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osu-lazer/osu.Game/Overlays/Settings/Sections/General/UpdateSettings.cs

137 lines
4.8 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.Threading.Tasks;
using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Game.Configuration;
using osu.Game.Localisation;
using osu.Game.Overlays.Notifications;
using osu.Game.Overlays.Settings.Sections.Maintenance;
using osu.Game.Updater;
using osu.Game.Utils;
using SharpCompress.Archives.Zip;
namespace osu.Game.Overlays.Settings.Sections.General
{
public partial class UpdateSettings : SettingsSubsection
{
protected override LocalisableString Header => GeneralSettingsStrings.UpdateHeader;
private SettingsButton checkForUpdatesButton = null!;
[Resolved]
private UpdateManager? updateManager { get; set; }
[Resolved]
private INotificationOverlay? notifications { get; set; }
[Resolved]
private Storage storage { get; set; } = null!;
[BackgroundDependencyLoader]
private void load(OsuConfigManager config, OsuGame? game)
{
Add(new SettingsEnumDropdown<ReleaseStream>
{
LabelText = GeneralSettingsStrings.ReleaseStream,
Current = config.GetBindable<ReleaseStream>(OsuSetting.ReleaseStream),
});
if (updateManager?.CanCheckForUpdate == true)
{
Add(checkForUpdatesButton = new SettingsButton
{
Text = GeneralSettingsStrings.CheckUpdate,
Action = () =>
{
checkForUpdatesButton.Enabled.Value = false;
Task.Run(updateManager.CheckForUpdateAsync).ContinueWith(task => Schedule(() =>
{
if (!task.GetResultSafely())
{
notifications?.Post(new SimpleNotification
{
Text = GeneralSettingsStrings.RunningLatestRelease(game!.Version),
Icon = FontAwesome.Solid.CheckCircle,
});
}
checkForUpdatesButton.Enabled.Value = true;
}));
}
});
}
if (RuntimeInfo.IsDesktop)
{
Add(new SettingsButton
{
Text = GeneralSettingsStrings.OpenOsuFolder,
Keywords = new[] { @"logs", @"files", @"access", "directory" },
Action = () => storage.PresentExternally(),
});
Add(new SettingsButton
{
Text = GeneralSettingsStrings.ExportLogs,
Keywords = new[] { @"bug", "report", "logs", "files" },
Action = () => Task.Run(exportLogs),
});
Add(new SettingsButton
{
Text = GeneralSettingsStrings.ChangeFolderLocation,
Action = () => game?.PerformFromScreen(menu => menu.Push(new MigrationSelectScreen()))
});
}
}
private void exportLogs()
{
ProgressNotification notification = new ProgressNotification
{
State = ProgressNotificationState.Active,
Text = "Exporting logs...",
};
notifications?.Post(notification);
const string archive_filename = "exports/compressed-logs.zip";
try
{
var logStorage = Logger.Storage;
using (var outStream = storage.CreateFileSafely(archive_filename))
using (var zip = ZipArchive.Create())
{
foreach (string? f in logStorage.GetFiles(string.Empty, "*.log"))
FileUtils.AttemptOperation(z => z.AddEntry(f, logStorage.GetStream(f), true), zip);
zip.SaveTo(outStream);
}
}
catch
{
notification.State = ProgressNotificationState.Cancelled;
// cleanup if export is failed or canceled.
storage.Delete(archive_filename);
throw;
}
notification.CompletionText = "Exported logs! Click to view.";
notification.CompletionClickAction = () => storage.PresentFileExternally(archive_filename);
notification.State = ProgressNotificationState.Completed;
}
}
}