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bb5a9b8606
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@ -44,6 +44,11 @@ namespace osu.Game.Localisation
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/// </summary>
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public static LocalisableString CheckUpdate => new TranslatableString(getKey(@"check_update"), @"Check for updates");
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/// <summary>
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/// "Checking for updates"
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/// </summary>
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public static LocalisableString CheckingForUpdates => new TranslatableString(getKey(@"checking_for_updates"), @"Checking for updates");
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/// <summary>
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/// "Open osu! folder"
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/// </summary>
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@ -4,7 +4,6 @@
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using System.Threading.Tasks;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Localisation;
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using osu.Framework.Logging;
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@ -13,6 +12,7 @@ using osu.Framework.Screens;
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using osu.Framework.Statistics;
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using osu.Game.Configuration;
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using osu.Game.Localisation;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Overlays.Settings.Sections.Maintenance;
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using osu.Game.Updater;
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@ -36,8 +36,11 @@ namespace osu.Game.Overlays.Settings.Sections.General
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[Resolved]
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private Storage storage { get; set; } = null!;
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[Resolved]
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private OsuGame? game { get; set; }
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config, OsuGame? game)
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private void load(OsuConfigManager config)
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{
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Add(new SettingsEnumDropdown<ReleaseStream>
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{
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@ -50,23 +53,7 @@ namespace osu.Game.Overlays.Settings.Sections.General
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Add(checkForUpdatesButton = new SettingsButton
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{
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Text = GeneralSettingsStrings.CheckUpdate,
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Action = () =>
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{
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checkForUpdatesButton.Enabled.Value = false;
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Task.Run(updateManager.CheckForUpdateAsync).ContinueWith(task => Schedule(() =>
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{
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if (!task.GetResultSafely())
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{
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notifications?.Post(new SimpleNotification
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{
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Text = GeneralSettingsStrings.RunningLatestRelease(game!.Version),
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Icon = FontAwesome.Solid.CheckCircle,
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});
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}
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checkForUpdatesButton.Enabled.Value = true;
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}));
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}
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Action = () => checkForUpdates().FireAndForget()
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});
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}
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@ -94,6 +81,44 @@ namespace osu.Game.Overlays.Settings.Sections.General
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}
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}
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private async Task checkForUpdates()
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{
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if (updateManager == null || game == null)
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return;
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checkForUpdatesButton.Enabled.Value = false;
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var checkingNotification = new ProgressNotification
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{
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Text = GeneralSettingsStrings.CheckingForUpdates,
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};
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notifications?.Post(checkingNotification);
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try
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{
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bool foundUpdate = await updateManager.CheckForUpdateAsync().ConfigureAwait(true);
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if (!foundUpdate)
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{
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notifications?.Post(new SimpleNotification
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{
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Text = GeneralSettingsStrings.RunningLatestRelease(game.Version),
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Icon = FontAwesome.Solid.CheckCircle,
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});
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}
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}
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catch
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{
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}
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finally
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{
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// This sequence allows the notification to be immediately dismissed.
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checkingNotification.State = ProgressNotificationState.Cancelled;
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checkingNotification.Close(false);
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checkForUpdatesButton.Enabled.Value = true;
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}
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}
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private void exportLogs()
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{
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ProgressNotification notification = new ProgressNotification
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@ -83,6 +83,11 @@ namespace osu.Game.Screens.Play
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/// </summary>
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protected virtual bool PauseOnFocusLost => true;
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/// <summary>
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/// Whether to show the fail overlay (with buttons to retry / exit) on failing.
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/// </summary>
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protected virtual bool ShowFailOverlay => true;
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public Action<bool> RestartRequested;
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private bool isRestarting;
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@ -1009,6 +1014,9 @@ namespace osu.Game.Screens.Play
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/// </summary>
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private void onFailComplete()
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{
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if (!ShowFailOverlay)
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return;
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GameplayClockContainer.Stop();
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FailOverlay.Retries = RestartCount;
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@ -11,6 +11,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Input.Bindings;
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@ -34,6 +35,8 @@ namespace osu.Game.Screens.Play
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protected override UserActivity InitialActivity => new UserActivity.WatchingReplay(Score.ScoreInfo);
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protected override bool ShowFailOverlay => false;
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// Disallow replays from failing. (see https://github.com/ppy/osu/issues/6108)
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protected override bool CheckModsAllowFailure()
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{
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@ -157,6 +160,20 @@ namespace osu.Game.Screens.Play
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Seek(target);
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}
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protected override void OnFail()
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{
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// Replays will always show the results screen on failing.
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Scheduler.AddDelayed(() =>
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{
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if (!this.IsCurrentScreen())
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// This player instance may already be in the process of exiting.
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return;
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ValidForResume = false;
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this.Push(CreateResults(Score.ScoreInfo));
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}, RESULTS_DISPLAY_DELAY);
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}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
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}
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