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187 lines
6.2 KiB
C#
187 lines
6.2 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.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Localisation;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Notifications;
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using osuTK;
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namespace osu.Game.Updater
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{
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/// <summary>
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/// An update manager which only shows notifications after an update completes.
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/// </summary>
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public partial class UpdateManager : CompositeDrawable
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{
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/// <summary>
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/// Whether this UpdateManager should be or is capable of checking for updates.
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/// </summary>
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public bool CanCheckForUpdate => game.IsDeployedBuild &&
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// only implementations will actually check for updates.
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GetType() != typeof(UpdateManager);
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[Resolved]
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private OsuConfigManager config { 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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protected INotificationOverlay Notifications { get; private set; } = null!;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Schedule(() => Task.Run(CheckForUpdateAsync));
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string version = game.Version;
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string lastVersion = config.Get<string>(OsuSetting.Version);
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if (game.IsDeployedBuild && version != lastVersion)
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{
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// only show a notification if we've previously saved a version to the config file (ie. not the first run).
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if (!string.IsNullOrEmpty(lastVersion))
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Notifications.Post(new UpdateCompleteNotification(version));
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}
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// debug / local compilations will reset to a non-release string.
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// can be useful to check when an install has transitioned between release and otherwise (see OsuConfigManager's migrations).
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config.SetValue(OsuSetting.Version, version);
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}
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private readonly object updateTaskLock = new object();
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private Task<bool>? updateCheckTask;
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public async Task<bool> CheckForUpdateAsync()
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{
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if (!CanCheckForUpdate)
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return false;
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Task<bool> waitTask;
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lock (updateTaskLock)
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waitTask = (updateCheckTask ??= PerformUpdateCheck());
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bool hasUpdates = await waitTask.ConfigureAwait(false);
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lock (updateTaskLock)
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updateCheckTask = null;
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return hasUpdates;
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}
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/// <summary>
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/// Performs an asynchronous check for application updates.
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/// </summary>
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/// <returns>Whether any update is waiting. May return true if an error occured (there is potentially an update available).</returns>
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protected virtual Task<bool> PerformUpdateCheck() => Task.FromResult(false);
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private partial class UpdateCompleteNotification : SimpleNotification
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{
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private readonly string version;
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public UpdateCompleteNotification(string version)
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{
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this.version = version;
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Text = NotificationsStrings.GameVersionAfterUpdate(version);
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours, ChangelogOverlay changelog, INotificationOverlay notificationOverlay)
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{
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Icon = FontAwesome.Solid.CheckSquare;
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IconContent.Colour = colours.BlueDark;
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Activated = delegate
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{
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notificationOverlay.Hide();
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changelog.ShowBuild(OsuGameBase.CLIENT_STREAM_NAME, version);
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return true;
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};
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}
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}
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public partial class UpdateApplicationCompleteNotification : ProgressCompletionNotification
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{
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public UpdateApplicationCompleteNotification()
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{
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Text = NotificationsStrings.UpdateReadyToInstall;
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}
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}
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public partial class UpdateProgressNotification : ProgressNotification
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{
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protected override Notification CreateCompletionNotification() => new UpdateApplicationCompleteNotification
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{
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Activated = CompletionClickAction
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};
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[BackgroundDependencyLoader]
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private void load()
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{
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IconContent.AddRange(new Drawable[]
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{
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new SpriteIcon
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Icon = FontAwesome.Solid.Download,
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Size = new Vector2(34),
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Colour = OsuColour.Gray(0.2f),
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Depth = float.MaxValue,
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}
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});
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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StartDownload();
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}
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public override void Close(bool runFlingAnimation)
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{
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// cancelling updates is not currently supported by the underlying updater.
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// only allow dismissing for now.
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switch (State)
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{
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case ProgressNotificationState.Cancelled:
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case ProgressNotificationState.Completed:
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base.Close(runFlingAnimation);
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break;
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}
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}
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public void StartDownload()
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{
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State = ProgressNotificationState.Active;
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Progress = 0;
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Text = NotificationsStrings.DownloadingUpdate;
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}
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public void StartInstall()
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{
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Progress = 0;
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Text = NotificationsStrings.InstallingUpdate;
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}
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public void FailDownload()
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{
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State = ProgressNotificationState.Cancelled;
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Close(false);
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}
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}
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}
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}
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