diff --git a/osu.Desktop/Updater/SquirrelUpdateManager.cs b/osu.Desktop/Updater/SquirrelUpdateManager.cs index 5c553f18f4..c55917fb5f 100644 --- a/osu.Desktop/Updater/SquirrelUpdateManager.cs +++ b/osu.Desktop/Updater/SquirrelUpdateManager.cs @@ -22,33 +22,25 @@ namespace osu.Desktop.Updater { public class SquirrelUpdateManager : osu.Game.Updater.UpdateManager { - public override bool CanCheckForUpdate => true; - private UpdateManager updateManager; private NotificationOverlay notificationOverlay; - private OsuGameBase gameBase; public Task PrepareUpdateAsync() => UpdateManager.RestartAppWhenExited(); private static readonly Logger logger = Logger.GetLogger("updater"); [BackgroundDependencyLoader] - private void load(NotificationOverlay notification, OsuGameBase game) + private void load(NotificationOverlay notification) { - gameBase = game; notificationOverlay = notification; Splat.Locator.CurrentMutable.Register(() => new SquirrelLogger(), typeof(Splat.ILogger)); - CheckForUpdate(); + Schedule(() => Task.Run(CheckForUpdateAsync)); } - public override void CheckForUpdate() - { - if (gameBase.IsDeployedBuild) - Schedule(() => Task.Run(() => checkForUpdateAsync())); - } + protected override async Task InternalCheckForUpdateAsync() => await checkForUpdateAsync(); - private async void checkForUpdateAsync(bool useDeltaPatching = true, UpdateProgressNotification notification = null) + private async Task checkForUpdateAsync(bool useDeltaPatching = true, UpdateProgressNotification notification = null) { // should we schedule a retry on completion of this check? bool scheduleRecheck = true; @@ -90,7 +82,7 @@ namespace osu.Desktop.Updater // could fail if deltas are unavailable for full update path (https://github.com/Squirrel/Squirrel.Windows/issues/959) // try again without deltas. - checkForUpdateAsync(false, notification); + await checkForUpdateAsync(false, notification); scheduleRecheck = false; } else @@ -109,7 +101,7 @@ namespace osu.Desktop.Updater if (scheduleRecheck) { // check again in 30 minutes. - Scheduler.AddDelayed(() => checkForUpdateAsync(), 60000 * 30); + Scheduler.AddDelayed(async () => await checkForUpdateAsync(), 60000 * 30); } } } diff --git a/osu.Game/Overlays/Settings/Sections/General/UpdateSettings.cs b/osu.Game/Overlays/Settings/Sections/General/UpdateSettings.cs index 62d1ef162f..4a2a50885e 100644 --- a/osu.Game/Overlays/Settings/Sections/General/UpdateSettings.cs +++ b/osu.Game/Overlays/Settings/Sections/General/UpdateSettings.cs @@ -1,6 +1,7 @@ // Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. +using System.Threading.Tasks; using osu.Framework; using osu.Framework.Allocation; using osu.Framework.Platform; @@ -28,15 +29,12 @@ namespace osu.Game.Overlays.Settings.Sections.General }); // We should only display the button for UpdateManagers that do check for updates - if (updateManager?.CanCheckForUpdate == true) + Add(new SettingsButton { - Add(new SettingsButton - { - Text = "Check for updates", - Action = updateManager.CheckForUpdate, - Enabled = { Value = game.IsDeployedBuild } - }); - } + Text = "Check for updates", + Action = () => Schedule(() => Task.Run(updateManager.CheckForUpdateAsync)), + Enabled = { Value = updateManager.CanCheckForUpdate } + }); if (RuntimeInfo.IsDesktop) { diff --git a/osu.Game/Updater/SimpleUpdateManager.cs b/osu.Game/Updater/SimpleUpdateManager.cs index d4e8aed5ae..78d27ab754 100644 --- a/osu.Game/Updater/SimpleUpdateManager.cs +++ b/osu.Game/Updater/SimpleUpdateManager.cs @@ -19,31 +19,20 @@ namespace osu.Game.Updater /// public class SimpleUpdateManager : UpdateManager { - public override bool CanCheckForUpdate => true; - private string version; [Resolved] private GameHost host { get; set; } - private OsuGameBase gameBase; - [BackgroundDependencyLoader] private void load(OsuGameBase game) { - gameBase = game; version = game.Version; - CheckForUpdate(); + Schedule(() => Task.Run(CheckForUpdateAsync)); } - public override void CheckForUpdate() - { - if (gameBase.IsDeployedBuild) - Schedule(() => Task.Run(checkForUpdateAsync)); - } - - private async void checkForUpdateAsync() + protected override async Task InternalCheckForUpdateAsync() { try { diff --git a/osu.Game/Updater/UpdateManager.cs b/osu.Game/Updater/UpdateManager.cs index 41bbfb76a5..abe21f08a4 100644 --- a/osu.Game/Updater/UpdateManager.cs +++ b/osu.Game/Updater/UpdateManager.cs @@ -1,10 +1,10 @@ // Copyright (c) ppy Pty Ltd . 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.Containers; using osu.Framework.Graphics.Sprites; -using osu.Framework.Logging; using osu.Game.Configuration; using osu.Game.Graphics; using osu.Game.Overlays; @@ -18,9 +18,11 @@ namespace osu.Game.Updater public class UpdateManager : CompositeDrawable { /// - /// Whether this UpdateManager is capable of checking for updates. + /// Whether this UpdateManager should be or is capable of checking for updates. /// - public virtual bool CanCheckForUpdate => false; + public bool CanCheckForUpdate => game.IsDeployedBuild; + + private string lastVersion; [Resolved] private OsuConfigManager config { get; set; } @@ -35,24 +37,37 @@ namespace osu.Game.Updater { base.LoadComplete(); - var version = game.Version; - var lastVersion = config.Get(OsuSetting.Version); + Schedule(() => Task.Run(CheckForUpdateAsync)); - if (game.IsDeployedBuild && version != lastVersion) + // 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.Set(OsuSetting.Version, game.Version); + } + + public async Task CheckForUpdateAsync() + { + if (!CanCheckForUpdate) + return; + + await InternalCheckForUpdateAsync(); + } + + protected virtual Task InternalCheckForUpdateAsync() + { + // Query last version only *once*, so the user can re-check for updates, in case they closed the notification or else. + lastVersion ??= config.Get(OsuSetting.Version); + + var version = game.Version; + + if (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.Set(OsuSetting.Version, version); - } - - public virtual void CheckForUpdate() - { - Logger.Log("CheckForUpdate was called on the base class (UpdateManager)", LoggingTarget.Information); + // we aren't doing any async in this method, so we return a completed task instead. + return Task.CompletedTask; } private class UpdateCompleteNotification : SimpleNotification