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

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
#if NET_FRAMEWORK
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using System;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Logging;
using osu.Game;
using osu.Game.Graphics;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
using OpenTK;
using OpenTK.Graphics;
using Squirrel;
namespace osu.Desktop.Overlays
{
public class SquirrelUpdateManager : Component
{
private UpdateManager updateManager;
private NotificationOverlay notificationOverlay;
public void PrepareUpdate()
{
// Squirrel returns execution to us after the update process is started, so it's safe to use Wait() here
UpdateManager.RestartAppWhenExited().Wait();
}
[BackgroundDependencyLoader]
private void load(NotificationOverlay notification, OsuGameBase game)
{
notificationOverlay = notification;
if (game.IsDeployedBuild)
Schedule(() => checkForUpdateAsync());
}
private async void checkForUpdateAsync(bool useDeltaPatching = true, UpdateProgressNotification notification = null)
{
//should we schedule a retry on completion of this check?
bool scheduleRetry = true;
try
{
if (updateManager == null) updateManager = await UpdateManager.GitHubUpdateManager(@"https://github.com/ppy/osu", @"osulazer", null, null, true);
var info = await updateManager.CheckForUpdate(!useDeltaPatching);
if (info.ReleasesToApply.Count == 0)
//no updates available. bail and retry later.
return;
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);
notification.Progress = 0;
notification.Text = @"Installing update...";
await updateManager.ApplyReleases(info, p => notification.Progress = p / 100f);
notification.State = ProgressNotificationState.Completed;
}
catch (Exception e)
{
if (useDeltaPatching)
{
Logger.Error(e, @"delta patching failed!");
//could fail if deltas are unavailable for full update path (https://github.com/Squirrel/Squirrel.Windows/issues/959)
//try again without deltas.
checkForUpdateAsync(false, notification);
scheduleRetry = false;
}
else
{
Logger.Error(e, @"update failed!");
}
}
}
catch (Exception)
{
// we'll ignore this and retry later. can be triggered by no internet connection or thread abortion.
}
finally
{
if (scheduleRetry)
{
if (notification != null)
notification.State = ProgressNotificationState.Cancelled;
//check again in 30 minutes.
Scheduler.AddDelayed(() => checkForUpdateAsync(), 60000 * 30);
}
}
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
updateManager?.Dispose();
}
private class UpdateProgressNotification : ProgressNotification
{
private readonly SquirrelUpdateManager updateManager;
private OsuGame game;
public UpdateProgressNotification(SquirrelUpdateManager updateManager)
{
this.updateManager = updateManager;
}
protected override Notification CreateCompletionNotification()
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{
return new ProgressCompletionNotification
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{
Text = @"Update ready to install. Click to restart!",
Activated = () =>
{
updateManager.PrepareUpdate();
game.GracefullyExit();
return true;
}
};
}
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[BackgroundDependencyLoader]
private void load(OsuColour colours, OsuGame game)
{
this.game = game;
IconContent.AddRange(new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = ColourInfo.GradientVertical(colours.YellowDark, colours.Yellow)
},
new SpriteIcon
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Icon = FontAwesome.fa_upload,
Colour = Color4.White,
Size = new Vector2(20),
}
});
}
}
}
}
#endif