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osu-lazer/osu.Desktop/Overlays/VersionManager.cs
Dean Herbert c5046f6b3c Add back osu.Desktop project
While it was nice having less projects to deal with, it meant hacks to get around circular dependencies between rulesets and osu.Game. For now, let's just restore the osu.Desktop project and call it a day.

This allows for the project to build again with default visual studio settings.
2017-10-14 14:33:05 +09:00

267 lines
9.7 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Diagnostics;
using System.Net.Http;
using osu.Framework.Allocation;
using osu.Framework.Development;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Framework.Logging;
using osu.Game;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
using OpenTK;
using OpenTK.Graphics;
using Squirrel;
namespace osu.Desktop.Overlays
{
public class VersionManager : OverlayContainer
{
private UpdateManager updateManager;
private NotificationOverlay notificationOverlay;
private OsuConfigManager config;
private OsuGameBase game;
public override bool HandleInput => false;
[BackgroundDependencyLoader]
private void load(NotificationOverlay notification, OsuColour colours, TextureStore textures, OsuGameBase game, OsuConfigManager config)
{
notificationOverlay = notification;
this.config = config;
this.game = game;
AutoSizeAxes = Axes.Both;
Anchor = Anchor.BottomCentre;
Origin = Anchor.BottomCentre;
Alpha = 0;
Children = new Drawable[]
{
new FillFlowContainer
{
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Vertical,
Children = new Drawable[]
{
new FillFlowContainer
{
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Horizontal,
Spacing = new Vector2(5),
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
Children = new Drawable[]
{
new OsuSpriteText
{
Font = @"Exo2.0-Bold",
Text = game.Name
},
new OsuSpriteText
{
Colour = DebugUtils.IsDebug ? colours.Red : Color4.White,
Text = game.Version
},
}
},
new OsuSpriteText
{
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
TextSize = 12,
Colour = colours.Yellow,
Font = @"Venera",
Text = @"Development Build"
},
new Sprite
{
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
Texture = textures.Get(@"Menu/dev-build-footer"),
},
}
}
};
if (game.IsDeployedBuild)
checkForUpdateAsync();
}
protected override void LoadComplete()
{
base.LoadComplete();
var version = game.Version;
var lastVersion = config.Get<string>(OsuSetting.Version);
if (game.IsDeployedBuild && version != lastVersion)
{
config.Set(OsuSetting.Version, version);
// only show a notification if we've previously saved a version to the config file (ie. not the first run).
if (!string.IsNullOrEmpty(lastVersion))
Scheduler.AddDelayed(() => notificationOverlay.Post(new UpdateCompleteNotification(version)), 5000);
}
}
private class UpdateCompleteNotification : SimpleNotification
{
public UpdateCompleteNotification(string version)
{
Text = $"You are now running osu!lazer {version}.\nClick to see what's new!";
Icon = FontAwesome.fa_check_square;
Activated = delegate
{
Process.Start($"https://github.com/ppy/osu/releases/tag/v{version}");
return true;
};
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
IconBackgound.Colour = colours.BlueDark;
}
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
updateManager?.Dispose();
}
private async void checkForUpdateAsync(bool useDeltaPatching = true, UpdateProgressNotification notification = null)
{
//should we schedule a retry on completion of this check?
bool scheduleRetry = true;
try
{
if (updateManager == null) updateManager = await UpdateManager.GitHubUpdateManager(@"https://github.com/ppy/osu", @"osulazer", null, null, true);
var info = await updateManager.CheckForUpdate(!useDeltaPatching);
if (info.ReleasesToApply.Count == 0)
//no updates available. bail and retry later.
return;
if (notification == null)
{
notification = new UpdateProgressNotification { State = ProgressNotificationState.Active };
Schedule(() => notificationOverlay.Post(notification));
}
Schedule(() =>
{
notification.Progress = 0;
notification.Text = @"Downloading update...";
});
try
{
await updateManager.DownloadReleases(info.ReleasesToApply, p => Schedule(() => notification.Progress = p / 100f));
Schedule(() =>
{
notification.Progress = 0;
notification.Text = @"Installing update...";
});
await updateManager.ApplyReleases(info, p => Schedule(() => notification.Progress = p / 100f));
Schedule(() => notification.State = ProgressNotificationState.Completed);
}
catch (Exception e)
{
if (useDeltaPatching)
{
Logger.Error(e, @"delta patching failed!");
//could fail if deltas are unavailable for full update path (https://github.com/Squirrel/Squirrel.Windows/issues/959)
//try again without deltas.
checkForUpdateAsync(false, notification);
scheduleRetry = false;
}
else
{
Logger.Error(e, @"update failed!");
}
}
}
catch (HttpRequestException)
{
//likely have no internet connection.
//we'll ignore this and retry later.
}
finally
{
if (scheduleRetry)
{
//check again in 30 minutes.
Scheduler.AddDelayed(() => checkForUpdateAsync(), 60000 * 30);
if (notification != null)
notification.State = ProgressNotificationState.Cancelled;
}
}
}
protected override void PopIn()
{
this.FadeIn(1000);
}
protected override void PopOut()
{
}
private class UpdateProgressNotification : ProgressNotification
{
private OsuGame game;
protected override Notification CreateCompletionNotification() => new ProgressCompletionNotification
{
Text = @"Update ready to install. Click to restart!",
Activated = () =>
{
UpdateManager.RestartAppWhenExited();
game.GracefullyExit();
return true;
}
};
[BackgroundDependencyLoader]
private void load(OsuColour colours, OsuGame game)
{
this.game = game;
IconContent.AddRange(new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = ColourInfo.GradientVertical(colours.YellowDark, colours.Yellow)
},
new SpriteIcon
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Icon = FontAwesome.fa_upload,
Colour = Color4.White,
Size = new Vector2(20),
}
});
}
}
}
}