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osu-lazer/osu.Desktop/Updater/SquirrelUpdateManager.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
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using osu.Framework.Logging;
using osu.Game;
using osu.Game.Graphics;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
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using osuTK;
using osuTK.Graphics;
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using Squirrel;
using LogLevel = Splat.LogLevel;
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namespace osu.Desktop.Updater
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{
public class SquirrelUpdateManager : osu.Game.Updater.UpdateManager
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{
private UpdateManager updateManager;
private NotificationOverlay notificationOverlay;
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public Task PrepareUpdateAsync() => UpdateManager.RestartAppWhenExited();
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private static readonly Logger logger = Logger.GetLogger("updater");
/// <summary>
/// Whether an update has been downloaded but not yet applied.
/// </summary>
private bool updatePending;
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[BackgroundDependencyLoader]
private void load(NotificationOverlay notification)
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{
notificationOverlay = notification;
Splat.Locator.CurrentMutable.Register(() => new SquirrelLogger(), typeof(Splat.ILogger));
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}
protected override async Task<bool> PerformUpdateCheck() => await checkForUpdateAsync().ConfigureAwait(false);
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private async Task<bool> checkForUpdateAsync(bool useDeltaPatching = true, UpdateProgressNotification notification = null)
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{
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// should we schedule a retry on completion of this check?
bool scheduleRecheck = true;
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try
{
updateManager ??= await UpdateManager.GitHubUpdateManager(@"https://github.com/ppy/osu", @"osulazer", null, null, true).ConfigureAwait(false);
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var info = await updateManager.CheckForUpdate(!useDeltaPatching).ConfigureAwait(false);
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if (info.ReleasesToApply.Count == 0)
{
if (updatePending)
{
// the user may have dismissed the completion notice, so show it again.
notificationOverlay.Post(new UpdateCompleteNotification(this));
return true;
}
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// no updates available. bail and retry later.
return false;
}
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scheduleRecheck = false;
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if (notification == null)
{
notification = new UpdateProgressNotification(this) { State = ProgressNotificationState.Active };
Schedule(() => notificationOverlay.Post(notification));
}
notification.Progress = 0;
notification.Text = @"Downloading update...";
try
{
await updateManager.DownloadReleases(info.ReleasesToApply, p => notification.Progress = p / 100f).ConfigureAwait(false);
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notification.Progress = 0;
notification.Text = @"Installing update...";
await updateManager.ApplyReleases(info, p => notification.Progress = p / 100f).ConfigureAwait(false);
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notification.State = ProgressNotificationState.Completed;
updatePending = true;
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}
catch (Exception e)
{
if (useDeltaPatching)
{
logger.Add(@"delta patching failed; will attempt full download!");
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// could fail if deltas are unavailable for full update path (https://github.com/Squirrel/Squirrel.Windows/issues/959)
// try again without deltas.
await checkForUpdateAsync(false, notification).ConfigureAwait(false);
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}
else
{
// In the case of an error, a separate notification will be displayed.
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notification.State = ProgressNotificationState.Cancelled;
notification.Close();
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Logger.Error(e, @"update failed!");
}
}
}
catch (Exception)
{
// we'll ignore this and retry later. can be triggered by no internet connection or thread abortion.
scheduleRecheck = true;
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}
finally
{
if (scheduleRecheck)
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{
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// check again in 30 minutes.
Scheduler.AddDelayed(() => Task.Run(async () => await checkForUpdateAsync().ConfigureAwait(false)), 60000 * 30);
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}
}
return true;
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}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
updateManager?.Dispose();
}
private class UpdateCompleteNotification : ProgressCompletionNotification
{
[Resolved]
private OsuGame game { get; set; }
public UpdateCompleteNotification(SquirrelUpdateManager updateManager)
{
Text = @"Update ready to install. Click to restart!";
Activated = () =>
{
updateManager.PrepareUpdateAsync()
.ContinueWith(_ => updateManager.Schedule(() => game?.GracefullyExit()));
return true;
};
}
}
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private class UpdateProgressNotification : ProgressNotification
{
private readonly SquirrelUpdateManager updateManager;
public UpdateProgressNotification(SquirrelUpdateManager updateManager)
{
this.updateManager = updateManager;
}
protected override Notification CreateCompletionNotification()
{
return new UpdateCompleteNotification(updateManager);
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}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
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{
IconContent.AddRange(new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = ColourInfo.GradientVertical(colours.YellowDark, colours.Yellow)
},
new SpriteIcon
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
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Icon = FontAwesome.Solid.Upload,
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Colour = Color4.White,
Size = new Vector2(20),
}
});
}
public override void Close()
{
// cancelling updates is not currently supported by the underlying updater.
// only allow dismissing for now.
switch (State)
{
case ProgressNotificationState.Cancelled:
base.Close();
break;
}
}
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}
private class SquirrelLogger : Splat.ILogger, IDisposable
{
public LogLevel Level { get; set; } = LogLevel.Info;
public void Write(string message, LogLevel logLevel)
{
if (logLevel < Level)
return;
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logger.Add(message);
}
public void Dispose()
{
}
}
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}
}