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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
//--------------------------------------------------------------------------------------------------------------
// download.cpp
//
// Implementation file for optional HTTP asset downloading
// Author: Matthew D. Campbell ([email protected]), 2004
//--------------------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------------------
// Includes
//--------------------------------------------------------------------------------------------------------------
// fopen is needed for the bzip code
#undef fopen
#if defined( WIN32 ) && !defined( _X360 )
#include "winlite.h"
#include <WinInet.h>
#endif
#include <assert.h>
#include "download.h"
#include "tier0/platform.h"
#include "download_internal.h"
#include "client.h"
#include "net_chan.h"
#include <KeyValues.h>
#include "filesystem.h"
#include "filesystem_engine.h"
#include "server.h"
#include "vgui_baseui_interface.h"
#include "tier0/vcrmode.h"
#include "cdll_engine_int.h"
#include "../utils/bzip2/bzlib.h"
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#endif
#include "engine/idownloadsystem.h"
// 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 );
ConVar download_debug( "download_debug", "0", FCVAR_DONTRECORD ); // For debug printouts
const char k_szDownloadPathID[] = "download";
//--------------------------------------------------------------------------------------------------------------
// Class Definitions
//--------------------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------------------
// Purpose: Implements download cache manager
//--------------------------------------------------------------------------------------------------------------
class DownloadCache { public: DownloadCache(); ~DownloadCache(); void Init();
void GetCachedData( RequestContext_t *rc ); ///< Loads cached data, if any
void PersistToDisk( const RequestContext_t *rc ); ///< Writes out a completed download to disk
void PersistToCache( const RequestContext_t *rc ); ///< Writes out a partial download (lost connection, user abort, etc) to cache
private: KeyValues *m_cache;
void GetCacheFilename( const RequestContext_t *rc, char cachePath[_MAX_PATH] ); void GenerateCacheFilename( const RequestContext_t *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 = V_strdup( 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_t *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 = V_strdup( 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;
bool bMapFile = false; char szOutFilenameBase[MAX_PATH]; Q_FileBase( outFilename, szOutFilenameBase, sizeof( szOutFilenameBase ) ); const char *pszMapName = cl.m_szLevelBaseName; if ( pszMapName && pszMapName[0] ) { bMapFile = ( Q_stricmp( szOutFilenameBase, pszMapName ) == 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; if ( !bMapFile ) { if ( totalBytes > MAX_FILE_SIZE ) { ConDColorMsg( DownloadErrorColor, "DecompressBZipToDisk: '%s' too big (max %i bytes).\n", srcFilename, MAX_FILE_SIZE ); 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_t *rc ) { if ( !m_cache ) return;
if ( rc && rc->data && rc->nBytesTotal ) { char absPath[MAX_PATH]; if ( rc->bIsBZ2 ) { Q_StripExtension( rc->absLocalPath, absPath, sizeof( absPath ) ); } else { Q_strncpy( absPath, rc->absLocalPath, sizeof( absPath ) ); }
if ( !g_pFileSystem->FileExists( absPath ) ) { // Create the subdirs
char * tmpDir = V_strdup( absPath ); COM_CreatePath( tmpDir ); delete[] tmpDir;
bool success = false; if ( rc->bIsBZ2 ) { success = DecompressBZipToDisk( absPath, rc->absLocalPath, reinterpret_cast< char * >(rc->data), rc->nBytesTotal ); } else { FileHandle_t fp = g_pFileSystem->Open( absPath, "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_t *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_t *rc, char cachePath[_MAX_PATH] ) { BuildKeyNames( rc->gamePath ); const char *path = m_cache->GetString( m_cachefileKey, NULL ); if ( !path || strncmp( path, CacheDirectory, strlen(CacheDirectory) ) ) { cachePath[0] = 0; return; } strncpy( cachePath, path, _MAX_PATH ); cachePath[_MAX_PATH-1] = 0; }
//--------------------------------------------------------------------------------------------------------------
void DownloadCache::GenerateCacheFilename( const RequestContext_t *rc, char cachePath[_MAX_PATH] ) { GetCacheFilename( rc, cachePath ); BuildKeyNames( rc->gamePath );
m_cache->SetString( m_timestampKey, rc->cachedTimestamp ); //ConDColorMsg( DownloadColor,"DownloadCache::GenerateCacheFilename() set %s = %s\n", 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 ); //ConDColorMsg( DownloadColor,"DownloadCache::GenerateCacheFilename() set %s = %s\n", m_cachefileKey, cachePath );
return; } } // all 1000 were invalid?!?
Q_snprintf( cachePath, _MAX_PATH, "%s/overflow", CacheDirectory ); //ConDColorMsg( DownloadColor,"DownloadCache::GenerateCacheFilename() set %s = %s\n", m_cachefileKey, cachePath );
m_cache->SetString( m_cachefileKey, cachePath ); } }
//--------------------------------------------------------------------------------------------------------------
// Purpose: Implements download manager class
//--------------------------------------------------------------------------------------------------------------
class CDownloadManager { public: CDownloadManager(); ~CDownloadManager();
void Queue( const char *baseURL, const char *urlPath, const char *gamePath ); void Stop() { Reset(); } int GetQueueSize() { return m_queuedRequests.Count(); }
virtual bool Update(); ///< Monitors download thread, starts new downloads, and updates progress bar
bool FileReceived( const char *filename, unsigned int requestID ); bool FileDenied( const char *filename, unsigned int requestID );
bool HasMapBeenDownloadedFromServer( const char *serverMapName ); void MarkMapAsDownloadedFromServer( const char *serverMapName );
private: void QueueInternal( const char *pBaseURL, const char *pURLPath, const char *pGamePath, bool bAsHttp, bool bCompressed );
protected: virtual void UpdateProgressBar();
virtual RequestContext_t *NewRequestContext();///< Call this to allocate a RequestContext_t - calls setup functions for derived classes
virtual bool ShouldAttemptCompressedFileDownload() { return true; } virtual void SetupURLPath( RequestContext_t *pRequestContext, const char *pURLPath ); virtual void SetupServerURL( RequestContext_t *pRequestContext );
// Event handlers
virtual void OnHttpConnecting( RequestContext_t *pRequestContext ) {} virtual void OnHttpFetch( RequestContext_t *pRequestContext ) {} virtual void OnHttpDone( RequestContext_t *pRequestContext ) {} virtual void OnHttpError( RequestContext_t *pRequestContext ) {}
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
typedef CUtlVector< RequestContext_t * > RequestVector; RequestVector m_queuedRequests; ///< these are requests waiting to be spawned
RequestContext_t *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 CDownloadManager s_DownloadManager;
//--------------------------------------------------------------------------------------------------------------
CDownloadManager::CDownloadManager() { m_activeRequest = NULL; m_lastPercent = 0; m_totalRequests = 0; }
//--------------------------------------------------------------------------------------------------------------
CDownloadManager::~CDownloadManager() { Reset();
for ( int i=0; i<m_downloadedMaps.Count(); ++i ) { delete[] m_downloadedMaps[i]; } m_downloadedMaps.RemoveAll(); }
//--------------------------------------------------------------------------------------------------------------
RequestContext_t *CDownloadManager::NewRequestContext() { return new RequestContext_t; }
//--------------------------------------------------------------------------------------------------------------
void CDownloadManager::SetupURLPath( RequestContext_t *pRequestContext, const char *pURLPath ) { V_strcpy( pRequestContext->urlPath, pRequestContext->gamePath ); } //--------------------------------------------------------------------------------------------------------------
void CDownloadManager::SetupServerURL( RequestContext_t *pRequestContext ) { Q_strncpy( pRequestContext->serverURL, cl.m_NetChannel->GetRemoteAddress().ToString(), BufferSize ); } //--------------------------------------------------------------------------------------------------------------
bool CDownloadManager::HasMapBeenDownloadedFromServer( const char *serverMapName ) { if ( !serverMapName ) return false;
for ( int i=0; i<m_downloadedMaps.Count(); ++i ) { const char *oldServerMapName = m_downloadedMaps[i]; if ( oldServerMapName && !stricmp( serverMapName, oldServerMapName ) ) { return true; } } return false; }
bool CDownloadManager::FileDenied( const char *filename, unsigned int requestID ) { if ( !m_activeRequest ) return false;
if ( m_activeRequest->nRequestID != requestID ) return false;
if ( m_activeRequest->bAsHTTP ) return false;
if ( download_debug.GetBool() ) { ConDColorMsg( DownloadErrorColor, "Error downloading %s\n", m_activeRequest->absLocalPath ); }
UpdateProgressBar();
// try to download the next file
m_completedRequests.AddToTail( m_activeRequest ); m_activeRequest = NULL;
return true; }
bool CDownloadManager::FileReceived( const char *filename, unsigned int requestID ) { if ( !m_activeRequest ) return false;
if ( m_activeRequest->nRequestID != requestID ) return false;
if ( m_activeRequest->bAsHTTP ) return false;
if ( download_debug.GetBool() ) { ConDColorMsg( DownloadCompleteColor, "Download finished!\n" ); }
UpdateProgressBar();
m_completedRequests.AddToTail( m_activeRequest ); m_activeRequest = NULL;
return true; }
//--------------------------------------------------------------------------------------------------------------
void CDownloadManager::MarkMapAsDownloadedFromServer( const char *serverMapName ) { if ( !serverMapName ) return;
if ( HasMapBeenDownloadedFromServer( serverMapName ) ) return;
m_downloadedMaps.AddToTail( V_strdup( serverMapName ) );
return; }
//--------------------------------------------------------------------------------------------------------------
void CDownloadManager::QueueInternal( const char *pBaseURL, const char *pURLPath, const char *pGamePath, bool bAsHttp, bool bCompressed ) { // NOTE: Assumes valid game path (i.e. IsGamePathValidAndSafe() has been called already)
++m_totalRequests;
// Initialize the download cache if necessary
if ( !TheDownloadCache ) { TheDownloadCache = new DownloadCache; TheDownloadCache->Init(); }
// Create a new context and add queue it
RequestContext_t *rc = NewRequestContext(); m_queuedRequests.AddToTail( rc );
rc->bIsBZ2 = bCompressed; rc->bAsHTTP = bAsHttp; rc->status = HTTP_CONNECTING;
// Setup base path. We put it in the "download" search path, if they have set one
char szBasePath[ MAX_PATH ]; if ( g_pFileSystem->GetSearchPath( k_szDownloadPathID, false, szBasePath, sizeof(szBasePath) ) > 0 ) { char *split = V_strstr( szBasePath, ";" ); if ( split != NULL ) { Warning( "Multiple download search paths? Check gameinfo.txt" ); *split = '\0'; } }
// Otherwise, put it in the game dir
if ( szBasePath[0] == '\0' ) V_strcpy_safe( szBasePath, com_gamedir );
// Setup game path
V_strcpy_safe( rc->gamePath, pGamePath ); if ( bCompressed ) { V_strcat_safe( rc->gamePath, ".bz2" ); } Q_FixSlashes( rc->gamePath, '/' ); // only matters for debug prints, which are full URLS, so we want forward slashes
// NOTE: Loose files on disk must always be lowercase! At least on Linux they HAVE to be,
// but we do the same thing on Windows to keep things consistent.
char szGamePathLower[MAX_PATH]; V_strcpy_safe( szGamePathLower, rc->gamePath ); V_strlower( szGamePathLower );
// Now set the full absolute path. Why does the file system not provide a convenient method to
// do stuff like this?
V_strcpy_safe( rc->absLocalPath, szBasePath ); V_AppendSlash( rc->absLocalPath, sizeof(rc->absLocalPath) ); V_strcat_safe( rc->absLocalPath, szGamePathLower ); V_FixSlashes( rc->absLocalPath );
// Setup base URL if necessary
if ( bAsHttp ) { V_strcpy_safe( rc->baseURL, pBaseURL ); V_StripTrailingSlash( rc->baseURL ); V_strcat_safe( rc->baseURL, "/" ); }
// Call virtual methods for setting up additional context info
SetupURLPath( rc, pURLPath ); SetupServerURL( rc );
if ( download_debug.GetBool() ) { ConDColorMsg( DownloadColor, "Queueing %s%s.\n", rc->baseURL, pGamePath ); }
// Invoke the callback if appropriate
if ( bAsHttp ) { OnHttpConnecting( rc ); } }
void CDownloadManager::Queue( const char *baseURL, const char *urlPath, const char *gamePath ) { if ( !CL_IsGamePathValidAndSafeForDownload( gamePath ) ) return;
// Don't download existing files
if ( g_pFileSystem->FileExists( gamePath ) ) return;
#ifndef _DEBUG
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.
} #endif
// HTTP or NetChan?
bool bAsHTTP = baseURL && ( !Q_strnicmp( baseURL, "http://", 7 ) || !Q_strnicmp( baseURL, "https://", 8 ) );
// 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.
if ( bAsHTTP && ShouldAttemptCompressedFileDownload() && !g_pFileSystem->FileExists( va( "%s.bz2", gamePath ) ) ) { QueueInternal( baseURL, urlPath, gamePath, true, true ); }
// Queue up the straight, uncompressed version
QueueInternal( baseURL, urlPath, gamePath, bAsHTTP, false );
if ( download_debug.GetBool() ) { ConDColorMsg( DownloadColor, "Queueing %s%s.\n", baseURL, gamePath ); } }
//--------------------------------------------------------------------------------------------------------------
void CDownloadManager::Reset() { // ask the active request to bail
if ( m_activeRequest ) { if ( download_debug.GetBool() ) { ConDColorMsg( 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; i<m_queuedRequests.Count(); ++i ) { if ( download_debug.GetBool() ) { ConDColorMsg( DownloadColor, "Discarding queued download of %s\n", m_queuedRequests[i]->gamePath ); }
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 CDownloadManager::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 CDownloadManager::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: if ( download_debug.GetBool() ) { ConDColorMsg( DownloadCompleteColor, "Download finished!\n" ); }
UpdateProgressBar(); OnHttpDone( m_activeRequest ); if ( m_activeRequest->nBytesTotal ) { // Persist complete data to disk, and remove cache entry
//TODO: SetSecondaryProgressBarText( m_activeRequest->gamePath );
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: if ( download_debug.GetBool() ) { ConDColorMsg( 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 ); OnHttpError( m_activeRequest ); m_activeRequest = NULL; if ( !m_queuedRequests.Count() ) { //TODO: StopLoadingProgressBar();
//TODO: Cbuf_AddText("retry\n");
} break; case HTTP_FETCH: UpdateProgressBar(); // Update progress bar
//TODO: SetSecondaryProgressBarText( m_activeRequest->gamePath );
if ( m_activeRequest->nBytesTotal ) { int percent = ( m_activeRequest->nBytesCurrent * 100 / m_activeRequest->nBytesTotal ); if ( percent != m_lastPercent ) { if ( download_debug.GetBool() ) { ConDColorMsg( DownloadColor, "Downloading %s%s: %3.3d%% - %d of %d bytes\n", m_activeRequest->baseURL, m_activeRequest->gamePath, percent, m_activeRequest->nBytesCurrent, m_activeRequest->nBytesTotal ); }
m_lastPercent = percent; //TODO: SetSecondaryProgressBar( m_lastPercent * 0.01f );
} } OnHttpFetch( m_activeRequest ); break; } }
//--------------------------------------------------------------------------------------------------------------
// Starts a new download if there are queued requests
void CDownloadManager::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->absLocalPath ) ) { if ( download_debug.GetBool() ) { ConDColorMsg( 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->absLocalPath ) ) { 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" );
//TODO: SetSecondaryProgressBarText( m_activeRequest->gamePath );
//TODO: SetSecondaryProgressBar( 0.0f );
UpdateProgressBar();
if ( download_debug.GetBool() ) { ConDColorMsg( DownloadColor, "Downloading %s%s.\n", m_activeRequest->baseURL, m_activeRequest->gamePath ); }
m_lastPercent = 0;
// Start the thread
DWORD threadID; VCRHook_CreateThread(NULL, 0, #ifdef POSIX
(void *) #endif
DownloadThread, m_activeRequest, 0, (unsigned long int *)&threadID );
ThreadDetach( ( ThreadHandle_t )threadID ); } else { UpdateProgressBar();
if ( download_debug.GetBool() ) { ConDColorMsg( DownloadColor, "Downloading %s.\n", m_activeRequest->gamePath ); }
m_lastPercent = 0; m_activeRequest->nRequestID = cl.m_NetChannel->RequestFile( m_activeRequest->gamePath ); } }
//--------------------------------------------------------------------------------------------------------------
void CDownloadManager::UpdateProgressBar() { if ( !m_activeRequest ) { return; }
wchar_t filenameBuf[MAX_OSPATH]; float progress = 0.0f;
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 { int received, total; cl.m_NetChannel->GetStreamProgress( FLOW_INCOMING, &received, &total ); progress = (float)(received)/(float)(total); }
#ifndef DEDICATED
_snwprintf( filenameBuf, 256, L"Downloading %hs", m_activeRequest->gamePath ); EngineVGui()->UpdateCustomProgressBar( progress, filenameBuf ); #endif
}
//--------------------------------------------------------------------------------------------------------------
// Monitors download thread, starts new downloads, and updates progress bar
bool CDownloadManager::Update() { PruneCompletedRequests(); CheckActiveDownload(); StartNewDownload();
return m_activeRequest != NULL; }
//--------------------------------------------------------------------------------------------------------------
// Externally-visible function definitions
//--------------------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------------------
bool CL_DownloadUpdate(void) { return s_DownloadManager.Update(); }
//--------------------------------------------------------------------------------------------------------------
void CL_HTTPStop_f(void) { s_DownloadManager.Stop(); }
bool CL_FileReceived( const char *filename, unsigned int requestID ) { return s_DownloadManager.FileReceived( filename, requestID ); }
bool CL_FileDenied( const char *filename, unsigned int requestID ) { return s_DownloadManager.FileDenied( filename, requestID ); }
//--------------------------------------------------------------------------------------------------------------
extern ConVar sv_downloadurl; void CL_QueueDownload( const char *filename ) { s_DownloadManager.Queue( sv_downloadurl.GetString(), NULL, filename ); }
//--------------------------------------------------------------------------------------------------------------
int CL_GetDownloadQueueSize(void) { return s_DownloadManager.GetQueueSize(); }
//--------------------------------------------------------------------------------------------------------------
int CL_CanUseHTTPDownload(void) { if ( sv_downloadurl.GetString()[0] ) { const char *serverMapName = va( "%s:%s", sv_downloadurl.GetString(), cl.m_szLevelFileName ); return !s_DownloadManager.HasMapBeenDownloadedFromServer( serverMapName ); } return 0; }
//--------------------------------------------------------------------------------------------------------------
void CL_MarkMapAsUsingHTTPDownload(void) { const char *serverMapName = va( "%s:%s", sv_downloadurl.GetString(), cl.m_szLevelFileName ); s_DownloadManager.MarkMapAsDownloadedFromServer( serverMapName ); }
//--------------------------------------------------------------------------------------------------------------
bool CL_IsGamePathValidAndSafeForDownload( const char *pGamePath ) { if ( !CNetChan::IsValidFileForTransfer( pGamePath ) ) return false;
return true; }
//--------------------------------------------------------------------------------------------------------------
class CDownloadSystem : public IDownloadSystem { public: virtual DWORD CreateDownloadThread( RequestContext_t *pContext ) { DWORD nThreadID; VCRHook_CreateThread(NULL, 0, #ifdef POSIX
(void*) #endif
DownloadThread, pContext, 0, (unsigned long int *)&nThreadID );
ThreadDetach( ( ThreadHandle_t )nThreadID ); return nThreadID; } };
//--------------------------------------------------------------------------------------------------------------
static CDownloadSystem s_DownloadSystem; EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CDownloadSystem, IDownloadSystem, INTERFACEVERSION_DOWNLOADSYSTEM, s_DownloadSystem );
//--------------------------------------------------------------------------------------------------------------
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