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https://github.com/ppy/osu
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6948035a3c
When a `SubmittingPlayer` gameplay session ends with the successful completion of a beatmap, `PrepareScoreForResultsAsync()` ensures that the score submission request is sent to and responded to by osu-web before calling `ISpectatorClient.EndPlaying()`. While previously this was mostly an implementation detail, this becomes important when considering that more and more server-side flows (replay upload, notifying about score processing completion) hook into `EndPlaying()`, and assume that by the point that message arrives at osu-spectator-server, the score has already been submitted and has been assigned a score ID that corresponds to the score submission token. As it turns out, in the early-exit path (when the user exits the play midway through, retries, or just fails), the same ordering guarantees were not provided. The score's submission ran concurrently to the spectator client `EndPlaying()` call, therefore creating a network race. osu-server-spectator components that implciitly relied on the ordering provided by the happy path, could therefore fail to unmap the score submission token to a score ID. Note that as written, the osu-server-spectator replay upload flow is not really affected by this, as it self-corrects by essentially polling the database and trying to unmap the score submission token to a score ID for up to 30 seconds. However, this change would have the benefit of reducing the polls required in such cases to just one DB retrieval.
222 lines
7.7 KiB
C#
222 lines
7.7 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.Linq;
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using System.Threading.Tasks;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Online.API;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osu.Game.Online.Spectator;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// A player instance which supports submitting scores to an online store.
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/// </summary>
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public abstract partial class SubmittingPlayer : Player
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{
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/// <summary>
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/// The token to be used for the current submission. This is fetched via a request created by <see cref="CreateTokenRequest"/>.
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/// </summary>
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private long? token;
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[Resolved]
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private IAPIProvider api { get; set; }
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[Resolved]
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private SpectatorClient spectatorClient { get; set; }
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private TaskCompletionSource<bool> scoreSubmissionSource;
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protected SubmittingPlayer(PlayerConfiguration configuration = null)
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: base(configuration)
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{
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}
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protected override void LoadAsyncComplete()
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{
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base.LoadAsyncComplete();
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handleTokenRetrieval();
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}
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private bool handleTokenRetrieval()
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{
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// Token request construction should happen post-load to allow derived classes to potentially prepare DI backings that are used to create the request.
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var tcs = new TaskCompletionSource<bool>();
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if (Mods.Value.Any(m => !m.UserPlayable))
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{
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handleTokenFailure(new InvalidOperationException("Non-user playable mod selected."));
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return false;
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}
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if (!api.IsLoggedIn)
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{
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handleTokenFailure(new InvalidOperationException("API is not online."));
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return false;
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}
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var req = CreateTokenRequest();
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if (req == null)
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{
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handleTokenFailure(new InvalidOperationException("Request could not be constructed."));
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return false;
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}
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req.Success += r =>
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{
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Logger.Log($"Score submission token retrieved ({r.ID})");
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token = r.ID;
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tcs.SetResult(true);
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};
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req.Failure += handleTokenFailure;
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api.Queue(req);
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// Generally a timeout would not happen here as APIAccess will timeout first.
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if (!tcs.Task.Wait(30000))
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req.TriggerFailure(new InvalidOperationException("Token retrieval timed out (request never run)"));
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return true;
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void handleTokenFailure(Exception exception)
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{
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tcs.SetResult(false);
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if (HandleTokenRetrievalFailure(exception))
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{
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if (string.IsNullOrEmpty(exception.Message))
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Logger.Error(exception, "Failed to retrieve a score submission token.");
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else
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Logger.Log($"You are not able to submit a score: {exception.Message}", level: LogLevel.Important);
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Schedule(() =>
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{
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ValidForResume = false;
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this.Exit();
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});
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}
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else
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{
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// Gameplay is allowed to continue, but we still should keep track of the error.
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// In the future, this should be visible to the user in some way.
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Logger.Log($"Score submission token retrieval failed ({exception.Message})");
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}
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}
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}
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/// <summary>
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/// Called when a token could not be retrieved for submission.
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/// </summary>
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/// <param name="exception">The error causing the failure.</param>
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/// <returns>Whether gameplay should be immediately exited as a result. Returning false allows the gameplay session to continue. Defaults to true.</returns>
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protected virtual bool HandleTokenRetrievalFailure(Exception exception) => true;
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protected override async Task PrepareScoreForResultsAsync(Score score)
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{
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await base.PrepareScoreForResultsAsync(score).ConfigureAwait(false);
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score.ScoreInfo.Date = DateTimeOffset.Now;
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await submitScore(score).ConfigureAwait(false);
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spectatorClient.EndPlaying(GameplayState);
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}
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[Resolved]
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private RealmAccess realm { get; set; }
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protected override void StartGameplay()
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{
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base.StartGameplay();
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// User expectation is that last played should be updated when entering the gameplay loop
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// from multiplayer / playlists / solo.
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realm.WriteAsync(r =>
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{
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var realmBeatmap = r.Find<BeatmapInfo>(Beatmap.Value.BeatmapInfo.ID);
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if (realmBeatmap != null)
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realmBeatmap.LastPlayed = DateTimeOffset.Now;
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});
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spectatorClient.BeginPlaying(token, GameplayState, Score);
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}
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public override bool OnExiting(ScreenExitEvent e)
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{
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bool exiting = base.OnExiting(e);
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if (LoadedBeatmapSuccessfully)
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{
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Task.Run(async () =>
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{
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await submitScore(Score.DeepClone()).ConfigureAwait(false);
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spectatorClient.EndPlaying(GameplayState);
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}).FireAndForget();
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}
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return exiting;
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}
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/// <summary>
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/// Construct a request to be used for retrieval of the score token.
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/// Can return null, at which point <see cref="HandleTokenRetrievalFailure"/> will be fired.
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/// </summary>
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[CanBeNull]
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protected abstract APIRequest<APIScoreToken> CreateTokenRequest();
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/// <summary>
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/// Construct a request to submit the score.
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/// Will only be invoked if the request constructed via <see cref="CreateTokenRequest"/> was successful.
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/// </summary>
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/// <param name="score">The score to be submitted.</param>
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/// <param name="token">The submission token.</param>
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protected abstract APIRequest<MultiplayerScore> CreateSubmissionRequest(Score score, long token);
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private Task submitScore(Score score)
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{
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// token may be null if the request failed but gameplay was still allowed (see HandleTokenRetrievalFailure).
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if (token == null)
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return Task.CompletedTask;
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if (scoreSubmissionSource != null)
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return scoreSubmissionSource.Task;
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// if the user never hit anything, this score should not be counted in any way.
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if (!score.ScoreInfo.Statistics.Any(s => s.Key.IsHit() && s.Value > 0))
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return Task.CompletedTask;
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scoreSubmissionSource = new TaskCompletionSource<bool>();
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var request = CreateSubmissionRequest(score, token.Value);
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request.Success += s =>
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{
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score.ScoreInfo.OnlineID = s.ID;
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score.ScoreInfo.Position = s.Position;
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scoreSubmissionSource.SetResult(true);
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};
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request.Failure += e =>
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{
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Logger.Error(e, $"Failed to submit score ({e.Message})");
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scoreSubmissionSource.SetResult(false);
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};
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api.Queue(request);
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return scoreSubmissionSource.Task;
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}
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}
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}
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