yquake2remaster/src/client/cl_download.c

802 lines
18 KiB
C

/*
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program 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; either version 2 of the License, or (at
* your option) any later version.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* This file implements the game media download from the server
*
* =======================================================================
*/
#include "header/client.h"
extern cvar_t *allow_download;
extern cvar_t *allow_download_players;
extern cvar_t *allow_download_models;
extern cvar_t *allow_download_sounds;
extern cvar_t *allow_download_maps;
extern int precache_check;
extern int precache_spawncount;
extern int precache_tex;
extern int precache_model_skin;
extern byte *precache_model;
// Forces all downloads to UDP.
static qboolean forceudp;
// Gives HTTP downloads a second chance after
// we've fallen trough to UDP downloads.
static qboolean httpSecondChance = true;
/* This - and some more code down below - is the 'Crazy Fallback
Magic'. First we're trying to download all files over HTTP with
r1q2-style URLs. If we encountered errors we reset the complete
precacher state and retry with HTTP and q2pro-style URLs. If we
still got errors we're falling back to UDP. So:
- 0: Virgin state, r1q2-style URLs.
- 1: Second iteration, q2pro-style URL.
- 3: Third iteration, UDP downloads. */
static unsigned int precacherIteration;
/* Another quirk: Don't restart texture downloading from the beginning,
instead continue after the last requested texture. This is used to
skip over a texture missing on the server. */
static qboolean dont_restart_texture_stage;
// r1q2 searches the global filelist at /, q2pro at /gamedir...
static qboolean gamedirForFilelist;
static const char *env_suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
#define PLAYER_MULT 5
/* ENV_CNT is map load, ENV_CNT+1 is first env map */
#define ENV_CNT (CS_PLAYERSKINS + MAX_CLIENTS * PLAYER_MULT)
#define TEXTURE_CNT (ENV_CNT + 13)
void
CL_RequestNextDownload(void)
{
unsigned int map_checksum; /* for detecting cheater maps */
char fn[MAX_OSPATH];
dmdl_t *pheader;
if (precacherIteration == 0)
{
#if USE_CURL
// r1q2-style URLs.
Q_strlcpy(dlquirks.gamedir, cl.gamedir, sizeof(dlquirks.gamedir));
#endif
}
else if (precacherIteration == 1)
{
#if USE_CURL
// q2pro-style URLs.
if (cl.gamedir[0] == '\0')
{
Q_strlcpy(dlquirks.gamedir, BASEDIRNAME, sizeof(dlquirks.gamedir));
}
else
{
Q_strlcpy(dlquirks.gamedir, cl.gamedir, sizeof(dlquirks.gamedir));
}
// Force another try with the filelist.
dlquirks.filelist = true;
gamedirForFilelist = true;
#endif
}
else if (precacherIteration == 2)
{
// UDP Fallback.
forceudp = true;
}
else
{
// Cannot get here.
assert(1 && "Recursed from UDP fallback case");
}
if (cls.state != ca_connected)
{
return;
}
if (!allow_download->value && (precache_check < ENV_CNT))
{
precache_check = ENV_CNT;
}
if (precache_check == CS_MODELS)
{
precache_check = CS_MODELS + 2;
if (allow_download_maps->value)
{
if (!CL_CheckOrDownloadFile(cl.configstrings[CS_MODELS + 1]))
{
return; /* started a download */
}
}
}
if ((precache_check >= CS_MODELS) &&
(precache_check < CS_MODELS + MAX_MODELS))
{
if (allow_download_models->value)
{
while (precache_check < CS_MODELS + MAX_MODELS &&
cl.configstrings[precache_check][0])
{
if ((cl.configstrings[precache_check][0] == '*') ||
(cl.configstrings[precache_check][0] == '#'))
{
precache_check++;
continue;
}
if (precache_model_skin == 0)
{
if (!CL_CheckOrDownloadFile(cl.configstrings[precache_check]))
{
precache_model_skin = 1;
return; /* started a download */
}
precache_model_skin = 1;
}
#ifdef USE_CURL
/* Wait for the models to download before checking * skins. */
if (CL_PendingHTTPDownloads())
{
return;
}
#endif
/* checking for skins in the model */
if (!precache_model)
{
FS_LoadFile(cl.configstrings[precache_check],
(void **)&precache_model);
if (!precache_model)
{
precache_model_skin = 0;
precache_check++;
continue; /* couldn't load it */
}
if (LittleLong(*(unsigned *)precache_model) !=
IDALIASHEADER)
{
/* not an alias model */
FS_FreeFile(precache_model);
precache_model = 0;
precache_model_skin = 0;
precache_check++;
continue;
}
pheader = (dmdl_t *)precache_model;
if (LittleLong(pheader->version) != ALIAS_VERSION)
{
precache_check++;
precache_model_skin = 0;
continue; /* couldn't load it */
}
}
pheader = (dmdl_t *)precache_model;
while (precache_model_skin - 1 < LittleLong(pheader->num_skins))
{
if (!CL_CheckOrDownloadFile((char *)precache_model +
LittleLong(pheader->ofs_skins) +
(precache_model_skin - 1) * MAX_SKINNAME))
{
precache_model_skin++;
return; /* started a download */
}
precache_model_skin++;
}
if (precache_model)
{
FS_FreeFile(precache_model);
precache_model = 0;
}
precache_model_skin = 0;
precache_check++;
}
}
precache_check = CS_SOUNDS;
}
if ((precache_check >= CS_SOUNDS) &&
(precache_check < CS_SOUNDS + MAX_SOUNDS))
{
if (allow_download_sounds->value)
{
if (precache_check == CS_SOUNDS)
{
precache_check++;
}
while (precache_check < CS_SOUNDS + MAX_SOUNDS &&
cl.configstrings[precache_check][0])
{
if (cl.configstrings[precache_check][0] == '*')
{
precache_check++;
continue;
}
Com_sprintf(fn, sizeof(fn), "sound/%s",
cl.configstrings[precache_check++]);
if (!CL_CheckOrDownloadFile(fn))
{
return; /* started a download */
}
}
}
precache_check = CS_IMAGES;
}
if ((precache_check >= CS_IMAGES) &&
(precache_check < CS_IMAGES + MAX_IMAGES))
{
if (precache_check == CS_IMAGES)
{
precache_check++;
}
while (precache_check < CS_IMAGES + MAX_IMAGES &&
cl.configstrings[precache_check][0])
{
Com_sprintf(fn, sizeof(fn), "pics/%s.pcx",
cl.configstrings[precache_check++]);
if (!CL_CheckOrDownloadFile(fn))
{
return; /* started a download */
}
}
precache_check = CS_PLAYERSKINS;
}
/* skins are special, since a player has three
things to download: model, weapon model and
skin so precache_check is now *3 */
if ((precache_check >= CS_PLAYERSKINS) &&
(precache_check < CS_PLAYERSKINS + MAX_CLIENTS * PLAYER_MULT))
{
if (allow_download_players->value)
{
while (precache_check < CS_PLAYERSKINS + MAX_CLIENTS * PLAYER_MULT)
{
int i, n;
char model[MAX_QPATH], skin[MAX_QPATH], *p;
i = (precache_check - CS_PLAYERSKINS) / PLAYER_MULT;
n = (precache_check - CS_PLAYERSKINS) % PLAYER_MULT;
if (!cl.configstrings[CS_PLAYERSKINS + i][0])
{
precache_check = CS_PLAYERSKINS + (i + 1) * PLAYER_MULT;
continue;
}
if ((p = strchr(cl.configstrings[CS_PLAYERSKINS + i], '\\')) != NULL)
{
p++;
}
else
{
p = cl.configstrings[CS_PLAYERSKINS + i];
}
strcpy(model, p);
p = strchr(model, '/');
if (!p)
{
p = strchr(model, '\\');
}
if (p)
{
*p++ = 0;
strcpy(skin, p);
}
else
{
*skin = 0;
}
switch (n)
{
case 0: /* model */
Com_sprintf(fn, sizeof(fn), "players/%s/tris.md2", model);
if (!CL_CheckOrDownloadFile(fn))
{
precache_check = CS_PLAYERSKINS + i * PLAYER_MULT + 1;
return;
}
n++;
case 1: /* weapon model */
Com_sprintf(fn, sizeof(fn), "players/%s/weapon.md2", model);
if (!CL_CheckOrDownloadFile(fn))
{
precache_check = CS_PLAYERSKINS + i * PLAYER_MULT + 2;
return;
}
n++;
case 2: /* weapon skin */
Com_sprintf(fn, sizeof(fn), "players/%s/weapon.pcx", model);
if (!CL_CheckOrDownloadFile(fn))
{
precache_check = CS_PLAYERSKINS + i * PLAYER_MULT + 3;
return;
}
n++;
case 3: /* skin */
Com_sprintf(fn, sizeof(fn), "players/%s/%s.pcx", model, skin);
if (!CL_CheckOrDownloadFile(fn))
{
precache_check = CS_PLAYERSKINS + i * PLAYER_MULT + 4;
return;
}
n++;
case 4: /* skin_i */
Com_sprintf(fn, sizeof(fn), "players/%s/%s_i.pcx", model, skin);
if (!CL_CheckOrDownloadFile(fn))
{
precache_check = CS_PLAYERSKINS + i * PLAYER_MULT + 5;
return; /* started a download */
}
/* move on to next model */
precache_check = CS_PLAYERSKINS + (i + 1) * PLAYER_MULT;
}
}
}
}
#ifdef USE_CURL
/* Wait for pending downloads. */
if (CL_PendingHTTPDownloads())
{
return;
}
if (dlquirks.error)
{
dlquirks.error = false;
/* Mkay, there were download errors. Let's start over. */
precacherIteration++;
CL_ResetPrecacheCheck();
CL_RequestNextDownload();
return;
}
#endif
/* precache phase completed */
if (!dont_restart_texture_stage)
{
precache_check = ENV_CNT + 1;
}
CM_LoadMap(cl.configstrings[CS_MODELS + 1], true, &map_checksum);
if (map_checksum != (int)strtol(cl.configstrings[CS_MAPCHECKSUM], (char **)NULL, 10))
{
Com_Error(ERR_DROP, "Local map version differs from server: %i != '%s'\n",
map_checksum, cl.configstrings[CS_MAPCHECKSUM]);
return;
}
if ((precache_check > ENV_CNT) && (precache_check < TEXTURE_CNT))
{
if (allow_download->value && allow_download_maps->value)
{
while (precache_check < TEXTURE_CNT)
{
int n = precache_check++ - ENV_CNT - 1;
if (n & 1)
{
Com_sprintf(fn, sizeof(fn), "env/%s%s.pcx",
cl.configstrings[CS_SKY], env_suf[n / 2]);
}
else
{
Com_sprintf(fn, sizeof(fn), "env/%s%s.tga",
cl.configstrings[CS_SKY], env_suf[n / 2]);
}
if (!CL_CheckOrDownloadFile(fn))
{
return;
}
}
}
precache_check = TEXTURE_CNT;
}
if (precache_check == TEXTURE_CNT)
{
precache_check = TEXTURE_CNT + 1;
precache_tex = 0;
}
/* confirm existance of textures, download any that don't exist */
if (precache_check == TEXTURE_CNT + 1)
{
extern int numtexinfo;
extern mapsurface_t map_surfaces[];
if (allow_download->value && allow_download_maps->value)
{
while (precache_tex < numtexinfo)
{
char fn[MAX_OSPATH];
sprintf(fn, "textures/%s.wal",
map_surfaces[precache_tex++].rname);
if (!CL_CheckOrDownloadFile(fn))
{
return; /* started a download */
}
}
}
precache_check = TEXTURE_CNT + 999;
}
#ifdef USE_CURL
/* Wait for pending downloads. */
if (CL_PendingHTTPDownloads())
{
return;
}
#endif
/* This map is done, start over for next map. */
forceudp = false;
precacherIteration = 0;
gamedirForFilelist = false;
httpSecondChance = true;
dont_restart_texture_stage = false;
#ifdef USE_CURL
dlquirks.filelist = true;
#endif
CL_RegisterSounds();
CL_PrepRefresh();
MSG_WriteByte(&cls.netchan.message, clc_stringcmd);
MSG_WriteString(&cls.netchan.message, va("begin %i\n", precache_spawncount));
cls.forcePacket = true;
}
void
CL_DownloadFileName(char *dest, int destlen, char *fn)
{
if (strncmp(fn, "players", 7) == 0)
{
Com_sprintf(dest, destlen, "%s/%s", BASEDIRNAME, fn);
}
else
{
Com_sprintf(dest, destlen, "%s/%s", FS_Gamedir(), fn);
}
}
/*
* Returns true if the file exists, otherwise it attempts
* to start a download from the server.
*/
qboolean
CL_CheckOrDownloadFile(char *filename)
{
FILE *fp;
char name[MAX_OSPATH];
char *ptr;
/* fix backslashes - this is mostly für UNIX comaptiblity */
while ((ptr = strchr(filename, '\\')))
{
*ptr = '/';
}
if (FS_LoadFile(filename, NULL) != -1)
{
/* it exists, no need to download */
return true;
}
if (strstr(filename, "..") || strstr(filename, ":") || (*filename == '.') || (*filename == '/'))
{
Com_Printf("Refusing to download a path with ..: %s\n", filename);
return true;
}
#ifdef USE_CURL
if (!forceudp)
{
if (CL_QueueHTTPDownload(filename, gamedirForFilelist))
{
/* We return true so that the precache check
keeps feeding us more files. Since we have
multiple HTTP connections we want to
minimize latency and be constantly sending
requests, not one at a time. */
return true;
}
}
else
{
/* There're 2 cases:
- forceudp was set after a 404. In this case we
want to retry that single file over UDP and
all later files over HTTP.
- forceudp was set after another error code.
In that case the HTTP code aborts all HTTP
downloads and CL_QueueHTTPDownload() returns
false. */
forceudp = false;
/* This is one of the nasty special cases. A r1q2
server might miss only one file. This missing
file may lead to a fallthrough to q2pro URLs,
since it isn't a q2pro server all files would
yield error 404 and we're falling back to UDP
downloads. To work around this we need to start
over with the r1q2 case and see what happens.
But we can't do that unconditionally, because
we would run in endless loops r1q2 -> q2pro ->
UDP -> r1q2. So hack in a variable that allows
for one and only one second chance. If the r1q2
server is missing more than file we've lost and
we're doing unnecessary UDP downloads. */
if (httpSecondChance)
{
precacherIteration = 0;
httpSecondChance = false;
}
}
#endif
strcpy(cls.downloadname, filename);
/* download to a temp name, and only rename
to the real name when done, so if interrupted
a runt file wont be left */
COM_StripExtension(cls.downloadname, cls.downloadtempname);
strcat(cls.downloadtempname, ".tmp");
/* check to see if we already have a tmp for this
file, if so, try to resume and open the file if
not opened yet */
CL_DownloadFileName(name, sizeof(name), cls.downloadtempname);
fp = Q_fopen(name, "r+b");
if (fp)
{
/* it exists */
int len;
fseek(fp, 0, SEEK_END);
len = ftell(fp);
cls.download = fp;
/* give the server an offset to start the download */
Com_Printf("Resuming %s\n", cls.downloadname);
MSG_WriteByte(&cls.netchan.message, clc_stringcmd);
MSG_WriteString(&cls.netchan.message, va("download %s %i", cls.downloadname, len));
}
else
{
Com_Printf("Downloading %s\n", cls.downloadname);
MSG_WriteByte(&cls.netchan.message, clc_stringcmd);
MSG_WriteString(&cls.netchan.message, va("download %s", cls.downloadname));
}
cls.downloadnumber++;
cls.forcePacket = true;
return false;
}
/*
* Request a download from the server
*/
void
CL_Download_f(void)
{
char filename[MAX_OSPATH];
if (Cmd_Argc() != 2)
{
Com_Printf("Usage: download <filename>\n");
return;
}
Com_sprintf(filename, sizeof(filename), "%s", Cmd_Argv(1));
if (strstr(filename, ".."))
{
Com_Printf("Refusing to download a path with ..\n");
return;
}
if (FS_LoadFile(filename, NULL) != -1)
{
/* it exists, no need to download */
Com_Printf("File already exists.\n");
return;
}
strcpy(cls.downloadname, filename);
Com_Printf("Downloading %s\n", cls.downloadname);
/* download to a temp name, and only rename
to the real name when done, so if interrupted
a runt file wont be left */
COM_StripExtension(cls.downloadname, cls.downloadtempname);
strcat(cls.downloadtempname, ".tmp");
MSG_WriteByte(&cls.netchan.message, clc_stringcmd);
MSG_WriteString(&cls.netchan.message, va("download %s", cls.downloadname));
cls.downloadnumber++;
}
/*
* A download message has been received from the server
*/
void
CL_ParseDownload(void)
{
char name[MAX_OSPATH];
int r, percent, size;
static qboolean second_try;
/* read the data */
size = MSG_ReadShort(&net_message);
percent = MSG_ReadByte(&net_message);
if (size == -1)
{
Com_Printf("Server does not have this file.\n");
if (cls.download)
{
/* if here, we tried to resume a
* file but the server said no */
fclose(cls.download);
cls.download = NULL;
}
if (second_try)
{
precache_check++;
dont_restart_texture_stage = true;
second_try = false;
}
else
{
second_try = true;
}
CL_RequestNextDownload();
return;
}
second_try = false;
/* open the file if not opened yet */
if (!cls.download)
{
CL_DownloadFileName(name, sizeof(name), cls.downloadtempname);
FS_CreatePath(name);
cls.download = Q_fopen(name, "wb");
if (!cls.download)
{
net_message.readcount += size;
Com_Printf("Failed to open %s\n", cls.downloadtempname);
CL_RequestNextDownload();
return;
}
}
fwrite(net_message.data + net_message.readcount, 1, size, cls.download);
net_message.readcount += size;
if (percent != 100)
{
/* request next block */
cls.downloadpercent = percent;
MSG_WriteByte(&cls.netchan.message, clc_stringcmd);
SZ_Print(&cls.netchan.message, "nextdl");
cls.forcePacket = true;
}
else
{
char oldn[MAX_OSPATH];
char newn[MAX_OSPATH];
fclose(cls.download);
/* rename the temp file to it's final name */
CL_DownloadFileName(oldn, sizeof(oldn), cls.downloadtempname);
CL_DownloadFileName(newn, sizeof(newn), cls.downloadname);
r = Sys_Rename(oldn, newn);
if (r)
{
Com_Printf("failed to rename.\n");
}
cls.download = NULL;
cls.downloadpercent = 0;
/* get another file if needed */
CL_RequestNextDownload();
}
}