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Add method to queue a restart after app is exited (when supported)
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commit
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@ -17,6 +17,7 @@ using osu.Game.Updater;
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using osu.Desktop.Windows;
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using osu.Game.IO;
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using osu.Game.IPC;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Utils;
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using SDL2;
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@ -108,6 +109,25 @@ namespace osu.Desktop
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}
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}
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public override bool RestartAppWhenExited()
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{
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switch (RuntimeInfo.OS)
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{
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case RuntimeInfo.Platform.Windows:
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Debug.Assert(OperatingSystem.IsWindows());
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// Of note, this is an async method in squirrel that adds an arbitrary delay before returning
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// likely to ensure the external process is in a good state.
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//
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// We're not waiting on that here, but the outro playing before the actual exit should be enough
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// to cover this.
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Squirrel.UpdateManager.RestartAppWhenExited().FireAndForget();
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return true;
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}
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return base.RestartAppWhenExited();
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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@ -28,7 +28,11 @@ namespace osu.Game.Tournament.Screens.Setup
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dropdown.Items = storage.ListTournaments();
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dropdown.Current.BindValueChanged(v => Button.Enabled.Value = v.NewValue != startupTournament, true);
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Action = () => game.AttemptExit();
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Action = () =>
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{
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game.RestartAppWhenExited();
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game.AttemptExit();
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};
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folderButton.Action = () => storage.PresentExternally();
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ButtonText = "Close osu!";
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@ -515,6 +515,12 @@ namespace osu.Game
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Scheduler.AddDelayed(AttemptExit, 2000);
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}
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/// <summary>
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/// If supported by the platform, the game will automatically restart after the next exit.
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/// </summary>
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/// <returns>Whether a restart operation was queued.</returns>
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public virtual bool RestartAppWhenExited() => false;
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public bool Migrate(string path)
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{
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Logger.Log($@"Migrating osu! data from ""{Storage.GetFullPath(string.Empty)}"" to ""{path}""...");
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@ -67,10 +67,17 @@ namespace osu.Game.Overlays.Settings.Sections.Graphics
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if (r.NewValue == RendererType.Automatic && automaticRendererInUse)
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return;
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dialogOverlay?.Push(new ConfirmDialog(GraphicsSettingsStrings.ChangeRendererConfirmation, () => game?.AttemptExit(), () =>
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if (game?.RestartAppWhenExited() == true)
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{
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renderer.Value = automaticRendererInUse ? RendererType.Automatic : host.ResolvedRenderer;
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}));
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game.AttemptExit();
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}
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else
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{
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dialogOverlay?.Push(new ConfirmDialog(GraphicsSettingsStrings.ChangeRendererConfirmation, () => game?.AttemptExit(), () =>
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{
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renderer.Value = automaticRendererInUse ? RendererType.Automatic : host.ResolvedRenderer;
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}));
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}
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});
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// TODO: remove this once we support SDL+android.
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