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using System;
using System.Drawing;
using System.Threading;
using System.Threading.Tasks;
using System.Windows.Forms;
using MuSync.Utils;
namespace MuSync;
/// <summary>程序入口:单实例启动、托盘与主窗口,及会话 / 状态 / 轮询各管理器的组装。</summary>
internal static class Program
{
private static RpcManager? _rpcManager;
private static SteamStatusManager? _steamManager;
private static SteamSessionManager? _sessionManager;
private static MainForm? _mainForm;
private static NotifyIcon? TrayIcon { get; set; }
/// <summary>托盘图标守护(资源管理器重启后自动重新注册,见 TrayIconGuard)。</summary>
private static TrayIconGuard? _trayIconGuard;
private static ToolStripMenuItem? TrayStatusItem { get; set; }
private static ToolStripMenuItem? _trayUpdateItem;
private static UpdateChecker.UpdateInfo? _pendingUpdate;
public static RpcManager? GetRpcManager() => _rpcManager;
public static SteamStatusManager? GetSteamManager() => _steamManager;
public static SteamSessionManager? GetSessionManager() => _sessionManager;
/// <summary>后台检查发现的可用更新(供主窗口红点与托盘菜单项使用);无更新时为 null。</summary>
public static UpdateChecker.UpdateInfo? PendingUpdate => _pendingUpdate;
/// <summary>本次启动时间(诊断信息用)。</summary>
public static DateTime StartedAt { get; } = DateTime.Now;
/// <summary>全局异常兜底:写日志(同步、最小依赖)+ 用 MessageBox 提示(不用普通窗体,防二次崩溃)。</summary>
private static void HandleFatalException(string source, Exception? exception)
{
try
{
Logger.Error($"[FATAL] {source}未处理异常: {exception}");
}
catch
{
// 日志失败也要继续尝试提示
}
try
{
MessageBox.Show(
Loc.L($"MuSync 遇到了一个未处理的错误,详情已记录到日志:\n\n{exception?.Message}", $"MuSync ran into an unhandled error. Details were saved to the log:\n\n{exception?.Message}"),
"MuSync",
MessageBoxButtons.OK,
MessageBoxIcon.Error);
}
catch
{
// 提示失败时静默
}
}
[STAThread]
private static void Main()
{
// 全局异常兜底(UI 线程 / 后台线程 / 未观察任务)
Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException);
Application.ThreadException += (_, e) => HandleFatalException("UI 线程", e.Exception);
AppDomain.CurrentDomain.UnhandledException +=
(_, e) => HandleFatalException("后台线程", e.ExceptionObject as Exception);
TaskScheduler.UnobservedTaskException += (_, e) =>
{
Logger.Warn($"[FATAL] 未观察任务异常: {e.Exception.Message}");
e.SetObserved();
};
// 启动时清理旧日志(保留最近 7 天 / 20 MB 内,见 Logger.CleanupOldLogs)
Logger.CleanupOldLogs();
Logger.Info($"[Program] MuSync 启动(版本 {Application.ProductVersion},PID {Environment.ProcessId},{Environment.OSVersion.VersionString})");
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
using var mutex = new Mutex(true, "MuSyncMutex", out var isNewInstance);
if (!isNewInstance)
{
// 已有实例在运行:请求它把主窗口唤起到前台,然后安静退出
Logger.Info("[Program] 已有实例在运行,本次启动直接退出");
if (!TryActivateExistingInstance())
{
MessageBox.Show(Loc.L("MuSync 已在运行。可从任务栏右下角的托盘图标打开主窗口。", "MuSync is already running. Open the main window from the tray icon in the notification area."),
"MuSync", MessageBoxButtons.OK, MessageBoxIcon.Information);
}
return;
}
// 首个实例:创建「唤起窗口」通知事件(托盘驻留时也能被第二次启动唤起)
using var activationEvent = new EventWaitHandle(false, EventResetMode.AutoReset, ActivateEventName);
Win32Api.AutoStart.MigrateLegacyRegistration();
using var cts = new CancellationTokenSource();
var token = cts.Token;
_sessionManager = new SteamSessionManager();
// 登录 / 重连成功后立即重推当前状态(重连后 Steam 侧状态已清空,且本地去重缓存会拦截重推)
_sessionManager.OnLoginSucceeded += RefreshStatusAfterRecovery;
_sessionManager.Start();
// 系统唤醒 / 解锁后同样主动重推一次(睡眠期间连接可能中断)
try
{
Microsoft.Win32.SystemEvents.PowerModeChanged += (_, e) =>
{
if (e.Mode == Microsoft.Win32.PowerModes.Resume)
{
// 睡眠期间主循环心跳不会跳:先复位心跳,免得唤醒后被看门狗误判成停摆
GetRpcManager()?.NotifySystemResumed();
RefreshStatusAfterRecovery();
}
};
Microsoft.Win32.SystemEvents.SessionSwitch += (_, e) =>
{
if (e.Reason == Microsoft.Win32.SessionSwitchReason.SessionUnlock) RefreshStatusAfterRecovery();
};
}
catch (Exception ex)
{
Logger.Warn($"[Program] 订阅系统电源事件失败: {ex.Message}");
}
// 无论登录与否,先让界面与轮询跑起来(未登录时状态同步自动跳过)
_steamManager = new SteamStatusManager(_sessionManager);
_rpcManager = new RpcManager(_steamManager);
_rpcManager.Start(token);
_mainForm = new MainForm();
// 提前创建窗口句柄:托盘驻留(窗口从未显示过)时也能从后台线程安全唤醒
_ = _mainForm.Handle;
StartActivationListener(activationEvent);
TrayIcon = CreateTrayIcon();
_trayIconGuard = TrayIconGuard.Attach(TrayIcon);
TrayIcon.Visible = true;
if (!Configurations.Instance.Settings.StartInTray)
_mainForm.Show();
else
ShowMinimizeToTrayNotification();
// 消息循环空闲后再启动登录流程,避免启动阶段阻塞 UI(最长 15 秒白屏的问题)
Application.Idle += OnApplicationIdle;
Application.Run();
cts.Cancel();
_steamManager.ClearStatus();
_sessionManager.Dispose();
var uptime = DateTime.Now - StartedAt;
Logger.Info($"[Program] MuSync 正常退出(本次运行 {(int)uptime.TotalHours} 小时 {uptime.Minutes} 分)");
// 清理托盘图标(防偶发残留)
try
{
TrayIcon.Visible = false;
TrayIcon.Dispose();
_trayIconGuard?.Dispose();
}
catch
{
// 忽略
}
}
private static void OnApplicationIdle(object? sender, EventArgs e)
{
Application.Idle -= OnApplicationIdle;
_ = StartupSteamLoginAsync();
_ = CheckUpdatesInBackgroundAsync();
}
/// <summary>
/// 启动阶段令牌登录两次尝试之间的间隔:连接刚启动时可能还没稳住(首连抖动),
/// 间隔一下再试,多数情况第二次就能登上,不必弹登录窗口。
/// </summary>
private const int ReconnectRetryDelaySeconds = 3;
/// <summary>后台尝试令牌自动登录;只有「确定需要人工登录」时才弹登录窗口。</summary>
private static async Task StartupSteamLoginAsync()
{
try
{
var config = Configurations.Instance.Settings;
if (!config.EnableSteamSync || _sessionManager == null) return;
var hasSavedToken = !string.IsNullOrEmpty(config.SteamUsername) &&
!string.IsNullOrEmpty(config.SteamRefreshToken);
if (hasSavedToken)
{
var username = config.SteamUsername;
// 启动阶段允许「多次尝试」而不是一次定生死:刚启动时连接可能还没稳住
//(首连抖动 → 令牌调用立刻以 NetworkLost 失败),多试两轮就能自己登上,不必惊动用户。
// 可用环境变量 MUSYNC_TOKEN_ATTEMPT_LIMIT 把次数上限压到 1(取值 1~5),
// 用于在真实环境里复现「启动时令牌先失败、随后自愈重连成功」这条路径。
var maxAttempts = 3;
if (int.TryParse(Environment.GetEnvironmentVariable("MUSYNC_TOKEN_ATTEMPT_LIMIT"), out var limit) &&
limit is >= 1 and <= 5)
{
maxAttempts = limit;
}
var ok = false;
for (var attempt = 1; attempt <= maxAttempts && !ok; attempt++)
{
// 每轮重新取令牌:被服务器拒绝时会被清空,那就没有可试的了
var token = Configurations.Instance.Settings.SteamRefreshToken;
if (string.IsNullOrEmpty(token)) break;
ok = await Task.Run(() => _sessionManager.LoginWithTokenAsync(username, token));
if (ok) break;
if (_sessionManager.IsLoggedOn) break;
if (_sessionManager.TokenLoginRejected)
{
// 服务器明确拒绝(令牌失效):再试也没用,直接走人工登录
Logger.Warn("[Program] 令牌已被服务器拒绝,不再重试");
break;
}
if (attempt < maxAttempts)
{
Logger.Info($"[Program] 令牌自动登录未完成,{ReconnectRetryDelaySeconds} 秒后重试(第 {attempt + 1}/{maxAttempts} 次)");
await Task.Delay(TimeSpan.FromSeconds(ReconnectRetryDelaySeconds));
}
}
if (ok || _sessionManager.IsLoggedOn)
{
Logger.Info("[Program] Token 自动登录成功");
return;
}
// 失败 != 需要人工登录:断网 / 超时属于可自愈失败,自带的重连循环几秒后就会自己登录成功。
// 先等一会儿(重连成功会立刻唤醒),登录上了就不弹窗 —— 否则会出现
// 「已经登录上、甚至都开始同步了,却还弹着一个登录窗」,用户再点一次登录还会把会话顶掉
// (LogonSessionReplaced → 反复掉线重连)。
if (await WaitForSessionLoginAsync(TimeSpan.FromSeconds(30)))
{
Logger.Info("[Program] 令牌自动重连登录成功,无需手动登录");
return;
}
if (!_sessionManager.TokenLoginRejected)
{
// 不是「令牌被服务器拒绝」,而是网络一直没恢复:留给后台重连继续自愈,不打扰用户
Logger.Warn("[Program] 令牌登录未完成且网络未恢复,交给后台自动重连,暂不弹登录窗口");
return;
}
Logger.Warn("[Program] 令牌已被服务器拒绝,需要在登录窗口重新登录");
}
// 走到这里说明确实需要手动登录;Idle 回调运行在 UI 线程,await 后仍回 UI 线程,弹模态窗安全
using var loginForm = new SteamLoginForm(_sessionManager);
loginForm.ShowDialog();
if (loginForm.LoginSucceeded)
{
Logger.Info("[Program] Steam 登录成功,开始同步音乐状态");
}
else
{
MessageBox.Show(
Loc.L("未登录 Steam,音乐状态将不会同步到好友列表。\n\n", "You're not signed in to Steam, so your music status won't sync to friends.\n\n") +
Loc.L("你可以在设置中重新登录。", "You can sign in again from Settings."),
Loc.L("提示", "Notice"), MessageBoxButtons.OK, MessageBoxIcon.Information);
}
}
catch (Exception ex)
{
Logger.Error($"[Program] 启动登录流程异常: {ex}");
}
}
/// <summary>
/// 等会话真正进入「已登录」状态(50ms 粒度轮询 + 登录成功事件即时唤醒)。
/// 判定只认 <see cref="SteamSessionManager.IsLoggedOn"/>:连接恢复不等于登录成功。
/// </summary>
private static async Task<bool> WaitForSessionLoginAsync(TimeSpan timeout)
{
if (_sessionManager == null) return false;
if (_sessionManager.IsLoggedOn) return true;
var manager = _sessionManager;
var signal = new TaskCompletionSource<bool>(TaskCreationOptions.RunContinuationsAsynchronously);
void OnLoggedOn() => signal.TrySetResult(true);
manager.OnLoginSucceeded += OnLoggedOn;
try
{
var deadline = DateTime.UtcNow + timeout;
while (DateTime.UtcNow < deadline)
{
if (manager.IsLoggedOn) return true;
await Task.WhenAny(signal.Task, Task.Delay(50));
}
return manager.IsLoggedOn;
}
finally
{
manager.OnLoginSucceeded -= OnLoggedOn;
}
}
/// <summary>
/// 启动后台更新检查:发现新版本时点亮设置按钮红点与托盘菜单项(不再弹气泡打扰)。
/// </summary>
private static async Task CheckUpdatesInBackgroundAsync()
{
try
{
await Task.Delay(TimeSpan.FromSeconds(8)).ConfigureAwait(false);
while (true)
{
var info = await UpdateChecker.CheckAsync().ConfigureAwait(false);
if (info != null)
{
Logger.Info($"[Update] 发现新版本 {info.Tag}");
SetPendingUpdate(info);
}
// 常驻托盘时定期复查(6 小时一次),避免长期运行错过新版本
await Task.Delay(TimeSpan.FromHours(6)).ConfigureAwait(false);
}
}
catch (Exception ex)
{
Logger.Error($"[Update] 检查更新异常: {ex.Message}");
}
}
/// <summary>记录发现的更新并刷新托盘菜单项(可从任意线程调用)。</summary>
public static void SetPendingUpdate(UpdateChecker.UpdateInfo info)
{
_pendingUpdate = info;
void Apply()
{
if (_trayUpdateItem == null) return;
_trayUpdateItem.Text = Loc.L($"⬆ 有新版本 {info.Tag}", $"⬆ New version {info.Tag} available");
_trayUpdateItem.Visible = true;
}
try
{
if (_mainForm is { IsHandleCreated: true } form && form.InvokeRequired)
{
form.BeginInvoke(Apply);
}
else
{
Apply();
}
}
catch (Exception ex)
{
Logger.Warn($"[Update] 刷新更新提示失败: {ex.Message}");
}
}
private const string ActivateEventName = "MuSyncActivateEvent";
/// <summary>显示并激活主窗口(托盘菜单与二次启动唤起共用)。</summary>
private static void ShowMainWindow()
{
if (_mainForm == null) return;
_mainForm.Show();
_mainForm.WindowState = FormWindowState.Normal;
_mainForm.Activate();
}
/// <summary>把主窗口显示并移动到鼠标所在屏幕的工作区中央。</summary>
private static void CenterMainWindow()
{
ShowMainWindow();
if (_mainForm == null) return;
var workArea = Screen.FromPoint(Cursor.Position).WorkingArea;
_mainForm.Location = new Point(
workArea.Left + (workArea.Width - _mainForm.Width) / 2,
workArea.Top + (workArea.Height - _mainForm.Height) / 2);
}
/// <summary>通知已运行的实例唤起主窗口(第二次启动时调用)。</summary>
private static bool TryActivateExistingInstance()
{
for (var attempt = 0; attempt < 20; attempt++)
{
try
{
if (EventWaitHandle.TryOpenExisting(ActivateEventName, out var handle))
{
using (handle)
{
handle.Set();
}
return true;
}
}
catch
{
// 忽略,稍后重试(兼容首个实例尚未创建事件的启动竞态)
}
Thread.Sleep(100);
}
return false;
}
/// <summary>监听「唤起窗口」通知(后台线程,收到后切回 UI 线程显示主窗口)。</summary>
private static void StartActivationListener(EventWaitHandle activationEvent)
{
_ = Task.Run(() =>
{
while (true)
{
try
{
activationEvent.WaitOne();
ShowMainWindowFromBackground();
}
catch (ObjectDisposedException)
{
return; // 程序退出中
}
catch
{
// 单次失败不退出监听
}
}
});
}
/// <summary>后台线程安全地显示主窗口(必要时切回 UI 线程)。</summary>
private static void ShowMainWindowFromBackground()
{
var form = _mainForm;
if (form == null) return;
try
{
if (form.IsHandleCreated && form.InvokeRequired)
{
form.BeginInvoke((Action)ShowMainWindow);
return;
}
ShowMainWindow();
}
catch (Exception ex)
{
Logger.Warn($"[Program] 唤起主窗口失败: {ex.Message}");
}
}
/// <summary>登录 / 系统唤醒 / 解锁后:清理去重缓存并请求立即重推状态。</summary>
private static void RefreshStatusAfterRecovery()
{
try
{
GetSteamManager()?.InvalidatePushedCache();
GetRpcManager()?.RequestStateRefresh();
}
catch (Exception ex)
{
Logger.Warn($"[Program] 恢复后重推状态失败: {ex.Message}");
}
}
private static NotifyIcon CreateTrayIcon()
{
// 菜单顶部状态行(禁用态,由 UpdateTrayStatus 节流刷新)
TrayStatusItem = new ToolStripMenuItem("MuSync") { Enabled = false };
var pauseSyncItem = new ToolStripMenuItem(Loc.L("暂停同步", "Pause sync")) { CheckOnClick = true };
pauseSyncItem.Click += (_, _) =>
{
var steamManager = GetSteamManager();
if (steamManager == null) return;
steamManager.ManualPause = pauseSyncItem.Checked;
Logger.Info($"[Program] 手动暂停同步: {pauseSyncItem.Checked}");
if (!pauseSyncItem.Checked)
{
// 恢复后立即重新推送当前状态
GetRpcManager()?.RequestStateRefresh();
}
};
// 更新提示项:默认隐藏,后台发现新版本后点亮
_trayUpdateItem = new ToolStripMenuItem(Loc.L("有新版本", "New version available")) { Visible = false };
_trayUpdateItem.Click += (_, _) =>
{
if (_pendingUpdate is not { } info) return;
using var updateForm = new UpdateForm(UpdateChecker.GetCurrentVersionText(), info);
updateForm.ShowDialog();
};
var showMainWindowItem = new ToolStripMenuItem(Loc.L("主窗口", "Main window"));
var centerWindowItem = new ToolStripMenuItem(Loc.L("窗口回中", "Center window"));
var showSettingsItem = new ToolStripMenuItem(Loc.L("设置", "Settings"));
var exitMenuItem = new ToolStripMenuItem(Loc.L("退出", "Exit"));
var contextMenu = new ContextMenuStrip();
contextMenu.Items.AddRange(
TrayStatusItem, _trayUpdateItem, new ToolStripSeparator(),
showMainWindowItem, centerWindowItem, pauseSyncItem, showSettingsItem,
new ToolStripSeparator(), exitMenuItem);
showSettingsItem.Click += (_, _) =>
{
using var settingsForm = new SettingsForm();
settingsForm.StartPosition = FormStartPosition.CenterScreen;
settingsForm.ShowDialog();
_mainForm?.ApplyAppearance();
};
showMainWindowItem.Click += (_, _) => ShowMainWindow();
centerWindowItem.Click += (_, _) => CenterMainWindow();
exitMenuItem.Click += (_, _) => Application.Exit();
var notifyIcon = new NotifyIcon
{
Icon = AppResource.Icon,
Text = "MuSync",
ContextMenuStrip = contextMenu
};
notifyIcon.DoubleClick += (_, _) => ShowMainWindow();
return notifyIcon;
}
/// <summary>刷新托盘悬停提示与右键菜单状态行(由主轮询循环节流调用,约每 5 秒)。</summary>
public static void UpdateTrayStatus()
{
var icon = TrayIcon;
if (icon == null) return;
try
{
string text;
var config = Configurations.Instance.Settings;
if (config.EnableSteamSync && config.PauseWhenPlayingGame &&
GetSteamManager()?.IsRealGameActive == true)
{
text = Loc.L("游戏中,音乐同步已暂停", "In a game — music sync paused");
}
else if (GetSteamManager()?.ManualPause == true)
{
text = Loc.L("同步已手动暂停", "Sync paused manually");
}
else
{
var appDisplay = GetRpcManager()?.GetActiveAppDisplay();
var current = GetRpcManager()?.GetCurrentPlayerInfo();
if (appDisplay != null && current?.PlayerInfo is { } song)
{
text = $"{appDisplay} + {song.Title}";
}
else if (appDisplay != null)
{
text = appDisplay;
}
else if (current?.PlayerInfo is { } onlySong)
{
text = Loc.L($"正在播放 {Loc.PlayerName(current.Value.PlayerName)}: {onlySong.Title}", $"Playing on {Loc.PlayerName(current.Value.PlayerName)}: {onlySong.Title}");
}
else
{
text = Loc.L("未在播放音乐", "Not playing");
}
}
text = StringUtils.GetTruncatedStringByMaxByteLength(text, 60);
// 托盘控件归 UI 线程:本方法由后台主循环每 5 秒调一次,直接写控件属于跨线程操作
// (WinForms 不支持),这里统一切回 UI 线程再写(写法与 SetPendingUpdate 一致)。
var statusItem = TrayStatusItem;
void Apply()
{
icon.Text = text;
if (statusItem != null && statusItem.Text != text)
{
statusItem.Text = text;
}
}
var form = _mainForm;
if (form is { IsHandleCreated: true } && form.InvokeRequired)
{
form.BeginInvoke(Apply);
}
else
{
Apply();
}
}
catch (Exception ex)
{
// 托盘刷新失败不影响主流程
Logger.Error($"[Program] 刷新托盘状态失败: {ex.Message}");
}
}
public static void ShowMinimizeToTrayNotification()
{
// 静音版托盘气泡:保留文字提示,但不播放系统提示音
if (TrayIcon is { } icon)
{
Win32Api.TrayBalloon.ShowSilent(icon, Loc.L("应用仍在运行", "MuSync is still running"), Loc.L("MuSync 已最小化到托盘区域。", "MuSync is now in the tray."));
}
}
}