mirror of
https://github.com/ppy/osu.git
synced 2026-05-16 17:43:07 +08:00
74ae4bcb13
See https://discord.com/channels/188630481301012481/1097318920991559880/1395623942437474405.
158 lines
5.7 KiB
C#
158 lines
5.7 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.Threading;
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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.Framework.Threading;
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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 osu.Game.Screens.Play;
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using Velopack;
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using Velopack.Sources;
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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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public partial class VelopackUpdateManager : UpdateManager
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{
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[Resolved]
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private INotificationOverlay notificationOverlay { get; set; } = null!;
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[Resolved]
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private OsuGameBase game { get; set; } = null!;
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[Resolved]
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private ILocalUserPlayInfo? localUserInfo { get; set; }
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private bool isInGameplay => localUserInfo?.PlayingState.Value != LocalUserPlayingState.NotPlaying;
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private ScheduledDelegate? scheduledBackgroundCheck;
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private void scheduleNextUpdateCheck()
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{
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scheduledBackgroundCheck?.Cancel();
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scheduledBackgroundCheck = Scheduler.AddDelayed(() =>
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{
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log("Running scheduled background update check...");
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CheckForUpdate();
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}, 60000 * 30);
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}
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protected override async Task<bool> PerformUpdateCheck(CancellationToken cancellationToken)
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{
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scheduledBackgroundCheck?.Cancel();
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if (isInGameplay)
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{
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log("Update check cancelled - user is in gameplay");
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scheduleNextUpdateCheck();
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return false;
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}
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try
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{
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IUpdateSource updateSource = new GithubSource(@"https://github.com/ppy/osu", null, ReleaseStream.Value == Game.Configuration.ReleaseStream.Tachyon);
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Velopack.UpdateManager updateManager = new Velopack.UpdateManager(updateSource, new UpdateOptions
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{
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AllowVersionDowngrade = true
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});
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UpdateInfo? update = await updateManager.CheckForUpdatesAsync().ConfigureAwait(false);
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if (cancellationToken.IsCancellationRequested)
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{
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log("Update check cancelled");
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scheduleNextUpdateCheck();
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return true;
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}
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if (update == null)
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{
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// No update is available.
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log("No update found");
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scheduleNextUpdateCheck();
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return false;
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}
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// Download update in the background while notifying awaiters of the update being available.
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log($"New update available: {update.TargetFullRelease.Version}");
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downloadUpdate(updateManager, update, cancellationToken);
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return true;
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}
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catch (Exception e)
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{
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log($"Update check failed with error ({e.Message})");
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// we shouldn't crash on a web failure. or any failure for the matter.
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scheduleNextUpdateCheck();
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return true;
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}
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}
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private void downloadUpdate(Velopack.UpdateManager updateManager, UpdateInfo update, CancellationToken cancellationToken) => Task.Run(async () =>
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{
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log($"Beginning download of update {update.TargetFullRelease.Version}...");
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UpdateDownloadProgressNotification progressNotification = new UpdateDownloadProgressNotification(cancellationToken)
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{
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CompletionClickAction = () =>
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{
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restartToApplyUpdate(updateManager, update);
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return true;
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}
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};
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try
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{
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using (var cts = CancellationTokenSource.CreateLinkedTokenSource(progressNotification.CancellationToken, cancellationToken))
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{
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progressNotification.StartDownload();
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runOutsideOfGameplay(() => notificationOverlay.Post(progressNotification), cts.Token);
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await updateManager.DownloadUpdatesAsync(update, p => progressNotification.Progress = p / 100f, cts.Token).ConfigureAwait(false);
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runOutsideOfGameplay(() => progressNotification.State = ProgressNotificationState.Completed, cts.Token);
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}
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}
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catch (OperationCanceledException)
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{
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progressNotification.FailDownload();
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log(@"Update cancelled");
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}
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catch (Exception e)
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{
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// In the case of an error, a separate notification will be displayed.
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progressNotification.FailDownload();
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Logger.Error(e, @"Update failed!");
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}
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return true;
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}, cancellationToken);
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private void runOutsideOfGameplay(Action action, CancellationToken cancellationToken)
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{
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if (cancellationToken.IsCancellationRequested)
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return;
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if (isInGameplay)
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{
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Scheduler.AddDelayed(() => runOutsideOfGameplay(action, cancellationToken), 1000);
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return;
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}
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action();
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}
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private void restartToApplyUpdate(Velopack.UpdateManager updateManager, UpdateInfo update) => Task.Run(async () =>
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{
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await updateManager.WaitExitThenApplyUpdatesAsync(update.TargetFullRelease).ConfigureAwait(false);
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Schedule(() => game.AttemptExit());
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});
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private static void log(string text) => Logger.Log($"VelopackUpdateManager: {text}");
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}
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}
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