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110 lines
3.7 KiB
C++
110 lines
3.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//=======================================================================================//
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#ifndef CL_DOWNLOADER_H
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#define CL_DOWNLOADER_H
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#ifdef _WIN32
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#pragma once
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#endif
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//----------------------------------------------------------------------------------------
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#include "platform.h"
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#include "engine/http.h"
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#include "interface.h"
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#include "tier0/threadtools.h"
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//----------------------------------------------------------------------------------------
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struct RequestContext_t;
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class CHttpDownloader;
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class KeyValues;
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//----------------------------------------------------------------------------------------
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class IDownloadHandler
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{
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public:
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virtual void OnConnecting( CHttpDownloader *pDownloader ) = 0;
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virtual void OnFetch( CHttpDownloader *pDownloader ) = 0;
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// Called when the download is done successfully, errors out, or is aborted.
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// NOTE: pDownloader should NOT be deleted from within OnDownloadComplete().
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// pData contains the downloaded data for processing.
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virtual void OnDownloadComplete( CHttpDownloader *pDownloader, const unsigned char *pData ) = 0;
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};
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//----------------------------------------------------------------------------------------
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//
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// Generic downloader class - downloads a single file on its own thread, and maintains
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// state for that data.
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//
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// TODO: Derive from CBaseThinker and remove explicit calls to Think() - will make this
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// class less bug-prone (easy to forget to call Think()).
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//
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class CHttpDownloader
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{
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public:
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// Pass in a callback
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CHttpDownloader( IDownloadHandler *pHandler = NULL );
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~CHttpDownloader();
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//
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// Download the file at the given URL (HTTP/HTTPS support only)
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// pGamePath - Game path where we should put the file - can be NULL if we don't
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// want to save to the file to disk
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// pUserData - Passed back to IDownloadHandler, if one has been set - can be NULL
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// pBytesDownloaded - If non-NULL, # of bytes downloaded written.
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// Returns true on success.
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//
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bool BeginDownload( const char *pURL, const char *pGamePath = NULL,
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void *pUserData = NULL, uint32 *pBytesDownloaded = NULL );
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//
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// Abort the download (if there is one), wait for the download to shutdown and
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// do cleanup.
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//
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void AbortDownloadAndCleanup();
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inline bool IsDone() const { return m_bDone; } // Download done?
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inline bool CanDelete() const { return m_pThreadState == NULL; } // Can free?
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inline HTTPStatus_t GetStatus() const { return m_nHttpStatus; }
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inline HTTPError_t GetError() const { return m_nHttpError; }
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inline void *GetUserData() const { return m_pUserData; }
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inline uint32 GetBytesDownloaded() const { return m_uBytesDownloaded; }
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inline uint32 GetSize() const { return m_uSize; } // File size in bytes - NOTE: Not valid until the download is complete, aborted, or errored out
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inline const char *GetURL() const { return m_szURL; }
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void Think();
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KeyValues *GetOgsRow( int nErrorCounter ) const;
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static const char *GetHttpErrorToken( HTTPError_t nError );
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private:
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bool CleanupThreadIfDone();
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void InvokeHandler();
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RequestContext_t *m_pThreadState;
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float m_flNextThinkTime;
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bool m_bDone;
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HTTPError_t m_nHttpError;
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HTTPStatus_t m_nHttpStatus;
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uint32 m_uBytesDownloaded;
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uint32 *m_pBytesDownloaded; // Passed into BeginDownload()
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uint32 m_uSize;
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IDownloadHandler *m_pHandler;
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void *m_pUserData;
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char m_szURL[512];
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// Use this to make sure that AbortDownloadAndCleanup isn't executed simultaneously
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// by two threads. This was causing use-after-free crashes during shutdown.
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CThreadMutex m_lock;
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};
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//----------------------------------------------------------------------------------------
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#endif // CL_DOWNLOADER_H
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