osu/osu.Game/Updater/UpdateManager.cs

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