Redesign classes and generally improve code

This commit is contained in:
Craftplacer
2020-06-08 00:39:33 +02:00
parent e95ffcb528
commit 101604e741
4 changed files with 43 additions and 49 deletions

View File

@ -1,6 +1,7 @@
// 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;
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)
{

View File

@ -19,31 +19,20 @@ namespace osu.Game.Updater
/// </summary>
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
{

View File

@ -1,10 +1,10 @@
// 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.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
{
/// <summary>
/// Whether this UpdateManager is capable of checking for updates.
/// Whether this UpdateManager should be or is capable of checking for updates.
/// </summary>
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<string>(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<string>(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