mirror of
https://github.com/Drop-OSS/drop.git
synced 2026-07-13 14:24:46 +10:00
82b9912bd0
* refactor: split umu launcher * feat: latest version picker + fixes * feat: frontend latest changes * feat: game update detection w/ setting * feat: fixes and refactor for game update * fix: windows ui * fix: deps * feat: update modifications * feat: missing ui and lock update * fix: create install dir on init * fix: clippy * fix: clippy x2 * feat: add configuration option to toggle updates * feat: uninstall dropdown on partiallyinstalled
122 lines
3.7 KiB
Rust
122 lines
3.7 KiB
Rust
use std::sync::nonpoison::Mutex;
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use async_trait::async_trait;
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use client::{app_state::AppState, app_status::AppStatus};
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use database::{
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GameDownloadStatus, GameVersion, borrow_db_checked, borrow_db_mut_checked,
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};
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use log::warn;
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use process::PROCESS_MANAGER;
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use remote::utils::DROP_APP_HANDLE;
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use tauri::Manager;
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use crate::{
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games::{VersionDownloadOption, fetch_game_version_options},
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scheduler::ScheduleTask,
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};
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pub struct GameUpdater {
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no_internet: bool,
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}
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impl GameUpdater {
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pub fn new() -> Self {
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GameUpdater { no_internet: false }
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}
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}
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/*
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This implementation is kinda inefficient because we can't hold the locks across await boundaries,
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which means we constantly lock and unlock certain objects. It doesn't matter though, because this
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doesn't have to be fast.
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*/
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#[async_trait]
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impl ScheduleTask for GameUpdater {
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fn timeframe(&mut self) -> usize {
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if self.no_internet { 5 } else { 30 }
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}
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async fn call(&mut self) -> Result<(), anyhow::Error> {
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let app_handle = DROP_APP_HANDLE.lock().await;
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let app_handle = app_handle
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.as_ref()
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.ok_or(anyhow::anyhow!("game update task ran before setup"))?;
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let state = app_handle.state::<Mutex<AppState>>();
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{
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let state_lock = state.lock();
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if state_lock.status == AppStatus::Offline {
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self.no_internet = true;
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return Ok(());
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};
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};
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self.no_internet = false;
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let to_check: Vec<GameVersion> = {
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let db_lock = borrow_db_checked();
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db_lock
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.applications
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.game_statuses
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.values()
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.map(|v| match v {
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GameDownloadStatus::Installed { version_id, .. } => Some(version_id),
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_ => None,
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})
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.map(|v| {
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v.and_then(|version_id| db_lock.applications.game_versions.get(version_id))
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})
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.filter(|v| {
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v.map(|v| v.user_configuration.enable_updates)
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.unwrap_or(false)
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})
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.map(|v| v.cloned().unwrap())
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.collect()
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};
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for version in to_check {
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let version_options =
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match fetch_game_version_options(version.game_id.clone(), state.clone()).await {
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Ok(v) => v,
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Err(err) => {
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warn!(
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"failed to check for update for game id {}: {:?}",
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version.game_id, err
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);
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continue;
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}
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};
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let process_manager_lock = PROCESS_MANAGER.lock();
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let valid_options: Vec<VersionDownloadOption> = version_options
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.into_iter()
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.filter(|v| process_manager_lock.valid_platform(&v.platform))
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.collect();
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let latest = match valid_options.first() {
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Some(v) => v,
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None => {
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warn!("found no versions for game id: {}", version.game_id);
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continue;
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}
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};
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let mut db_lock = borrow_db_mut_checked();
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let game_status = db_lock
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.applications
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.game_statuses
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.get_mut(&version.game_id)
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.ok_or(anyhow::anyhow!(""))?;
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if let GameDownloadStatus::Installed {
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update_available, ..
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} = game_status {
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*update_available = latest.version_id != version.version_id;
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};
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}
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Ok(())
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}
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}
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