Avoid updates and update notifications appearing in more gameplay cases

This commit is contained in:
Dean Herbert 2024-10-01 17:53:25 +09:00
parent 3d54f4a5ab
commit 4b1c2c09ee
No known key found for this signature in database
1 changed files with 24 additions and 8 deletions

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@ -25,6 +25,8 @@ public partial class VelopackUpdateManager : Game.Updater.UpdateManager
[Resolved]
private ILocalUserPlayInfo? localUserInfo { get; set; }
private bool isInGameplay => localUserInfo?.PlayingState.Value != LocalUserPlayingStates.NotPlaying;
private UpdateInfo? pendingUpdate;
public VelopackUpdateManager()
@ -51,7 +53,7 @@ private async Task<bool> checkForUpdateAsync(UpdateProgressNotification? notific
try
{
// Avoid any kind of update checking while gameplay is running.
if (localUserInfo?.IsPlaying.Value == true)
if (isInGameplay)
{
scheduleRecheck = true;
return false;
@ -61,14 +63,17 @@ private async Task<bool> checkForUpdateAsync(UpdateProgressNotification? notific
// Velopack does support this scenario (see https://github.com/ppy/osu/pull/28743#discussion_r1743495975).
if (pendingUpdate != null)
{
// If there is an update pending restart, show the notification to restart again.
notificationOverlay.Post(new UpdateApplicationCompleteNotification
runOutsideOfGameplay(() =>
{
Activated = () =>
// If there is an update pending restart, show the notification to restart again.
notificationOverlay.Post(new UpdateApplicationCompleteNotification
{
Task.Run(restartToApplyUpdate);
return true;
}
Activated = () =>
{
Task.Run(restartToApplyUpdate);
return true;
}
});
});
return true;
@ -104,7 +109,7 @@ private async Task<bool> checkForUpdateAsync(UpdateProgressNotification? notific
{
await updateManager.DownloadUpdatesAsync(pendingUpdate, p => notification.Progress = p / 100f).ConfigureAwait(false);
notification.State = ProgressNotificationState.Completed;
runOutsideOfGameplay(() => notification.State = ProgressNotificationState.Completed);
}
catch (Exception e)
{
@ -131,6 +136,17 @@ private async Task<bool> checkForUpdateAsync(UpdateProgressNotification? notific
return true;
}
private void runOutsideOfGameplay(Action action)
{
if (isInGameplay)
{
Scheduler.AddDelayed(() => runOutsideOfGameplay(action), 1000);
return;
}
action();
}
private async Task restartToApplyUpdate()
{
await updateManager.WaitExitThenApplyUpdatesAsync(pendingUpdate?.TargetFullRelease).ConfigureAwait(false);