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Make squirrel local so ifdef is nicer
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parent
1a8aa87469
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158
osu.Desktop/Overlays/SquirrelUpdateManager.cs
Normal file
158
osu.Desktop/Overlays/SquirrelUpdateManager.cs
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@ -0,0 +1,158 @@
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#if NET_FRAMEWORK
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Logging;
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using osu.Game;
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using osu.Game.Graphics;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Notifications;
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using OpenTK;
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using OpenTK.Graphics;
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using Squirrel;
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namespace osu.Desktop.Overlays
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{
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public class SquirrelUpdateManager : Component
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{
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private UpdateManager updateManager;
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private NotificationOverlay notificationOverlay;
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public void PrepareUpdate()
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{
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// Squirrel returns execution to us after the update process is started, so it's safe to use Wait() here
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UpdateManager.RestartAppWhenExited().Wait();
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}
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[BackgroundDependencyLoader]
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private void load(NotificationOverlay notification, OsuGameBase game)
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{
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notificationOverlay = notification;
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if (game.IsDeployedBuild)
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Schedule(() => checkForUpdateAsync());
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}
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private async void 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?
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bool scheduleRetry = true;
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try
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{
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if (updateManager == null) updateManager = await UpdateManager.GitHubUpdateManager(@"https://github.com/ppy/osu", @"osulazer", null, null, true);
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var info = await updateManager.CheckForUpdate(!useDeltaPatching);
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if (info.ReleasesToApply.Count == 0)
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//no updates available. bail and retry later.
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return;
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if (notification == null)
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{
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notification = new UpdateProgressNotification(this) { State = ProgressNotificationState.Active };
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Schedule(() => notificationOverlay.Post(notification));
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}
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notification.Progress = 0;
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notification.Text = @"Downloading update...";
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try
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{
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await updateManager.DownloadReleases(info.ReleasesToApply, p => notification.Progress = p / 100f);
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notification.Progress = 0;
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notification.Text = @"Installing update...";
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await updateManager.ApplyReleases(info, p => notification.Progress = p / 100f);
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notification.State = ProgressNotificationState.Completed;
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}
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catch (Exception e)
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{
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if (useDeltaPatching)
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{
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Logger.Error(e, @"delta patching failed!");
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//could fail if deltas are unavailable for full update path (https://github.com/Squirrel/Squirrel.Windows/issues/959)
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//try again without deltas.
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checkForUpdateAsync(false, notification);
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scheduleRetry = false;
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}
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else
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{
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Logger.Error(e, @"update failed!");
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}
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}
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}
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catch (Exception)
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{
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// we'll ignore this and retry later. can be triggered by no internet connection or thread abortion.
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}
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finally
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{
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if (scheduleRetry)
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{
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if (notification != null)
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notification.State = ProgressNotificationState.Cancelled;
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//check again in 30 minutes.
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Scheduler.AddDelayed(() => checkForUpdateAsync(), 60000 * 30);
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}
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}
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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updateManager?.Dispose();
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}
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private class UpdateProgressNotification : ProgressNotification
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{
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private readonly SquirrelUpdateManager updateManager;
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private OsuGame game;
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public UpdateProgressNotification(SquirrelUpdateManager updateManager)
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{
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this.updateManager = updateManager;
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}
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protected override Notification CreateCompletionNotification() => new ProgressCompletionNotification
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{
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Text = @"Update ready to install. Click to restart!",
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Activated = () =>
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{
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updateManager.PrepareUpdate();
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game.GracefullyExit();
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return true;
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}
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};
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[BackgroundDependencyLoader]
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private void load(OsuColour colours, OsuGame game)
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{
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this.game = game;
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IconContent.AddRange(new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = ColourInfo.GradientVertical(colours.YellowDark, colours.Yellow)
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},
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new SpriteIcon
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Icon = FontAwesome.fa_upload,
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Colour = Color4.White,
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Size = new Vector2(20),
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}
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});
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}
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}
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}
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}
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#endif
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@ -5,9 +5,7 @@ using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Development;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Game;
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@ -19,23 +17,13 @@ using osu.Game.Overlays.Notifications;
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using OpenTK;
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using OpenTK.Graphics;
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#if NET_FRAMEWORK
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using System;
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using osu.Framework.Logging;
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using Squirrel;
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#endif
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namespace osu.Desktop.Overlays
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{
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public class VersionManager : OverlayContainer
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{
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#if NET_FRAMEWORK
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private UpdateManager updateManager;
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#endif
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private NotificationOverlay notificationOverlay;
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private OsuConfigManager config;
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private OsuGameBase game;
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private NotificationOverlay notificationOverlay;
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public override bool HandleKeyboardInput => false;
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public override bool HandleMouseInput => false;
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@ -102,8 +90,7 @@ namespace osu.Desktop.Overlays
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};
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#if NET_FRAMEWORK
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if (game.IsDeployedBuild)
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checkForUpdateAsync();
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Add(new SquirrelUpdateManager());
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#endif
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}
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@ -143,90 +130,6 @@ namespace osu.Desktop.Overlays
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}
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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#if NET_FRAMEWORK
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updateManager?.Dispose();
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#endif
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}
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#if NET_FRAMEWORK
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private async void 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?
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bool scheduleRetry = true;
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try
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{
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if (updateManager == null) updateManager = await UpdateManager.GitHubUpdateManager(@"https://github.com/ppy/osu", @"osulazer", null, null, true);
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var info = await updateManager.CheckForUpdate(!useDeltaPatching);
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if (info.ReleasesToApply.Count == 0)
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//no updates available. bail and retry later.
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return;
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if (notification == null)
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{
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notification = new UpdateProgressNotification { State = ProgressNotificationState.Active };
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Schedule(() => notificationOverlay.Post(notification));
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}
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Schedule(() =>
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{
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notification.Progress = 0;
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notification.Text = @"Downloading update...";
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});
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try
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{
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await updateManager.DownloadReleases(info.ReleasesToApply, p => Schedule(() => notification.Progress = p / 100f));
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Schedule(() =>
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{
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notification.Progress = 0;
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notification.Text = @"Installing update...";
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});
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await updateManager.ApplyReleases(info, p => Schedule(() => notification.Progress = p / 100f));
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Schedule(() => notification.State = ProgressNotificationState.Completed);
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}
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catch (Exception e)
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{
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if (useDeltaPatching)
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{
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Logger.Error(e, @"delta patching failed!");
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//could fail if deltas are unavailable for full update path (https://github.com/Squirrel/Squirrel.Windows/issues/959)
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//try again without deltas.
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checkForUpdateAsync(false, notification);
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scheduleRetry = false;
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}
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else
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{
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Logger.Error(e, @"update failed!");
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}
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}
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}
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catch (Exception)
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{
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// we'll ignore this and retry later. can be triggered by no internet connection or thread abortion.
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}
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finally
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{
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if (scheduleRetry)
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{
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//check again in 30 minutes.
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Scheduler.AddDelayed(() => checkForUpdateAsync(), 60000 * 30);
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if (notification != null)
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notification.State = ProgressNotificationState.Cancelled;
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}
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}
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}
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#endif
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protected override void PopIn()
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{
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this.FadeIn(1000);
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@ -235,47 +138,5 @@ namespace osu.Desktop.Overlays
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protected override void PopOut()
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{
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}
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private class UpdateProgressNotification : ProgressNotification
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{
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private OsuGame game;
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protected override Notification CreateCompletionNotification() => new ProgressCompletionNotification
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{
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Text = @"Update ready to install. Click to restart!",
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Activated = () =>
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{
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// Squirrel returns execution to us after the update process is started, so it's safe to use Wait() here
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#if NET_FRAMEWORK
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UpdateManager.RestartAppWhenExited().Wait();
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#endif
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game.GracefullyExit();
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return true;
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}
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};
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[BackgroundDependencyLoader]
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private void load(OsuColour colours, OsuGame game)
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{
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this.game = game;
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IconContent.AddRange(new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = ColourInfo.GradientVertical(colours.YellowDark, colours.Yellow)
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},
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new SpriteIcon
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Icon = FontAwesome.fa_upload,
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Colour = Color4.White,
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Size = new Vector2(20),
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}
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});
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}
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}
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}
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}
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