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Files
osu-lazer/osu.Desktop/Updater/VelopackUpdateManager.cs
T

158 lines
5.7 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Threading;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Logging;
using osu.Framework.Threading;
using osu.Game;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
using osu.Game.Screens.Play;
using Velopack;
using Velopack.Sources;
using UpdateManager = osu.Game.Updater.UpdateManager;
namespace osu.Desktop.Updater
{
public partial class VelopackUpdateManager : UpdateManager
{
[Resolved]
private INotificationOverlay notificationOverlay { get; set; } = null!;
[Resolved]
private OsuGameBase game { get; set; } = null!;
[Resolved]
private ILocalUserPlayInfo? localUserInfo { get; set; }
private bool isInGameplay => localUserInfo?.PlayingState.Value != LocalUserPlayingState.NotPlaying;
private ScheduledDelegate? scheduledBackgroundCheck;
private void scheduleNextUpdateCheck()
{
scheduledBackgroundCheck?.Cancel();
scheduledBackgroundCheck = Scheduler.AddDelayed(() =>
{
log("Running scheduled background update check...");
CheckForUpdate();
}, 60000 * 30);
}
protected override async Task<bool> PerformUpdateCheck(CancellationToken cancellationToken)
{
scheduledBackgroundCheck?.Cancel();
if (isInGameplay)
{
log("Update check cancelled - user is in gameplay");
scheduleNextUpdateCheck();
return false;
}
try
{
IUpdateSource updateSource = new GithubSource(@"https://github.com/ppy/osu", null, ReleaseStream.Value == Game.Configuration.ReleaseStream.Tachyon);
Velopack.UpdateManager updateManager = new Velopack.UpdateManager(updateSource, new UpdateOptions
{
AllowVersionDowngrade = true
});
UpdateInfo? update = await updateManager.CheckForUpdatesAsync().ConfigureAwait(false);
if (cancellationToken.IsCancellationRequested)
{
log("Update check cancelled");
scheduleNextUpdateCheck();
return true;
}
if (update == null)
{
// No update is available.
log("No update found");
scheduleNextUpdateCheck();
return false;
}
// Download update in the background while notifying awaiters of the update being available.
log($"New update available: {update.TargetFullRelease.Version}");
downloadUpdate(updateManager, update, cancellationToken);
return true;
}
catch (Exception e)
{
log($"Update check failed with error ({e.Message})");
// we shouldn't crash on a web failure. or any failure for the matter.
scheduleNextUpdateCheck();
return true;
}
}
private void downloadUpdate(Velopack.UpdateManager updateManager, UpdateInfo update, CancellationToken cancellationToken) => Task.Run(async () =>
{
log($"Beginning download of update {update.TargetFullRelease.Version}...");
UpdateDownloadProgressNotification progressNotification = new UpdateDownloadProgressNotification(cancellationToken)
{
CompletionClickAction = () =>
{
restartToApplyUpdate(updateManager, update);
return true;
}
};
try
{
using (var cts = CancellationTokenSource.CreateLinkedTokenSource(progressNotification.CancellationToken, cancellationToken))
{
progressNotification.StartDownload();
runOutsideOfGameplay(() => notificationOverlay.Post(progressNotification), cts.Token);
await updateManager.DownloadUpdatesAsync(update, p => progressNotification.Progress = p / 100f, cts.Token).ConfigureAwait(false);
runOutsideOfGameplay(() => progressNotification.State = ProgressNotificationState.Completed, cts.Token);
}
}
catch (OperationCanceledException)
{
progressNotification.FailDownload();
log(@"Update cancelled");
}
catch (Exception e)
{
// In the case of an error, a separate notification will be displayed.
progressNotification.FailDownload();
Logger.Error(e, @"Update failed!");
}
return true;
}, cancellationToken);
private void runOutsideOfGameplay(Action action, CancellationToken cancellationToken)
{
if (cancellationToken.IsCancellationRequested)
return;
if (isInGameplay)
{
Scheduler.AddDelayed(() => runOutsideOfGameplay(action, cancellationToken), 1000);
return;
}
action();
}
private void restartToApplyUpdate(Velopack.UpdateManager updateManager, UpdateInfo update) => Task.Run(async () =>
{
await updateManager.WaitExitThenApplyUpdatesAsync(update.TargetFullRelease).ConfigureAwait(false);
Schedule(() => game.AttemptExit());
});
private static void log(string text) => Logger.Log($"VelopackUpdateManager: {text}");
}
}