Remove IOnlineComponent and change existing components to use bindable flow

This commit is contained in:
Dean Herbert
2020-10-22 14:19:12 +09:00
parent e664d04be2
commit 9753dab93b
17 changed files with 140 additions and 219 deletions

View File

@ -78,26 +78,8 @@ namespace osu.Game.Online.API
private void onTokenChanged(ValueChangedEvent<OAuthToken> e) => config.Set(OsuSetting.Token, config.Get<bool>(OsuSetting.SavePassword) ? authentication.TokenString : string.Empty);
private readonly List<IOnlineComponent> components = new List<IOnlineComponent>();
internal new void Schedule(Action action) => base.Schedule(action);
/// <summary>
/// Register a component to receive API events.
/// Fires <see cref="IOnlineComponent.APIStateChanged"/> once immediately to ensure a correct state.
/// </summary>
/// <param name="component"></param>
public void Register(IOnlineComponent component)
{
Schedule(() => components.Add(component));
component.APIStateChanged(this, state);
}
public void Unregister(IOnlineComponent component)
{
Schedule(() => components.Remove(component));
}
public string AccessToken => authentication.RequestAccessToken();
/// <summary>
@ -109,7 +91,7 @@ namespace osu.Game.Online.API
{
while (!cancellationToken.IsCancellationRequested)
{
switch (State)
switch (State.Value)
{
case APIState.Failing:
//todo: replace this with a ping request.
@ -131,12 +113,12 @@ namespace osu.Game.Online.API
// work to restore a connection...
if (!HasLogin)
{
State = APIState.Offline;
state.Value = APIState.Offline;
Thread.Sleep(50);
continue;
}
State = APIState.Connecting;
state.Value = APIState.Connecting;
// 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);
@ -162,20 +144,20 @@ namespace osu.Game.Online.API
failureCount = 0;
//we're connected!
State = APIState.Online;
state.Value = APIState.Online;
};
if (!handleRequest(userReq))
{
if (State == APIState.Connecting)
State = APIState.Failing;
if (State.Value == APIState.Connecting)
state.Value = APIState.Failing;
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 > APIState.Offline && State < APIState.Online)
while (State.Value > APIState.Offline && State.Value < APIState.Online)
Thread.Sleep(500);
break;
@ -224,7 +206,7 @@ namespace osu.Game.Online.API
public void Login(string username, string password)
{
Debug.Assert(State == APIState.Offline);
Debug.Assert(State.Value == APIState.Offline);
ProvidedUsername = username;
this.password = password;
@ -232,7 +214,7 @@ namespace osu.Game.Online.API
public RegistrationRequest.RegistrationRequestErrors CreateAccount(string email, string username, string password)
{
Debug.Assert(State == APIState.Offline);
Debug.Assert(State.Value == APIState.Offline);
var req = new RegistrationRequest
{
@ -276,7 +258,7 @@ namespace osu.Game.Online.API
req.Perform(this);
// we could still be in initialisation, at which point we don't want to say we're Online yet.
if (IsLoggedIn) State = APIState.Online;
if (IsLoggedIn) state.Value = APIState.Online;
failureCount = 0;
return true;
@ -293,27 +275,12 @@ namespace osu.Game.Online.API
}
}
private APIState state;
private readonly Bindable<APIState> state = new Bindable<APIState>();
public APIState State
{
get => state;
private set
{
if (state == value)
return;
APIState oldState = state;
state = value;
log.Add($@"We just went {state}!");
Schedule(() =>
{
components.ForEach(c => c.APIStateChanged(this, state));
OnStateChange?.Invoke(oldState, state);
});
}
}
/// <summary>
/// The current connectivity state of the API.
/// </summary>
public IBindable<APIState> State => state;
private bool handleWebException(WebException we)
{
@ -343,9 +310,9 @@ namespace osu.Game.Online.API
// we might try again at an api level.
return false;
if (State == APIState.Online)
if (State.Value == APIState.Online)
{
State = APIState.Failing;
state.Value = APIState.Failing;
flushQueue();
}
@ -362,10 +329,6 @@ namespace osu.Game.Online.API
lock (queue) queue.Enqueue(request);
}
public event StateChangeDelegate OnStateChange;
public delegate void StateChangeDelegate(APIState oldState, APIState newState);
private void flushQueue(bool failOldRequests = true)
{
lock (queue)
@ -392,7 +355,7 @@ namespace osu.Game.Online.API
// Scheduled prior to state change such that the state changed event is invoked with the correct user present
Schedule(() => LocalUser.Value = createGuestUser());
State = APIState.Offline;
state.Value = APIState.Offline;
}
private static User createGuestUser() => new GuestUser();