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Refactor check-update flow to better handle unobserved exceptions

This commit is contained in:
Dean Herbert 2024-12-03 14:20:39 +09:00
parent 2ceb3f6f85
commit 457957d3b8
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@ -4,7 +4,6 @@
using System.Threading.Tasks; using System.Threading.Tasks;
using osu.Framework; using osu.Framework;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Extensions;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation; using osu.Framework.Localisation;
using osu.Framework.Logging; using osu.Framework.Logging;
@ -13,6 +12,7 @@ using osu.Framework.Screens;
using osu.Framework.Statistics; using osu.Framework.Statistics;
using osu.Game.Configuration; using osu.Game.Configuration;
using osu.Game.Localisation; using osu.Game.Localisation;
using osu.Game.Online.Multiplayer;
using osu.Game.Overlays.Notifications; using osu.Game.Overlays.Notifications;
using osu.Game.Overlays.Settings.Sections.Maintenance; using osu.Game.Overlays.Settings.Sections.Maintenance;
using osu.Game.Updater; using osu.Game.Updater;
@ -36,8 +36,11 @@ namespace osu.Game.Overlays.Settings.Sections.General
[Resolved] [Resolved]
private Storage storage { get; set; } = null!; private Storage storage { get; set; } = null!;
[Resolved]
private OsuGame? game { get; set; }
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(OsuConfigManager config, OsuGame? game) private void load(OsuConfigManager config)
{ {
Add(new SettingsEnumDropdown<ReleaseStream> Add(new SettingsEnumDropdown<ReleaseStream>
{ {
@ -50,31 +53,7 @@ namespace osu.Game.Overlays.Settings.Sections.General
Add(checkForUpdatesButton = new SettingsButton Add(checkForUpdatesButton = new SettingsButton
{ {
Text = GeneralSettingsStrings.CheckUpdate, Text = GeneralSettingsStrings.CheckUpdate,
Action = () => Action = () => checkForUpdates().FireAndForget()
{
checkForUpdatesButton.Enabled.Value = false;
var checkingNotification = new ProgressNotification { Text = GeneralSettingsStrings.CheckingForUpdates, };
notifications?.Post(checkingNotification);
Task.Run(updateManager.CheckForUpdateAsync).ContinueWith(task => Schedule(() =>
{
// This sequence allows the notification to be immediately dismissed.
checkingNotification.State = ProgressNotificationState.Cancelled;
checkingNotification.Close(false);
if (!task.GetResultSafely())
{
notifications?.Post(new SimpleNotification
{
Text = GeneralSettingsStrings.RunningLatestRelease(game!.Version),
Icon = FontAwesome.Solid.CheckCircle,
});
}
checkForUpdatesButton.Enabled.Value = true;
}));
}
}); });
} }
@ -102,6 +81,44 @@ namespace osu.Game.Overlays.Settings.Sections.General
} }
} }
private async Task checkForUpdates()
{
if (updateManager == null || game == null)
return;
checkForUpdatesButton.Enabled.Value = false;
var checkingNotification = new ProgressNotification
{
Text = GeneralSettingsStrings.CheckingForUpdates,
};
notifications?.Post(checkingNotification);
try
{
bool foundUpdate = await updateManager.CheckForUpdateAsync().ConfigureAwait(true);
if (!foundUpdate)
{
notifications?.Post(new SimpleNotification
{
Text = GeneralSettingsStrings.RunningLatestRelease(game.Version),
Icon = FontAwesome.Solid.CheckCircle,
});
}
}
catch
{
}
finally
{
// This sequence allows the notification to be immediately dismissed.
checkingNotification.State = ProgressNotificationState.Cancelled;
checkingNotification.Close(false);
checkForUpdatesButton.Enabled.Value = true;
}
}
private void exportLogs() private void exportLogs()
{ {
ProgressNotification notification = new ProgressNotification ProgressNotification notification = new ProgressNotification