// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Threading.Tasks; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Sprites; using osu.Game.Configuration; using osu.Game.Graphics; using osu.Game.Overlays; using osu.Game.Overlays.Notifications; using osuTK; namespace osu.Game.Updater { /// /// An update manager which only shows notifications after an update completes. /// public partial class UpdateManager : CompositeDrawable { /// /// Whether this UpdateManager should be or is capable of checking for updates. /// public bool CanCheckForUpdate => game.IsDeployedBuild && // only implementations will actually check for updates. GetType() != typeof(UpdateManager); [Resolved] private OsuConfigManager config { get; set; } = null!; [Resolved] private OsuGameBase game { get; set; } = null!; [Resolved] protected INotificationOverlay Notifications { get; private set; } = null!; protected override void LoadComplete() { base.LoadComplete(); Schedule(() => Task.Run(CheckForUpdateAsync)); string version = game.Version; string lastVersion = config.Get(OsuSetting.Version); if (game.IsDeployedBuild && version != lastVersion) { // only show a notification if we've previously saved a version to the config file (ie. not the first run). if (!string.IsNullOrEmpty(lastVersion)) Notifications.Post(new UpdateCompleteNotification(version)); } // debug / local compilations will reset to a non-release string. // can be useful to check when an install has transitioned between release and otherwise (see OsuConfigManager's migrations). config.SetValue(OsuSetting.Version, version); } private readonly object updateTaskLock = new object(); private Task? updateCheckTask; public async Task CheckForUpdateAsync() { if (!CanCheckForUpdate) return false; Task waitTask; lock (updateTaskLock) waitTask = (updateCheckTask ??= PerformUpdateCheck()); bool hasUpdates = await waitTask.ConfigureAwait(false); lock (updateTaskLock) updateCheckTask = null; return hasUpdates; } /// /// Performs an asynchronous check for application updates. /// /// Whether any update is waiting. May return true if an error occured (there is potentially an update available). protected virtual Task PerformUpdateCheck() => Task.FromResult(false); private partial class UpdateCompleteNotification : SimpleNotification { private readonly string version; public UpdateCompleteNotification(string version) { this.version = version; Text = $"You are now running osu! {version}.\nClick to see what's new!"; } [BackgroundDependencyLoader] private void load(OsuColour colours, ChangelogOverlay changelog, INotificationOverlay notificationOverlay) { Icon = FontAwesome.Solid.CheckSquare; IconContent.Colour = colours.BlueDark; Activated = delegate { notificationOverlay.Hide(); changelog.ShowBuild(OsuGameBase.CLIENT_STREAM_NAME, version); return true; }; } } public partial class UpdateApplicationCompleteNotification : ProgressCompletionNotification { public UpdateApplicationCompleteNotification() { Text = @"Update ready to install. Click to restart!"; } } public partial class UpdateProgressNotification : ProgressNotification { protected override Notification CreateCompletionNotification() => new UpdateApplicationCompleteNotification { Activated = CompletionClickAction }; [BackgroundDependencyLoader] private void load() { IconContent.AddRange(new Drawable[] { new SpriteIcon { Anchor = Anchor.Centre, Origin = Anchor.Centre, Icon = FontAwesome.Solid.Upload, Size = new Vector2(34), Colour = OsuColour.Gray(0.2f), Depth = float.MaxValue, } }); } protected override void LoadComplete() { base.LoadComplete(); StartDownload(); } public override void Close(bool runFlingAnimation) { // cancelling updates is not currently supported by the underlying updater. // only allow dismissing for now. switch (State) { case ProgressNotificationState.Cancelled: case ProgressNotificationState.Completed: base.Close(runFlingAnimation); break; } } public void StartDownload() { State = ProgressNotificationState.Active; Progress = 0; Text = @"Downloading update..."; } public void StartInstall() { Progress = 0; Text = @"Installing update..."; } public void FailDownload() { State = ProgressNotificationState.Cancelled; Close(false); } } } }