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1093 lines
32 KiB
1093 lines
32 KiB
//========= 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 ) |
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return false; |
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if ( m_activeRequest->nRequestID != requestID ) |
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return false; |
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if ( m_activeRequest->bAsHTTP ) |
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return false; |
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if ( download_debug.GetBool() ) |
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{ |
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ConDColorMsg( DownloadErrorColor, "Error downloading %s\n", m_activeRequest->absLocalPath ); |
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} |
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UpdateProgressBar(); |
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// try to download the next file |
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m_completedRequests.AddToTail( m_activeRequest ); |
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m_activeRequest = NULL; |
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return true; |
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} |
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bool CDownloadManager::FileReceived( const char *filename, unsigned int requestID ) |
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{ |
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if ( !m_activeRequest ) |
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return false; |
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if ( m_activeRequest->nRequestID != requestID ) |
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return false; |
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if ( m_activeRequest->bAsHTTP ) |
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return false; |
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if ( download_debug.GetBool() ) |
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{ |
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ConDColorMsg( DownloadCompleteColor, "Download finished!\n" ); |
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} |
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UpdateProgressBar(); |
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m_completedRequests.AddToTail( m_activeRequest ); |
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m_activeRequest = NULL; |
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return true; |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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void CDownloadManager::MarkMapAsDownloadedFromServer( const char *serverMapName ) |
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{ |
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if ( !serverMapName ) |
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return; |
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if ( HasMapBeenDownloadedFromServer( serverMapName ) ) |
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return; |
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m_downloadedMaps.AddToTail( V_strdup( serverMapName ) ); |
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return; |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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void CDownloadManager::QueueInternal( const char *pBaseURL, const char *pURLPath, const char *pGamePath, |
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bool bAsHttp, bool bCompressed ) |
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{ |
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// NOTE: Assumes valid game path (i.e. IsGamePathValidAndSafe() has been called already) |
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++m_totalRequests; |
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|
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// Initialize the download cache if necessary |
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if ( !TheDownloadCache ) |
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{ |
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TheDownloadCache = new DownloadCache; |
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TheDownloadCache->Init(); |
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} |
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// Create a new context and add queue it |
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RequestContext_t *rc = NewRequestContext(); |
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m_queuedRequests.AddToTail( rc ); |
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|
|
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 ); |
|
|
|
//-------------------------------------------------------------------------------------------------------------- |
|
|
|
|