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5 Commits

Author SHA1 Message Date
Dean Herbert
bb5a9b8606
Merge 8f7d2752c0 into f09d8f097a 2024-12-03 09:27:43 +01:00
Dan Balasescu
f09d8f097a
Merge pull request #30953 from peppy/notification-while-chedcking-for-updates
Show an ongoing operation when checking for updates
2024-12-03 17:27:10 +09:00
Dean Herbert
457957d3b8
Refactor check-update flow to better handle unobserved exceptions 2024-12-03 14:23:10 +09:00
Dean Herbert
2ceb3f6f85
Show an ongoing operation when checking for updates
Addresses https://github.com/ppy/osu/discussions/30950.
2024-12-03 13:43:20 +09:00
Dean Herbert
8f7d2752c0
Show results screen when reaching the end of a failed replay
Addresses https://github.com/ppy/osu/discussions/30577.

Consider this a RFC. There's multiple ways this could be implemented,
but I went for the most stand-alone approach, bypassing all the score
preparation and progress logic (because it's probably simplest this
way?).
2024-11-14 15:37:04 +09:00
4 changed files with 74 additions and 19 deletions

View File

@ -44,6 +44,11 @@ namespace osu.Game.Localisation
/// </summary>
public static LocalisableString CheckUpdate => new TranslatableString(getKey(@"check_update"), @"Check for updates");
/// <summary>
/// "Checking for updates"
/// </summary>
public static LocalisableString CheckingForUpdates => new TranslatableString(getKey(@"checking_for_updates"), @"Checking for updates");
/// <summary>
/// "Open osu! folder"
/// </summary>

View File

@ -4,7 +4,6 @@
using System.Threading.Tasks;
using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Framework.Logging;
@ -13,6 +12,7 @@ using osu.Framework.Screens;
using osu.Framework.Statistics;
using osu.Game.Configuration;
using osu.Game.Localisation;
using osu.Game.Online.Multiplayer;
using osu.Game.Overlays.Notifications;
using osu.Game.Overlays.Settings.Sections.Maintenance;
using osu.Game.Updater;
@ -36,8 +36,11 @@ namespace osu.Game.Overlays.Settings.Sections.General
[Resolved]
private Storage storage { get; set; } = null!;
[Resolved]
private OsuGame? game { get; set; }
[BackgroundDependencyLoader]
private void load(OsuConfigManager config, OsuGame? game)
private void load(OsuConfigManager config)
{
Add(new SettingsEnumDropdown<ReleaseStream>
{
@ -50,23 +53,7 @@ namespace osu.Game.Overlays.Settings.Sections.General
Add(checkForUpdatesButton = new SettingsButton
{
Text = GeneralSettingsStrings.CheckUpdate,
Action = () =>
{
checkForUpdatesButton.Enabled.Value = false;
Task.Run(updateManager.CheckForUpdateAsync).ContinueWith(task => Schedule(() =>
{
if (!task.GetResultSafely())
{
notifications?.Post(new SimpleNotification
{
Text = GeneralSettingsStrings.RunningLatestRelease(game!.Version),
Icon = FontAwesome.Solid.CheckCircle,
});
}
checkForUpdatesButton.Enabled.Value = true;
}));
}
Action = () => checkForUpdates().FireAndForget()
});
}
@ -94,6 +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()
{
ProgressNotification notification = new ProgressNotification

View File

@ -83,6 +83,11 @@ namespace osu.Game.Screens.Play
/// </summary>
protected virtual bool PauseOnFocusLost => true;
/// <summary>
/// Whether to show the fail overlay (with buttons to retry / exit) on failing.
/// </summary>
protected virtual bool ShowFailOverlay => true;
public Action<bool> RestartRequested;
private bool isRestarting;
@ -1009,6 +1014,9 @@ namespace osu.Game.Screens.Play
/// </summary>
private void onFailComplete()
{
if (!ShowFailOverlay)
return;
GameplayClockContainer.Stop();
FailOverlay.Retries = RestartCount;

View File

@ -11,6 +11,7 @@ using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Input.Bindings;
@ -34,6 +35,8 @@ namespace osu.Game.Screens.Play
protected override UserActivity InitialActivity => new UserActivity.WatchingReplay(Score.ScoreInfo);
protected override bool ShowFailOverlay => false;
// Disallow replays from failing. (see https://github.com/ppy/osu/issues/6108)
protected override bool CheckModsAllowFailure()
{
@ -157,6 +160,20 @@ namespace osu.Game.Screens.Play
Seek(target);
}
protected override void OnFail()
{
// Replays will always show the results screen on failing.
Scheduler.AddDelayed(() =>
{
if (!this.IsCurrentScreen())
// This player instance may already be in the process of exiting.
return;
ValidForResume = false;
this.Push(CreateResults(Score.ScoreInfo));
}, RESULTS_DISPLAY_DELAY);
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}