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Merge remote-tracking branch 'origin/master' into user-registration
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@ -104,7 +104,7 @@ namespace osu.Game.Online.API
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if (queue.Count == 0)
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{
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log.Add(@"Queueing a ping request");
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Queue(new ListChannelsRequest { Timeout = 5000 });
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Queue(new GetUserRequest());
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}
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break;
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@ -175,7 +175,6 @@ namespace osu.Game.Online.API
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req = queue.Dequeue();
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}
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// TODO: handle failures better
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handleRequest(req);
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}
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@ -226,45 +225,30 @@ namespace osu.Game.Online.API
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/// <summary>
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/// Handle a single API request.
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/// Ensures all exceptions are caught and dealt with correctly.
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/// </summary>
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/// <param name="req">The request.</param>
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/// <returns>true if we should remove this request from the queue.</returns>
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/// <returns>true if the request succeeded.</returns>
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private bool handleRequest(APIRequest req)
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{
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try
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{
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Logger.Log($@"Performing request {req}", LoggingTarget.Network);
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req.Failure += ex =>
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{
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if (ex is WebException we)
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handleWebException(we);
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};
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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.
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if (IsLoggedIn)
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State = APIState.Online;
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if (IsLoggedIn) State = APIState.Online;
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failureCount = 0;
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return true;
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}
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catch (WebException we)
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{
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var removeFromQueue = handleWebException(we);
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if (removeFromQueue)
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req.Fail(we);
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return removeFromQueue;
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handleWebException(we);
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return false;
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}
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catch (Exception e)
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{
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if (e is TimeoutException)
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log.Add(@"API level timeout exception was hit");
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req.Fail(e);
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return true;
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return false;
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}
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}
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@ -319,8 +303,12 @@ namespace osu.Game.Online.API
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//we might try again at an api level.
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return false;
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State = APIState.Failing;
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flushQueue();
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if (State == APIState.Online)
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{
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State = APIState.Failing;
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flushQueue();
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}
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return true;
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}
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