mirror of https://github.com/ppy/osu
Refactor VeloUpdateManager
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parent
36a3765ee4
commit
fae8f5f81b
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@ -10,12 +10,13 @@
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using osu.Game.Overlays.Notifications;
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using osu.Game.Screens.Play;
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using osu.Game.Updater;
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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 VeloUpdateManager : UpdateManager
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{
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private Velopack.UpdateManager? updateManager;
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private readonly Velopack.UpdateManager updateManager;
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private INotificationOverlay notificationOverlay = null!;
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[Resolved]
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@ -24,6 +25,12 @@ public partial class VeloUpdateManager : UpdateManager
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[Resolved]
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private ILocalUserPlayInfo? localUserInfo { get; set; }
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public VeloUpdateManager()
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{
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const string? github_token = null; // TODO: populate.
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updateManager = new Velopack.UpdateManager(new GithubSource(@"https://github.com/ppy/osu", github_token, false));
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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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@ -37,23 +44,21 @@ private async Task<bool> checkForUpdateAsync(UpdateProgressNotification? notific
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// should we schedule a retry on completion of this check?
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bool scheduleRecheck = true;
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const string? github_token = null; // TODO: populate.
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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 (localUserInfo?.IsPlaying.Value == true)
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return false;
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updateManager ??= new Velopack.UpdateManager(new Velopack.Sources.GithubSource(@"https://github.com/ppy/osu", github_token, false));
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var info = await updateManager.CheckForUpdatesAsync().ConfigureAwait(false);
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// Handle no updates available.
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if (info == null)
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{
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// If there is an update pending restart, show the notification again.
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if (updateManager.IsUpdatePendingRestart)
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{
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// If there's no updates pending restart, bail and retry later.
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if (!updateManager.IsUpdatePendingRestart) return false;
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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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@ -65,10 +70,6 @@ private async Task<bool> checkForUpdateAsync(UpdateProgressNotification? notific
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return true;
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}
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// Otherwise there's no updates available. Bail and retry later.
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return false;
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}
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scheduleRecheck = false;
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if (notification == null)
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@ -87,8 +88,6 @@ private async Task<bool> checkForUpdateAsync(UpdateProgressNotification? notific
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{
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await updateManager.DownloadUpdatesAsync(info, p => notification.Progress = p / 100f).ConfigureAwait(false);
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notification.StartInstall();
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notification.State = ProgressNotificationState.Completed;
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}
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catch (Exception e)
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@ -98,10 +97,11 @@ private async Task<bool> checkForUpdateAsync(UpdateProgressNotification? notific
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Logger.Error(e, @"update failed!");
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}
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}
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catch (Exception)
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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.Error(e, @"update check failed!");
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}
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finally
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{
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@ -117,9 +117,6 @@ private async Task<bool> checkForUpdateAsync(UpdateProgressNotification? notific
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private bool restartToApplyUpdate()
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{
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if (updateManager == null)
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return false;
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updateManager.WaitExitThenApplyUpdates(null);
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Schedule(() => game.AttemptExit());
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return true;
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