mirror of
https://github.com/ppy/osu.git
synced 2024-11-18 15:32:55 +08:00
173 lines
5.9 KiB
C#
173 lines
5.9 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Runtime.Versioning;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Logging;
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using osu.Game;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Notifications;
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using Squirrel;
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using Squirrel.SimpleSplat;
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using LogLevel = Squirrel.SimpleSplat.LogLevel;
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using UpdateManager = osu.Game.Updater.UpdateManager;
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namespace osu.Desktop.Updater
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{
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[SupportedOSPlatform("windows")]
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public partial class SquirrelUpdateManager : UpdateManager
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{
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private Squirrel.UpdateManager? updateManager;
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private INotificationOverlay notificationOverlay = null!;
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public Task PrepareUpdateAsync() => Squirrel.UpdateManager.RestartAppWhenExited();
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private static readonly Logger logger = Logger.GetLogger("updater");
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/// <summary>
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/// Whether an update has been downloaded but not yet applied.
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/// </summary>
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private bool updatePending;
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private readonly SquirrelLogger squirrelLogger = new SquirrelLogger();
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[Resolved]
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private OsuGameBase game { get; set; } = null!;
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[BackgroundDependencyLoader]
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private void load(INotificationOverlay notifications)
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{
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notificationOverlay = notifications;
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SquirrelLocator.CurrentMutable.Register(() => squirrelLogger, typeof(ILogger));
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}
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protected override async Task<bool> PerformUpdateCheck() => await checkForUpdateAsync().ConfigureAwait(false);
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private async Task<bool> checkForUpdateAsync(bool useDeltaPatching = true, UpdateProgressNotification? notification = null)
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{
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// should we schedule a retry on completion of this check?
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bool scheduleRecheck = true;
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const string? github_token = null; // TODO: populate.
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try
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{
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updateManager ??= new GithubUpdateManager(@"https://github.com/ppy/osu", false, github_token, @"osulazer");
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var info = await updateManager.CheckForUpdate(!useDeltaPatching).ConfigureAwait(false);
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if (info.ReleasesToApply.Count == 0)
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{
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if (updatePending)
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{
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// the user may have dismissed the completion notice, so show it again.
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notificationOverlay.Post(new UpdateApplicationCompleteNotification
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{
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Activated = () =>
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{
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restartToApplyUpdate();
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return true;
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},
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});
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return true;
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}
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// no updates available. bail and retry later.
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return false;
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}
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scheduleRecheck = false;
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if (notification == null)
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{
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notification = new UpdateProgressNotification
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{
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CompletionClickAction = restartToApplyUpdate,
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};
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Schedule(() => notificationOverlay.Post(notification));
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}
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notification.StartDownload();
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try
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{
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await updateManager.DownloadReleases(info.ReleasesToApply, p => notification.Progress = p / 100f).ConfigureAwait(false);
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notification.StartInstall();
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await updateManager.ApplyReleases(info, p => notification.Progress = p / 100f).ConfigureAwait(false);
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notification.State = ProgressNotificationState.Completed;
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updatePending = true;
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}
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catch (Exception e)
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{
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if (useDeltaPatching)
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{
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logger.Add(@"delta patching failed; will attempt full download!");
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// could fail if deltas are unavailable for full update path (https://github.com/Squirrel/Squirrel.Windows/issues/959)
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// try again without deltas.
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await checkForUpdateAsync(false, notification).ConfigureAwait(false);
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}
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else
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{
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// In the case of an error, a separate notification will be displayed.
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notification.FailDownload();
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Logger.Error(e, @"update failed!");
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}
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}
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}
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catch (Exception)
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{
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// we'll ignore this and retry later. can be triggered by no internet connection or thread abortion.
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scheduleRecheck = true;
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}
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finally
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{
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if (scheduleRecheck)
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{
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// check again in 30 minutes.
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Scheduler.AddDelayed(() => Task.Run(async () => await checkForUpdateAsync().ConfigureAwait(false)), 60000 * 30);
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}
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}
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return true;
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}
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private bool restartToApplyUpdate()
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{
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PrepareUpdateAsync()
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.ContinueWith(_ => Schedule(() => game.AttemptExit()));
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return true;
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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updateManager?.Dispose();
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}
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private class SquirrelLogger : ILogger, IDisposable
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{
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public LogLevel Level { get; set; } = LogLevel.Info;
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public void Write(string message, LogLevel logLevel)
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{
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if (logLevel < Level)
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return;
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logger.Add(message);
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}
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public void Dispose()
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{
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}
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}
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}
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}
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