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osu-lazer/osu.Desktop/Updater/VelopackUpdateManager.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.Logging;
using osu.Game;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
using osu.Game.Screens.Play;
using Velopack;
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using Velopack.Sources;
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namespace osu.Desktop.Updater
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{
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public partial class VelopackUpdateManager : Game.Updater.UpdateManager
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{
private readonly UpdateManager updateManager;
private INotificationOverlay notificationOverlay = null!;
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[Resolved]
private OsuGameBase game { get; set; } = null!;
[Resolved]
private ILocalUserPlayInfo? localUserInfo { get; set; }
private bool isInGameplay => localUserInfo?.PlayingState.Value != LocalUserPlayingState.NotPlaying;
private UpdateInfo? pendingUpdate;
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public VelopackUpdateManager()
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{
updateManager = new UpdateManager(new GithubSource(@"https://github.com/ppy/osu", null, false), new UpdateOptions
{
AllowVersionDowngrade = true,
});
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}
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[BackgroundDependencyLoader]
private void load(INotificationOverlay notifications)
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{
notificationOverlay = notifications;
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}
protected override async Task<bool> PerformUpdateCheck() => await checkForUpdateAsync().ConfigureAwait(false);
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private async Task<bool> checkForUpdateAsync(UpdateProgressNotification? notification = null)
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{
// whether to check again in 30 minutes. generally only if there's an error or no update was found (yet).
bool scheduleRecheck = false;
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try
{
// Avoid any kind of update checking while gameplay is running.
if (isInGameplay)
{
scheduleRecheck = true;
return false;
}
// TODO: we should probably be checking if there's a more recent update, rather than shortcutting here.
// Velopack does support this scenario (see https://github.com/ppy/osu/pull/28743#discussion_r1743495975).
if (pendingUpdate != null)
{
runOutsideOfGameplay(() =>
{
// If there is an update pending restart, show the notification to restart again.
notificationOverlay.Post(new UpdateApplicationCompleteNotification
{
Activated = () =>
{
Task.Run(restartToApplyUpdate);
return true;
}
});
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});
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return true;
}
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pendingUpdate = await updateManager.CheckForUpdatesAsync().ConfigureAwait(false);
// No update is available. We'll check again later.
if (pendingUpdate == null)
{
scheduleRecheck = true;
return false;
}
// An update is found, let's notify the user and start downloading it.
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if (notification == null)
{
notification = new UpdateProgressNotification
{
CompletionClickAction = () =>
{
Task.Run(restartToApplyUpdate);
return true;
},
};
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Schedule(() => notificationOverlay.Post(notification));
}
notification.StartDownload();
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try
{
await updateManager.DownloadUpdatesAsync(pendingUpdate, p => notification.Progress = p / 100f).ConfigureAwait(false);
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runOutsideOfGameplay(() => notification.State = ProgressNotificationState.Completed);
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}
catch (Exception e)
{
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// In the case of an error, a separate notification will be displayed.
scheduleRecheck = true;
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notification.FailDownload();
Logger.Error(e, @"update failed!");
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}
}
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catch (Exception e)
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{
// we'll ignore this and retry later. can be triggered by no internet connection or thread abortion.
scheduleRecheck = true;
Logger.Log($@"update check failed ({e.Message})");
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}
finally
{
if (scheduleRecheck)
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{
Scheduler.AddDelayed(() => Task.Run(async () => await checkForUpdateAsync().ConfigureAwait(false)), 60000 * 30);
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}
}
return true;
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}
private void runOutsideOfGameplay(Action action)
{
if (isInGameplay)
{
Scheduler.AddDelayed(() => runOutsideOfGameplay(action), 1000);
return;
}
action();
}
private async Task restartToApplyUpdate()
{
await updateManager.WaitExitThenApplyUpdatesAsync(pendingUpdate?.TargetFullRelease).ConfigureAwait(false);
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Schedule(() => game.AttemptExit());
}
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}
}