//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// //-------------------------------------------------------------------------------------------------------------- // download.cpp // // Implementation file for optional HTTP asset downloading // Author: Matthew D. Campbell (matt@turtlerockstudios.com), 2004 //-------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------- // Includes //-------------------------------------------------------------------------------------------------------------- // fopen is needed for the bzip code #undef PROTECT_FILEIO_FUNCTIONS #undef fopen #if defined( WIN32 ) && !defined( _X360 ) #include "winlite.h" #include #endif #include #include "download.h" #include "tier0/platform.h" #include "download_internal.h" #include "client.h" #include #include "filesystem.h" #include "filesystem_engine.h" #include "server.h" #include "vgui_baseui_interface.h" #include "vprof.h" #include "net_chan.h" #include "tier1/interface.h" #include "interfaces/interfaces.h" #include "vgui/ILocalize.h" #include "../utils/bzip2/bzlib.h" #if defined( _X360 ) #include "xbox/xbox_win32stubs.h" #endif #if defined( _PS3 ) #include "ps3/ps3_win32stubs.h" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" extern IFileSystem *g_pFileSystem; static const char *CacheDirectory = "cache"; static const char *CacheFilename = "cache/DownloadCache.db"; Color DownloadColor ( 0, 200, 100, 255 ); Color DownloadErrorColor ( 200, 100, 100, 255 ); Color DownloadCompleteColor ( 100, 200, 100, 255 ); DEFINE_LOGGING_CHANNEL_NO_TAGS( LOG_DownloadManager, "DownloadManager" ); //-------------------------------------------------------------------------------------------------------------- static char * CloneString( const char *original ) { char *newString = new char[ Q_strlen( original ) + 1 ]; Q_strcpy( newString, original ); return newString; } //-------------------------------------------------------------------------------------------------------------- // Class Definitions //-------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------- // Purpose: Implements download cache manager //-------------------------------------------------------------------------------------------------------------- class DownloadCache { public: DownloadCache(); ~DownloadCache(); void Init(); void GetCachedData( RequestContext *rc ); ///< Loads cached data, if any void PersistToDisk( const RequestContext *rc ); ///< Writes out a completed download to disk void PersistToCache( const RequestContext *rc ); ///< Writes out a partial download (lost connection, user abort, etc) to cache private: KeyValues *m_cache; void GetCacheFilename( const RequestContext *rc, char cachePath[_MAX_PATH] ); void GenerateCacheFilename( const RequestContext *rc, char cachePath[_MAX_PATH] ); void BuildKeyNames( const char *gamePath ); ///< Convenience function to build the keys to index into m_cache char m_cachefileKey[BufferSize + 64]; char m_timestampKey[BufferSize + 64]; }; static DownloadCache *TheDownloadCache = NULL; //-------------------------------------------------------------------------------------------------------------- DownloadCache::DownloadCache() { m_cache = NULL; } //-------------------------------------------------------------------------------------------------------------- DownloadCache::~DownloadCache() { } //-------------------------------------------------------------------------------------------------------------- void DownloadCache::BuildKeyNames( const char *gamePath ) { if ( !gamePath ) { m_cachefileKey[0] = 0; m_timestampKey[0] = 0; return; } char *tmpGamePath = CloneString( gamePath ); char *tmp = tmpGamePath; while ( *tmp ) { if ( *tmp == '/' || *tmp == '\\' ) { *tmp = '_'; } ++tmp; } Q_snprintf( m_cachefileKey, sizeof( m_cachefileKey ), "cachefile_%s", tmpGamePath ); Q_snprintf( m_timestampKey, sizeof( m_timestampKey ), "timestamp_%s", tmpGamePath ); delete[] tmpGamePath; } //-------------------------------------------------------------------------------------------------------------- void DownloadCache::Init() { if ( m_cache ) { m_cache->deleteThis(); } m_cache = new KeyValues( "DownloadCache" ); m_cache->LoadFromFile( g_pFileSystem, CacheFilename, NULL ); g_pFileSystem->CreateDirHierarchy( CacheDirectory, "DEFAULT_WRITE_PATH" ); } //-------------------------------------------------------------------------------------------------------------- void DownloadCache::GetCachedData( RequestContext *rc ) { if ( !m_cache ) return; char cachePath[_MAX_PATH]; GetCacheFilename( rc, cachePath ); if ( !(*cachePath) ) return; FileHandle_t fp = g_pFileSystem->Open( cachePath, "rb" ); if ( fp == FILESYSTEM_INVALID_HANDLE ) return; int size = g_pFileSystem->Size(fp); rc->cacheData = new unsigned char[size]; int status = g_pFileSystem->Read( rc->cacheData, size, fp ); g_pFileSystem->Close( fp ); if ( !status ) { delete[] rc->cacheData; rc->cacheData = NULL; } else { BuildKeyNames( rc->gamePath ); rc->nBytesCached = size; strncpy( rc->cachedTimestamp, m_cache->GetString( m_timestampKey, "" ), BufferSize ); } } //-------------------------------------------------------------------------------------------------------------- /** * Takes a data stream compressed with bzip2, and writes it out to disk, uncompresses it, and deletes the * compressed version. */ static bool DecompressBZipToDisk( const char *outFilename, const char *srcFilename, char *data, int bytesTotal ) { if ( g_pFileSystem->FileExists( outFilename ) || !data || bytesTotal < 1 ) { return false; } // Create the subdirs char * tmpDir = CloneString( outFilename ); COM_CreatePath( tmpDir ); delete[] tmpDir; // open the file for writing char fullSrcPath[MAX_PATH]; Q_MakeAbsolutePath( fullSrcPath, sizeof( fullSrcPath ), srcFilename, com_gamedir ); if ( !g_pFileSystem->FileExists( fullSrcPath ) ) { // Write out the .bz2 file, for simplest decompression FileHandle_t ifp = g_pFileSystem->Open( fullSrcPath, "wb" ); if ( !ifp ) { return false; } int bytesWritten = g_pFileSystem->Write( data, bytesTotal, ifp ); g_pFileSystem->Close( ifp ); if ( bytesWritten != bytesTotal ) { // couldn't write out all of the .bz2 file g_pFileSystem->RemoveFile( srcFilename ); return false; } } // Prepare the uncompressed filehandle FileHandle_t ofp = g_pFileSystem->Open( outFilename, "wb" ); if ( !ofp ) { g_pFileSystem->RemoveFile( srcFilename ); return false; } // And decompress! const int OutBufSize = 65536; char buf[ OutBufSize ]; BZFILE *bzfp = BZ2_bzopen( fullSrcPath, "rb" ); int totalBytes = 0; while ( 1 ) { int bytesRead = BZ2_bzread( bzfp, buf, OutBufSize ); if ( bytesRead < 0 ) { break; // error out } if ( bytesRead > 0 ) { int bytesWritten = g_pFileSystem->Write( buf, bytesRead, ofp ); if ( bytesWritten != bytesRead ) { break; // error out } else { totalBytes += bytesWritten; static const int s_numMaxFileSizeBytes = CommandLine()->ParmValue( "-maxdownloadfilesizemb", 150 )*1024*1024; if ( totalBytes > s_numMaxFileSizeBytes ) { Warning( "DecompressBZipToDisk: '%s' too big (max %.1f megabytes, use launch option -maxdownloadfilesizemb N to override).\n", srcFilename, float( s_numMaxFileSizeBytes )/float( 1024*1024 ) ); break; // error out } } } else { g_pFileSystem->Close( ofp ); BZ2_bzclose( bzfp ); g_pFileSystem->RemoveFile( srcFilename ); return true; } } // We failed somewhere, so clean up and exit g_pFileSystem->Close( ofp ); BZ2_bzclose( bzfp ); g_pFileSystem->RemoveFile( srcFilename ); g_pFileSystem->RemoveFile( outFilename ); return false; } //-------------------------------------------------------------------------------------------------------------- void DownloadCache::PersistToDisk( const RequestContext *rc ) { if ( !m_cache ) return; if ( rc && rc->data && rc->nBytesTotal ) { char gamePath[MAX_PATH]; if ( rc->bIsBZ2 ) { Q_StripExtension( rc->gamePath, gamePath, sizeof( gamePath ) ); } else { Q_strncpy( gamePath, rc->gamePath, sizeof( gamePath ) ); } if ( !g_pFileSystem->FileExists( gamePath ) ) { // Create the subdirs char * tmpDir = CloneString( gamePath ); COM_CreatePath( tmpDir ); delete[] tmpDir; bool success = false; if ( rc->bIsBZ2 ) { success = DecompressBZipToDisk( gamePath, rc->gamePath, reinterpret_cast< char * >(rc->data), rc->nBytesTotal ); } else { FileHandle_t fp = g_pFileSystem->Open( gamePath, "wb" ); if ( fp ) { g_pFileSystem->Write( rc->data, rc->nBytesTotal, fp ); g_pFileSystem->Close( fp ); success = true; } } if ( success ) { // write succeeded. remove any old data from the cache. char cachePath[_MAX_PATH]; GetCacheFilename( rc, cachePath ); if ( cachePath[0] ) { g_pFileSystem->RemoveFile( cachePath, NULL ); } BuildKeyNames( rc->gamePath ); KeyValues *kv = m_cache->FindKey( m_cachefileKey, false ); if ( kv ) { m_cache->RemoveSubKey( kv ); } kv = m_cache->FindKey( m_timestampKey, false ); if ( kv ) { m_cache->RemoveSubKey( kv ); } } } } m_cache->SaveToFile( g_pFileSystem, CacheFilename, NULL ); } //-------------------------------------------------------------------------------------------------------------- void DownloadCache::PersistToCache( const RequestContext *rc ) { if ( !m_cache || !rc || !rc->data || !rc->nBytesTotal || !rc->nBytesCurrent ) return; char cachePath[_MAX_PATH]; GenerateCacheFilename( rc, cachePath ); FileHandle_t fp = g_pFileSystem->Open( cachePath, "wb" ); if ( fp ) { g_pFileSystem->Write( rc->data, rc->nBytesCurrent, fp ); g_pFileSystem->Close( fp ); m_cache->SaveToFile( g_pFileSystem, CacheFilename, NULL ); } } //-------------------------------------------------------------------------------------------------------------- void DownloadCache::GetCacheFilename( const RequestContext *rc, char cachePath[_MAX_PATH] ) { BuildKeyNames( rc->gamePath ); const char *path = m_cache->GetString( m_cachefileKey, NULL ); if ( !path || !StringHasPrefixCaseSensitive( path, CacheDirectory ) ) { cachePath[0] = 0; return; } strncpy( cachePath, path, _MAX_PATH ); cachePath[_MAX_PATH-1] = 0; } //-------------------------------------------------------------------------------------------------------------- void DownloadCache::GenerateCacheFilename( const RequestContext *rc, char cachePath[_MAX_PATH] ) { GetCacheFilename( rc, cachePath ); BuildKeyNames( rc->gamePath ); m_cache->SetString( m_timestampKey, rc->cachedTimestamp ); if ( !*cachePath ) { const char * lastSlash = strrchr( rc->gamePath, '/' ); const char * lastBackslash = strrchr( rc->gamePath, '\\' ); const char *gameFilename = rc->gamePath; if ( lastSlash || lastBackslash ) { gameFilename = MAX( lastSlash, lastBackslash ) + 1; } for( int i=0; i<1000; ++i ) { Q_snprintf( cachePath, _MAX_PATH, "%s/%s%4.4d", CacheDirectory, gameFilename, i ); if ( !g_pFileSystem->FileExists( cachePath ) ) { m_cache->SetString( m_cachefileKey, cachePath ); return; } } // all 1000 were invalid?!? Q_snprintf( cachePath, _MAX_PATH, "%s/overflow", CacheDirectory ); m_cache->SetString( m_cachefileKey, cachePath ); } } //-------------------------------------------------------------------------------------------------------------- // Purpose: Implements download manager class //-------------------------------------------------------------------------------------------------------------- class DownloadManager { public: DownloadManager(); ~DownloadManager(); void Queue( const char *baseURL, const char *gamePath ); void Stop() { Reset(); } int GetQueueSize() { return m_queuedRequests.Count(); } bool Update(); ///< Monitors download thread, starts new downloads, and updates progress bar bool FileReceived( const char *filename, unsigned int requestID, bool isReplayDemoFile ); bool FileDenied( const char *filename, unsigned int requestID, bool isReplayDemoFile ); bool HasMapBeenDownloadedFromServer( const char *serverMapName ); void MarkMapAsDownloadedFromServer( const char *serverMapName ); private: void Reset(); ///< Cancels any active download, as well as any queued ones void PruneCompletedRequests(); ///< Check download requests that have been completed to see if their threads have exited void CheckActiveDownload(); ///< Checks download status, and updates progress bar void StartNewDownload(); ///< Starts a new download if there are queued requests void UpdateProgressBar(); typedef CUtlVector< RequestContext * > RequestVector; RequestVector m_queuedRequests; ///< these are requests waiting to be spawned RequestContext *m_activeRequest; ///< this is the active request being downloaded in another thread RequestVector m_completedRequests; ///< these are waiting for the thread to exit int m_lastPercent; ///< last percent value the progress bar was updated with (to avoid spamming it) int m_totalRequests; ///< Total number of requests (used to set the top progress bar) int m_RequestIDCounter; ///< global increasing request ID counter typedef CUtlVector< char * > StrVector; StrVector m_downloadedMaps; ///< List of maps for which we have already tried to download assets. }; //-------------------------------------------------------------------------------------------------------------- static DownloadManager TheDownloadManager; //-------------------------------------------------------------------------------------------------------------- DownloadManager::DownloadManager() { m_activeRequest = NULL; m_lastPercent = 0; m_totalRequests = 0; } //-------------------------------------------------------------------------------------------------------------- DownloadManager::~DownloadManager() { Reset(); for ( int i=0; inRequestID != requestID ) return false; if ( m_activeRequest->bAsHTTP ) return false; Log_Msg( LOG_DownloadManager, DownloadErrorColor, "Error downloading %s\n", m_activeRequest->gamePath ); UpdateProgressBar(); // try to download the next file m_completedRequests.AddToTail( m_activeRequest ); m_activeRequest = NULL; return true; } // INFESTED_DLL #if !defined( DEDICATED ) extern bool g_bASW_Waiting_For_Map_Build; #endif bool DownloadManager::FileReceived( const char *filename, unsigned int requestID, bool isReplayDemoFile ) { if ( !m_activeRequest ) return false; if ( m_activeRequest->nRequestID != requestID ) return false; if ( m_activeRequest->bAsHTTP ) return false; Log_Msg( LOG_DownloadManager, DownloadCompleteColor, "Download finished!\n" ); UpdateProgressBar(); m_completedRequests.AddToTail( m_activeRequest ); m_activeRequest = NULL; // INFESTED_DLL static char gamedir[MAX_OSPATH]; Q_FileBase( com_gamedir, gamedir, sizeof( gamedir ) ); if ( !Q_stricmp( gamedir, "infested" ) ) { // see if we just recieved a map layout const char *pExt = V_GetFileExtension( filename ); if ( !Q_stricmp( pExt, "layout" ) ) { #if !defined( DEDICATED ) // start compiling the map g_bASW_Waiting_For_Map_Build = true; #endif char cmd[ 256 ]; Q_snprintf( cmd, sizeof( cmd ), "asw_build_map %s connecting\n", filename ); Cbuf_AddText( Cbuf_GetCurrentPlayer(), cmd ); } } return true; } //-------------------------------------------------------------------------------------------------------------- void DownloadManager::MarkMapAsDownloadedFromServer( const char *serverMapName ) { if ( !serverMapName ) return; if ( HasMapBeenDownloadedFromServer( serverMapName ) ) return; m_downloadedMaps.AddToTail( CloneString( serverMapName ) ); return; } //-------------------------------------------------------------------------------------------------------------- void DownloadManager::Queue( const char *baseURL, const char *gamePath ) { if ( !CNetChan::IsValidFileForTransfer( gamePath ) ) return; bool bAsHTTP = false; if ( !gamePath ) { return; } VPROF_BUDGET( "DownloadManager::Queue", VPROF_BUDGETGROUP_STEAM ); if ( sv.IsActive() ) { return; // don't try to download things for the local server (in case a map is missing sounds etc that // aren't needed to play. } // only http downloads if ( baseURL && ( StringHasPrefix( baseURL, "http://" ) || StringHasPrefix( baseURL, "https://" ) ) ) { bAsHTTP = true; } if ( g_pFileSystem->FileExists( gamePath ) && !CL_ShouldRedownloadFile( gamePath ) ) { return; // don't download existing files } if ( bAsHTTP && !g_pFileSystem->FileExists( va( "%s.bz2", gamePath ) ) ) { // Queue up an HTTP download of the bzipped asset, in case it exists. // When a bzipped download finishes, we'll uncompress the file to it's // original destination, and the queued download of the uncompressed // file will abort. ++m_totalRequests; if ( !TheDownloadCache ) { TheDownloadCache = new DownloadCache; TheDownloadCache->Init(); } RequestContext *rc = new RequestContext; m_queuedRequests.AddToTail( rc ); memset( rc, 0, sizeof(RequestContext) ); rc->status = HTTP_CONNECTING; Q_strncpy( rc->basePath, com_gamedir, BufferSize ); Q_strncpy( rc->gamePath, gamePath, BufferSize ); Q_strncat( rc->gamePath, ".bz2", BufferSize, COPY_ALL_CHARACTERS ); Q_FixSlashes( rc->gamePath, '/' ); // only matters for debug prints, which are full URLS, so we want forward slashes #ifndef DEDICATED Q_strncpy( rc->serverURL, GetBaseLocalClient().m_NetChannel->GetAddress(), BufferSize ); #endif rc->bIsBZ2 = true; rc->bAsHTTP = true; Q_strncpy( rc->baseURL, baseURL, BufferSize ); Q_strncat( rc->baseURL, "/", BufferSize, COPY_ALL_CHARACTERS ); } ++m_totalRequests; if ( !TheDownloadCache ) { TheDownloadCache = new DownloadCache; TheDownloadCache->Init(); } RequestContext *rc = new RequestContext; m_queuedRequests.AddToTail( rc ); memset( rc, 0, sizeof(RequestContext) ); rc->status = HTTP_CONNECTING; Q_strncpy( rc->basePath, com_gamedir, BufferSize ); Q_strncpy( rc->gamePath, gamePath, BufferSize ); Q_FixSlashes( rc->gamePath, '/' ); // only matters for debug prints, which are full URLS, so we want forward slashes #ifndef DEDICATED Q_strncpy( rc->serverURL, GetBaseLocalClient().m_NetChannel->GetAddress(), BufferSize ); #endif if ( bAsHTTP ) { rc->bAsHTTP = true; Q_strncpy( rc->baseURL, baseURL, BufferSize ); Q_strncat( rc->baseURL, "/", BufferSize, COPY_ALL_CHARACTERS ); } else { rc->bAsHTTP = false; } } //-------------------------------------------------------------------------------------------------------------- void DownloadManager::Reset() { // ask the active request to bail if ( m_activeRequest ) { Log_Msg( LOG_DownloadManager, DownloadColor, "Aborting download of %s\n", m_activeRequest->gamePath ); if ( m_activeRequest->nBytesTotal && m_activeRequest->nBytesCurrent ) { // Persist partial data to cache TheDownloadCache->PersistToCache( m_activeRequest ); } m_activeRequest->shouldStop = true; m_completedRequests.AddToTail( m_activeRequest ); m_activeRequest = NULL; //TODO: StopLoadingProgressBar(); } // clear out any queued requests for ( int i=0; igamePath ); delete m_queuedRequests[i]; } m_queuedRequests.RemoveAll(); if ( TheDownloadCache ) { delete TheDownloadCache; TheDownloadCache = NULL; } m_lastPercent = 0; m_totalRequests = 0; } //-------------------------------------------------------------------------------------------------------------- // Check download requests that have been completed to see if their threads have exited void DownloadManager::PruneCompletedRequests() { for ( int i=m_completedRequests.Count()-1; i>=0; --i ) { if ( m_completedRequests[i]->threadDone || !m_completedRequests[i]->bAsHTTP ) { if ( m_completedRequests[i]->cacheData ) { delete[] m_completedRequests[i]->cacheData; } delete m_completedRequests[i]; m_completedRequests.Remove( i ); } } } //-------------------------------------------------------------------------------------------------------------- // Checks download status, and updates progress bar void DownloadManager::CheckActiveDownload() { if ( !m_activeRequest ) return; if ( !m_activeRequest->bAsHTTP ) { UpdateProgressBar(); return; } // check active request for completion / error / progress update switch ( m_activeRequest->status ) { case HTTP_DONE: Log_Msg( LOG_DownloadManager, DownloadCompleteColor, "Download finished!\n" ); UpdateProgressBar(); if ( m_activeRequest->nBytesTotal ) { // // change it to be updating steam resources #ifndef DEDICATED EngineVGui()->UpdateSecondaryProgressBarWithFile( 1, m_activeRequest->gamePath, m_activeRequest->nBytesTotal ); #endif // Persist complete data to disk, and remove cache entry TheDownloadCache->PersistToDisk( m_activeRequest ); m_activeRequest->shouldStop = true; m_completedRequests.AddToTail( m_activeRequest ); m_activeRequest = NULL; if ( !m_queuedRequests.Count() ) { //TODO: StopLoadingProgressBar(); //TODO: Cbuf_AddText("retry\n"); } } break; case HTTP_ERROR: Log_Msg( LOG_DownloadManager, DownloadErrorColor, "Error downloading %s%s\n", m_activeRequest->baseURL, m_activeRequest->gamePath ); UpdateProgressBar(); // try to download the next file m_activeRequest->shouldStop = true; m_completedRequests.AddToTail( m_activeRequest ); m_activeRequest = NULL; if ( !m_queuedRequests.Count() ) { //TODO: StopLoadingProgressBar(); //TODO: Cbuf_AddText("retry\n"); } break; case HTTP_FETCH: UpdateProgressBar(); // Update progress bar if ( m_activeRequest->nBytesTotal ) { int percent = ( m_activeRequest->nBytesCurrent * 100 / m_activeRequest->nBytesTotal ); if ( percent != m_lastPercent ) { m_lastPercent = percent; #ifndef DEDICATED EngineVGui()->UpdateSecondaryProgressBarWithFile( m_lastPercent * 0.01f, m_activeRequest->gamePath, m_activeRequest->nBytesTotal ); #endif } } break; } } //-------------------------------------------------------------------------------------------------------------- // Starts a new download if there are queued requests void DownloadManager::StartNewDownload() { if ( m_activeRequest || !m_queuedRequests.Count() ) return; while ( !m_activeRequest && m_queuedRequests.Count() ) { // Remove one request from the queue and make it active m_activeRequest = m_queuedRequests[0]; m_queuedRequests.Remove( 0 ); if ( g_pFileSystem->FileExists( m_activeRequest->gamePath ) && !CL_ShouldRedownloadFile( m_activeRequest->gamePath ) ) { Log_Msg( LOG_DownloadManager, DownloadColor, "Skipping existing file %s%s.\n", m_activeRequest->baseURL, m_activeRequest->gamePath ); m_activeRequest->shouldStop = true; m_activeRequest->threadDone = true; m_completedRequests.AddToTail( m_activeRequest ); m_activeRequest = NULL; } } if ( !m_activeRequest ) return; if ( g_pFileSystem->FileExists( m_activeRequest->gamePath ) && !CL_ShouldRedownloadFile( m_activeRequest->gamePath ) ) { m_activeRequest->shouldStop = true; m_activeRequest->threadDone = true; m_completedRequests.AddToTail( m_activeRequest ); m_activeRequest = NULL; return; // don't download existing files } if ( m_activeRequest->bAsHTTP ) { // Check cache for partial match TheDownloadCache->GetCachedData( m_activeRequest ); //TODO: ContinueLoadingProgressBar( "Http", m_totalRequests - m_queuedRequests.Count(), 0.0f ); //TODO: SetLoadingProgressBarStatusText( "#GameUI_VerifyingAndDownloading" ); #ifndef DEDICATED EngineVGui()->UpdateSecondaryProgressBarWithFile( 0, m_activeRequest->gamePath, m_activeRequest->nBytesTotal ); #endif UpdateProgressBar(); Log_Msg( LOG_DownloadManager, DownloadColor, "Downloading %s%s.\n", m_activeRequest->baseURL, m_activeRequest->gamePath ); m_lastPercent = 0; // Start the thread ThreadHandle_t hSimpleThread = CreateSimpleThread( DownloadThread, m_activeRequest ); ReleaseThreadHandle( hSimpleThread ); } else { UpdateProgressBar(); Log_Msg( LOG_DownloadManager, DownloadColor, "Downloading %s.\n", m_activeRequest->gamePath ); m_lastPercent = 0; #ifndef DEDICATED m_activeRequest->nRequestID = GetBaseLocalClient().m_NetChannel->RequestFile( m_activeRequest->gamePath, false ); #endif } } //-------------------------------------------------------------------------------------------------------------- void DownloadManager::UpdateProgressBar() { if ( !m_activeRequest ) { return; } //wchar_t filenameBuf[MAX_OSPATH]; float progress = 0.0f; #ifndef DEDICATED int received, total = 0; #endif if ( m_activeRequest->bAsHTTP ) { int overallPercent = (m_totalRequests - m_queuedRequests.Count() - 1) * 100 / m_totalRequests; int filePercent = 0; if ( m_activeRequest->nBytesTotal > 0 ) { filePercent = ( m_activeRequest->nBytesCurrent * 100 / m_activeRequest->nBytesTotal ); } progress = (overallPercent + filePercent * 1.0f / m_totalRequests) * 0.01f; } else { #ifndef DEDICATED GetBaseLocalClient().m_NetChannel->GetStreamProgress( FLOW_INCOMING, &received, &total ); progress = (float)(received)/(float)(total); #endif } #ifndef DEDICATED EngineVGui()->UpdateSecondaryProgressBarWithFile( progress, m_activeRequest->gamePath, total ); #endif } //-------------------------------------------------------------------------------------------------------------- // Monitors download thread, starts new downloads, and updates progress bar bool DownloadManager::Update() { PruneCompletedRequests(); CheckActiveDownload(); StartNewDownload(); return m_activeRequest != NULL; } //-------------------------------------------------------------------------------------------------------------- // Externally-visible function definitions //-------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------- bool CL_DownloadUpdate(void) { return TheDownloadManager.Update(); } //-------------------------------------------------------------------------------------------------------------- void CL_HTTPStop_f(void) { TheDownloadManager.Stop(); } bool CL_FileReceived( const char *filename, unsigned int requestID, bool isReplayDemoFile ) { return TheDownloadManager.FileReceived( filename, requestID, isReplayDemoFile ); } bool CL_FileDenied( const char *filename, unsigned int requestID, bool isReplayDemoFile ) { return TheDownloadManager.FileDenied( filename, requestID, isReplayDemoFile ); } //-------------------------------------------------------------------------------------------------------------- extern ConVar sv_downloadurl; void CL_QueueDownload( const char *filename ) { TheDownloadManager.Queue( sv_downloadurl.GetString(), filename ); } //-------------------------------------------------------------------------------------------------------------- int CL_GetDownloadQueueSize(void) { return TheDownloadManager.GetQueueSize(); } //-------------------------------------------------------------------------------------------------------------- int CL_CanUseHTTPDownload(void) { if ( sv_downloadurl.GetString()[0] ) { #ifndef DEDICATED const char *serverMapName = va( "%s:%s", sv_downloadurl.GetString(), GetBaseLocalClient().m_szLevelName ); return !TheDownloadManager.HasMapBeenDownloadedFromServer( serverMapName ); #endif } return 0; } //-------------------------------------------------------------------------------------------------------------- void CL_MarkMapAsUsingHTTPDownload(void) { #ifndef DEDICATED const char *serverMapName = va( "%s:%s", sv_downloadurl.GetString(), GetBaseLocalClient().m_szLevelName ); TheDownloadManager.MarkMapAsDownloadedFromServer( serverMapName ); #endif } //-------------------------------------------------------------------------------------------------------------- bool CL_ShouldRedownloadFile( const char *filename ) { // INFESTED_DLL - allow redownloading of the .layout or .bsp files, as these may have changed since we last downloaded them static char gamedir[MAX_OSPATH]; Q_FileBase( com_gamedir, gamedir, sizeof( gamedir ) ); if ( !Q_stricmp( gamedir, "infested" ) && ( StringHasPrefix( filename + 5, "gridrandom" ) || StringHasPrefix( filename + 5, "output" ) ) ) { char extension[12]; Q_ExtractFileExtension( filename, extension, sizeof( extension ) ); if ( !Q_stricmp( extension, "layout" ) || !Q_stricmp( extension, "bsp" ) ) { return true; } } return false; }