csgo-2018-source/engine/download.cpp
2021-07-24 21:11:47 -07:00

1006 lines
30 KiB
C++

//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
//--------------------------------------------------------------------------------------------------------------
// download.cpp
//
// Implementation file for optional HTTP asset downloading
// Author: Matthew D. Campbell (matt@turtlerockstudios.com), 2004
//--------------------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------------------
// Includes
//--------------------------------------------------------------------------------------------------------------
// fopen is needed for the bzip code
#undef PROTECT_FILEIO_FUNCTIONS
#undef fopen
#if defined( WIN32 ) && !defined( _X360 )
#include "winlite.h"
#include <WinInet.h>
#endif
#include <assert.h>
#include "download.h"
#include "tier0/platform.h"
#include "download_internal.h"
#include "client.h"
#include <keyvalues.h>
#include "filesystem.h"
#include "filesystem_engine.h"
#include "server.h"
#include "vgui_baseui_interface.h"
#include "vprof.h"
#include "net_chan.h"
#include "tier1/interface.h"
#include "interfaces/interfaces.h"
#include "vgui/ILocalize.h"
#include "../utils/bzip2/bzlib.h"
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#endif
#if defined( _PS3 )
#include "ps3/ps3_win32stubs.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern IFileSystem *g_pFileSystem;
static const char *CacheDirectory = "cache";
static const char *CacheFilename = "cache/DownloadCache.db";
Color DownloadColor ( 0, 200, 100, 255 );
Color DownloadErrorColor ( 200, 100, 100, 255 );
Color DownloadCompleteColor ( 100, 200, 100, 255 );
DEFINE_LOGGING_CHANNEL_NO_TAGS( LOG_DownloadManager, "DownloadManager" );
//--------------------------------------------------------------------------------------------------------------
static char * CloneString( const char *original )
{
char *newString = new char[ Q_strlen( original ) + 1 ];
Q_strcpy( newString, original );
return newString;
}
//--------------------------------------------------------------------------------------------------------------
// Class Definitions
//--------------------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------------------
// Purpose: Implements download cache manager
//--------------------------------------------------------------------------------------------------------------
class DownloadCache
{
public:
DownloadCache();
~DownloadCache();
void Init();
void GetCachedData( RequestContext *rc ); ///< Loads cached data, if any
void PersistToDisk( const RequestContext *rc ); ///< Writes out a completed download to disk
void PersistToCache( const RequestContext *rc ); ///< Writes out a partial download (lost connection, user abort, etc) to cache
private:
KeyValues *m_cache;
void GetCacheFilename( const RequestContext *rc, char cachePath[_MAX_PATH] );
void GenerateCacheFilename( const RequestContext *rc, char cachePath[_MAX_PATH] );
void BuildKeyNames( const char *gamePath ); ///< Convenience function to build the keys to index into m_cache
char m_cachefileKey[BufferSize + 64];
char m_timestampKey[BufferSize + 64];
};
static DownloadCache *TheDownloadCache = NULL;
//--------------------------------------------------------------------------------------------------------------
DownloadCache::DownloadCache()
{
m_cache = NULL;
}
//--------------------------------------------------------------------------------------------------------------
DownloadCache::~DownloadCache()
{
}
//--------------------------------------------------------------------------------------------------------------
void DownloadCache::BuildKeyNames( const char *gamePath )
{
if ( !gamePath )
{
m_cachefileKey[0] = 0;
m_timestampKey[0] = 0;
return;
}
char *tmpGamePath = CloneString( gamePath );
char *tmp = tmpGamePath;
while ( *tmp )
{
if ( *tmp == '/' || *tmp == '\\' )
{
*tmp = '_';
}
++tmp;
}
Q_snprintf( m_cachefileKey, sizeof( m_cachefileKey ), "cachefile_%s", tmpGamePath );
Q_snprintf( m_timestampKey, sizeof( m_timestampKey ), "timestamp_%s", tmpGamePath );
delete[] tmpGamePath;
}
//--------------------------------------------------------------------------------------------------------------
void DownloadCache::Init()
{
if ( m_cache )
{
m_cache->deleteThis();
}
m_cache = new KeyValues( "DownloadCache" );
m_cache->LoadFromFile( g_pFileSystem, CacheFilename, NULL );
g_pFileSystem->CreateDirHierarchy( CacheDirectory, "DEFAULT_WRITE_PATH" );
}
//--------------------------------------------------------------------------------------------------------------
void DownloadCache::GetCachedData( RequestContext *rc )
{
if ( !m_cache )
return;
char cachePath[_MAX_PATH];
GetCacheFilename( rc, cachePath );
if ( !(*cachePath) )
return;
FileHandle_t fp = g_pFileSystem->Open( cachePath, "rb" );
if ( fp == FILESYSTEM_INVALID_HANDLE )
return;
int size = g_pFileSystem->Size(fp);
rc->cacheData = new unsigned char[size];
int status = g_pFileSystem->Read( rc->cacheData, size, fp );
g_pFileSystem->Close( fp );
if ( !status )
{
delete[] rc->cacheData;
rc->cacheData = NULL;
}
else
{
BuildKeyNames( rc->gamePath );
rc->nBytesCached = size;
strncpy( rc->cachedTimestamp, m_cache->GetString( m_timestampKey, "" ), BufferSize );
}
}
//--------------------------------------------------------------------------------------------------------------
/**
* Takes a data stream compressed with bzip2, and writes it out to disk, uncompresses it, and deletes the
* compressed version.
*/
static bool DecompressBZipToDisk( const char *outFilename, const char *srcFilename, char *data, int bytesTotal )
{
if ( g_pFileSystem->FileExists( outFilename ) || !data || bytesTotal < 1 )
{
return false;
}
// Create the subdirs
char * tmpDir = CloneString( outFilename );
COM_CreatePath( tmpDir );
delete[] tmpDir;
// open the file for writing
char fullSrcPath[MAX_PATH];
Q_MakeAbsolutePath( fullSrcPath, sizeof( fullSrcPath ), srcFilename, com_gamedir );
if ( !g_pFileSystem->FileExists( fullSrcPath ) )
{
// Write out the .bz2 file, for simplest decompression
FileHandle_t ifp = g_pFileSystem->Open( fullSrcPath, "wb" );
if ( !ifp )
{
return false;
}
int bytesWritten = g_pFileSystem->Write( data, bytesTotal, ifp );
g_pFileSystem->Close( ifp );
if ( bytesWritten != bytesTotal )
{
// couldn't write out all of the .bz2 file
g_pFileSystem->RemoveFile( srcFilename );
return false;
}
}
// Prepare the uncompressed filehandle
FileHandle_t ofp = g_pFileSystem->Open( outFilename, "wb" );
if ( !ofp )
{
g_pFileSystem->RemoveFile( srcFilename );
return false;
}
// And decompress!
const int OutBufSize = 65536;
char buf[ OutBufSize ];
BZFILE *bzfp = BZ2_bzopen( fullSrcPath, "rb" );
int totalBytes = 0;
while ( 1 )
{
int bytesRead = BZ2_bzread( bzfp, buf, OutBufSize );
if ( bytesRead < 0 )
{
break; // error out
}
if ( bytesRead > 0 )
{
int bytesWritten = g_pFileSystem->Write( buf, bytesRead, ofp );
if ( bytesWritten != bytesRead )
{
break; // error out
}
else
{
totalBytes += bytesWritten;
static const int s_numMaxFileSizeBytes = CommandLine()->ParmValue( "-maxdownloadfilesizemb", 150 )*1024*1024;
if ( totalBytes > s_numMaxFileSizeBytes )
{
Warning( "DecompressBZipToDisk: '%s' too big (max %.1f megabytes, use launch option -maxdownloadfilesizemb N to override).\n", srcFilename, float( s_numMaxFileSizeBytes )/float( 1024*1024 ) );
break; // error out
}
}
}
else
{
g_pFileSystem->Close( ofp );
BZ2_bzclose( bzfp );
g_pFileSystem->RemoveFile( srcFilename );
return true;
}
}
// We failed somewhere, so clean up and exit
g_pFileSystem->Close( ofp );
BZ2_bzclose( bzfp );
g_pFileSystem->RemoveFile( srcFilename );
g_pFileSystem->RemoveFile( outFilename );
return false;
}
//--------------------------------------------------------------------------------------------------------------
void DownloadCache::PersistToDisk( const RequestContext *rc )
{
if ( !m_cache )
return;
if ( rc && rc->data && rc->nBytesTotal )
{
char gamePath[MAX_PATH];
if ( rc->bIsBZ2 )
{
Q_StripExtension( rc->gamePath, gamePath, sizeof( gamePath ) );
}
else
{
Q_strncpy( gamePath, rc->gamePath, sizeof( gamePath ) );
}
if ( !g_pFileSystem->FileExists( gamePath ) )
{
// Create the subdirs
char * tmpDir = CloneString( gamePath );
COM_CreatePath( tmpDir );
delete[] tmpDir;
bool success = false;
if ( rc->bIsBZ2 )
{
success = DecompressBZipToDisk( gamePath, rc->gamePath, reinterpret_cast< char * >(rc->data), rc->nBytesTotal );
}
else
{
FileHandle_t fp = g_pFileSystem->Open( gamePath, "wb" );
if ( fp )
{
g_pFileSystem->Write( rc->data, rc->nBytesTotal, fp );
g_pFileSystem->Close( fp );
success = true;
}
}
if ( success )
{
// write succeeded. remove any old data from the cache.
char cachePath[_MAX_PATH];
GetCacheFilename( rc, cachePath );
if ( cachePath[0] )
{
g_pFileSystem->RemoveFile( cachePath, NULL );
}
BuildKeyNames( rc->gamePath );
KeyValues *kv = m_cache->FindKey( m_cachefileKey, false );
if ( kv )
{
m_cache->RemoveSubKey( kv );
}
kv = m_cache->FindKey( m_timestampKey, false );
if ( kv )
{
m_cache->RemoveSubKey( kv );
}
}
}
}
m_cache->SaveToFile( g_pFileSystem, CacheFilename, NULL );
}
//--------------------------------------------------------------------------------------------------------------
void DownloadCache::PersistToCache( const RequestContext *rc )
{
if ( !m_cache || !rc || !rc->data || !rc->nBytesTotal || !rc->nBytesCurrent )
return;
char cachePath[_MAX_PATH];
GenerateCacheFilename( rc, cachePath );
FileHandle_t fp = g_pFileSystem->Open( cachePath, "wb" );
if ( fp )
{
g_pFileSystem->Write( rc->data, rc->nBytesCurrent, fp );
g_pFileSystem->Close( fp );
m_cache->SaveToFile( g_pFileSystem, CacheFilename, NULL );
}
}
//--------------------------------------------------------------------------------------------------------------
void DownloadCache::GetCacheFilename( const RequestContext *rc, char cachePath[_MAX_PATH] )
{
BuildKeyNames( rc->gamePath );
const char *path = m_cache->GetString( m_cachefileKey, NULL );
if ( !path || !StringHasPrefixCaseSensitive( path, CacheDirectory ) )
{
cachePath[0] = 0;
return;
}
strncpy( cachePath, path, _MAX_PATH );
cachePath[_MAX_PATH-1] = 0;
}
//--------------------------------------------------------------------------------------------------------------
void DownloadCache::GenerateCacheFilename( const RequestContext *rc, char cachePath[_MAX_PATH] )
{
GetCacheFilename( rc, cachePath );
BuildKeyNames( rc->gamePath );
m_cache->SetString( m_timestampKey, rc->cachedTimestamp );
if ( !*cachePath )
{
const char * lastSlash = strrchr( rc->gamePath, '/' );
const char * lastBackslash = strrchr( rc->gamePath, '\\' );
const char *gameFilename = rc->gamePath;
if ( lastSlash || lastBackslash )
{
gameFilename = MAX( lastSlash, lastBackslash ) + 1;
}
for( int i=0; i<1000; ++i )
{
Q_snprintf( cachePath, _MAX_PATH, "%s/%s%4.4d", CacheDirectory, gameFilename, i );
if ( !g_pFileSystem->FileExists( cachePath ) )
{
m_cache->SetString( m_cachefileKey, cachePath );
return;
}
}
// all 1000 were invalid?!?
Q_snprintf( cachePath, _MAX_PATH, "%s/overflow", CacheDirectory );
m_cache->SetString( m_cachefileKey, cachePath );
}
}
//--------------------------------------------------------------------------------------------------------------
// Purpose: Implements download manager class
//--------------------------------------------------------------------------------------------------------------
class DownloadManager
{
public:
DownloadManager();
~DownloadManager();
void Queue( const char *baseURL, const char *gamePath );
void Stop() { Reset(); }
int GetQueueSize() { return m_queuedRequests.Count(); }
bool Update(); ///< Monitors download thread, starts new downloads, and updates progress bar
bool FileReceived( const char *filename, unsigned int requestID, bool isReplayDemoFile );
bool FileDenied( const char *filename, unsigned int requestID, bool isReplayDemoFile );
bool HasMapBeenDownloadedFromServer( const char *serverMapName );
void MarkMapAsDownloadedFromServer( const char *serverMapName );
private:
void Reset(); ///< Cancels any active download, as well as any queued ones
void PruneCompletedRequests(); ///< Check download requests that have been completed to see if their threads have exited
void CheckActiveDownload(); ///< Checks download status, and updates progress bar
void StartNewDownload(); ///< Starts a new download if there are queued requests
void UpdateProgressBar();
typedef CUtlVector< RequestContext * > RequestVector;
RequestVector m_queuedRequests; ///< these are requests waiting to be spawned
RequestContext *m_activeRequest; ///< this is the active request being downloaded in another thread
RequestVector m_completedRequests; ///< these are waiting for the thread to exit
int m_lastPercent; ///< last percent value the progress bar was updated with (to avoid spamming it)
int m_totalRequests; ///< Total number of requests (used to set the top progress bar)
int m_RequestIDCounter; ///< global increasing request ID counter
typedef CUtlVector< char * > StrVector;
StrVector m_downloadedMaps; ///< List of maps for which we have already tried to download assets.
};
//--------------------------------------------------------------------------------------------------------------
static DownloadManager TheDownloadManager;
//--------------------------------------------------------------------------------------------------------------
DownloadManager::DownloadManager()
{
m_activeRequest = NULL;
m_lastPercent = 0;
m_totalRequests = 0;
}
//--------------------------------------------------------------------------------------------------------------
DownloadManager::~DownloadManager()
{
Reset();
for ( int i=0; i<m_downloadedMaps.Count(); ++i )
{
delete[] m_downloadedMaps[i];
}
m_downloadedMaps.RemoveAll();
}
//--------------------------------------------------------------------------------------------------------------
bool DownloadManager::HasMapBeenDownloadedFromServer( const char *serverMapName )
{
if ( !serverMapName )
return false;
for ( int i=0; i<m_downloadedMaps.Count(); ++i )
{
const char *oldServerMapName = m_downloadedMaps[i];
if ( oldServerMapName && !stricmp( serverMapName, oldServerMapName ) )
{
return true;
}
}
return false;
}
bool DownloadManager::FileDenied( const char *filename, unsigned int requestID, bool isReplayDemoFile )
{
if ( !m_activeRequest )
return false;
if ( m_activeRequest->nRequestID != requestID )
return false;
if ( m_activeRequest->bAsHTTP )
return false;
Log_Msg( LOG_DownloadManager, DownloadErrorColor, "Error downloading %s\n", m_activeRequest->gamePath );
UpdateProgressBar();
// try to download the next file
m_completedRequests.AddToTail( m_activeRequest );
m_activeRequest = NULL;
return true;
}
// INFESTED_DLL
#if !defined( DEDICATED )
extern bool g_bASW_Waiting_For_Map_Build;
#endif
bool DownloadManager::FileReceived( const char *filename, unsigned int requestID, bool isReplayDemoFile )
{
if ( !m_activeRequest )
return false;
if ( m_activeRequest->nRequestID != requestID )
return false;
if ( m_activeRequest->bAsHTTP )
return false;
Log_Msg( LOG_DownloadManager, DownloadCompleteColor, "Download finished!\n" );
UpdateProgressBar();
m_completedRequests.AddToTail( m_activeRequest );
m_activeRequest = NULL;
// INFESTED_DLL
static char gamedir[MAX_OSPATH];
Q_FileBase( com_gamedir, gamedir, sizeof( gamedir ) );
if ( !Q_stricmp( gamedir, "infested" ) )
{
// see if we just recieved a map layout
const char *pExt = V_GetFileExtension( filename );
if ( !Q_stricmp( pExt, "layout" ) )
{
#if !defined( DEDICATED )
// start compiling the map
g_bASW_Waiting_For_Map_Build = true;
#endif
char cmd[ 256 ];
Q_snprintf( cmd, sizeof( cmd ), "asw_build_map %s connecting\n", filename );
Cbuf_AddText( Cbuf_GetCurrentPlayer(), cmd );
}
}
return true;
}
//--------------------------------------------------------------------------------------------------------------
void DownloadManager::MarkMapAsDownloadedFromServer( const char *serverMapName )
{
if ( !serverMapName )
return;
if ( HasMapBeenDownloadedFromServer( serverMapName ) )
return;
m_downloadedMaps.AddToTail( CloneString( serverMapName ) );
return;
}
//--------------------------------------------------------------------------------------------------------------
void DownloadManager::Queue( const char *baseURL, const char *gamePath )
{
if ( !CNetChan::IsValidFileForTransfer( gamePath ) )
return;
bool bAsHTTP = false;
if ( !gamePath )
{
return;
}
VPROF_BUDGET( "DownloadManager::Queue", VPROF_BUDGETGROUP_STEAM );
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.
}
// only http downloads
if ( baseURL && ( StringHasPrefix( baseURL, "http://" ) || StringHasPrefix( baseURL, "https://" ) ) )
{
bAsHTTP = true;
}
if ( g_pFileSystem->FileExists( gamePath ) && !CL_ShouldRedownloadFile( gamePath ) )
{
return; // don't download existing files
}
if ( bAsHTTP && !g_pFileSystem->FileExists( va( "%s.bz2", gamePath ) ) )
{
// 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.
++m_totalRequests;
if ( !TheDownloadCache )
{
TheDownloadCache = new DownloadCache;
TheDownloadCache->Init();
}
RequestContext *rc = new RequestContext;
m_queuedRequests.AddToTail( rc );
memset( rc, 0, sizeof(RequestContext) );
rc->status = HTTP_CONNECTING;
Q_strncpy( rc->basePath, com_gamedir, BufferSize );
Q_strncpy( rc->gamePath, gamePath, BufferSize );
Q_strncat( rc->gamePath, ".bz2", BufferSize, COPY_ALL_CHARACTERS );
Q_FixSlashes( rc->gamePath, '/' ); // only matters for debug prints, which are full URLS, so we want forward slashes
#ifndef DEDICATED
Q_strncpy( rc->serverURL, GetBaseLocalClient().m_NetChannel->GetAddress(), BufferSize );
#endif
rc->bIsBZ2 = true;
rc->bAsHTTP = true;
Q_strncpy( rc->baseURL, baseURL, BufferSize );
Q_strncat( rc->baseURL, "/", BufferSize, COPY_ALL_CHARACTERS );
}
++m_totalRequests;
if ( !TheDownloadCache )
{
TheDownloadCache = new DownloadCache;
TheDownloadCache->Init();
}
RequestContext *rc = new RequestContext;
m_queuedRequests.AddToTail( rc );
memset( rc, 0, sizeof(RequestContext) );
rc->status = HTTP_CONNECTING;
Q_strncpy( rc->basePath, com_gamedir, BufferSize );
Q_strncpy( rc->gamePath, gamePath, BufferSize );
Q_FixSlashes( rc->gamePath, '/' ); // only matters for debug prints, which are full URLS, so we want forward slashes
#ifndef DEDICATED
Q_strncpy( rc->serverURL, GetBaseLocalClient().m_NetChannel->GetAddress(), BufferSize );
#endif
if ( bAsHTTP )
{
rc->bAsHTTP = true;
Q_strncpy( rc->baseURL, baseURL, BufferSize );
Q_strncat( rc->baseURL, "/", BufferSize, COPY_ALL_CHARACTERS );
}
else
{
rc->bAsHTTP = false;
}
}
//--------------------------------------------------------------------------------------------------------------
void DownloadManager::Reset()
{
// ask the active request to bail
if ( m_activeRequest )
{
Log_Msg( LOG_DownloadManager, 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 )
{
Log_Msg( LOG_DownloadManager, 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 DownloadManager::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 DownloadManager::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:
Log_Msg( LOG_DownloadManager, DownloadCompleteColor, "Download finished!\n" );
UpdateProgressBar();
if ( m_activeRequest->nBytesTotal )
{
// // change it to be updating steam resources
#ifndef DEDICATED
EngineVGui()->UpdateSecondaryProgressBarWithFile( 1, m_activeRequest->gamePath, m_activeRequest->nBytesTotal );
#endif
// Persist complete data to disk, and remove cache entry
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:
Log_Msg( LOG_DownloadManager, 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 );
m_activeRequest = NULL;
if ( !m_queuedRequests.Count() )
{
//TODO: StopLoadingProgressBar();
//TODO: Cbuf_AddText("retry\n");
}
break;
case HTTP_FETCH:
UpdateProgressBar();
// Update progress bar
if ( m_activeRequest->nBytesTotal )
{
int percent = ( m_activeRequest->nBytesCurrent * 100 / m_activeRequest->nBytesTotal );
if ( percent != m_lastPercent )
{
m_lastPercent = percent;
#ifndef DEDICATED
EngineVGui()->UpdateSecondaryProgressBarWithFile( m_lastPercent * 0.01f, m_activeRequest->gamePath, m_activeRequest->nBytesTotal );
#endif
}
}
break;
}
}
//--------------------------------------------------------------------------------------------------------------
// Starts a new download if there are queued requests
void DownloadManager::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->gamePath ) && !CL_ShouldRedownloadFile( m_activeRequest->gamePath ) )
{
Log_Msg( LOG_DownloadManager, 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->gamePath ) && !CL_ShouldRedownloadFile( m_activeRequest->gamePath ) )
{
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" );
#ifndef DEDICATED
EngineVGui()->UpdateSecondaryProgressBarWithFile( 0, m_activeRequest->gamePath, m_activeRequest->nBytesTotal );
#endif
UpdateProgressBar();
Log_Msg( LOG_DownloadManager, DownloadColor, "Downloading %s%s.\n", m_activeRequest->baseURL, m_activeRequest->gamePath );
m_lastPercent = 0;
// Start the thread
ThreadHandle_t hSimpleThread = CreateSimpleThread( DownloadThread, m_activeRequest );
ReleaseThreadHandle( hSimpleThread );
}
else
{
UpdateProgressBar();
Log_Msg( LOG_DownloadManager, DownloadColor, "Downloading %s.\n", m_activeRequest->gamePath );
m_lastPercent = 0;
#ifndef DEDICATED
m_activeRequest->nRequestID = GetBaseLocalClient().m_NetChannel->RequestFile( m_activeRequest->gamePath, false );
#endif
}
}
//--------------------------------------------------------------------------------------------------------------
void DownloadManager::UpdateProgressBar()
{
if ( !m_activeRequest )
{
return;
}
//wchar_t filenameBuf[MAX_OSPATH];
float progress = 0.0f;
#ifndef DEDICATED
int received, total = 0;
#endif
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
{
#ifndef DEDICATED
GetBaseLocalClient().m_NetChannel->GetStreamProgress( FLOW_INCOMING, &received, &total );
progress = (float)(received)/(float)(total);
#endif
}
#ifndef DEDICATED
EngineVGui()->UpdateSecondaryProgressBarWithFile( progress, m_activeRequest->gamePath, total );
#endif
}
//--------------------------------------------------------------------------------------------------------------
// Monitors download thread, starts new downloads, and updates progress bar
bool DownloadManager::Update()
{
PruneCompletedRequests();
CheckActiveDownload();
StartNewDownload();
return m_activeRequest != NULL;
}
//--------------------------------------------------------------------------------------------------------------
// Externally-visible function definitions
//--------------------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------------------
bool CL_DownloadUpdate(void)
{
return TheDownloadManager.Update();
}
//--------------------------------------------------------------------------------------------------------------
void CL_HTTPStop_f(void)
{
TheDownloadManager.Stop();
}
bool CL_FileReceived( const char *filename, unsigned int requestID, bool isReplayDemoFile )
{
return TheDownloadManager.FileReceived( filename, requestID, isReplayDemoFile );
}
bool CL_FileDenied( const char *filename, unsigned int requestID, bool isReplayDemoFile )
{
return TheDownloadManager.FileDenied( filename, requestID, isReplayDemoFile );
}
//--------------------------------------------------------------------------------------------------------------
extern ConVar sv_downloadurl;
void CL_QueueDownload( const char *filename )
{
TheDownloadManager.Queue( sv_downloadurl.GetString(), filename );
}
//--------------------------------------------------------------------------------------------------------------
int CL_GetDownloadQueueSize(void)
{
return TheDownloadManager.GetQueueSize();
}
//--------------------------------------------------------------------------------------------------------------
int CL_CanUseHTTPDownload(void)
{
if ( sv_downloadurl.GetString()[0] )
{
#ifndef DEDICATED
const char *serverMapName = va( "%s:%s", sv_downloadurl.GetString(), GetBaseLocalClient().m_szLevelName );
return !TheDownloadManager.HasMapBeenDownloadedFromServer( serverMapName );
#endif
}
return 0;
}
//--------------------------------------------------------------------------------------------------------------
void CL_MarkMapAsUsingHTTPDownload(void)
{
#ifndef DEDICATED
const char *serverMapName = va( "%s:%s", sv_downloadurl.GetString(), GetBaseLocalClient().m_szLevelName );
TheDownloadManager.MarkMapAsDownloadedFromServer( serverMapName );
#endif
}
//--------------------------------------------------------------------------------------------------------------
bool CL_ShouldRedownloadFile( const char *filename )
{
// INFESTED_DLL - allow redownloading of the .layout or .bsp files, as these may have changed since we last downloaded them
static char gamedir[MAX_OSPATH];
Q_FileBase( com_gamedir, gamedir, sizeof( gamedir ) );
if ( !Q_stricmp( gamedir, "infested" ) && ( StringHasPrefix( filename + 5, "gridrandom" ) || StringHasPrefix( filename + 5, "output" ) ) )
{
char extension[12];
Q_ExtractFileExtension( filename, extension, sizeof( extension ) );
if ( !Q_stricmp( extension, "layout" ) || !Q_stricmp( extension, "bsp" ) )
{
return true;
}
}
return false;
}