mirror of
https://github.com/ppy/osu.git
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681 lines
23 KiB
C#
681 lines
23 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.Diagnostics;
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using System.Net;
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using System.Net.Http;
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using System.Net.Sockets;
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using System.Threading;
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using System.Threading.Tasks;
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using Newtonsoft.Json.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.ExceptionExtensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Logging;
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using osu.Game.Configuration;
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using osu.Game.Localisation;
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using osu.Game.Online.API.Requests;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Online.Chat;
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using osu.Game.Online.Notifications.WebSocket;
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using osu.Game.Users;
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namespace osu.Game.Online.API
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{
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public partial class APIAccess : Component, IAPIProvider
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{
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private readonly OsuGameBase game;
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private readonly OsuConfigManager config;
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private readonly string versionHash;
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private readonly OAuth authentication;
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private readonly Queue<APIRequest> queue = new Queue<APIRequest>();
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public string APIEndpointUrl { get; }
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public string WebsiteRootUrl { get; }
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/// <summary>
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/// The API response version.
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/// See: https://osu.ppy.sh/docs/index.html#api-versions
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/// </summary>
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public int APIVersion { get; }
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public Exception LastLoginError { get; private set; }
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public string ProvidedUsername { get; private set; }
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public string SecondFactorCode { get; private set; }
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private string password;
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public IBindable<APIUser> LocalUser => localUser;
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public IBindableList<APIUser> Friends => friends;
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public IBindable<UserActivity> Activity => activity;
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public IBindable<UserStatistics> Statistics => statistics;
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public INotificationsClient NotificationsClient { get; }
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public Language Language => game.CurrentLanguage.Value;
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private Bindable<APIUser> localUser { get; } = new Bindable<APIUser>(createGuestUser());
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private BindableList<APIUser> friends { get; } = new BindableList<APIUser>();
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private Bindable<UserActivity> activity { get; } = new Bindable<UserActivity>();
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private Bindable<UserStatus?> configStatus { get; } = new Bindable<UserStatus?>();
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private Bindable<UserStatus?> localUserStatus { get; } = new Bindable<UserStatus?>();
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private Bindable<UserStatistics> statistics { get; } = new Bindable<UserStatistics>();
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protected bool HasLogin => authentication.Token.Value != null || (!string.IsNullOrEmpty(ProvidedUsername) && !string.IsNullOrEmpty(password));
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private readonly CancellationTokenSource cancellationToken = new CancellationTokenSource();
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private readonly Logger log;
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public APIAccess(OsuGameBase game, OsuConfigManager config, EndpointConfiguration endpointConfiguration, string versionHash)
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{
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this.game = game;
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this.config = config;
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this.versionHash = versionHash;
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if (game.IsDeployedBuild)
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APIVersion = game.AssemblyVersion.Major * 10000 + game.AssemblyVersion.Minor;
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else
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{
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var now = DateTimeOffset.Now;
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APIVersion = now.Year * 10000 + now.Month * 100 + now.Day;
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}
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APIEndpointUrl = endpointConfiguration.APIEndpointUrl;
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WebsiteRootUrl = endpointConfiguration.WebsiteRootUrl;
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NotificationsClient = setUpNotificationsClient();
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authentication = new OAuth(endpointConfiguration.APIClientID, endpointConfiguration.APIClientSecret, APIEndpointUrl);
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log = Logger.GetLogger(LoggingTarget.Network);
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log.Add($@"API endpoint root: {APIEndpointUrl}");
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log.Add($@"API request version: {APIVersion}");
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ProvidedUsername = config.Get<string>(OsuSetting.Username);
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authentication.TokenString = config.Get<string>(OsuSetting.Token);
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authentication.Token.ValueChanged += onTokenChanged;
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config.BindWith(OsuSetting.UserOnlineStatus, configStatus);
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localUser.BindValueChanged(u =>
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{
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u.OldValue?.Activity.UnbindFrom(activity);
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u.NewValue.Activity.BindTo(activity);
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u.OldValue?.Status.UnbindFrom(localUserStatus);
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u.NewValue.Status.BindTo(localUserStatus);
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}, true);
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localUserStatus.BindTo(configStatus);
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var thread = new Thread(run)
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{
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Name = "APIAccess",
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IsBackground = true
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};
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thread.Start();
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}
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private WebSocketNotificationsClientConnector setUpNotificationsClient()
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{
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var connector = new WebSocketNotificationsClientConnector(this);
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connector.MessageReceived += msg =>
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{
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switch (msg.Event)
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{
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case @"verified":
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if (state.Value == APIState.RequiresSecondFactorAuth)
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state.Value = APIState.Online;
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break;
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case @"logout":
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if (state.Value == APIState.Online)
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Logout();
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break;
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}
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};
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return connector;
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}
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private void onTokenChanged(ValueChangedEvent<OAuthToken> e) => config.SetValue(OsuSetting.Token, config.Get<bool>(OsuSetting.SavePassword) ? authentication.TokenString : string.Empty);
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void IAPIProvider.Schedule(Action action) => base.Schedule(action);
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public string AccessToken => authentication.RequestAccessToken();
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public Guid SessionIdentifier { get; } = Guid.NewGuid();
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/// <summary>
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/// Number of consecutive requests which failed due to network issues.
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/// </summary>
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private int failureCount;
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/// <summary>
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/// The main API thread loop, which will continue to run until the game is shut down.
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/// </summary>
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private void run()
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{
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while (!cancellationToken.IsCancellationRequested)
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{
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if (state.Value == APIState.Failing)
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{
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// To recover from a failing state, falling through and running the full reconnection process seems safest for now.
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// This could probably be replaced with a ping-style request if we want to avoid the reconnection overheads.
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log.Add($@"{nameof(APIAccess)} is in a failing state, waiting a bit before we try again...");
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Thread.Sleep(5000);
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}
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// Ensure that we have valid credentials.
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// If not, setting the offline state will allow the game to prompt the user to provide new credentials.
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if (!HasLogin)
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{
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state.Value = APIState.Offline;
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Thread.Sleep(50);
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continue;
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}
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Debug.Assert(HasLogin);
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// Ensure that we are in an online state. If not, attempt a connect.
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if (state.Value != APIState.Online)
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{
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attemptConnect();
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if (state.Value != APIState.Online)
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continue;
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}
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// hard bail if we can't get a valid access token.
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if (authentication.RequestAccessToken() == null)
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{
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Logout();
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continue;
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}
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processQueuedRequests();
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Thread.Sleep(50);
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}
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}
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/// <summary>
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/// Dequeue from the queue and run each request synchronously until the queue is empty.
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/// </summary>
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private void processQueuedRequests()
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{
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while (true)
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{
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APIRequest req;
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lock (queue)
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{
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if (queue.Count == 0) return;
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req = queue.Dequeue();
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}
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handleRequest(req);
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}
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}
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/// <summary>
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/// From a non-connected state, perform a full connection flow, obtaining OAuth tokens and populating the local user and friends.
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/// </summary>
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/// <remarks>
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/// This method takes control of <see cref="state"/> and transitions from <see cref="APIState.Connecting"/> to either
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/// - <see cref="APIState.RequiresSecondFactorAuth"/> (pending 2fa)
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/// - <see cref="APIState.Online"/> (successful connection)
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/// - <see cref="APIState.Failing"/> (failed connection but retrying)
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/// - <see cref="APIState.Offline"/> (failed and can't retry, clear credentials and require user interaction)
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/// </remarks>
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/// <returns>Whether the connection attempt was successful.</returns>
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private void attemptConnect()
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{
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if (localUser.IsDefault)
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{
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// Show a placeholder user if saved credentials are available.
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// This is useful for storing local scores and showing a placeholder username after starting the game,
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// until a valid connection has been established.
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setLocalUser(new APIUser
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{
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Username = ProvidedUsername,
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Status = { Value = configStatus.Value ?? UserStatus.Online }
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});
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}
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// save the username at this point, if the user requested for it to be.
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config.SetValue(OsuSetting.Username, config.Get<bool>(OsuSetting.SaveUsername) ? ProvidedUsername : string.Empty);
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if (!authentication.HasValidAccessToken)
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{
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state.Value = APIState.Connecting;
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LastLoginError = null;
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try
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{
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authentication.AuthenticateWithLogin(ProvidedUsername, password);
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}
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catch (Exception e)
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{
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//todo: this fails even on network-related issues. we should probably handle those differently.
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LastLoginError = e;
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log.Add($@"Login failed for username {ProvidedUsername} ({LastLoginError.Message})!");
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Logout();
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return;
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}
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}
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switch (state.Value)
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{
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case APIState.RequiresSecondFactorAuth:
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{
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if (string.IsNullOrEmpty(SecondFactorCode))
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return;
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state.Value = APIState.Connecting;
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LastLoginError = null;
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var verificationRequest = new VerifySessionRequest(SecondFactorCode);
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verificationRequest.Success += () => state.Value = APIState.Online;
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verificationRequest.Failure += ex =>
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{
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state.Value = APIState.RequiresSecondFactorAuth;
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LastLoginError = ex;
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SecondFactorCode = null;
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};
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if (!handleRequest(verificationRequest))
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{
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state.Value = APIState.Failing;
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return;
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}
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if (state.Value != APIState.Online)
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return;
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break;
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}
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default:
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{
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var userReq = new GetMeRequest();
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userReq.Failure += ex =>
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{
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if (ex is APIException)
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{
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LastLoginError = ex;
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log.Add($@"Login failed for username {ProvidedUsername} on user retrieval ({LastLoginError.Message})!");
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Logout();
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}
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else if (ex is WebException webException && webException.Message == @"Unauthorized")
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{
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log.Add(@"Login no longer valid");
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Logout();
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}
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else
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{
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state.Value = APIState.Failing;
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}
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};
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userReq.Success += me =>
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{
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me.Status.Value = configStatus.Value ?? UserStatus.Online;
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setLocalUser(me);
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state.Value = me.SessionVerified ? APIState.Online : APIState.RequiresSecondFactorAuth;
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failureCount = 0;
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};
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if (!handleRequest(userReq))
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{
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state.Value = APIState.Failing;
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return;
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}
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break;
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}
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}
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var friendsReq = new GetFriendsRequest();
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friendsReq.Failure += _ => state.Value = APIState.Failing;
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friendsReq.Success += res =>
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{
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friends.Clear();
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friends.AddRange(res);
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};
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if (!handleRequest(friendsReq))
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{
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state.Value = APIState.Failing;
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return;
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}
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// The Success callback event is fired on the main thread, so we should wait for that to run before proceeding.
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// Without this, we will end up circulating this Connecting loop multiple times and queueing up many web requests
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// before actually going online.
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while (State.Value == APIState.Connecting && !cancellationToken.IsCancellationRequested)
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Thread.Sleep(500);
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}
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public void Perform(APIRequest request)
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{
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try
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{
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request.AttachAPI(this);
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request.Perform();
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}
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catch (Exception e)
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{
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// todo: fix exception handling
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request.Fail(e);
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}
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}
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public Task PerformAsync(APIRequest request) =>
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Task.Factory.StartNew(() => Perform(request), TaskCreationOptions.LongRunning);
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public void Login(string username, string password)
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{
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Debug.Assert(State.Value == APIState.Offline);
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ProvidedUsername = username;
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this.password = password;
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}
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public void AuthenticateSecondFactor(string code)
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{
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Debug.Assert(State.Value == APIState.RequiresSecondFactorAuth);
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SecondFactorCode = code;
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}
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public IHubClientConnector GetHubConnector(string clientName, string endpoint, bool preferMessagePack) =>
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new HubClientConnector(clientName, endpoint, this, versionHash, preferMessagePack);
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public IChatClient GetChatClient() => new WebSocketChatClient(this);
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public RegistrationRequest.RegistrationRequestErrors CreateAccount(string email, string username, string password)
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{
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Debug.Assert(State.Value == APIState.Offline);
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var req = new RegistrationRequest
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{
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Url = $@"{APIEndpointUrl}/users",
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Method = HttpMethod.Post,
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Username = username,
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Email = email,
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Password = password
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};
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try
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{
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req.Perform();
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}
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catch (Exception e)
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{
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try
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{
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return JObject.Parse(req.GetResponseString().AsNonNull()).SelectToken(@"form_error", true).AsNonNull().ToObject<RegistrationRequest.RegistrationRequestErrors>();
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}
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catch
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{
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try
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{
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// attempt to parse a non-form error message
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var response = JObject.Parse(req.GetResponseString().AsNonNull());
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string redirect = (string)response.SelectToken(@"url", true);
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string message = (string)response.SelectToken(@"error", false);
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if (!string.IsNullOrEmpty(redirect))
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{
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return new RegistrationRequest.RegistrationRequestErrors
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{
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Redirect = redirect,
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Message = message,
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};
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}
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// if we couldn't deserialize the error message let's throw the original exception outwards.
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e.Rethrow();
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}
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catch
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{
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// if we couldn't deserialize the error message let's throw the original exception outwards.
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e.Rethrow();
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}
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}
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}
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return null;
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}
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/// <summary>
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/// Handle a single API request.
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/// Ensures all exceptions are caught and dealt with correctly.
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/// </summary>
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/// <param name="req">The request.</param>
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/// <returns>true if the request succeeded.</returns>
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private bool handleRequest(APIRequest req)
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{
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try
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{
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req.AttachAPI(this);
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req.Perform();
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if (req.CompletionState != APIRequestCompletionState.Completed)
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return false;
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// Reset failure count if this request succeeded.
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failureCount = 0;
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return true;
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}
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catch (HttpRequestException re)
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{
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log.Add($"{nameof(HttpRequestException)} while performing request {req}: {re.Message}");
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handleFailure();
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return false;
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}
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catch (SocketException se)
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{
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log.Add($"{nameof(SocketException)} while performing request {req}: {se.Message}");
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handleFailure();
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return false;
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}
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catch (WebException we)
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{
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log.Add($"{nameof(WebException)} while performing request {req}: {we.Message}");
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handleWebException(we);
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return false;
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}
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catch (Exception ex)
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{
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Logger.Error(ex, "Error occurred while handling an API request.");
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return false;
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}
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}
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private readonly Bindable<APIState> state = new Bindable<APIState>();
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/// <summary>
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/// The current connectivity state of the API.
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/// </summary>
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public IBindable<APIState> State => state;
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private void handleWebException(WebException we)
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{
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HttpStatusCode statusCode = (we.Response as HttpWebResponse)?.StatusCode
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?? (we.Status == WebExceptionStatus.UnknownError ? HttpStatusCode.NotAcceptable : HttpStatusCode.RequestTimeout);
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// special cases for un-typed but useful message responses.
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switch (we.Message)
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{
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case "Unauthorized":
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case "Forbidden":
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statusCode = HttpStatusCode.Unauthorized;
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break;
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}
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switch (statusCode)
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{
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case HttpStatusCode.Unauthorized:
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Logout();
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break;
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case HttpStatusCode.RequestTimeout:
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handleFailure();
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break;
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}
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}
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private void handleFailure()
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{
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failureCount++;
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log.Add($@"API failure count is now {failureCount}");
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if (failureCount >= 3)
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{
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state.Value = APIState.Failing;
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flushQueue();
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}
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}
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public bool IsLoggedIn => State.Value > APIState.Offline;
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public void Queue(APIRequest request)
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{
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lock (queue)
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{
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request.AttachAPI(this);
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if (state.Value == APIState.Offline)
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{
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request.Fail(new WebException(@"User not logged in"));
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return;
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}
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queue.Enqueue(request);
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}
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}
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private void flushQueue(bool failOldRequests = true)
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{
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lock (queue)
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{
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var oldQueueRequests = queue.ToArray();
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|
|
|
queue.Clear();
|
|
|
|
if (failOldRequests)
|
|
{
|
|
foreach (var req in oldQueueRequests)
|
|
req.Fail(new WebException($@"Request failed from flush operation (state {state.Value})"));
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Logout()
|
|
{
|
|
password = null;
|
|
SecondFactorCode = null;
|
|
authentication.Clear();
|
|
configStatus.Value = UserStatus.Online;
|
|
|
|
// Scheduled prior to state change such that the state changed event is invoked with the correct user and their friends present
|
|
Schedule(() =>
|
|
{
|
|
setLocalUser(createGuestUser());
|
|
friends.Clear();
|
|
});
|
|
|
|
state.Value = APIState.Offline;
|
|
flushQueue();
|
|
}
|
|
|
|
public void UpdateStatistics(UserStatistics newStatistics)
|
|
{
|
|
statistics.Value = newStatistics;
|
|
|
|
if (IsLoggedIn)
|
|
localUser.Value.Statistics = newStatistics;
|
|
}
|
|
|
|
private static APIUser createGuestUser() => new GuestUser();
|
|
|
|
private void setLocalUser(APIUser user) => Scheduler.Add(() =>
|
|
{
|
|
localUser.Value = user;
|
|
statistics.Value = user.Statistics;
|
|
}, false);
|
|
|
|
protected override void Dispose(bool isDisposing)
|
|
{
|
|
base.Dispose(isDisposing);
|
|
|
|
flushQueue();
|
|
cancellationToken.Cancel();
|
|
}
|
|
}
|
|
|
|
internal class GuestUser : APIUser
|
|
{
|
|
public GuestUser()
|
|
{
|
|
Username = @"Guest";
|
|
Id = SYSTEM_USER_ID;
|
|
}
|
|
}
|
|
|
|
public enum APIState
|
|
{
|
|
/// <summary>
|
|
/// We cannot login (not enough credentials).
|
|
/// </summary>
|
|
Offline,
|
|
|
|
/// <summary>
|
|
/// We are having connectivity issues.
|
|
/// </summary>
|
|
Failing,
|
|
|
|
/// <summary>
|
|
/// Waiting on second factor authentication.
|
|
/// </summary>
|
|
RequiresSecondFactorAuth,
|
|
|
|
/// <summary>
|
|
/// We are in the process of (re-)connecting.
|
|
/// </summary>
|
|
Connecting,
|
|
|
|
/// <summary>
|
|
/// We are online.
|
|
/// </summary>
|
|
Online
|
|
}
|
|
}
|