/
UpdatesScreen.cs
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/
UpdatesScreen.cs
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// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using System.Diagnostics;
using ClassicalSharp;
using ClassicalSharp.Network;
using Launcher.Gui.Views;
using Launcher.Gui.Widgets;
using Launcher.Updater;
using Launcher.Web;
using OpenTK.Input;
namespace Launcher.Gui.Screens {
public sealed class UpdatesScreen : Screen {
UpdatesView view;
public UpdatesScreen(LauncherWindow game) : base(game) {
view = new UpdatesView(game);
widgets = view.widgets;
}
UpdateCheckTask checkTask;
UpdateDownloadTask fetchTask;
UpdateCClientTask fetchCClientTask;
string buildName;
int buildProgress = -1;
public override void Init() {
base.Init();
view.Init();
widgets[view.relIndex].OnClick = UpdateStableD3D9;
widgets[view.relIndex + 1].OnClick = UpdateStableOpenGL;
widgets[view.devIndex].OnClick = UpdateDevD3D9;
widgets[view.devIndex + 1].OnClick = UpdateDevOpenGL;
widgets[view.backIndex].OnClick = SwitchToSettings;
Resize();
if (game.checkTask.Completed && game.checkTask.Success) {
checkTask = game.checkTask;
TickUpdateCheck();
}
checkTask = new UpdateCheckTask();
checkTask.RunAsync(game);
}
Build dev, stable;
public override void Tick() {
TickCClientFetchTask();
TickFetchTask();
TickUpdateCheck();
}
void TickUpdateCheck() {
if (checkTask == null) return;
checkTask.Tick();
if (!checkTask.Completed) return;
view.LastStable = DateTime.MaxValue;
view.LastDev = DateTime.MaxValue;
UpdateCheckTask task = checkTask;
if (task.Success && task.LatestDev != null && task.LatestStable != null) {
dev = checkTask.LatestDev; view.LastDev = dev.TimeBuilt;
stable = checkTask.LatestStable; view.LastStable = stable.TimeBuilt;
} else {
Widget w = widgets[view.devIndex - 1];
game.ResetArea(w.X, w.Y, w.Width, w.Height);
w = widgets[view.relIndex - 1];
game.ResetArea(w.X, w.Y, w.Width, w.Height);
}
game.RedrawBackground();
Resize();
checkTask = null;
}
public override void Resize() {
view.DrawAll();
game.Dirty = true;
}
void UpdateStableD3D9(int x, int y) { UpdateBuild(true, true); }
void UpdateStableOpenGL(int x, int y) { UpdateBuild(true, false); }
void UpdateDevD3D9(int x, int y) { UpdateBuild(false, true); }
void UpdateDevOpenGL(int x, int y) { UpdateBuild(false, false); }
void SwitchToSettings(int x, int y) { game.SetScreen(new SettingsScreen(game)); }
void UpdateStatus() {
Widget widget = widgets[view.statusIndex];
int oldX = widget.X, oldWidth = widget.Width;
int oldY = widget.Y, oldHeight = widget.Height;
view.UpdateStatus();
// if old text is smaller than new
// TODO: This needs to be better. widgets should keep track of their 'last area'.
// and 'RedrawWidget' should also call ResetArea. Widgets should have a bool for if they obscure background or not.
game.ResetArea(Math.Min(widget.X, oldX), Math.Min(widget.Y, oldY),
Math.Max(widget.Width, oldWidth), Math.Max(widget.Height, oldHeight));
RedrawWidget(widgets[view.statusIndex]);
}
static bool IsClient(string name) {
return
Utils.CaselessEq(name, "ClassicalSharp") || Utils.CaselessEq(name, "ClassiCube") ||
Utils.CaselessEq(name, "ClassicalSharp.exe") || Utils.CaselessEq(name, "ClassiCube.exe");
}
static bool CheckClientInstances() {
Process[] processes = Process.GetProcesses();
for (int i = 0; i < processes.Length; i++) {
string name = null;
try {
name = processes[i].ProcessName;
} catch {
continue;
}
if (IsClient(name)) return true;
}
return false;
}
static string GetCExe(bool dx) {
// only a 32 bit build for OSX
if (OpenTK.Configuration.RunningOnMacOS) return "ClassiCube.osx";
if (!OpenTK.Configuration.RunningOnWindows) {
return IntPtr.Size == 8 ? "ClassiCube" : "ClassiCube.32";
}
if (IntPtr.Size == 8) {
return dx ? "ClassiCube.64.exe" : "ClassiCube.64-opengl.exe";
} else {
return dx ? "ClassiCube.exe" : "ClassiCube.opengl.exe";
}
}
void UpdateBuild(bool release, bool dx) {
DateTime last = release ? view.LastStable : view.LastDev;
Build build = release ? stable : dev;
if (last == DateTime.MinValue || fetchTask != null) return;
if (fetchCClientTask != null) return;
if (build.DirectXSize < 50000 || build.OpenGLSize < 50000) return;
bool gameOpen = CheckClientInstances();
view.statusText = gameOpen ? "&cThe game must be closed before updating" : "";
UpdateStatus();
if (gameOpen) return;
string path;
path = dx ? build.DirectXPath : build.OpenGLPath;
fetchTask = new UpdateDownloadTask(path);
fetchTask.RunAsync(game);
path = GetCExe(dx);
fetchCClientTask = new UpdateCClientTask(path);
fetchCClientTask.RunAsync(game);
if (release && dx) buildName = "&eFetching latest release (Direct3D9)";
if (release && !dx) buildName = "&eFetching latest release (OpenGL)";
if (!release && dx) buildName = "&eFetching latest dev build (Direct3D9)";
if (!release && !dx) buildName = "&eFetching latest dev build (OpenGL)";
buildProgress = -1;
Applier.PatchTime = build.TimeBuilt;
view.statusText = buildName + "..";
UpdateStatus();
}
byte[] csZip, cExe;
void ApplyUpdate() {
Applier.ExtractUpdate(csZip);
game.ShouldExit = true;
game.ShouldUpdate = true;
if (cExe == null) return;
string path = Client.GetCExeName();
// TODO: Set last-modified time to actual time of dev build
Platform.WriteAllBytes(path, cExe);
}
void TickCClientFetchTask() {
if (fetchCClientTask == null) return;
fetchCClientTask.Tick();
UpdateProgress(fetchCClientTask);
if (!fetchCClientTask.Completed) return;
if (!fetchCClientTask.Success) {
view.statusText = "&cFailed to fetch update";
UpdateStatus();
} else {
cExe = fetchCClientTask.File;
ApplyUpdate();
}
fetchCClientTask = null;
}
void TickFetchTask() {
if (fetchTask == null) return;
fetchTask.Tick();
UpdateProgress(fetchTask);
if (!fetchTask.Completed) return;
if (!fetchTask.Success) {
view.statusText = "&cFailed to fetch update";
UpdateStatus();
} else {
csZip = fetchTask.ZipFile;
buildName = "&eFetching latest C client";
UpdateStatus();
}
fetchTask = null;
}
void UpdateProgress(WebTask task) {
Request item = game.Downloader.CurrentItem;
if (item == null || item.Identifier != task.identifier) return;
int progress = game.Downloader.CurrentItemProgress;
if (progress == buildProgress) return;
buildProgress = progress;
if (progress >= 0 && progress <= 100) {
view.statusText = buildName + " &a" + progress + "%";
UpdateStatus();
}
}
public override void Dispose() {
base.Dispose();
view.Dispose();
}
}
}