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

@ -22,33 +22,25 @@ namespace osu.Desktop.Updater
{ {
public class SquirrelUpdateManager : osu.Game.Updater.UpdateManager public class SquirrelUpdateManager : osu.Game.Updater.UpdateManager
{ {
public override bool CanCheckForUpdate => true;
private UpdateManager updateManager; private UpdateManager updateManager;
private NotificationOverlay notificationOverlay; private NotificationOverlay notificationOverlay;
private OsuGameBase gameBase;
public Task PrepareUpdateAsync() => UpdateManager.RestartAppWhenExited(); public Task PrepareUpdateAsync() => UpdateManager.RestartAppWhenExited();
private static readonly Logger logger = Logger.GetLogger("updater"); private static readonly Logger logger = Logger.GetLogger("updater");
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(NotificationOverlay notification, OsuGameBase game) private void load(NotificationOverlay notification)
{ {
gameBase = game;
notificationOverlay = notification; notificationOverlay = notification;
Splat.Locator.CurrentMutable.Register(() => new SquirrelLogger(), typeof(Splat.ILogger)); Splat.Locator.CurrentMutable.Register(() => new SquirrelLogger(), typeof(Splat.ILogger));
CheckForUpdate(); Schedule(() => Task.Run(CheckForUpdateAsync));
} }
public override void CheckForUpdate() protected override async Task InternalCheckForUpdateAsync() => await checkForUpdateAsync();
{
if (gameBase.IsDeployedBuild)
Schedule(() => Task.Run(() => 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? // should we schedule a retry on completion of this check?
bool scheduleRecheck = true; 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) // could fail if deltas are unavailable for full update path (https://github.com/Squirrel/Squirrel.Windows/issues/959)
// try again without deltas. // try again without deltas.
checkForUpdateAsync(false, notification); await checkForUpdateAsync(false, notification);
scheduleRecheck = false; scheduleRecheck = false;
} }
else else
@ -109,7 +101,7 @@ namespace osu.Desktop.Updater
if (scheduleRecheck) if (scheduleRecheck)
{ {
// check again in 30 minutes. // check again in 30 minutes.
Scheduler.AddDelayed(() => checkForUpdateAsync(), 60000 * 30); Scheduler.AddDelayed(async () => await checkForUpdateAsync(), 60000 * 30);
} }
} }
} }

View File

@ -1,6 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using System.Threading.Tasks;
using osu.Framework; using osu.Framework;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Platform; 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 // 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 = () => Schedule(() => Task.Run(updateManager.CheckForUpdateAsync)),
Text = "Check for updates", Enabled = { Value = updateManager.CanCheckForUpdate }
Action = updateManager.CheckForUpdate, });
Enabled = { Value = game.IsDeployedBuild }
});
}
if (RuntimeInfo.IsDesktop) if (RuntimeInfo.IsDesktop)
{ {

View File

@ -19,31 +19,20 @@ namespace osu.Game.Updater
/// </summary> /// </summary>
public class SimpleUpdateManager : UpdateManager public class SimpleUpdateManager : UpdateManager
{ {
public override bool CanCheckForUpdate => true;
private string version; private string version;
[Resolved] [Resolved]
private GameHost host { get; set; } private GameHost host { get; set; }
private OsuGameBase gameBase;
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(OsuGameBase game) private void load(OsuGameBase game)
{ {
gameBase = game;
version = game.Version; version = game.Version;
CheckForUpdate(); Schedule(() => Task.Run(CheckForUpdateAsync));
} }
public override void CheckForUpdate() protected override async Task InternalCheckForUpdateAsync()
{
if (gameBase.IsDeployedBuild)
Schedule(() => Task.Run(checkForUpdateAsync));
}
private async void checkForUpdateAsync()
{ {
try try
{ {

View File

@ -1,10 +1,10 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using System.Threading.Tasks;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Framework.Logging;
using osu.Game.Configuration; using osu.Game.Configuration;
using osu.Game.Graphics; using osu.Game.Graphics;
using osu.Game.Overlays; using osu.Game.Overlays;
@ -18,9 +18,11 @@ namespace osu.Game.Updater
public class UpdateManager : CompositeDrawable public class UpdateManager : CompositeDrawable
{ {
/// <summary> /// <summary>
/// Whether this UpdateManager is capable of checking for updates. /// Whether this UpdateManager should be or is capable of checking for updates.
/// </summary> /// </summary>
public virtual bool CanCheckForUpdate => false; public bool CanCheckForUpdate => game.IsDeployedBuild;
private string lastVersion;
[Resolved] [Resolved]
private OsuConfigManager config { get; set; } private OsuConfigManager config { get; set; }
@ -35,24 +37,37 @@ namespace osu.Game.Updater
{ {
base.LoadComplete(); base.LoadComplete();
var version = game.Version; Schedule(() => Task.Run(CheckForUpdateAsync));
var lastVersion = config.Get<string>(OsuSetting.Version);
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). // only show a notification if we've previously saved a version to the config file (ie. not the first run).
if (!string.IsNullOrEmpty(lastVersion)) if (!string.IsNullOrEmpty(lastVersion))
Notifications.Post(new UpdateCompleteNotification(version)); Notifications.Post(new UpdateCompleteNotification(version));
} }
// debug / local compilations will reset to a non-release string. // we aren't doing any async in this method, so we return a completed task instead.
// can be useful to check when an install has transitioned between release and otherwise (see OsuConfigManager's migrations). return Task.CompletedTask;
config.Set(OsuSetting.Version, version);
}
public virtual void CheckForUpdate()
{
Logger.Log("CheckForUpdate was called on the base class (UpdateManager)", LoggingTarget.Information);
} }
private class UpdateCompleteNotification : SimpleNotification private class UpdateCompleteNotification : SimpleNotification