osu/osu.Game/Online/API/APIAccess.cs

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// 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.
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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Net;
using System.Net.Http;
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using System.Threading;
using System.Threading.Tasks;
using Newtonsoft.Json.Linq;
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using osu.Framework.Bindables;
using osu.Framework.Extensions.ExceptionExtensions;
using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
using osu.Framework.Logging;
using osu.Game.Configuration;
using osu.Game.Online.API.Requests;
using osu.Game.Users;
namespace osu.Game.Online.API
{
public class APIAccess : Component, IAPIProvider
{
private readonly OsuConfigManager config;
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private readonly OAuth authentication;
public string Endpoint => @"https://osu.ppy.sh";
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private const string client_id = @"5";
private const string client_secret = @"FGc9GAtyHzeQDshWP5Ah7dega8hJACAJpQtw6OXk";
private readonly Queue<APIRequest> queue = new Queue<APIRequest>();
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/// <summary>
/// The username/email provided by the user when initiating a login.
/// </summary>
public string ProvidedUsername { get; private set; }
private string password;
public IBindable<User> LocalUser => localUser;
public IBindableList<User> Friends => friends;
public IBindable<UserActivity> Activity => activity;
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private Bindable<User> localUser { get; } = new Bindable<User>(createGuestUser());
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private BindableList<User> friends { get; } = new BindableList<User>();
private Bindable<UserActivity> activity { get; } = new Bindable<UserActivity>();
protected bool HasLogin => authentication.Token.Value != null || (!string.IsNullOrEmpty(ProvidedUsername) && !string.IsNullOrEmpty(password));
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private readonly CancellationTokenSource cancellationToken = new CancellationTokenSource();
private readonly Logger log;
public APIAccess(OsuConfigManager config)
{
this.config = config;
authentication = new OAuth(client_id, client_secret, Endpoint);
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();
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}
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private void onTokenChanged(ValueChangedEvent<OAuthToken> e) => config.Set(OsuSetting.Token, config.Get<bool>(OsuSetting.SavePassword) ? authentication.TokenString : string.Empty);
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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)
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{
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;
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if (queue.Count == 0)
{
log.Add(@"Queueing a ping request");
Queue(new GetUserRequest());
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}
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break;
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case APIState.Offline:
case APIState.Connecting:
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// work to restore a connection...
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if (!HasLogin)
{
state.Value = APIState.Offline;
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Thread.Sleep(50);
continue;
}
state.Value = APIState.Connecting;
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// save the username at this point, if the user requested for it to be.
config.Set(OsuSetting.Username, config.Get<bool>(OsuSetting.SaveUsername) ? ProvidedUsername : string.Empty);
if (!authentication.HasValidAccessToken && !authentication.AuthenticateWithLogin(ProvidedUsername, password))
{
//todo: this fails even on network-related issues. we should probably handle those differently.
//NotificationOverlay.ShowMessage("Login failed!");
log.Add(@"Login failed!");
password = null;
authentication.Clear();
continue;
}
var userReq = new GetUserRequest();
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userReq.Success += u =>
{
localUser.Value = u;
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// todo: save/pull from settings
localUser.Value.Status.Value = new UserStatusOnline();
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failureCount = 0;
};
if (!handleRequest(userReq))
{
failConnectionProcess();
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continue;
}
// getting user's friends is considered part of the connection process.
var friendsReq = new GetFriendsRequest();
friendsReq.Success += res =>
{
friends.AddRange(res);
//we're connected!
state.Value = APIState.Online;
};
if (!handleRequest(friendsReq))
{
failConnectionProcess();
continue;
}
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// 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)
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Thread.Sleep(500);
break;
}
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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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Logout();
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continue;
}
while (true)
{
APIRequest req;
lock (queue)
{
if (queue.Count == 0) break;
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req = queue.Dequeue();
}
handleRequest(req);
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}
Thread.Sleep(50);
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}
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;
}
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}
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);
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public void Login(string username, string password)
{
Debug.Assert(State.Value == APIState.Offline);
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ProvidedUsername = username;
this.password = password;
}
public RegistrationRequest.RegistrationRequestErrors CreateAccount(string email, string username, string password)
{
Debug.Assert(State.Value == APIState.Offline);
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var req = new RegistrationRequest
{
Url = $@"{Endpoint}/users",
Method = HttpMethod.Post,
Username = username,
Email = email,
Password = password
};
try
{
req.Perform();
}
catch (Exception e)
{
try
{
return JObject.Parse(req.GetResponseString()).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();
}
}
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return null;
}
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/// <summary>
/// Handle a single API request.
/// Ensures all exceptions are caught and dealt with correctly.
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/// </summary>
/// <param name="req">The request.</param>
/// <returns>true if the request succeeded.</returns>
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private bool handleRequest(APIRequest req)
{
try
{
req.Perform(this);
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// 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;
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failureCount = 0;
return true;
}
catch (WebException we)
{
handleWebException(we);
return false;
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}
catch (Exception ex)
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{
Logger.Error(ex, "Error occurred while handling an API request.");
return false;
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}
}
private readonly Bindable<APIState> state = new Bindable<APIState>();
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/// <summary>
/// The current connectivity state of the API.
/// </summary>
public IBindable<APIState> State => state;
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private bool 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:
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Logout();
return true;
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case HttpStatusCode.RequestTimeout:
failureCount++;
log.Add($@"API failure count is now {failureCount}");
if (failureCount < 3)
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// we might try again at an api level.
return false;
if (State.Value == APIState.Online)
{
state.Value = APIState.Failing;
flushQueue();
}
return true;
}
return true;
}
public bool IsLoggedIn => localUser.Value.Id > 1;
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public void Queue(APIRequest request)
{
lock (queue) queue.Enqueue(request);
}
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private void flushQueue(bool failOldRequests = true)
{
lock (queue)
{
var oldQueueRequests = queue.ToArray();
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queue.Clear();
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if (failOldRequests)
{
foreach (var req in oldQueueRequests)
req.Fail(new WebException(@"Disconnected from server"));
}
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}
}
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public void Logout()
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{
flushQueue();
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password = null;
authentication.Clear();
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// 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();
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});
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state.Value = APIState.Offline;
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}
private static User createGuestUser() => new GuestUser();
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protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
flushQueue();
cancellationToken.Cancel();
}
}
internal class GuestUser : User
{
public GuestUser()
{
Username = @"Guest";
Id = 1;
}
}
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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
}
}