mirror of
https://github.com/ppy/osu.git
synced 2024-12-15 22:03:01 +08:00
290 lines
9.0 KiB
C#
290 lines
9.0 KiB
C#
//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
|
|
//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;
|
|
using osu.Framework.Logging;
|
|
using osu.Framework.Threading;
|
|
using osu.Game.Online.API.Requests;
|
|
|
|
namespace osu.Game.Online.API
|
|
{
|
|
public class APIAccess : IUpdateable
|
|
{
|
|
private OAuth authentication;
|
|
|
|
public string Endpoint = @"https://new.ppy.sh";
|
|
const string ClientId = @"daNBnfdv7SppRVc61z0XuOI13y6Hroiz";
|
|
const string ClientSecret = @"d6fgZuZeQ0eSXkEj5igdqQX6ztdtS6Ow";
|
|
|
|
ConcurrentQueue<APIRequest> queue = new ConcurrentQueue<APIRequest>();
|
|
|
|
public Scheduler Scheduler = new Scheduler();
|
|
|
|
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;
|
|
|
|
public APIAccess()
|
|
{
|
|
authentication = new OAuth(ClientId, ClientSecret, Endpoint);
|
|
log = Logger.GetLogger(LoggingTarget.Network);
|
|
|
|
thread = new Thread(run) { IsBackground = true };
|
|
thread.Start();
|
|
}
|
|
|
|
public string AccessToken => authentication.RequestAccessToken();
|
|
|
|
/// <summary>
|
|
/// Number of consecutive requests which failed due to network issues.
|
|
/// </summary>
|
|
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;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handle a single API request.
|
|
/// </summary>
|
|
/// <param name="req">The request.</param>
|
|
/// <returns>true if we should remove this request from the queue.</returns>
|
|
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}!");
|
|
Scheduler.Add(delegate
|
|
{
|
|
OnStateChange?.Invoke(oldState, newState);
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Queue(APIRequest request)
|
|
{
|
|
queue.Enqueue(request);
|
|
}
|
|
|
|
public event StateChangeDelegate OnStateChange;
|
|
|
|
public delegate void StateChangeDelegate(APIState oldState, APIState newState);
|
|
|
|
public enum APIState
|
|
{
|
|
/// <summary>
|
|
/// We cannot login (not enough credentials).
|
|
/// </summary>
|
|
Offline,
|
|
|
|
/// <summary>
|
|
/// We are having connectivity issues.
|
|
/// </summary>
|
|
Failing,
|
|
|
|
/// <summary>
|
|
/// We are in the process of (re-)connecting.
|
|
/// </summary>
|
|
Connecting,
|
|
|
|
/// <summary>
|
|
/// We are online.
|
|
/// </summary>
|
|
Online
|
|
}
|
|
|
|
private void flushQueue(bool failOldRequests = true)
|
|
{
|
|
var oldQueue = queue;
|
|
|
|
//flush the queue.
|
|
queue = new ConcurrentQueue<APIRequest>();
|
|
|
|
if (failOldRequests)
|
|
{
|
|
APIRequest req;
|
|
while (queue.TryDequeue(out req))
|
|
req.Fail(new Exception(@"Disconnected from server"));
|
|
}
|
|
}
|
|
|
|
public void Logout()
|
|
{
|
|
authentication.Clear();
|
|
State = APIState.Offline;
|
|
}
|
|
|
|
public void Update()
|
|
{
|
|
Scheduler.Update();
|
|
}
|
|
}
|
|
}
|