
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public TestPlayer(bool allowPause = true, bool showResults = true, bool pauseOnFocusLost = false)
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: base(new PlayerConfiguration
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{
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AllowPause = allowPause,
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ShowResults = showResults
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})
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{
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PauseOnFocusLost = pauseOnFocusLost;
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}
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protected override bool ShouldExitOnTokenRetrievalFailure(Exception exception) => false;
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protected override APIRequest<APIScoreToken> CreateTokenRequest()
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{
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TokenCreationRequested = true;
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return base.CreateTokenRequest();
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}
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protected override APIRequest<MultiplayerScore> CreateSubmissionRequest(Score score, long token)
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{
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SubmittedScore = score;
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return base.CreateSubmissionRequest(score, token);
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}
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protected override void PrepareReplay()
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{
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// Generally, replay generation is handled by whatever is constructing the player.
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// This is implemented locally here to ease migration of test scenes that have some executions
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// running with autoplay and some not, but are not written in a way that lends to instantiating
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// different `Player` types.
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//
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// Eventually we will want to remove this and update all test usages which rely on autoplay to use
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// a `TestReplayPlayer`.
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var autoplayMod = Mods.Value.OfType<ModAutoplay>().FirstOrDefault();
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if (autoplayMod != null)
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{
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DrawableRuleset?.SetReplayScore(autoplayMod.CreateScoreFromReplayData(GameplayState.Beatmap, Mods.Value));
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return;
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}
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base.PrepareReplay();
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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 (!LoadedBeatmapSuccessfully)
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return;
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ScoreProcessor.NewJudgement += r => Results.Add(r);
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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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// SubmittingPlayer performs EndPlaying on a fire-and-forget async task, which allows for the chance of BeginPlaying to be called before EndPlaying is called here.
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// Until this is handled properly at game-side, ensure EndPlaying is called before exiting player.
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// see: https://github.com/ppy/osu/issues/22220
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if (LoadedBeatmapSuccessfully)
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spectatorClient?.EndPlaying(GameplayState);
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return exiting;
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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// Specific to tests, the player can be disposed without OnExiting() ever being called.
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// We should make sure that the gameplay session has finished even in this case.
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if (LoadedBeatmapSuccessfully)
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spectatorClient?.EndPlaying(GameplayState);
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}
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}
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}
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