mirror of
https://github.com/osukey/osukey.git
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Merge branch 'master' into user-beatmap-downloading-states-2
This commit is contained in:
@ -5,7 +5,6 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Threading;
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using System.Threading.Tasks;
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using Microsoft.AspNetCore.SignalR.Client;
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@ -27,11 +26,15 @@ namespace osu.Game.Online.Multiplayer
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private readonly Bindable<bool> isConnected = new Bindable<bool>();
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private readonly IBindable<APIState> apiState = new Bindable<APIState>();
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private readonly SemaphoreSlim connectionLock = new SemaphoreSlim(1);
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[Resolved]
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private IAPIProvider api { get; set; } = null!;
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private HubConnection? connection;
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private CancellationTokenSource connectCancelSource = new CancellationTokenSource();
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private readonly string endpoint;
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public MultiplayerClient(EndpointConfiguration endpoints)
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@ -52,88 +55,67 @@ namespace osu.Game.Online.Multiplayer
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{
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case APIState.Failing:
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case APIState.Offline:
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connection?.StopAsync();
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connection = null;
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Task.Run(() => disconnect(true));
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break;
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case APIState.Online:
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Task.Run(Connect);
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Task.Run(connect);
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break;
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}
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}
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protected virtual async Task Connect()
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private async Task connect()
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{
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if (connection != null)
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return;
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cancelExistingConnect();
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var builder = new HubConnectionBuilder()
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.WithUrl(endpoint, options => { options.Headers.Add("Authorization", $"Bearer {api.AccessToken}"); });
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if (!await connectionLock.WaitAsync(10000))
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throw new TimeoutException("Could not obtain a lock to connect. A previous attempt is likely stuck.");
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if (RuntimeInfo.SupportsJIT)
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builder.AddMessagePackProtocol();
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else
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try
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{
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// eventually we will precompile resolvers for messagepack, but this isn't working currently
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// see https://github.com/neuecc/MessagePack-CSharp/issues/780#issuecomment-768794308.
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builder.AddNewtonsoftJsonProtocol(options => { options.PayloadSerializerSettings.ReferenceLoopHandling = ReferenceLoopHandling.Ignore; });
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}
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connection = builder.Build();
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// this is kind of SILLY
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// https://github.com/dotnet/aspnetcore/issues/15198
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connection.On<MultiplayerRoomState>(nameof(IMultiplayerClient.RoomStateChanged), ((IMultiplayerClient)this).RoomStateChanged);
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connection.On<MultiplayerRoomUser>(nameof(IMultiplayerClient.UserJoined), ((IMultiplayerClient)this).UserJoined);
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connection.On<MultiplayerRoomUser>(nameof(IMultiplayerClient.UserLeft), ((IMultiplayerClient)this).UserLeft);
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connection.On<int>(nameof(IMultiplayerClient.HostChanged), ((IMultiplayerClient)this).HostChanged);
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connection.On<MultiplayerRoomSettings>(nameof(IMultiplayerClient.SettingsChanged), ((IMultiplayerClient)this).SettingsChanged);
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connection.On<int, MultiplayerUserState>(nameof(IMultiplayerClient.UserStateChanged), ((IMultiplayerClient)this).UserStateChanged);
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connection.On<int, BeatmapAvailability>(nameof(IMultiplayerClient.UserBeatmapAvailabilityChanged), ((IMultiplayerClient)this).UserBeatmapAvailabilityChanged);
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connection.On(nameof(IMultiplayerClient.LoadRequested), ((IMultiplayerClient)this).LoadRequested);
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connection.On(nameof(IMultiplayerClient.MatchStarted), ((IMultiplayerClient)this).MatchStarted);
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connection.On(nameof(IMultiplayerClient.ResultsReady), ((IMultiplayerClient)this).ResultsReady);
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connection.On<int, IEnumerable<APIMod>>(nameof(IMultiplayerClient.UserModsChanged), ((IMultiplayerClient)this).UserModsChanged);
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connection.Closed += async ex =>
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{
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isConnected.Value = false;
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Logger.Log(ex != null
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? $"Multiplayer client lost connection: {ex}"
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: "Multiplayer client disconnected", LoggingTarget.Network);
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if (connection != null)
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await tryUntilConnected();
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};
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await tryUntilConnected();
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async Task tryUntilConnected()
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{
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Logger.Log("Multiplayer client connecting...", LoggingTarget.Network);
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while (api.State.Value == APIState.Online)
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{
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// ensure any previous connection was disposed.
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// this will also create a new cancellation token source.
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await disconnect(false);
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// this token will be valid for the scope of this connection.
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// if cancelled, we can be sure that a disconnect or reconnect is handled elsewhere.
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var cancellationToken = connectCancelSource.Token;
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cancellationToken.ThrowIfCancellationRequested();
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Logger.Log("Multiplayer client connecting...", LoggingTarget.Network);
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try
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{
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Debug.Assert(connection != null);
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// importantly, rebuild the connection each attempt to get an updated access token.
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connection = createConnection(cancellationToken);
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await connection.StartAsync(cancellationToken);
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// reconnect on any failure
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await connection.StartAsync();
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Logger.Log("Multiplayer client connected!", LoggingTarget.Network);
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// Success.
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isConnected.Value = true;
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break;
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return;
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}
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catch (OperationCanceledException)
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{
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//connection process was cancelled.
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throw;
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}
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catch (Exception e)
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{
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Logger.Log($"Multiplayer client connection error: {e}", LoggingTarget.Network);
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await Task.Delay(5000);
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// retry on any failure.
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await Task.Delay(5000, cancellationToken);
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}
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}
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}
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finally
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{
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connectionLock.Release();
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}
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}
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protected override Task<MultiplayerRoom> JoinRoom(long roomId)
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@ -207,5 +189,86 @@ namespace osu.Game.Online.Multiplayer
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return connection.InvokeAsync(nameof(IMultiplayerServer.StartMatch));
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}
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private async Task disconnect(bool takeLock)
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{
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cancelExistingConnect();
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if (takeLock)
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{
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if (!await connectionLock.WaitAsync(10000))
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throw new TimeoutException("Could not obtain a lock to disconnect. A previous attempt is likely stuck.");
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}
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try
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{
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if (connection != null)
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await connection.DisposeAsync();
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}
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finally
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{
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connection = null;
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if (takeLock)
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connectionLock.Release();
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}
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}
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private void cancelExistingConnect()
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{
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connectCancelSource.Cancel();
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connectCancelSource = new CancellationTokenSource();
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}
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private HubConnection createConnection(CancellationToken cancellationToken)
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{
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var builder = new HubConnectionBuilder()
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.WithUrl(endpoint, options => { options.Headers.Add("Authorization", $"Bearer {api.AccessToken}"); });
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if (RuntimeInfo.SupportsJIT)
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builder.AddMessagePackProtocol();
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else
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{
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// eventually we will precompile resolvers for messagepack, but this isn't working currently
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// see https://github.com/neuecc/MessagePack-CSharp/issues/780#issuecomment-768794308.
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builder.AddNewtonsoftJsonProtocol(options => { options.PayloadSerializerSettings.ReferenceLoopHandling = ReferenceLoopHandling.Ignore; });
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}
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var newConnection = builder.Build();
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// this is kind of SILLY
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// https://github.com/dotnet/aspnetcore/issues/15198
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newConnection.On<MultiplayerRoomState>(nameof(IMultiplayerClient.RoomStateChanged), ((IMultiplayerClient)this).RoomStateChanged);
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newConnection.On<MultiplayerRoomUser>(nameof(IMultiplayerClient.UserJoined), ((IMultiplayerClient)this).UserJoined);
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newConnection.On<MultiplayerRoomUser>(nameof(IMultiplayerClient.UserLeft), ((IMultiplayerClient)this).UserLeft);
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newConnection.On<int>(nameof(IMultiplayerClient.HostChanged), ((IMultiplayerClient)this).HostChanged);
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newConnection.On<MultiplayerRoomSettings>(nameof(IMultiplayerClient.SettingsChanged), ((IMultiplayerClient)this).SettingsChanged);
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newConnection.On<int, MultiplayerUserState>(nameof(IMultiplayerClient.UserStateChanged), ((IMultiplayerClient)this).UserStateChanged);
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newConnection.On(nameof(IMultiplayerClient.LoadRequested), ((IMultiplayerClient)this).LoadRequested);
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newConnection.On(nameof(IMultiplayerClient.MatchStarted), ((IMultiplayerClient)this).MatchStarted);
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newConnection.On(nameof(IMultiplayerClient.ResultsReady), ((IMultiplayerClient)this).ResultsReady);
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newConnection.On<int, IEnumerable<APIMod>>(nameof(IMultiplayerClient.UserModsChanged), ((IMultiplayerClient)this).UserModsChanged);
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newConnection.On<int, BeatmapAvailability>(nameof(IMultiplayerClient.UserBeatmapAvailabilityChanged), ((IMultiplayerClient)this).UserBeatmapAvailabilityChanged);
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newConnection.Closed += ex =>
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{
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isConnected.Value = false;
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Logger.Log(ex != null ? $"Multiplayer client lost connection: {ex}" : "Multiplayer client disconnected", LoggingTarget.Network);
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// make sure a disconnect wasn't triggered (and this is still the active connection).
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if (!cancellationToken.IsCancellationRequested)
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Task.Run(connect, default);
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return Task.CompletedTask;
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};
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return newConnection;
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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cancelExistingConnect();
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}
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}
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}
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