Files
DodoSSH/src/DodoSSH.Client.Shell/ViewModels/UpdateViewModel.cs
T
jaap-jan 0b6059d4a8 Stop a late progress report from putting the download bar back
`Progress<T>` does not invoke its callback inline — it posts to the captured
synchronisation context — so a report can be delivered after the download it
belongs to has already returned. The unguarded handler then wrote a stale smaller
number over the 100 set on completion, and nothing reports again, so it stayed
there: a finished download showing 50% next to a banner offering the restart.

Caught by running the suite a second time on another checkout, which is the only
reason it was caught at all. The assertion that failed is the one that says a
found update is fetched without being asked about, and it had passed on every
previous run — the ordering it depends on is real and simply usually goes the
other way.

Guarded rather than made synchronous. The posting is wanted: in the application
these callbacks arrive on whichever thread Velopack downloads on, and setting an
observable property off the UI thread is a binding exception rather than a stale
number. Monotonic is what the bar should have been anyway, since progress that
goes backwards is not progress.

Ran five times over to confirm it is settled rather than merely rearranged.
2026-08-04 17:56:39 +02:00

428 lines
16 KiB
C#

using System.Globalization;
using CommunityToolkit.Mvvm.ComponentModel;
using CommunityToolkit.Mvvm.Input;
using DodoSSH.Client.Session;
namespace DodoSSH.Client.Shell.ViewModels;
/// <summary>
/// Where an update has got to.
/// </summary>
/// <remarks>
/// An enum rather than a handful of booleans, for the reason <c>ShellSurface</c> gives: there is then no
/// way to write the state where two of these are true at once.
/// <para>
/// <b>There is deliberately no <c>Available</c> member.</b> The policy is to check and fetch in one motion,
/// so "found but not yet fetched" is a state nobody is ever looking at — and a state with nothing that can
/// be in it would describe a different product, one that asks permission before using the network. If a
/// reason to pause between the two ever arrives — a metered connection is the obvious one — that is when
/// the member earns its place, and the shape of this enum is the record of it not having arrived yet.
/// </para>
/// </remarks>
internal enum UpdateState
{
/// <summary>This copy cannot replace itself, so none of the rest can happen.</summary>
Unsupported = 0,
/// <summary>Nothing in progress.</summary>
Idle = 1,
/// <summary>Asking the release channel.</summary>
Checking = 2,
/// <summary>Fetching a newer build.</summary>
Downloading = 3,
/// <summary>Fetched, and waiting for somebody to say when.</summary>
Ready = 4,
/// <summary>Something the user asked for did not work.</summary>
Failed = 5,
}
/// <summary>
/// Looks for newer builds, fetches them, and waits to be told when.
/// </summary>
/// <remarks>
/// <para>
/// <b>Nothing here ever installs anything on its own.</b> A fetched update sits until the user presses
/// restart, or until the application is next started for their own reasons. That is the whole policy, and
/// it is a policy rather than an implementation detail: this application deliberately keeps shells running
/// across a lock — see <c>MainWindowViewModel.LockAsync</c>, which argues that a lock destroying work would
/// simply stop being used — and a restart does not keep them. Something that took the decision away would
/// be ending a person's session to save them a click.
/// </para>
/// <para>
/// <b>It lives as long as the process, not as long as a vault.</b> Unlike the screens built per unlock, and
/// unlike <c>VaultViewModel</c>'s own sync loop, where builds come from has nothing to do with whether a
/// keychain is open — so this is constructed once and disposed at shutdown, and its loop keeps running
/// while the vault is locked. A laptop left locked for a week should still come back current.
/// </para>
/// <para>
/// <b>It does not speak through <c>Announce</c> or the vault's status line.</b> Those carry saves, syncs,
/// refusals and conflicts, and an update has nothing to do with any of them; the banner appearing is the
/// announcement. Hence a <see cref="Status"/> of its own, which the preferences screen reads.
/// </para>
/// </remarks>
internal sealed partial class UpdateViewModel : ObservableObject, IAsyncDisposable
{
/// <summary>How often to look, once the first pass has happened.</summary>
/// <remarks>
/// Six hours. This is a request against the project's own forge for a product that ships rarely, so
/// hourly would be traffic without information; a day would mean a machine that is only ever awake in
/// the morning could sit a week behind.
/// </remarks>
private static readonly TimeSpan CheckInterval = TimeSpan.FromHours(6);
/// <summary>How long to wait before the first pass.</summary>
/// <remarks>
/// A delay, where <c>VaultViewModel</c>'s sync loop runs a pass immediately. The difference is what the
/// user is waiting for: a vault edited on another machine should be current by the time they have
/// finished reading the list, whereas nothing anybody does in their first two minutes depends on an
/// update. Launch is already contending for the network and the CPU with a schema migration, a resumed
/// sign-in and a first sync, at the one moment somebody is watching the window.
/// </remarks>
private static readonly TimeSpan FirstCheckDelay = TimeSpan.FromMinutes(2);
private readonly IUpdateChannel updates;
private readonly ClientSettingsStore settings;
private readonly TimeProvider clock;
/// <remarks>
/// A function rather than the workspace itself, so this view model needs no terminal to exist and a
/// test can say "three shells are open" without opening any.
/// </remarks>
private readonly Func<int> liveSessionCount;
/// <remarks>
/// What to do when the user presses restart. See <see cref="RestartNowAsync"/> for why this is not
/// simply a call into the channel.
/// </remarks>
private readonly Func<AvailableUpdate, Task> restart;
private readonly CancellationTokenSource lifetime = new();
private Task? loop;
private AvailableUpdate? ready;
private bool disposed;
internal UpdateViewModel(
IUpdateChannel updates,
ClientSettingsStore settings,
TimeProvider clock,
Func<int> liveSessionCount,
Func<AvailableUpdate, Task> restart)
{
this.updates = updates;
this.settings = settings;
this.clock = clock;
this.liveSessionCount = liveSessionCount;
this.restart = restart;
CurrentVersion = updates.CurrentVersion;
isAutomatic = settings.Read().AutomaticUpdateChecks;
state = updates.IsSupported ? UpdateState.Idle : UpdateState.Unsupported;
}
/// <summary>What this build calls itself.</summary>
internal string CurrentVersion { get; }
[ObservableProperty]
private UpdateState state;
[ObservableProperty]
private string? readyVersion;
[ObservableProperty]
private int downloadPercent;
[ObservableProperty]
private string status = string.Empty;
[ObservableProperty]
private bool isAutomatic;
/// <remarks>
/// Per run, and deliberately not persisted. LATER means "not now" and must not quietly come to mean
/// "never": the preferences row goes on offering the restart, and the build that was fetched is applied
/// at the next ordinary launch whatever this says.
/// </remarks>
[ObservableProperty]
private bool isBannerDismissed;
[ObservableProperty]
private DateTimeOffset? lastChecked;
internal bool IsSupported => State is not UpdateState.Unsupported;
internal bool IsUnsupported => State is UpdateState.Unsupported;
internal bool IsChecking => State is UpdateState.Checking;
internal bool IsDownloading => State is UpdateState.Downloading;
internal bool IsReady => State is UpdateState.Ready;
internal bool CanCheckNow => IsSupported && State is not (UpdateState.Checking or UpdateState.Downloading);
internal bool IsBannerShowing => IsReady && !IsBannerDismissed;
/// <summary>What the banner says.</summary>
internal string ReadyHeadline => ReadyVersion is { Length: > 0 } version
? $"DodoSSH {version} is ready to install."
: "An update is ready to install.";
/// <summary>What restarting costs, in the terms this application has already taught.</summary>
/// <remarks>
/// The contrast is the point. This application tells people in several places that locking keeps their
/// shells running — it is the reason locking is safe to use mid-job — so the one moment that stops being
/// true is a moment it owes them a sentence. The close button's tooltip already says the same thing in
/// the same words.
/// </remarks>
internal string RestartWarning
{
get
{
var open = liveSessionCount();
return open switch
{
0 => "Nothing is connected, so this closes and reopens straight away.",
1 => "Restarting closes the shell you have open. A lock keeps shells running; a restart does not.",
_ => string.Create(
CultureInfo.CurrentCulture,
$"Restarting closes the {open} shells you have open. A lock keeps shells running; a restart does not."),
};
}
}
/// <summary>When this run last asked, for as long as this run lasts.</summary>
internal string LastCheckedSummary => LastChecked is { } at
? $"Last checked {at.ToLocalTime().ToString("f", CultureInfo.CurrentCulture)}."
: "Not checked yet.";
partial void OnStateChanged(UpdateState value)
{
OnPropertyChanged(nameof(IsSupported));
OnPropertyChanged(nameof(IsUnsupported));
OnPropertyChanged(nameof(IsChecking));
OnPropertyChanged(nameof(IsDownloading));
OnPropertyChanged(nameof(IsReady));
OnPropertyChanged(nameof(CanCheckNow));
OnPropertyChanged(nameof(IsBannerShowing));
OnPropertyChanged(nameof(RestartWarning));
}
partial void OnIsBannerDismissedChanged(bool value) => OnPropertyChanged(nameof(IsBannerShowing));
partial void OnReadyVersionChanged(string? value) => OnPropertyChanged(nameof(ReadyHeadline));
partial void OnLastCheckedChanged(DateTimeOffset? value) => OnPropertyChanged(nameof(LastCheckedSummary));
/// <remarks>
/// Read-modify-write against the file rather than against a field, so a setting this build does not
/// know about — written by a newer one, or by hand — survives this one storing its own.
/// </remarks>
partial void OnIsAutomaticChanged(bool value) =>
settings.Write(settings.Read() with { AutomaticUpdateChecks = value });
/// <summary>Starts looking, on a timer.</summary>
/// <remarks>
/// Called from the shell's own start rather than from the constructor, so that constructing this object
/// starts nothing — which is what lets a test drive <see cref="CheckOnceAsync"/> a pass at a time
/// instead of racing a timer.
/// </remarks>
internal void Start()
{
if (!updates.IsSupported || loop is not null)
{
return;
}
loop = RunCheckLoopAsync(lifetime.Token);
}
private async Task RunCheckLoopAsync(CancellationToken cancellationToken)
{
try
{
await Task.Delay(FirstCheckDelay, clock, cancellationToken).ConfigureAwait(true);
using var timer = new PeriodicTimer(CheckInterval, clock);
do
{
await CheckOnceAsync(cancellationToken).ConfigureAwait(true);
}
while (await timer.WaitForNextTickAsync(cancellationToken).ConfigureAwait(true));
}
catch (OperationCanceledException)
{
// Shutdown.
}
}
/// <summary>One pass of the loop.</summary>
/// <remarks>
/// <b>Quiet by construction.</b> A pass that finds nothing writes nothing, and a pass that cannot reach
/// the forge writes nothing either — an unreachable release page is a laptop on a train, it is not news,
/// and it heals itself in six hours. The same discipline as <c>VaultViewModel.AutoSyncAsync</c>: what
/// nobody asked for may only speak when it has something to say.
/// </remarks>
internal async Task CheckOnceAsync(CancellationToken cancellationToken)
{
if (!IsAutomatic || State is UpdateState.Downloading or UpdateState.Ready)
{
return;
}
try
{
await FetchAsync(cancellationToken).ConfigureAwait(true);
}
catch (OperationCanceledException)
{
throw;
}
catch (Exception exception) when (exception is not OutOfMemoryException)
{
// Deliberately silent, and deliberately back to Idle rather than Failed: Failed is for
// something a person is waiting on an answer to.
State = UpdateState.Idle;
}
}
/// <remarks>
/// The answer always arrives, including "you are on the latest build", because somebody pressed a
/// button and a button that appears to do nothing is worse than one that reports no news.
/// </remarks>
[RelayCommand]
private async Task CheckNowAsync(CancellationToken cancellationToken)
{
if (!CanCheckNow)
{
return;
}
try
{
var found = await FetchAsync(cancellationToken).ConfigureAwait(true);
if (found is null)
{
Status = $"DodoSSH {CurrentVersion} is the latest build.";
}
}
catch (OperationCanceledException)
{
State = UpdateState.Idle;
Status = "Cancelled.";
}
catch (Exception exception) when (exception is not OutOfMemoryException)
{
State = UpdateState.Failed;
Status = exception.Message;
}
}
/// <summary>Checks, and fetches whatever it finds.</summary>
/// <returns>The update found, or null.</returns>
private async Task<AvailableUpdate?> FetchAsync(CancellationToken cancellationToken)
{
State = UpdateState.Checking;
Status = string.Empty;
var found = await updates.CheckAsync(cancellationToken).ConfigureAwait(true);
LastChecked = clock.GetUtcNow();
if (found is null)
{
State = UpdateState.Idle;
return null;
}
State = UpdateState.Downloading;
DownloadPercent = 0;
// Monotonic, and it has to be. Progress<T> delivers its callbacks by posting them to the captured
// synchronisation context rather than invoking them inline, so a report can arrive after the
// download has already returned — and an unguarded assignment then puts a stale smaller number
// back on the bar and leaves it there, because nothing reports again. Seen for real: a run of this
// finished at 50 with the state already Ready.
//
// Guarding here rather than reaching for an inline IProgress, because the posting is wanted: in the
// application these callbacks come off whichever thread the updater downloads on, and an observable
// property changed off the UI thread is a binding exception rather than a stale number.
var progress = new Progress<int>(percent =>
{
if (percent > DownloadPercent)
{
DownloadPercent = percent;
}
});
await updates.DownloadAsync(found, progress, cancellationToken).ConfigureAwait(true);
DownloadPercent = 100;
ready = found;
ReadyVersion = found.Version;
IsBannerDismissed = false;
State = UpdateState.Ready;
Status = $"DodoSSH {found.Version} is downloaded and will run after a restart.";
return found;
}
/// <remarks>
/// <para>
/// Hands the update to whoever was given the job at composition rather than applying it here, and the
/// reason is ordering: applying ends the process, and the vault has to be disposed first because that
/// is what zeroes the identity keys, the vault keys and the cache key. This view model does not know
/// about any of that and should not learn.
/// </para>
/// <para>
/// A delegate taken in the constructor, like <c>TransfersViewModel</c>'s <c>addBucket</c> and the
/// shell's own sign-in handler. An event would have been the other option and is worse here: there is
/// exactly one subscriber, it is known at construction, and a second one would mean two things racing
/// to end the same process.
/// </para>
/// </remarks>
[RelayCommand]
private async Task RestartNowAsync()
{
if (ready is not { } update)
{
return;
}
await restart(update).ConfigureAwait(true);
}
[RelayCommand]
private void DismissBanner() => IsBannerDismissed = true;
/// <inheritdoc />
public async ValueTask DisposeAsync()
{
if (disposed)
{
return;
}
disposed = true;
await lifetime.CancelAsync().ConfigureAwait(false);
if (loop is { } running)
{
// Awaited rather than abandoned, so that a pass in flight is finished with before the
// application tears down what it is writing into.
await running.ConfigureAwait(false);
}
lifetime.Dispose();
}
}