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mirror of https://github.com/ppy/osu.git synced 2024-11-17 14:32:54 +08:00
osu-lazer/osu.Game/Online/API/APIAccess.cs
Dean Herbert f9d0cc3c4e Change APIAccess.IsLoggedIn to also return true when connecting
All usages of this are made with the intention of showing data when an
api is going to eventually become available. In the case of a login
failure, components are also able to display a correct state.

With this change, it makes online components display in a more correct
state during startup or initial logging in phase.
2022-08-09 17:11:44 +09:00

496 lines
16 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;
private void run()
{
while (!cancellationToken.IsCancellationRequested)
{
switch (State.Value)
{
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 (!IsLoggedIn) goto case APIState.Connecting;
if (queue.Count == 0)
{
log.Add(@"Queueing a ping request");
Queue(new GetUserRequest());
}
break;
case APIState.Offline:
case APIState.Connecting:
// work to restore a connection...
if (!HasLogin)
{
state.Value = APIState.Offline;
Thread.Sleep(50);
continue;
}
state.Value = APIState.Connecting;
// 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!");
password = null;
authentication.Clear();
continue;
}
}
var userReq = new GetUserRequest();
userReq.Failure += ex =>
{
if (ex is APIException)
{
LastLoginError = ex;
log.Add("Login failed on local user retrieval!");
Logout();
}
else if (ex is WebException webException && webException.Message == @"Unauthorized")
{
log.Add(@"Login no longer valid");
Logout();
}
else
failConnectionProcess();
};
userReq.Success += u =>
{
localUser.Value = u;
// todo: save/pull from settings
localUser.Value.Status.Value = new UserStatusOnline();
failureCount = 0;
};
if (!handleRequest(userReq))
{
failConnectionProcess();
continue;
}
// getting user's friends is considered part of the connection process.
var friendsReq = new GetFriendsRequest();
friendsReq.Failure += _ => failConnectionProcess();
friendsReq.Success += res =>
{
friends.AddRange(res);
//we're connected!
state.Value = APIState.Online;
};
if (!handleRequest(friendsReq))
{
failConnectionProcess();
continue;
}
// 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.Offline && State.Value < APIState.Online)
Thread.Sleep(500);
break;
}
// hard bail if we can't get a valid access token.
if (authentication.RequestAccessToken() == null)
{
Logout();
continue;
}
while (true)
{
APIRequest req;
lock (queue)
{
if (queue.Count == 0) break;
req = queue.Dequeue();
}
handleRequest(req);
}
Thread.Sleep(50);
}
void failConnectionProcess()
{
// if something went wrong during the connection process, we want to reset the state (but only if still connecting).
if (State.Value == APIState.Connecting)
state.Value = APIState.Failing;
}
}
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 = $@"{APIEndpointUrl}/users",
Method = HttpMethod.Post,
Username = username,
Email = email,
Password = password
};
try
{
req.Perform();
}
catch (Exception e)
{
try
{
return JObject.Parse(req.GetResponseString().AsNonNull()).SelectToken("form_error", true).AsNonNull().ToObject<RegistrationRequest.RegistrationRequestErrors>();
}
catch
{
// if we couldn't deserialize the error message let's throw the original exception outwards.
e.Rethrow();
}
}
return null;
}
/// <summary>
/// Handle a single API request.
/// Ensures all exceptions are caught and dealt with correctly.
/// </summary>
/// <param name="req">The request.</param>
/// <returns>true if the request succeeded.</returns>
private bool handleRequest(APIRequest req)
{
try
{
req.Perform(this);
if (req.CompletionState != APIRequestCompletionState.Completed)
return false;
// we could still be in initialisation, at which point we don't want to say we're Online yet.
if (IsLoggedIn) state.Value = APIState.Online;
failureCount = 0;
return true;
}
catch (HttpRequestException re)
{
log.Add($"{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(() =>
{
localUser.Value = createGuestUser();
friends.Clear();
});
state.Value = APIState.Offline;
flushQueue();
}
private static APIUser createGuestUser() => new GuestUser();
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
}
}