/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see .
*/
/** @file network_content.cpp Content sending/receiving part of the network protocol. */
#if defined(ENABLE_NETWORK)
#include "../stdafx.h"
#include "../rev.h"
#include "../ai/ai.hpp"
#include "../game/game.hpp"
#include "../window_func.h"
#include "../error.h"
#include "../base_media_base.h"
#include "../settings_type.h"
#include "network_content.h"
#include "table/strings.h"
#if defined(WITH_ZLIB)
#include
#endif
extern bool HasScenario(const ContentInfo *ci, bool md5sum);
/** The client we use to connect to the server. */
ClientNetworkContentSocketHandler _network_content_client;
/** Wrapper function for the HasProc */
static bool HasGRFConfig(const ContentInfo *ci, bool md5sum)
{
return FindGRFConfig(BSWAP32(ci->unique_id), md5sum ? FGCM_EXACT : FGCM_ANY, md5sum ? ci->md5sum : NULL) != NULL;
}
/**
* Check whether a function piece of content is locally known.
* Matches on the unique ID and possibly the MD5 checksum.
* @param ci the content info to search for
* @param md5sum also match the MD5 checksum?
* @return true iff it's known
*/
typedef bool (*HasProc)(const ContentInfo *ci, bool md5sum);
bool ClientNetworkContentSocketHandler::Receive_SERVER_INFO(Packet *p)
{
ContentInfo *ci = new ContentInfo();
ci->type = (ContentType)p->Recv_uint8();
ci->id = (ContentID)p->Recv_uint32();
ci->filesize = p->Recv_uint32();
p->Recv_string(ci->name, lengthof(ci->name));
p->Recv_string(ci->version, lengthof(ci->name));
p->Recv_string(ci->url, lengthof(ci->url));
p->Recv_string(ci->description, lengthof(ci->description), SVS_REPLACE_WITH_QUESTION_MARK | SVS_ALLOW_NEWLINE);
ci->unique_id = p->Recv_uint32();
for (uint j = 0; j < sizeof(ci->md5sum); j++) {
ci->md5sum[j] = p->Recv_uint8();
}
ci->dependency_count = p->Recv_uint8();
ci->dependencies = MallocT(ci->dependency_count);
for (uint i = 0; i < ci->dependency_count; i++) ci->dependencies[i] = (ContentID)p->Recv_uint32();
ci->tag_count = p->Recv_uint8();
ci->tags = MallocT(ci->tag_count);
for (uint i = 0; i < ci->tag_count; i++) p->Recv_string(ci->tags[i], lengthof(*ci->tags));
if (!ci->IsValid()) {
delete ci;
this->Close();
return false;
}
/* Find the appropriate check function */
HasProc proc = NULL;
switch (ci->type) {
case CONTENT_TYPE_NEWGRF:
proc = HasGRFConfig;
break;
case CONTENT_TYPE_BASE_GRAPHICS:
proc = BaseGraphics::HasSet;
break;
case CONTENT_TYPE_BASE_MUSIC:
proc = BaseMusic::HasSet;
break;
case CONTENT_TYPE_BASE_SOUNDS:
proc = BaseSounds::HasSet;
break;
case CONTENT_TYPE_AI:
proc = AI::HasAI; break;
break;
case CONTENT_TYPE_AI_LIBRARY:
proc = AI::HasAILibrary; break;
break;
case CONTENT_TYPE_GAME:
proc = Game::HasGame; break;
break;
case CONTENT_TYPE_GAME_LIBRARY:
proc = Game::HasGameLibrary; break;
break;
case CONTENT_TYPE_SCENARIO:
case CONTENT_TYPE_HEIGHTMAP:
proc = HasScenario;
break;
default:
break;
}
if (proc != NULL) {
if (proc(ci, true)) {
ci->state = ContentInfo::ALREADY_HERE;
} else {
ci->state = ContentInfo::UNSELECTED;
if (proc(ci, false)) ci->upgrade = true;
}
} else {
ci->state = ContentInfo::UNSELECTED;
}
/* Something we don't have and has filesize 0 does not exist in te system */
if (ci->state == ContentInfo::UNSELECTED && ci->filesize == 0) ci->state = ContentInfo::DOES_NOT_EXIST;
/* Do we already have a stub for this? */
for (ContentIterator iter = this->infos.Begin(); iter != this->infos.End(); iter++) {
ContentInfo *ici = *iter;
if (ici->type == ci->type && ici->unique_id == ci->unique_id &&
memcmp(ci->md5sum, ici->md5sum, sizeof(ci->md5sum)) == 0) {
/* Preserve the name if possible */
if (StrEmpty(ci->name)) strecpy(ci->name, ici->name, lastof(ci->name));
if (ici->IsSelected()) ci->state = ici->state;
/*
* As ici might be selected by the content window we cannot delete that.
* However, we want to keep most of the values of ci, except the values
* we (just) already preserved.
* So transfer data and ownership of allocated memory from ci to ici.
*/
ici->TransferFrom(ci);
delete ci;
this->OnReceiveContentInfo(ici);
return true;
}
}
/* Missing content info? Don't list it */
if (ci->filesize == 0) {
delete ci;
return true;
}
*this->infos.Append() = ci;
/* Incoming data means that we might need to reconsider dependencies */
for (ContentIterator iter = this->infos.Begin(); iter != this->infos.End(); iter++) {
this->CheckDependencyState(*iter);
}
this->OnReceiveContentInfo(ci);
return true;
}
/**
* Request the content list for the given type.
* @param type The content type to request the list for.
*/
void ClientNetworkContentSocketHandler::RequestContentList(ContentType type)
{
if (type == CONTENT_TYPE_END) {
this->RequestContentList(CONTENT_TYPE_BASE_GRAPHICS);
this->RequestContentList(CONTENT_TYPE_BASE_MUSIC);
this->RequestContentList(CONTENT_TYPE_BASE_SOUNDS);
this->RequestContentList(CONTENT_TYPE_SCENARIO);
this->RequestContentList(CONTENT_TYPE_HEIGHTMAP);
this->RequestContentList(CONTENT_TYPE_AI);
this->RequestContentList(CONTENT_TYPE_AI_LIBRARY);
this->RequestContentList(CONTENT_TYPE_GAME);
this->RequestContentList(CONTENT_TYPE_GAME_LIBRARY);
this->RequestContentList(CONTENT_TYPE_NEWGRF);
return;
}
this->Connect();
Packet *p = new Packet(PACKET_CONTENT_CLIENT_INFO_LIST);
p->Send_uint8 ((byte)type);
p->Send_uint32(_openttd_newgrf_version);
this->SendPacket(p);
}
/**
* Request the content list for a given number of content IDs.
* @param count The number of IDs to request.
* @param content_ids The unique identifiers of the content to request information about.
*/
void ClientNetworkContentSocketHandler::RequestContentList(uint count, const ContentID *content_ids)
{
this->Connect();
while (count > 0) {
/* We can "only" send a limited number of IDs in a single packet.
* A packet begins with the packet size and a byte for the type.
* Then this packet adds a byte for the content type and a uint16
* for the count in this packet. The rest of the packet can be
* used for the IDs. */
uint p_count = min(count, (SEND_MTU - sizeof(PacketSize) - sizeof(byte) - sizeof(byte) - sizeof(uint16)) / sizeof(uint32));
Packet *p = new Packet(PACKET_CONTENT_CLIENT_INFO_ID);
p->Send_uint16(p_count);
for (uint i = 0; i < p_count; i++) {
p->Send_uint32(content_ids[i]);
}
this->SendPacket(p);
count -= p_count;
content_ids += p_count;
}
}
/**
* Request the content list for a list of content.
* @param cv List with unique IDs and MD5 checksums.
* @param send_md5sum Whether we want a MD5 checksum matched set of files or not.
*/
void ClientNetworkContentSocketHandler::RequestContentList(ContentVector *cv, bool send_md5sum)
{
if (cv == NULL) return;
this->Connect();
/* 20 is sizeof(uint32) + sizeof(md5sum (byte[16])) */
assert(cv->Length() < 255);
assert(cv->Length() < (SEND_MTU - sizeof(PacketSize) - sizeof(byte) - sizeof(uint8)) / (send_md5sum ? 20 : sizeof(uint32)));
Packet *p = new Packet(send_md5sum ? PACKET_CONTENT_CLIENT_INFO_EXTID_MD5 : PACKET_CONTENT_CLIENT_INFO_EXTID);
p->Send_uint8(cv->Length());
for (ContentIterator iter = cv->Begin(); iter != cv->End(); iter++) {
const ContentInfo *ci = *iter;
p->Send_uint8((byte)ci->type);
p->Send_uint32(ci->unique_id);
if (!send_md5sum) continue;
for (uint j = 0; j < sizeof(ci->md5sum); j++) {
p->Send_uint8(ci->md5sum[j]);
}
}
this->SendPacket(p);
for (ContentIterator iter = cv->Begin(); iter != cv->End(); iter++) {
ContentInfo *ci = *iter;
bool found = false;
for (ContentIterator iter2 = this->infos.Begin(); iter2 != this->infos.End(); iter2++) {
ContentInfo *ci2 = *iter2;
if (ci->type == ci2->type && ci->unique_id == ci2->unique_id &&
(!send_md5sum || memcmp(ci->md5sum, ci2->md5sum, sizeof(ci->md5sum)) == 0)) {
found = true;
break;
}
}
if (!found) {
*this->infos.Append() = ci;
} else {
delete ci;
}
}
}
/**
* Actually begin downloading the content we selected.
* @param[out] files The number of files we are going to download.
* @param[out] bytes The number of bytes we are going to download.
* @param fallback Whether to use the fallback or not.
*/
void ClientNetworkContentSocketHandler::DownloadSelectedContent(uint &files, uint &bytes, bool fallback)
{
bytes = 0;
ContentIDList content;
for (ContentIterator iter = this->infos.Begin(); iter != this->infos.End(); iter++) {
const ContentInfo *ci = *iter;
if (!ci->IsSelected() || ci->state == ContentInfo::ALREADY_HERE) continue;
*content.Append() = ci->id;
bytes += ci->filesize;
}
files = content.Length();
/* If there's nothing to download, do nothing. */
if (files == 0) return;
if (_settings_client.network.no_http_content_downloads || fallback) {
this->DownloadSelectedContentFallback(content);
} else {
this->DownloadSelectedContentHTTP(content);
}
}
/**
* Initiate downloading the content over HTTP.
* @param content The content to download.
*/
void ClientNetworkContentSocketHandler::DownloadSelectedContentHTTP(const ContentIDList &content)
{
uint count = content.Length();
/* Allocate memory for the whole request.
* Requests are "id\nid\n..." (as strings), so assume the maximum ID,
* which is uint32 so 10 characters long. Then the newlines and
* multiply that all with the count and then add the '\0'. */
uint bytes = (10 + 1) * count + 1;
char *content_request = MallocT(bytes);
const char *lastof = content_request + bytes - 1;
char *p = content_request;
for (const ContentID *id = content.Begin(); id != content.End(); id++) {
p += seprintf(p, lastof, "%d\n", *id);
}
this->http_response_index = -1;
NetworkAddress address(NETWORK_CONTENT_MIRROR_HOST, NETWORK_CONTENT_MIRROR_PORT);
new NetworkHTTPContentConnecter(address, this, NETWORK_CONTENT_MIRROR_URL, content_request);
/* NetworkHTTPContentConnecter takes over freeing of content_request! */
}
/**
* Initiate downloading the content over the fallback protocol.
* @param content The content to download.
*/
void ClientNetworkContentSocketHandler::DownloadSelectedContentFallback(const ContentIDList &content)
{
uint count = content.Length();
const ContentID *content_ids = content.Begin();
this->Connect();
while (count > 0) {
/* We can "only" send a limited number of IDs in a single packet.
* A packet begins with the packet size and a byte for the type.
* Then this packet adds a uint16 for the count in this packet.
* The rest of the packet can be used for the IDs. */
uint p_count = min(count, (SEND_MTU - sizeof(PacketSize) - sizeof(byte) - sizeof(uint16)) / sizeof(uint32));
Packet *p = new Packet(PACKET_CONTENT_CLIENT_CONTENT);
p->Send_uint16(p_count);
for (uint i = 0; i < p_count; i++) {
p->Send_uint32(content_ids[i]);
}
this->SendPacket(p);
count -= p_count;
content_ids += p_count;
}
}
/**
* Determine the full filename of a piece of content information
* @param ci the information to get the filename from
* @param compressed should the filename end with .gz?
* @return a statically allocated buffer with the filename or
* NULL when no filename could be made.
*/
static char *GetFullFilename(const ContentInfo *ci, bool compressed)
{
Subdirectory dir;
switch (ci->type) {
default: return NULL;
case CONTENT_TYPE_BASE_GRAPHICS: dir = BASESET_DIR; break;
case CONTENT_TYPE_BASE_MUSIC: dir = BASESET_DIR; break;
case CONTENT_TYPE_BASE_SOUNDS: dir = BASESET_DIR; break;
case CONTENT_TYPE_NEWGRF: dir = NEWGRF_DIR; break;
case CONTENT_TYPE_AI: dir = AI_DIR; break;
case CONTENT_TYPE_AI_LIBRARY: dir = AI_LIBRARY_DIR; break;
case CONTENT_TYPE_SCENARIO: dir = SCENARIO_DIR; break;
case CONTENT_TYPE_HEIGHTMAP: dir = HEIGHTMAP_DIR; break;
case CONTENT_TYPE_GAME: dir = GAME_DIR; break;
case CONTENT_TYPE_GAME_LIBRARY: dir = GAME_LIBRARY_DIR; break;
}
static char buf[MAX_PATH];
FioGetFullPath(buf, lengthof(buf), SP_AUTODOWNLOAD_DIR, dir, ci->filename);
strecat(buf, compressed ? ".tar.gz" : ".tar", lastof(buf));
return buf;
}
/**
* Gunzip a given file and remove the .gz if successful.
* @param ci container with filename
* @return true if the gunzip completed
*/
static bool GunzipFile(const ContentInfo *ci)
{
#if defined(WITH_ZLIB)
bool ret = true;
FILE *ftmp = fopen(GetFullFilename(ci, true), "rb");
gzFile fin = gzdopen(fileno(ftmp), "rb");
FILE *fout = fopen(GetFullFilename(ci, false), "wb");
if (fin == NULL || fout == NULL) {
ret = false;
} else {
byte buff[8192];
for (;;) {
int read = gzread(fin, buff, sizeof(buff));
if (read == 0) {
/* If gzread() returns 0, either the end-of-file has been
* reached or an underlying read error has occurred.
*
* gzeof() can't be used, because:
* 1.2.5 - it is safe, 1 means 'everything was OK'
* 1.2.3.5, 1.2.4 - 0 or 1 is returned 'randomly'
* 1.2.3.3 - 1 is returned for truncated archive
*
* So we use gzerror(). When proper end of archive
* has been reached, then:
* errnum == Z_STREAM_END in 1.2.3.3,
* errnum == 0 in 1.2.4 and 1.2.5 */
int errnum;
gzerror(fin, &errnum);
if (errnum != 0 && errnum != Z_STREAM_END) ret = false;
break;
}
if (read < 0 || (size_t)read != fwrite(buff, 1, read, fout)) {
/* If gzread() returns -1, there was an error in archive */
ret = false;
break;
}
/* DO NOT DO THIS! It will fail to detect broken archive with 1.2.3.3!
* if (read < sizeof(buff)) break; */
}
}
if (fin != NULL) {
/* Closes ftmp too! */
gzclose(fin);
} else if (ftmp != NULL) {
/* In case the gz stream was opened correctly this will
* be closed by gzclose. */
fclose(ftmp);
}
if (fout != NULL) fclose(fout);
return ret;
#else
NOT_REACHED();
#endif /* defined(WITH_ZLIB) */
}
bool ClientNetworkContentSocketHandler::Receive_SERVER_CONTENT(Packet *p)
{
if (this->curFile == NULL) {
delete this->curInfo;
/* When we haven't opened a file this must be our first packet with metadata. */
this->curInfo = new ContentInfo;
this->curInfo->type = (ContentType)p->Recv_uint8();
this->curInfo->id = (ContentID)p->Recv_uint32();
this->curInfo->filesize = p->Recv_uint32();
p->Recv_string(this->curInfo->filename, lengthof(this->curInfo->filename));
if (!this->BeforeDownload()) {
this->Close();
return false;
}
} else {
/* We have a file opened, thus are downloading internal content */
size_t toRead = (size_t)(p->size - p->pos);
if (fwrite(p->buffer + p->pos, 1, toRead, this->curFile) != toRead) {
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_CONTENT_DOWNLOAD);
ShowErrorMessage(STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD, STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD_FILE_NOT_WRITABLE, WL_ERROR);
this->Close();
fclose(this->curFile);
this->curFile = NULL;
return false;
}
this->OnDownloadProgress(this->curInfo, (int)toRead);
if (toRead == 0) this->AfterDownload();
}
return true;
}
/**
* Handle the opening of the file before downloading.
* @return false on any error.
*/
bool ClientNetworkContentSocketHandler::BeforeDownload()
{
if (!this->curInfo->IsValid()) {
delete this->curInfo;
this->curInfo = NULL;
return false;
}
if (this->curInfo->filesize != 0) {
/* The filesize is > 0, so we are going to download it */
const char *filename = GetFullFilename(this->curInfo, true);
if (filename == NULL || (this->curFile = fopen(filename, "wb")) == NULL) {
/* Unless that fails ofcourse... */
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_CONTENT_DOWNLOAD);
ShowErrorMessage(STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD, STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD_FILE_NOT_WRITABLE, WL_ERROR);
return false;
}
}
return true;
}
/**
* Handle the closing and extracting of a file after
* downloading it has been done.
*/
void ClientNetworkContentSocketHandler::AfterDownload()
{
/* We read nothing; that's our marker for end-of-stream.
* Now gunzip the tar and make it known. */
fclose(this->curFile);
this->curFile = NULL;
if (GunzipFile(this->curInfo)) {
unlink(GetFullFilename(this->curInfo, true));
Subdirectory sd = NO_DIRECTORY;
switch (this->curInfo->type) {
case CONTENT_TYPE_AI:
sd = AI_DIR;
break;
case CONTENT_TYPE_AI_LIBRARY:
sd = AI_LIBRARY_DIR;
break;
case CONTENT_TYPE_GAME:
sd = GAME_DIR;
break;
case CONTENT_TYPE_GAME_LIBRARY:
sd = GAME_LIBRARY_DIR;
break;
case CONTENT_TYPE_BASE_GRAPHICS:
case CONTENT_TYPE_BASE_SOUNDS:
case CONTENT_TYPE_BASE_MUSIC:
sd = BASESET_DIR;
break;
case CONTENT_TYPE_NEWGRF:
sd = NEWGRF_DIR;
break;
case CONTENT_TYPE_SCENARIO:
case CONTENT_TYPE_HEIGHTMAP:
sd = SCENARIO_DIR;
break;
default: NOT_REACHED();
}
TarScanner ts;
ts.AddFile(sd, GetFullFilename(this->curInfo, false));
if (this->curInfo->type == CONTENT_TYPE_BASE_MUSIC) {
/* Music can't be in a tar. So extract the tar! */
ExtractTar(GetFullFilename(this->curInfo, false), BASESET_DIR);
unlink(GetFullFilename(this->curInfo, false));
}
this->OnDownloadComplete(this->curInfo->id);
} else {
ShowErrorMessage(STR_CONTENT_ERROR_COULD_NOT_EXTRACT, INVALID_STRING_ID, WL_ERROR);
}
}
/* Also called to just clean up the mess. */
void ClientNetworkContentSocketHandler::OnFailure()
{
/* If we fail, download the rest via the 'old' system. */
uint files, bytes;
this->DownloadSelectedContent(files, bytes, true);
this->http_response.Reset();
this->http_response_index = -2;
if (this->curFile != NULL) {
/* Revert the download progress when we are going for the old system. */
long size = ftell(this->curFile);
if (size > 0) this->OnDownloadProgress(this->curInfo, (int)-size);
fclose(this->curFile);
this->curFile = NULL;
}
}
void ClientNetworkContentSocketHandler::OnReceiveData(const char *data, size_t length)
{
assert(data == NULL || length != 0);
/* Ignore any latent data coming from a connection we closed. */
if (this->http_response_index == -2) return;
if (this->http_response_index == -1) {
if (data != NULL) {
/* Append the rest of the response. */
memcpy(this->http_response.Append((uint)length), data, length);
return;
} else {
/* Make sure the response is properly terminated. */
*this->http_response.Append() = '\0';
/* And prepare for receiving the rest of the data. */
this->http_response_index = 0;
}
}
if (data != NULL) {
/* We have data, so write it to the file. */
if (fwrite(data, 1, length, this->curFile) != length) {
/* Writing failed somehow, let try via the old method. */
this->OnFailure();
} else {
/* Just received the data. */
this->OnDownloadProgress(this->curInfo, (int)length);
}
/* Nothing more to do now. */
return;
}
if (this->curFile != NULL) {
/* We've finished downloading a file. */
this->AfterDownload();
}
if ((uint)this->http_response_index >= this->http_response.Length()) {
/* It's not a real failure, but if there's
* nothing more to download it helps with
* cleaning up the stuff we allocated. */
this->OnFailure();
return;
}
delete this->curInfo;
/* When we haven't opened a file this must be our first packet with metadata. */
this->curInfo = new ContentInfo;
/** Check p for not being null and return calling OnFailure if that's not the case. */
#define check_not_null(p) { if ((p) == NULL) { this->OnFailure(); return; } }
/** Check p for not being null and then terminate, or return calling OnFailure. */
#define check_and_terminate(p) { check_not_null(p); *(p) = '\0'; }
for (;;) {
char *str = this->http_response.Begin() + this->http_response_index;
char *p = strchr(str, '\n');
check_and_terminate(p);
/* Update the index for the next one */
this->http_response_index += (int)strlen(str) + 1;
/* Read the ID */
p = strchr(str, ',');
check_and_terminate(p);
this->curInfo->id = (ContentID)atoi(str);
/* Read the type */
str = p + 1;
p = strchr(str, ',');
check_and_terminate(p);
this->curInfo->type = (ContentType)atoi(str);
/* Read the file size */
str = p + 1;
p = strchr(str, ',');
check_and_terminate(p);
this->curInfo->filesize = atoi(str);
/* Read the URL */
str = p + 1;
/* Is it a fallback URL? If so, just continue with the next one. */
if (strncmp(str, "ottd", 4) == 0) {
if ((uint)this->http_response_index >= this->http_response.Length()) {
/* Have we gone through all lines? */
this->OnFailure();
return;
}
continue;
}
p = strrchr(str, '/');
check_not_null(p);
p++; // Start after the '/'
char tmp[MAX_PATH];
if (strecpy(tmp, p, lastof(tmp)) == lastof(tmp)) {
this->OnFailure();
return;
}
/* Remove the extension from the string. */
for (uint i = 0; i < 2; i++) {
p = strrchr(tmp, '.');
check_and_terminate(p);
}
/* Copy the string, without extension, to the filename. */
strecpy(this->curInfo->filename, tmp, lastof(this->curInfo->filename));
/* Request the next file. */
if (!this->BeforeDownload()) {
this->OnFailure();
return;
}
NetworkHTTPSocketHandler::Connect(str, this);
return;
}
#undef check
#undef check_and_terminate
}
/**
* Create a socket handler to handle the connection.
*/
ClientNetworkContentSocketHandler::ClientNetworkContentSocketHandler() :
NetworkContentSocketHandler(),
http_response_index(-2),
curFile(NULL),
curInfo(NULL),
isConnecting(false)
{
}
/** Clear up the mess ;) */
ClientNetworkContentSocketHandler::~ClientNetworkContentSocketHandler()
{
delete this->curInfo;
if (this->curFile != NULL) fclose(this->curFile);
for (ContentIterator iter = this->infos.Begin(); iter != this->infos.End(); iter++) delete *iter;
}
/** Connect to the content server. */
class NetworkContentConnecter : TCPConnecter {
public:
/**
* Initiate the connecting.
* @param address The address of the server.
*/
NetworkContentConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
virtual void OnFailure()
{
_network_content_client.isConnecting = false;
_network_content_client.OnConnect(false);
}
virtual void OnConnect(SOCKET s)
{
assert(_network_content_client.sock == INVALID_SOCKET);
_network_content_client.isConnecting = false;
_network_content_client.sock = s;
_network_content_client.Reopen();
_network_content_client.OnConnect(true);
}
};
/**
* Connect with the content server.
*/
void ClientNetworkContentSocketHandler::Connect()
{
this->lastActivity = _realtime_tick;
if (this->sock != INVALID_SOCKET || this->isConnecting) return;
this->isConnecting = true;
new NetworkContentConnecter(NetworkAddress(NETWORK_CONTENT_SERVER_HOST, NETWORK_CONTENT_SERVER_PORT, AF_UNSPEC));
}
/**
* Disconnect from the content server.
*/
void ClientNetworkContentSocketHandler::Close()
{
if (this->sock == INVALID_SOCKET) return;
NetworkContentSocketHandler::Close();
this->OnDisconnect();
}
/**
* Check whether we received/can send some data from/to the content server and
* when that's the case handle it appropriately
*/
void ClientNetworkContentSocketHandler::SendReceive()
{
if (this->sock == INVALID_SOCKET || this->isConnecting) return;
if (this->lastActivity + IDLE_TIMEOUT < _realtime_tick) {
this->Close();
return;
}
if (this->CanSendReceive()) {
this->ReceivePackets();
this->lastActivity = _realtime_tick;
}
this->SendPackets();
}
/**
* Download information of a given Content ID if not already tried
* @param cid the ID to try
*/
void ClientNetworkContentSocketHandler::DownloadContentInfo(ContentID cid)
{
/* When we tried to download it already, don't try again */
if (this->requested.Contains(cid)) return;
*this->requested.Append() = cid;
assert(this->requested.Contains(cid));
this->RequestContentList(1, &cid);
}
/**
* Get the content info based on a ContentID
* @param cid the ContentID to search for
* @return the ContentInfo or NULL if not found
*/
ContentInfo *ClientNetworkContentSocketHandler::GetContent(ContentID cid)
{
for (ContentIterator iter = this->infos.Begin(); iter != this->infos.End(); iter++) {
ContentInfo *ci = *iter;
if (ci->id == cid) return ci;
}
return NULL;
}
/**
* Select a specific content id.
* @param cid the content ID to select
*/
void ClientNetworkContentSocketHandler::Select(ContentID cid)
{
ContentInfo *ci = this->GetContent(cid);
if (ci == NULL || ci->state != ContentInfo::UNSELECTED) return;
ci->state = ContentInfo::SELECTED;
this->CheckDependencyState(ci);
}
/**
* Unselect a specific content id.
* @param cid the content ID to deselect
*/
void ClientNetworkContentSocketHandler::Unselect(ContentID cid)
{
ContentInfo *ci = this->GetContent(cid);
if (ci == NULL || !ci->IsSelected()) return;
ci->state = ContentInfo::UNSELECTED;
this->CheckDependencyState(ci);
}
/** Select everything we can select */
void ClientNetworkContentSocketHandler::SelectAll()
{
for (ContentIterator iter = this->infos.Begin(); iter != this->infos.End(); iter++) {
ContentInfo *ci = *iter;
if (ci->state == ContentInfo::UNSELECTED) {
ci->state = ContentInfo::SELECTED;
this->CheckDependencyState(ci);
}
}
}
/** Select everything that's an update for something we've got */
void ClientNetworkContentSocketHandler::SelectUpgrade()
{
for (ContentIterator iter = this->infos.Begin(); iter != this->infos.End(); iter++) {
ContentInfo *ci = *iter;
if (ci->state == ContentInfo::UNSELECTED && ci->upgrade) {
ci->state = ContentInfo::SELECTED;
this->CheckDependencyState(ci);
}
}
}
/** Unselect everything that we've not downloaded so far. */
void ClientNetworkContentSocketHandler::UnselectAll()
{
for (ContentIterator iter = this->infos.Begin(); iter != this->infos.End(); iter++) {
ContentInfo *ci = *iter;
if (ci->IsSelected() && ci->state != ContentInfo::ALREADY_HERE) ci->state = ContentInfo::UNSELECTED;
}
}
/** Toggle the state of a content info and check its dependencies */
void ClientNetworkContentSocketHandler::ToggleSelectedState(const ContentInfo *ci)
{
switch (ci->state) {
case ContentInfo::SELECTED:
case ContentInfo::AUTOSELECTED:
this->Unselect(ci->id);
break;
case ContentInfo::UNSELECTED:
this->Select(ci->id);
break;
default:
break;
}
}
/**
* Reverse lookup the dependencies of (direct) parents over a given child.
* @param parents list to store all parents in (is not cleared)
* @param child the child to search the parents' dependencies for
*/
void ClientNetworkContentSocketHandler::ReverseLookupDependency(ConstContentVector &parents, const ContentInfo *child) const
{
for (ConstContentIterator iter = this->infos.Begin(); iter != this->infos.End(); iter++) {
const ContentInfo *ci = *iter;
if (ci == child) continue;
for (uint i = 0; i < ci->dependency_count; i++) {
if (ci->dependencies[i] == child->id) {
*parents.Append() = ci;
break;
}
}
}
}
/**
* Reverse lookup the dependencies of all parents over a given child.
* @param tree list to store all parents in (is not cleared)
* @param child the child to search the parents' dependencies for
*/
void ClientNetworkContentSocketHandler::ReverseLookupTreeDependency(ConstContentVector &tree, const ContentInfo *child) const
{
*tree.Append() = child;
/* First find all direct parents. We can't use the "normal" iterator as
* we are including stuff into the vector and as such the vector's data
* store can be reallocated (and thus move), which means out iterating
* pointer gets invalid. So fall back to the indices. */
for (uint i = 0; i < tree.Length(); i++) {
ConstContentVector parents;
this->ReverseLookupDependency(parents, tree[i]);
for (ConstContentIterator piter = parents.Begin(); piter != parents.End(); piter++) {
tree.Include(*piter);
}
}
}
/**
* Check the dependencies (recursively) of this content info
* @param ci the content info to check the dependencies of
*/
void ClientNetworkContentSocketHandler::CheckDependencyState(ContentInfo *ci)
{
if (ci->IsSelected() || ci->state == ContentInfo::ALREADY_HERE) {
/* Selection is easy; just walk all children and set the
* autoselected state. That way we can see what we automatically
* selected and thus can unselect when a dependency is removed. */
for (uint i = 0; i < ci->dependency_count; i++) {
ContentInfo *c = this->GetContent(ci->dependencies[i]);
if (c == NULL) {
this->DownloadContentInfo(ci->dependencies[i]);
} else if (c->state == ContentInfo::UNSELECTED) {
c->state = ContentInfo::AUTOSELECTED;
this->CheckDependencyState(c);
}
}
return;
}
if (ci->state != ContentInfo::UNSELECTED) return;
/* For unselection we need to find the parents of us. We need to
* unselect them. After that we unselect all children that we
* depend on and are not used as dependency for us, but only when
* we automatically selected them. */
ConstContentVector parents;
this->ReverseLookupDependency(parents, ci);
for (ConstContentIterator iter = parents.Begin(); iter != parents.End(); iter++) {
const ContentInfo *c = *iter;
if (!c->IsSelected()) continue;
this->Unselect(c->id);
}
for (uint i = 0; i < ci->dependency_count; i++) {
const ContentInfo *c = this->GetContent(ci->dependencies[i]);
if (c == NULL) {
DownloadContentInfo(ci->dependencies[i]);
continue;
}
if (c->state != ContentInfo::AUTOSELECTED) continue;
/* Only unselect when WE are the only parent. */
parents.Clear();
this->ReverseLookupDependency(parents, c);
/* First check whether anything depends on us */
int sel_count = 0;
bool force_selection = false;
for (ConstContentIterator iter = parents.Begin(); iter != parents.End(); iter++) {
if ((*iter)->IsSelected()) sel_count++;
if ((*iter)->state == ContentInfo::SELECTED) force_selection = true;
}
if (sel_count == 0) {
/* Nothing depends on us */
this->Unselect(c->id);
continue;
}
/* Something manually selected depends directly on us */
if (force_selection) continue;
/* "Flood" search to find all items in the dependency graph*/
parents.Clear();
this->ReverseLookupTreeDependency(parents, c);
/* Is there anything that is "force" selected?, if so... we're done. */
for (ConstContentIterator iter = parents.Begin(); iter != parents.End(); iter++) {
if ((*iter)->state != ContentInfo::SELECTED) continue;
force_selection = true;
break;
}
/* So something depended directly on us */
if (force_selection) continue;
/* Nothing depends on us, mark the whole graph as unselected.
* After that's done run over them once again to test their children
* to unselect. Don't do it immediately because it'll do exactly what
* we're doing now. */
for (ConstContentIterator iter = parents.Begin(); iter != parents.End(); iter++) {
const ContentInfo *c = *iter;
if (c->state == ContentInfo::AUTOSELECTED) this->Unselect(c->id);
}
for (ConstContentIterator iter = parents.Begin(); iter != parents.End(); iter++) {
this->CheckDependencyState(this->GetContent((*iter)->id));
}
}
}
/** Clear all downloaded content information. */
void ClientNetworkContentSocketHandler::Clear()
{
for (ContentIterator iter = this->infos.Begin(); iter != this->infos.End(); iter++) delete *iter;
this->infos.Clear();
this->requested.Clear();
}
/*** CALLBACK ***/
void ClientNetworkContentSocketHandler::OnConnect(bool success)
{
for (ContentCallback **iter = this->callbacks.Begin(); iter != this->callbacks.End(); /* nothing */) {
ContentCallback *cb = *iter;
cb->OnConnect(success);
if (iter != this->callbacks.End() && *iter == cb) iter++;
}
}
void ClientNetworkContentSocketHandler::OnDisconnect()
{
for (ContentCallback **iter = this->callbacks.Begin(); iter != this->callbacks.End(); /* nothing */) {
ContentCallback *cb = *iter;
cb->OnDisconnect();
if (iter != this->callbacks.End() && *iter == cb) iter++;
}
}
void ClientNetworkContentSocketHandler::OnReceiveContentInfo(const ContentInfo *ci)
{
for (ContentCallback **iter = this->callbacks.Begin(); iter != this->callbacks.End(); /* nothing */) {
ContentCallback *cb = *iter;
cb->OnReceiveContentInfo(ci);
if (iter != this->callbacks.End() && *iter == cb) iter++;
}
}
void ClientNetworkContentSocketHandler::OnDownloadProgress(const ContentInfo *ci, int bytes)
{
for (ContentCallback **iter = this->callbacks.Begin(); iter != this->callbacks.End(); /* nothing */) {
ContentCallback *cb = *iter;
cb->OnDownloadProgress(ci, bytes);
if (iter != this->callbacks.End() && *iter == cb) iter++;
}
}
void ClientNetworkContentSocketHandler::OnDownloadComplete(ContentID cid)
{
ContentInfo *ci = this->GetContent(cid);
if (ci != NULL) {
ci->state = ContentInfo::ALREADY_HERE;
}
for (ContentCallback **iter = this->callbacks.Begin(); iter != this->callbacks.End(); /* nothing */) {
ContentCallback *cb = *iter;
cb->OnDownloadComplete(cid);
if (iter != this->callbacks.End() && *iter == cb) iter++;
}
}
#endif /* ENABLE_NETWORK */