diff --git a/osu.Desktop/OsuGameDesktop.cs b/osu.Desktop/OsuGameDesktop.cs index 21cea3ba76..efd3d358b7 100644 --- a/osu.Desktop/OsuGameDesktop.cs +++ b/osu.Desktop/OsuGameDesktop.cs @@ -17,6 +17,7 @@ using osu.Game.Updater; using osu.Desktop.Windows; using osu.Game.IO; using osu.Game.IPC; +using osu.Game.Online.Multiplayer; using osu.Game.Utils; using SDL2; @@ -108,6 +109,25 @@ namespace osu.Desktop } } + public override bool RestartAppWhenExited() + { + switch (RuntimeInfo.OS) + { + case RuntimeInfo.Platform.Windows: + Debug.Assert(OperatingSystem.IsWindows()); + + // Of note, this is an async method in squirrel that adds an arbitrary delay before returning + // likely to ensure the external process is in a good state. + // + // We're not waiting on that here, but the outro playing before the actual exit should be enough + // to cover this. + Squirrel.UpdateManager.RestartAppWhenExited().FireAndForget(); + return true; + } + + return base.RestartAppWhenExited(); + } + protected override void LoadComplete() { base.LoadComplete(); diff --git a/osu.Game.Tournament/Screens/Setup/TournamentSwitcher.cs b/osu.Game.Tournament/Screens/Setup/TournamentSwitcher.cs index 7a8b03a7aa..01d86274d7 100644 --- a/osu.Game.Tournament/Screens/Setup/TournamentSwitcher.cs +++ b/osu.Game.Tournament/Screens/Setup/TournamentSwitcher.cs @@ -28,7 +28,11 @@ namespace osu.Game.Tournament.Screens.Setup dropdown.Items = storage.ListTournaments(); dropdown.Current.BindValueChanged(v => Button.Enabled.Value = v.NewValue != startupTournament, true); - Action = () => game.AttemptExit(); + Action = () => + { + game.RestartAppWhenExited(); + game.AttemptExit(); + }; folderButton.Action = () => storage.PresentExternally(); ButtonText = "Close osu!"; diff --git a/osu.Game/OsuGameBase.cs b/osu.Game/OsuGameBase.cs index 63efe0e2c8..6737caa5f9 100644 --- a/osu.Game/OsuGameBase.cs +++ b/osu.Game/OsuGameBase.cs @@ -515,6 +515,12 @@ namespace osu.Game Scheduler.AddDelayed(AttemptExit, 2000); } + /// + /// If supported by the platform, the game will automatically restart after the next exit. + /// + /// Whether a restart operation was queued. + public virtual bool RestartAppWhenExited() => false; + public bool Migrate(string path) { Logger.Log($@"Migrating osu! data from ""{Storage.GetFullPath(string.Empty)}"" to ""{path}""..."); diff --git a/osu.Game/Overlays/Settings/Sections/Graphics/RendererSettings.cs b/osu.Game/Overlays/Settings/Sections/Graphics/RendererSettings.cs index a1f728ca87..d4cef3f4d1 100644 --- a/osu.Game/Overlays/Settings/Sections/Graphics/RendererSettings.cs +++ b/osu.Game/Overlays/Settings/Sections/Graphics/RendererSettings.cs @@ -67,10 +67,17 @@ namespace osu.Game.Overlays.Settings.Sections.Graphics if (r.NewValue == RendererType.Automatic && automaticRendererInUse) return; - dialogOverlay?.Push(new ConfirmDialog(GraphicsSettingsStrings.ChangeRendererConfirmation, () => game?.AttemptExit(), () => + if (game?.RestartAppWhenExited() == true) { - renderer.Value = automaticRendererInUse ? RendererType.Automatic : host.ResolvedRenderer; - })); + game.AttemptExit(); + } + else + { + dialogOverlay?.Push(new ConfirmDialog(GraphicsSettingsStrings.ChangeRendererConfirmation, () => game?.AttemptExit(), () => + { + renderer.Value = automaticRendererInUse ? RendererType.Automatic : host.ResolvedRenderer; + })); + } }); // TODO: remove this once we support SDL+android.