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https://github.com/ppy/osu.git
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149 lines
5.2 KiB
C#
149 lines
5.2 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.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 osu.Game.Screens.Play;
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using Velopack;
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using Velopack.Sources;
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namespace osu.Desktop.Updater
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{
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public partial class VelopackUpdateManager : Game.Updater.UpdateManager
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{
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private readonly UpdateManager updateManager;
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private INotificationOverlay notificationOverlay = 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 UpdateInfo? pendingUpdate;
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public VelopackUpdateManager()
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{
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updateManager = new UpdateManager(new GithubSource(@"https://github.com/ppy/osu", null, false), new UpdateOptions
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{
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AllowVersionDowngrade = true,
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});
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}
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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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}
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protected override async Task<bool> PerformUpdateCheck() => await checkForUpdateAsync().ConfigureAwait(false);
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private async Task<bool> checkForUpdateAsync()
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{
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// whether to check again in 30 minutes. generally only if there's an error or no update was found (yet).
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bool scheduleRecheck = false;
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try
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{
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// Avoid any kind of update checking while gameplay is running.
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if (isInGameplay)
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{
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scheduleRecheck = true;
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return true;
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}
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// TODO: we should probably be checking if there's a more recent update, rather than shortcutting here.
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// Velopack does support this scenario (see https://github.com/ppy/osu/pull/28743#discussion_r1743495975).
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if (pendingUpdate != null)
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{
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// If there is an update pending restart, show the notification to restart 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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Task.Run(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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pendingUpdate = await updateManager.CheckForUpdatesAsync().ConfigureAwait(false);
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// No update is available. We'll check again later.
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if (pendingUpdate == null)
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{
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scheduleRecheck = true;
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return false;
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}
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// An update is found, let's notify the user and start downloading it.
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UpdateProgressNotification notification = new UpdateProgressNotification
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{
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CompletionClickAction = () =>
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{
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Task.Run(restartToApplyUpdate);
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return true;
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},
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};
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runOutsideOfGameplay(() => notificationOverlay.Post(notification));
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notification.StartDownload();
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try
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{
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await updateManager.DownloadUpdatesAsync(pendingUpdate, p => notification.Progress = p / 100f).ConfigureAwait(false);
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runOutsideOfGameplay(() => notification.State = ProgressNotificationState.Completed);
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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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scheduleRecheck = true;
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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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catch (Exception e)
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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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Logger.Log($@"update check failed ({e.Message})");
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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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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 void runOutsideOfGameplay(Action action)
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{
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if (isInGameplay)
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{
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Scheduler.AddDelayed(() => runOutsideOfGameplay(action), 1000);
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return;
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}
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action();
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}
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private async Task restartToApplyUpdate()
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{
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await updateManager.WaitExitThenApplyUpdatesAsync(pendingUpdate?.TargetFullRelease).ConfigureAwait(false);
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Schedule(() => game.AttemptExit());
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}
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}
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}
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