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gameonrequest.cpp
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gameonrequest.cpp
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#include <QTimer>
#include <QUrlQuery>
#include "gameonrequest.h"
static const int requestAttributeIndex = (int)(QNetworkRequest::User + 10);
GameOnRequest::GameOnRequest(const QString &apiKey, QNetworkAccessManager *manager, QObject *parent) :
QObject(parent),
m_accessManager(manager),
m_apiKey(apiKey),
id_(-1),
status_(Idle)
{
qRegisterMetaType<QNetworkReply::NetworkError>("QNetworkReply::NetworkError");
}
void GameOnRequest::get(const QString &partUrl, const QList<RequestParameter> &reqParameters, const QVariant &reqId) {
if (!setup(partUrl, reqParameters, reqId))
return;
reply_ = m_accessManager->get(request_);
connect(reply_, SIGNAL(error(QNetworkReply::NetworkError)), this, SLOT(onRequestError(QNetworkReply::NetworkError)), Qt::QueuedConnection);
connect(reply_, SIGNAL(finished()), this, SLOT(onRequestFinished()), Qt::QueuedConnection);
}
void GameOnRequest::post(const QString &partUrl, const QList<RequestParameter> &reqParameters, const QByteArray &data, const QVariant &reqId) {
if (!setup(partUrl, reqParameters, reqId))
return;
reply_ = m_accessManager->post(request_, data);
connect(reply_, SIGNAL(error(QNetworkReply::NetworkError)), this, SLOT(onRequestError(QNetworkReply::NetworkError)), Qt::QueuedConnection);
connect(reply_, SIGNAL(finished()), this, SLOT(onRequestFinished()), Qt::QueuedConnection);
connect(reply_, SIGNAL(uploadProgress(qint64,qint64)), this, SLOT(onUploadProgress(qint64,qint64)));
}
void GameOnRequest::put(const QString &partUrl, const QList<RequestParameter> &reqParameters, const QByteArray &data, const QVariant &reqId) {
if (!setup(partUrl, reqParameters, reqId))
return;
reply_ = m_accessManager->put(request_, data);
connect(reply_, SIGNAL(error(QNetworkReply::NetworkError)), this, SLOT(onRequestError(QNetworkReply::NetworkError)), Qt::QueuedConnection);
connect(reply_, SIGNAL(finished()), this, SLOT(onRequestFinished()), Qt::QueuedConnection);
connect(reply_, SIGNAL(uploadProgress(qint64,qint64)), this, SLOT(onUploadProgress(qint64,qint64)));
}
bool GameOnRequest::setup(const QString &partUrl, const QList<RequestParameter> ¶meters, const QVariant &reqId) {
if (status_ != Idle) {
qWarning() << "GameOnRequest::setup: Another request pending";
return false;
}
id_++;
QList<RequestParameter> params;
QUrl url(partUrl);
QUrlQuery query(url);
//params.append(RequestParameter(QByteArray("apiKey"), m_apiKey.toLatin1()));
params.append(parameters);
// Return a copy of the original request with authorization header set
reqparameters_ = params;
foreach(RequestParameter p, params) {
query.addQueryItem(p.name, p.value);
}
url.setQuery(query);
//qDebug() << "url" << url << reqId;
status_ = Requesting;
request_.setUrl(url);
request_.setHeader(QNetworkRequest::ContentTypeHeader, "application/json");
request_.setHeader(QNetworkRequest::UserAgentHeader, "curl/7.30.0");
request_.setRawHeader(QByteArray("Accept"), QByteArray("application/json"));
QString auth = QString("%1:%2").arg(m_apiKey).arg(m_token);
//qDebug() << "auth:" << auth << auth.toLatin1().toBase64();
request_.setRawHeader(QByteArray("Authorization"), QByteArray("Basic ") + auth.toLatin1().toBase64());
request_.setAttribute((QNetworkRequest::Attribute)requestAttributeIndex, reqId);
return true;
}
QString GameOnRequest::getToken() const {
return m_token;
}
void GameOnRequest::setToken(const QString &token) {
m_token = token;
}
QNetworkReply *GameOnRequest::getReply() const {
return reply_;
}
void GameOnRequest::onRefreshFinished(QNetworkReply::NetworkError error) {
if (status_ != Requesting) {
qWarning() << "GameOnRequest::onRefreshFinished: No pending request";
return;
}
if (QNetworkReply::NoError == error) {
QTimer::singleShot(100, this, SLOT(retry()));
} else {
error_ = error;
QTimer::singleShot(10, this, SLOT(finish()));
}
}
void GameOnRequest::onRequestFinished() {
QNetworkReply *senderReply = qobject_cast<QNetworkReply *>(sender());
error_ = senderReply->error();
if (status_ == Idle) {
return;
}
if (reply_ != senderReply) {
return;
}
if (error_ == QNetworkReply::NoError) {
QTimer::singleShot(10, this, SLOT(finish()));
}
}
void GameOnRequest::onRequestError(QNetworkReply::NetworkError error) {
qWarning() << "GameOnRequest::onRequestError: Error" << (int)error;
if (status_ == Idle) {
return;
}
if (reply_ != qobject_cast<QNetworkReply *>(sender())) {
return;
}
int httpStatus = reply_->attribute(QNetworkRequest::HttpStatusCodeAttribute).toInt();
qWarning() << "GameOnRequest::onRequestError: HTTP status" << httpStatus << reply_->attribute(QNetworkRequest::HttpReasonPhraseAttribute).toString();
///trace() << reply_->readAll();
if ((status_ == Requesting) && (httpStatus == 401)) {
// Call refresh. Note the instance might live in a different thread
// if (QMetaObject::invokeMethod(authenticator_, "refresh")) {
// return;
// }
qCritical() << "GameOnRequest::onRequestError: Invoking remote refresh failed";
}
error_ = error;
QTimer::singleShot(10, this, SLOT(finish()));
}
void GameOnRequest::onUploadProgress(qint64 uploaded, qint64 total) {
if (status_ == Idle) {
qWarning() << "GameOnRequest::onUploadProgress: No pending request";
return;
}
if (reply_ != qobject_cast<QNetworkReply *>(sender())) {
return;
}
emit uploadProgress(id_, uploaded, total);
}
void GameOnRequest::finish() {
QByteArray data;
QVariant reqId;
if (status_ == Idle) {
qWarning() << "GameOnRequest::finish: No pending request";
return;
}
data = reply_->readAll();
reqId = reply_->request().attribute((QNetworkRequest::Attribute)requestAttributeIndex);
status_ = Idle;
reply_->disconnect(this);
reply_->deleteLater();
emit finished(id_, error_, data, reqId);
}
void GameOnRequest::retry() {
if (status_ != Requesting) {
qWarning() << "GameOnRequest::retry: No pending request";
return;
}
reply_->disconnect(this);
reply_->deleteLater();
QUrl url = url_;
QUrlQuery query(url);
//query.addQueryItem(O2_OAUTH2_ACCESS_TOKEN, authenticator_->token());
foreach(RequestParameter p, reqparameters_) {
query.addQueryItem(p.name, p.value);
}
url.setQuery(query);
request_.setUrl(url);
status_ = ReRequesting;
switch (operation_) {
case QNetworkAccessManager::GetOperation:
reply_ = m_accessManager->get(request_);
break;
case QNetworkAccessManager::PostOperation:
reply_ = m_accessManager->post(request_, data_);
break;
default:
reply_ = m_accessManager->put(request_, data_);
}
connect(reply_, SIGNAL(error(QNetworkReply::NetworkError)), this, SLOT(onRequestError(QNetworkReply::NetworkError)), Qt::QueuedConnection);
connect(reply_, SIGNAL(finished()), this, SLOT(onRequestFinished()), Qt::QueuedConnection);
connect(reply_, SIGNAL(uploadProgress(qint64,qint64)), this, SLOT(onUploadProgress(qint64,qint64)));
}