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osu-lazer/osu.Game/Online/API/APIAccess.cs
2022-08-11 15:43:39 +09:00

517 lines
17 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Net;
using System.Net.Http;
using System.Net.Sockets;
using System.Threading;
using System.Threading.Tasks;
using Newtonsoft.Json.Linq;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ExceptionExtensions;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Logging;
using osu.Game.Configuration;
using osu.Game.Online.API.Requests;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Users;
namespace osu.Game.Online.API
{
public class APIAccess : Component, IAPIProvider
{
private readonly OsuConfigManager config;
private readonly string versionHash;
private readonly OAuth authentication;
private readonly Queue<APIRequest> queue = new Queue<APIRequest>();
public string APIEndpointUrl { get; }
public string WebsiteRootUrl { get; }
public int APIVersion => 20220705; // We may want to pull this from the game version eventually.
public Exception LastLoginError { get; private set; }
public string ProvidedUsername { get; private set; }
private string password;
public IBindable<APIUser> LocalUser => localUser;
public IBindableList<APIUser> Friends => friends;
public IBindable<UserActivity> Activity => activity;
private Bindable<APIUser> localUser { get; } = new Bindable<APIUser>(createGuestUser());
private BindableList<APIUser> friends { get; } = new BindableList<APIUser>();
private Bindable<UserActivity> activity { get; } = new Bindable<UserActivity>();
protected bool HasLogin => authentication.Token.Value != null || (!string.IsNullOrEmpty(ProvidedUsername) && !string.IsNullOrEmpty(password));
private readonly CancellationTokenSource cancellationToken = new CancellationTokenSource();
private readonly Logger log;
public APIAccess(OsuConfigManager config, EndpointConfiguration endpointConfiguration, string versionHash)
{
this.config = config;
this.versionHash = versionHash;
APIEndpointUrl = endpointConfiguration.APIEndpointUrl;
WebsiteRootUrl = endpointConfiguration.WebsiteRootUrl;
authentication = new OAuth(endpointConfiguration.APIClientID, endpointConfiguration.APIClientSecret, APIEndpointUrl);
log = Logger.GetLogger(LoggingTarget.Network);
ProvidedUsername = config.Get<string>(OsuSetting.Username);
authentication.TokenString = config.Get<string>(OsuSetting.Token);
authentication.Token.ValueChanged += onTokenChanged;
localUser.BindValueChanged(u =>
{
u.OldValue?.Activity.UnbindFrom(activity);
u.NewValue.Activity.BindTo(activity);
}, true);
var thread = new Thread(run)
{
Name = "APIAccess",
IsBackground = true
};
thread.Start();
}
private void onTokenChanged(ValueChangedEvent<OAuthToken> e) => config.SetValue(OsuSetting.Token, config.Get<bool>(OsuSetting.SavePassword) ? authentication.TokenString : string.Empty);
internal new void Schedule(Action action) => base.Schedule(action);
public string AccessToken => authentication.RequestAccessToken();
/// <summary>
/// Number of consecutive requests which failed due to network issues.
/// </summary>
private int failureCount;
/// <summary>
/// The main API thread loop, which will continue to run until the game is shut down.
/// </summary>
private void run()
{
while (!cancellationToken.IsCancellationRequested)
{
if (state.Value == APIState.Failing)
{
// To recover from a failing state, falling through and running the full reconnection process seems safest for now.
// This could probably be replaced with a ping-style request if we want to avoid the reconnection overheads.
log.Add($@"{nameof(APIAccess)} is in a failing state, waiting a bit before we try again...");
Thread.Sleep(5000);
}
// Ensure that we have valid credentials.
// If not, setting the offline state will allow the game to prompt the user to provide new credentials.
if (!HasLogin)
{
state.Value = APIState.Offline;
Thread.Sleep(50);
continue;
}
Debug.Assert(HasLogin);
// Ensure that we are in an online state. If not, attempt a connect.
if (state.Value != APIState.Online)
{
attemptConnect();
if (state.Value != APIState.Online)
continue;
}
// hard bail if we can't get a valid access token.
if (authentication.RequestAccessToken() == null)
{
Logout();
continue;
}
processQueuedRequests();
Thread.Sleep(50);
}
}
/// <summary>
/// Dequeue from the queue and run each request synchronously until the queue is empty.
/// </summary>
private void processQueuedRequests()
{
while (true)
{
APIRequest req;
lock (queue)
{
if (queue.Count == 0) return;
req = queue.Dequeue();
}
handleRequest(req);
}
}
/// <summary>
/// From a non-connected state, perform a full connection flow, obtaining OAuth tokens and populating the local user and friends.
/// </summary>
/// <remarks>
/// This method takes control of <see cref="state"/> and transitions from <see cref="APIState.Connecting"/> to either
/// - <see cref="APIState.Online"/> (successful connection)
/// - <see cref="APIState.Failing"/> (failed connection but retrying)
/// - <see cref="APIState.Offline"/> (failed and can't retry, clear credentials and require user interaction)
/// </remarks>
/// <returns>Whether the connection attempt was successful.</returns>
private void attemptConnect()
{
state.Value = APIState.Connecting;
if (localUser.IsDefault)
{
// Show a placeholder user if saved credentials are available.
// This is useful for storing local scores and showing a placeholder username after starting the game,
// until a valid connection has been established.
setLocalUser(new APIUser
{
Username = ProvidedUsername,
});
}
// save the username at this point, if the user requested for it to be.
config.SetValue(OsuSetting.Username, config.Get<bool>(OsuSetting.SaveUsername) ? ProvidedUsername : string.Empty);
if (!authentication.HasValidAccessToken)
{
LastLoginError = null;
try
{
authentication.AuthenticateWithLogin(ProvidedUsername, password);
}
catch (Exception e)
{
//todo: this fails even on network-related issues. we should probably handle those differently.
LastLoginError = e;
log.Add($@"Login failed for username {ProvidedUsername} ({LastLoginError.Message})!");
Logout();
return;
}
}
var userReq = new GetUserRequest();
userReq.Failure += ex =>
{
if (ex is APIException)
{
LastLoginError = ex;
log.Add($@"Login failed for username {ProvidedUsername} on user retrieval ({LastLoginError.Message})!");
Logout();
}
else if (ex is WebException webException && webException.Message == @"Unauthorized")
{
log.Add(@"Login no longer valid");
Logout();
}
else
{
state.Value = APIState.Failing;
}
};
userReq.Success += user =>
{
// todo: save/pull from settings
user.Status.Value = new UserStatusOnline();
setLocalUser(user);
// we're connected!
state.Value = APIState.Online;
failureCount = 0;
};
if (!handleRequest(userReq))
{
state.Value = APIState.Failing;
return;
}
var friendsReq = new GetFriendsRequest();
friendsReq.Failure += _ => state.Value = APIState.Failing;
friendsReq.Success += res => friends.AddRange(res);
if (!handleRequest(friendsReq))
{
state.Value = APIState.Failing;
return;
}
// The Success callback event is fired on the main thread, so we should wait for that to run before proceeding.
// Without this, we will end up circulating this Connecting loop multiple times and queueing up many web requests
// before actually going online.
while (State.Value == APIState.Connecting && !cancellationToken.IsCancellationRequested)
Thread.Sleep(500);
}
public void Perform(APIRequest request)
{
try
{
request.Perform(this);
}
catch (Exception e)
{
// todo: fix exception handling
request.Fail(e);
}
}
public Task PerformAsync(APIRequest request) =>
Task.Factory.StartNew(() => Perform(request), TaskCreationOptions.LongRunning);
public void Login(string username, string password)
{
Debug.Assert(State.Value == APIState.Offline);
ProvidedUsername = username;
this.password = password;
}
public IHubClientConnector GetHubConnector(string clientName, string endpoint, bool preferMessagePack) =>
new HubClientConnector(clientName, endpoint, this, versionHash, preferMessagePack);
public RegistrationRequest.RegistrationRequestErrors CreateAccount(string email, string username, string password)
{
Debug.Assert(State.Value == APIState.Offline);
var req = new RegistrationRequest
{
Url = $@"{APIEndpointUrl}/users",
Method = HttpMethod.Post,
Username = username,
Email = email,
Password = password
};
try
{
req.Perform();
}
catch (Exception e)
{
try
{
return JObject.Parse(req.GetResponseString().AsNonNull()).SelectToken("form_error", true).AsNonNull().ToObject<RegistrationRequest.RegistrationRequestErrors>();
}
catch
{
// if we couldn't deserialize the error message let's throw the original exception outwards.
e.Rethrow();
}
}
return null;
}
/// <summary>
/// Handle a single API request.
/// Ensures all exceptions are caught and dealt with correctly.
/// </summary>
/// <param name="req">The request.</param>
/// <returns>true if the request succeeded.</returns>
private bool handleRequest(APIRequest req)
{
try
{
req.Perform(this);
if (req.CompletionState != APIRequestCompletionState.Completed)
return false;
// Reset failure count if this request succeeded.
failureCount = 0;
return true;
}
catch (HttpRequestException re)
{
log.Add($"{nameof(HttpRequestException)} while performing request {req}: {re.Message}");
handleFailure();
return false;
}
catch (SocketException se)
{
log.Add($"{nameof(SocketException)} while performing request {req}: {se.Message}");
handleFailure();
return false;
}
catch (WebException we)
{
log.Add($"{nameof(WebException)} while performing request {req}: {we.Message}");
handleWebException(we);
return false;
}
catch (Exception ex)
{
Logger.Error(ex, "Error occurred while handling an API request.");
return false;
}
}
private readonly Bindable<APIState> state = new Bindable<APIState>();
/// <summary>
/// The current connectivity state of the API.
/// </summary>
public IBindable<APIState> State => state;
private void handleWebException(WebException we)
{
HttpStatusCode statusCode = (we.Response as HttpWebResponse)?.StatusCode
?? (we.Status == WebExceptionStatus.UnknownError ? HttpStatusCode.NotAcceptable : HttpStatusCode.RequestTimeout);
// special cases for un-typed but useful message responses.
switch (we.Message)
{
case "Unauthorized":
case "Forbidden":
statusCode = HttpStatusCode.Unauthorized;
break;
}
switch (statusCode)
{
case HttpStatusCode.Unauthorized:
Logout();
break;
case HttpStatusCode.RequestTimeout:
handleFailure();
break;
}
}
private void handleFailure()
{
failureCount++;
log.Add($@"API failure count is now {failureCount}");
if (failureCount >= 3 && State.Value == APIState.Online)
{
state.Value = APIState.Failing;
flushQueue();
}
}
public bool IsLoggedIn => State.Value > APIState.Offline;
public void Queue(APIRequest request)
{
lock (queue)
{
if (state.Value == APIState.Offline)
{
request.Fail(new WebException(@"User not logged in"));
return;
}
queue.Enqueue(request);
}
}
private void flushQueue(bool failOldRequests = true)
{
lock (queue)
{
var oldQueueRequests = queue.ToArray();
queue.Clear();
if (failOldRequests)
{
foreach (var req in oldQueueRequests)
req.Fail(new WebException($@"Request failed from flush operation (state {state.Value})"));
}
}
}
public void Logout()
{
password = null;
authentication.Clear();
// 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();
}
private static APIUser createGuestUser() => new GuestUser();
private void setLocalUser(APIUser user) => Scheduler.Add(() => localUser.Value = user, 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>
/// We are in the process of (re-)connecting.
/// </summary>
Connecting,
/// <summary>
/// We are online.
/// </summary>
Online
}
}