Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// See download overview in src/engine/download_internal.h.
//
//=======================================================================================//
#ifndef REQUESTCONTEXT_H
#define REQUESTCONTEXT_H
//--------------------------------------------------------------------------------------------------------------
#include "engine/http.h"
//--------------------------------------------------------------------------------------------------------------
enum { BufferSize = 256 }; ///< BufferSize is used extensively within the download system to size char buffers.
//--------------------------------------------------------------------------------------------------------------
#ifdef POSIX
typedef void *LPVOID;
#endif
#if defined( _X360 ) || defined( POSIX )
typedef LPVOID HINTERNET;
#endif
//--------------------------------------------------------------------------------------------------------------
struct RequestContext_t
{
inline RequestContext_t()
{
memset( this, 0, sizeof( RequestContext_t ) );
}
/**
* The main thread sets this when it wants to abort the download,
* or it is done reading data from a finished download.
*/
bool shouldStop;
/**
* The download thread sets this when it is exiting, so the main thread
* can delete the RequestContext_t.
*/
bool threadDone;
bool bIsBZ2; ///< true if the file is a .bz2 file that should be uncompressed at the end of the download. Set and used by main thread.
bool bAsHTTP; ///< true if downloaded via HTTP and not ingame protocol. Set and used by main thread
unsigned int nRequestID; ///< request ID for ingame download
HTTPStatus_t status; ///< Download thread status
DWORD fetchStatus; ///< Detailed status info for the download
HTTPError_t error; ///< Detailed error info
char baseURL[BufferSize]; ///< Base URL (including http://). Set by main thread.
char urlPath[BufferSize]; ///< Path to be appended to base URL. Set by main thread.
char absLocalPath[BufferSize]; ///< Full local path where the file should go. Set by main thread.
char gamePath[BufferSize]; ///< Game path to be appended to base path. Set by main thread.
char serverURL[BufferSize]; ///< Server URL (IP:port, loopback, etc). Set by main thread, and used for HTTP Referer header.
bool bSuppressFileWrite; ///< Set to true by main thread if we do not wish to write the file to disk
/**
* The file's timestamp, as returned in the HTTP Last-Modified header.
* Saved to ensure partial download resumes match the original cached data.
*/
char cachedTimestamp[BufferSize];
DWORD nBytesTotal; ///< Total bytes in the file
DWORD nBytesCurrent; ///< Current bytes downloaded
DWORD nBytesCached; ///< Amount of data present in cacheData.
/**
* Buffer for the full file data. Allocated/deleted by the download thread
* (which idles until the data is not needed anymore)
*/
unsigned char *data;
/**
* Buffer for partial data from previous failed downloads.
* Allocated/deleted by the main thread (deleted after download thread is done)
*/
unsigned char *cacheData;
// Used purely by the download thread - internal data -------------------
HINTERNET hOpenResource; ///< Handle created by InternetOpen
HINTERNET hDataResource; ///< Handle created by InternetOpenUrl
/**
* For any user data we may want to attach to a context
*/
void *pUserData;
};
//--------------------------------------------------------------------------------------------------------------
#endif // REQUESTCONTEXT_H