mirror of
https://github.com/nillerusr/source-engine.git
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1094 lines
32 KiB
C++
1094 lines
32 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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//--------------------------------------------------------------------------------------------------------------
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// download.cpp
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//
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// Implementation file for optional HTTP asset downloading
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// Author: Matthew D. Campbell (matt@turtlerockstudios.com), 2004
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//--------------------------------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------------------------------
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// Includes
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//--------------------------------------------------------------------------------------------------------------
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// fopen is needed for the bzip code
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#undef fopen
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#if defined( WIN32 ) && !defined( _X360 )
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#include "winlite.h"
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#include <WinInet.h>
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#endif
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#include <assert.h>
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#include "download.h"
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#include "tier0/platform.h"
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#include "download_internal.h"
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#include "client.h"
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#include "net_chan.h"
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#include <KeyValues.h>
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#include "filesystem.h"
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#include "filesystem_engine.h"
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#include "server.h"
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#include "vgui_baseui_interface.h"
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#include "tier0/vcrmode.h"
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#include "cdll_engine_int.h"
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#include "../utils/bzip2/bzlib.h"
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#if defined( _X360 )
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#include "xbox/xbox_win32stubs.h"
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#endif
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#include "engine/idownloadsystem.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern IFileSystem *g_pFileSystem;
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static const char *CacheDirectory = "cache";
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static const char *CacheFilename = "cache/DownloadCache.db";
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Color DownloadColor ( 0, 200, 100, 255 );
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Color DownloadErrorColor ( 200, 100, 100, 255 );
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Color DownloadCompleteColor ( 100, 200, 100, 255 );
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ConVar download_debug( "download_debug", "0", FCVAR_DONTRECORD ); // For debug printouts
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const char k_szDownloadPathID[] = "download";
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//--------------------------------------------------------------------------------------------------------------
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// Class Definitions
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//--------------------------------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------------------------------
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// Purpose: Implements download cache manager
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//--------------------------------------------------------------------------------------------------------------
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class DownloadCache
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{
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public:
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DownloadCache();
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~DownloadCache();
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void Init();
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void GetCachedData( RequestContext_t *rc ); ///< Loads cached data, if any
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void PersistToDisk( const RequestContext_t *rc ); ///< Writes out a completed download to disk
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void PersistToCache( const RequestContext_t *rc ); ///< Writes out a partial download (lost connection, user abort, etc) to cache
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private:
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KeyValues *m_cache;
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void GetCacheFilename( const RequestContext_t *rc, char cachePath[_MAX_PATH] );
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void GenerateCacheFilename( const RequestContext_t *rc, char cachePath[_MAX_PATH] );
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void BuildKeyNames( const char *gamePath ); ///< Convenience function to build the keys to index into m_cache
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char m_cachefileKey[BufferSize + 64];
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char m_timestampKey[BufferSize + 64];
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};
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static DownloadCache *TheDownloadCache = NULL;
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//--------------------------------------------------------------------------------------------------------------
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DownloadCache::DownloadCache()
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{
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m_cache = NULL;
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}
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//--------------------------------------------------------------------------------------------------------------
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DownloadCache::~DownloadCache()
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{
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}
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//--------------------------------------------------------------------------------------------------------------
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void DownloadCache::BuildKeyNames( const char *gamePath )
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{
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if ( !gamePath )
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{
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m_cachefileKey[0] = 0;
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m_timestampKey[0] = 0;
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return;
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}
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char *tmpGamePath = V_strdup( gamePath );
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char *tmp = tmpGamePath;
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while ( *tmp )
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{
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if ( *tmp == '/' || *tmp == '\\' )
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{
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*tmp = '_';
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}
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++tmp;
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}
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Q_snprintf( m_cachefileKey, sizeof( m_cachefileKey ), "cachefile_%s", tmpGamePath );
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Q_snprintf( m_timestampKey, sizeof( m_timestampKey ), "timestamp_%s", tmpGamePath );
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delete[] tmpGamePath;
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}
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//--------------------------------------------------------------------------------------------------------------
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void DownloadCache::Init()
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{
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if ( m_cache )
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{
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m_cache->deleteThis();
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}
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m_cache = new KeyValues( "DownloadCache" );
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m_cache->LoadFromFile( g_pFileSystem, CacheFilename, NULL );
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g_pFileSystem->CreateDirHierarchy( CacheDirectory, "DEFAULT_WRITE_PATH" );
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}
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//--------------------------------------------------------------------------------------------------------------
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void DownloadCache::GetCachedData( RequestContext_t *rc )
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{
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if ( !m_cache )
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return;
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char cachePath[_MAX_PATH];
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GetCacheFilename( rc, cachePath );
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if ( !(*cachePath) )
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return;
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FileHandle_t fp = g_pFileSystem->Open( cachePath, "rb" );
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if ( fp == FILESYSTEM_INVALID_HANDLE )
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return;
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int size = g_pFileSystem->Size(fp);
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rc->cacheData = new unsigned char[size];
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int status = g_pFileSystem->Read( rc->cacheData, size, fp );
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g_pFileSystem->Close( fp );
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if ( !status )
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{
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delete[] rc->cacheData;
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rc->cacheData = NULL;
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}
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else
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{
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BuildKeyNames( rc->gamePath );
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rc->nBytesCached = size;
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strncpy( rc->cachedTimestamp, m_cache->GetString( m_timestampKey, "" ), BufferSize );
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Takes a data stream compressed with bzip2, and writes it out to disk, uncompresses it, and deletes the
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* compressed version.
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*/
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static bool DecompressBZipToDisk( const char *outFilename, const char *srcFilename, char *data, int bytesTotal )
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{
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if ( g_pFileSystem->FileExists( outFilename ) || !data || bytesTotal < 1 )
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{
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return false;
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}
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// Create the subdirs
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char * tmpDir = V_strdup( outFilename );
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COM_CreatePath( tmpDir );
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delete[] tmpDir;
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// open the file for writing
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char fullSrcPath[MAX_PATH];
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Q_MakeAbsolutePath( fullSrcPath, sizeof( fullSrcPath ), srcFilename, com_gamedir );
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if ( !g_pFileSystem->FileExists( fullSrcPath ) )
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{
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// Write out the .bz2 file, for simplest decompression
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FileHandle_t ifp = g_pFileSystem->Open( fullSrcPath, "wb" );
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if ( !ifp )
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{
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return false;
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}
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int bytesWritten = g_pFileSystem->Write( data, bytesTotal, ifp );
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g_pFileSystem->Close( ifp );
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if ( bytesWritten != bytesTotal )
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{
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// couldn't write out all of the .bz2 file
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g_pFileSystem->RemoveFile( srcFilename );
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return false;
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}
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}
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// Prepare the uncompressed filehandle
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FileHandle_t ofp = g_pFileSystem->Open( outFilename, "wb" );
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if ( !ofp )
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{
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g_pFileSystem->RemoveFile( srcFilename );
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return false;
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}
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// And decompress!
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const int OutBufSize = 65536;
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char buf[ OutBufSize ];
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BZFILE *bzfp = BZ2_bzopen( fullSrcPath, "rb" );
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int totalBytes = 0;
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bool bMapFile = false;
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char szOutFilenameBase[MAX_PATH];
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Q_FileBase( outFilename, szOutFilenameBase, sizeof( szOutFilenameBase ) );
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const char *pszMapName = cl.m_szLevelBaseName;
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if ( pszMapName && pszMapName[0] )
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{
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bMapFile = ( Q_stricmp( szOutFilenameBase, pszMapName ) == 0 );
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}
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while ( 1 )
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{
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int bytesRead = BZ2_bzread( bzfp, buf, OutBufSize );
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if ( bytesRead < 0 )
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{
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break; // error out
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}
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if ( bytesRead > 0 )
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{
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int bytesWritten = g_pFileSystem->Write( buf, bytesRead, ofp );
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if ( bytesWritten != bytesRead )
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{
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break; // error out
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}
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else
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{
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totalBytes += bytesWritten;
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if ( !bMapFile )
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{
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if ( totalBytes > MAX_FILE_SIZE )
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{
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ConDColorMsg( DownloadErrorColor, "DecompressBZipToDisk: '%s' too big (max %i bytes).\n", srcFilename, MAX_FILE_SIZE );
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break; // error out
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}
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}
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}
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}
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else
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{
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g_pFileSystem->Close( ofp );
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BZ2_bzclose( bzfp );
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g_pFileSystem->RemoveFile( srcFilename );
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return true;
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}
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}
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// We failed somewhere, so clean up and exit
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g_pFileSystem->Close( ofp );
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BZ2_bzclose( bzfp );
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g_pFileSystem->RemoveFile( srcFilename );
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g_pFileSystem->RemoveFile( outFilename );
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return false;
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}
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//--------------------------------------------------------------------------------------------------------------
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void DownloadCache::PersistToDisk( const RequestContext_t *rc )
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{
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if ( !m_cache )
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return;
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if ( rc && rc->data && rc->nBytesTotal )
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{
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char absPath[MAX_PATH];
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if ( rc->bIsBZ2 )
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{
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Q_StripExtension( rc->absLocalPath, absPath, sizeof( absPath ) );
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}
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else
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{
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Q_strncpy( absPath, rc->absLocalPath, sizeof( absPath ) );
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}
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if ( !g_pFileSystem->FileExists( absPath ) )
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{
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// Create the subdirs
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char * tmpDir = V_strdup( absPath );
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COM_CreatePath( tmpDir );
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delete[] tmpDir;
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bool success = false;
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if ( rc->bIsBZ2 )
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{
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success = DecompressBZipToDisk( absPath, rc->absLocalPath, reinterpret_cast< char * >(rc->data), rc->nBytesTotal );
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}
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else
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{
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FileHandle_t fp = g_pFileSystem->Open( absPath, "wb" );
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if ( fp )
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{
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g_pFileSystem->Write( rc->data, rc->nBytesTotal, fp );
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g_pFileSystem->Close( fp );
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success = true;
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}
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}
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if ( success )
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{
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// write succeeded. remove any old data from the cache.
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char cachePath[_MAX_PATH];
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GetCacheFilename( rc, cachePath );
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if ( cachePath[0] )
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{
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g_pFileSystem->RemoveFile( cachePath, NULL );
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}
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BuildKeyNames( rc->gamePath );
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KeyValues *kv = m_cache->FindKey( m_cachefileKey, false );
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if ( kv )
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{
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m_cache->RemoveSubKey( kv );
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}
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kv = m_cache->FindKey( m_timestampKey, false );
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if ( kv )
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{
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m_cache->RemoveSubKey( kv );
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}
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}
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}
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}
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m_cache->SaveToFile( g_pFileSystem, CacheFilename, NULL );
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}
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//--------------------------------------------------------------------------------------------------------------
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void DownloadCache::PersistToCache( const RequestContext_t *rc )
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{
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if ( !m_cache || !rc || !rc->data || !rc->nBytesTotal || !rc->nBytesCurrent )
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return;
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char cachePath[_MAX_PATH];
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GenerateCacheFilename( rc, cachePath );
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FileHandle_t fp = g_pFileSystem->Open( cachePath, "wb" );
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if ( fp )
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{
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g_pFileSystem->Write( rc->data, rc->nBytesCurrent, fp );
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g_pFileSystem->Close( fp );
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m_cache->SaveToFile( g_pFileSystem, CacheFilename, NULL );
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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void DownloadCache::GetCacheFilename( const RequestContext_t *rc, char cachePath[_MAX_PATH] )
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{
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BuildKeyNames( rc->gamePath );
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const char *path = m_cache->GetString( m_cachefileKey, NULL );
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if ( !path || strncmp( path, CacheDirectory, strlen(CacheDirectory) ) )
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{
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cachePath[0] = 0;
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return;
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}
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strncpy( cachePath, path, _MAX_PATH );
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cachePath[_MAX_PATH-1] = 0;
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}
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//--------------------------------------------------------------------------------------------------------------
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void DownloadCache::GenerateCacheFilename( const RequestContext_t *rc, char cachePath[_MAX_PATH] )
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{
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GetCacheFilename( rc, cachePath );
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BuildKeyNames( rc->gamePath );
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m_cache->SetString( m_timestampKey, rc->cachedTimestamp );
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//ConDColorMsg( DownloadColor,"DownloadCache::GenerateCacheFilename() set %s = %s\n", m_timestampKey, rc->cachedTimestamp );
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if ( !*cachePath )
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{
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const char * lastSlash = strrchr( rc->gamePath, '/' );
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const char * lastBackslash = strrchr( rc->gamePath, '\\' );
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const char *gameFilename = rc->gamePath;
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if ( lastSlash || lastBackslash )
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{
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gameFilename = max( lastSlash, lastBackslash ) + 1;
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}
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for( int i=0; i<1000; ++i )
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{
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Q_snprintf( cachePath, _MAX_PATH, "%s/%s%4.4d", CacheDirectory, gameFilename, i );
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if ( !g_pFileSystem->FileExists( cachePath ) )
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{
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m_cache->SetString( m_cachefileKey, cachePath );
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//ConDColorMsg( DownloadColor,"DownloadCache::GenerateCacheFilename() set %s = %s\n", m_cachefileKey, cachePath );
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return;
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}
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}
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// all 1000 were invalid?!?
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Q_snprintf( cachePath, _MAX_PATH, "%s/overflow", CacheDirectory );
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//ConDColorMsg( DownloadColor,"DownloadCache::GenerateCacheFilename() set %s = %s\n", m_cachefileKey, cachePath );
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m_cache->SetString( m_cachefileKey, cachePath );
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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// Purpose: Implements download manager class
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//--------------------------------------------------------------------------------------------------------------
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class CDownloadManager
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{
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public:
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CDownloadManager();
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~CDownloadManager();
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void Queue( const char *baseURL, const char *urlPath, const char *gamePath );
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void Stop() { Reset(); }
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int GetQueueSize() { return m_queuedRequests.Count(); }
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virtual bool Update(); ///< Monitors download thread, starts new downloads, and updates progress bar
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bool FileReceived( const char *filename, unsigned int requestID );
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bool FileDenied( const char *filename, unsigned int requestID );
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bool HasMapBeenDownloadedFromServer( const char *serverMapName );
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void MarkMapAsDownloadedFromServer( const char *serverMapName );
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private:
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void QueueInternal( const char *pBaseURL, const char *pURLPath, const char *pGamePath, bool bAsHttp, bool bCompressed );
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protected:
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virtual void UpdateProgressBar();
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virtual RequestContext_t *NewRequestContext();///< Call this to allocate a RequestContext_t - calls setup functions for derived classes
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virtual bool ShouldAttemptCompressedFileDownload() { return true; }
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virtual void SetupURLPath( RequestContext_t *pRequestContext, const char *pURLPath );
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virtual void SetupServerURL( RequestContext_t *pRequestContext );
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// Event handlers
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virtual void OnHttpConnecting( RequestContext_t *pRequestContext ) {}
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virtual void OnHttpFetch( RequestContext_t *pRequestContext ) {}
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virtual void OnHttpDone( RequestContext_t *pRequestContext ) {}
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virtual void OnHttpError( RequestContext_t *pRequestContext ) {}
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void Reset(); ///< Cancels any active download, as well as any queued ones
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void PruneCompletedRequests(); ///< Check download requests that have been completed to see if their threads have exited
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void CheckActiveDownload(); ///< Checks download status, and updates progress bar
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void StartNewDownload(); ///< Starts a new download if there are queued requests
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typedef CUtlVector< RequestContext_t * > RequestVector;
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RequestVector m_queuedRequests; ///< these are requests waiting to be spawned
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RequestContext_t *m_activeRequest; ///< this is the active request being downloaded in another thread
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RequestVector m_completedRequests; ///< these are waiting for the thread to exit
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int m_lastPercent; ///< last percent value the progress bar was updated with (to avoid spamming it)
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int m_totalRequests; ///< Total number of requests (used to set the top progress bar)
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int m_RequestIDCounter; ///< global increasing request ID counter
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typedef CUtlVector< char * > StrVector;
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StrVector m_downloadedMaps; ///< List of maps for which we have already tried to download assets.
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};
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//--------------------------------------------------------------------------------------------------------------
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static CDownloadManager s_DownloadManager;
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//--------------------------------------------------------------------------------------------------------------
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CDownloadManager::CDownloadManager()
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{
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m_activeRequest = NULL;
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m_lastPercent = 0;
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m_totalRequests = 0;
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}
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//--------------------------------------------------------------------------------------------------------------
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CDownloadManager::~CDownloadManager()
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{
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Reset();
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for ( int i=0; i<m_downloadedMaps.Count(); ++i )
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{
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delete[] m_downloadedMaps[i];
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}
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m_downloadedMaps.RemoveAll();
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}
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//--------------------------------------------------------------------------------------------------------------
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RequestContext_t *CDownloadManager::NewRequestContext()
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{
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return new RequestContext_t;
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}
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//--------------------------------------------------------------------------------------------------------------
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void CDownloadManager::SetupURLPath( RequestContext_t *pRequestContext, const char *pURLPath )
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{
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V_strcpy( pRequestContext->urlPath, pRequestContext->gamePath );
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}
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//--------------------------------------------------------------------------------------------------------------
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void CDownloadManager::SetupServerURL( RequestContext_t *pRequestContext )
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{
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Q_strncpy( pRequestContext->serverURL, cl.m_NetChannel->GetRemoteAddress().ToString(), BufferSize );
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}
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//--------------------------------------------------------------------------------------------------------------
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bool CDownloadManager::HasMapBeenDownloadedFromServer( const char *serverMapName )
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{
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if ( !serverMapName )
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return false;
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for ( int i=0; i<m_downloadedMaps.Count(); ++i )
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{
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const char *oldServerMapName = m_downloadedMaps[i];
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if ( oldServerMapName && !stricmp( serverMapName, oldServerMapName ) )
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{
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return true;
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}
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}
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return false;
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}
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bool CDownloadManager::FileDenied( const char *filename, unsigned int requestID )
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{
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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
|
|
uintp threadID;
|
|
VCRHook_CreateThread(NULL, 0,
|
|
#ifdef POSIX
|
|
(void *)
|
|
#endif
|
|
DownloadThread, m_activeRequest, 0, &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 uintp CreateDownloadThread( RequestContext_t *pContext )
|
|
{
|
|
uintp nThreadID;
|
|
VCRHook_CreateThread(NULL, 0,
|
|
#ifdef POSIX
|
|
(void*)
|
|
#endif
|
|
DownloadThread, pContext, 0, (uintp *)&nThreadID );
|
|
|
|
ThreadDetach( ( ThreadHandle_t )nThreadID );
|
|
return nThreadID;
|
|
}
|
|
};
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
|
|
static CDownloadSystem s_DownloadSystem;
|
|
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CDownloadSystem, IDownloadSystem, INTERFACEVERSION_DOWNLOADSYSTEM, s_DownloadSystem );
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
|