|
|
|
/*==LICENSE==*
|
|
|
|
|
|
|
|
CyanWorlds.com Engine - MMOG client, server and tools
|
|
|
|
Copyright (C) 2011 Cyan Worlds, 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 3 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, see <http://www.gnu.org/licenses/>.
|
|
|
|
|
|
|
|
Additional permissions under GNU GPL version 3 section 7
|
|
|
|
|
|
|
|
If you modify this Program, or any covered work, by linking or
|
|
|
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
|
|
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
|
|
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
|
|
|
(or a modified version of those libraries),
|
|
|
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
|
|
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
|
|
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
|
|
|
licensors of this Program grant you additional
|
|
|
|
permission to convey the resulting work. Corresponding Source for a
|
|
|
|
non-source form of such a combination shall include the source code for
|
|
|
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
|
|
|
work.
|
|
|
|
|
|
|
|
You can contact Cyan Worlds, Inc. by email legal@cyan.com
|
|
|
|
or by snail mail at:
|
|
|
|
Cyan Worlds, Inc.
|
|
|
|
14617 N Newport Hwy
|
|
|
|
Mead, WA 99021
|
|
|
|
|
|
|
|
*==LICENSE==*/
|
|
|
|
|
|
|
|
#ifndef _pfPatcher_inc_
|
|
|
|
#define _pfPatcher_inc_
|
|
|
|
|
|
|
|
#include <functional>
|
|
|
|
#include <memory>
|
|
|
|
#include <vector>
|
|
|
|
|
|
|
|
#include "plString.h"
|
|
|
|
#include "pnNetBase/pnNbError.h"
|
|
|
|
|
|
|
|
class plFileName;
|
|
|
|
class plStatusLog;
|
|
|
|
class hsStream;
|
|
|
|
|
|
|
|
/** Plasma File Patcher
|
|
|
|
* This is used to patch the client with one or many manifests at once. It assumes that
|
|
|
|
* we have permission to modify the game files, so be sure that you do! We memory manage
|
|
|
|
* ourselves, so allocate a new pfPatcher, add your manifests, and Start!
|
|
|
|
*/
|
|
|
|
class pfPatcher
|
|
|
|
{
|
|
|
|
std::unique_ptr<struct pfPatcherWorker> fWorker;
|
|
|
|
|
|
|
|
public:
|
|
|
|
static plStatusLog* GetLog();
|
|
|
|
|
|
|
|
public:
|
|
|
|
/** Represents a function that takes the status and an optional message on completion. */
|
|
|
|
typedef std::function<void(ENetError, const plString&)> CompletionFunc;
|
|
|
|
|
|
|
|
/** Represents a function that takes (const plFileName&) and approves it. */
|
|
|
|
typedef std::function<bool(const plFileName&)> FileDesiredFunc;
|
|
|
|
|
|
|
|
/** Represents a function that takes (const plFileName&) on an interesting file operation. */
|
|
|
|
typedef std::function<void(const plFileName&)> FileDownloadFunc;
|
|
|
|
|
|
|
|
/** Represents a function that takes (const plFileName&, hsStream*) on game code discovery.
|
|
|
|
* You are responsible for closing and deleting the provided stream.
|
|
|
|
*/
|
|
|
|
typedef std::function<bool(const plFileName&, hsStream*)> GameCodeDiscoverFunc;
|
|
|
|
|
|
|
|
/** Represents a function that takes (bytesDLed, totalBytes, statsStr) as a progress indicator. */
|
|
|
|
typedef std::function<void(uint64_t, uint64_t, const plString&)> ProgressTickFunc;
|
|
|
|
|
|
|
|
pfPatcher();
|
|
|
|
~pfPatcher();
|
|
|
|
|
|
|
|
/** Set a callback that will be fired when the patcher finishes its dirty work.
|
|
|
|
* \remarks This may be called from any thread, so make sure your callback is
|
|
|
|
* thread safe!
|
|
|
|
*/
|
|
|
|
void OnCompletion(CompletionFunc cb);
|
|
|
|
|
|
|
|
/** Set a callback that will be fired when the patcher issues a download request to the server.
|
|
|
|
* \remarks This will be called from the network thread.
|
|
|
|
*/
|
|
|
|
void OnFileDownloadBegin(FileDownloadFunc cb);
|
|
|
|
|
|
|
|
/** Set a callback that will be fired when the patcher wants to download a file. You are
|
|
|
|
* given the ability to approve or veto the download. With great power comes great responsibility...
|
|
|
|
* \remarks This will be called from the patcher thread.
|
|
|
|
*/
|
|
|
|
void OnFileDownloadDesired(FileDesiredFunc cb);
|
|
|
|
|
|
|
|
/** Set a callback that will be fired when the patcher has finished downloading a file from the server.
|
|
|
|
* \remarks This will be called from the network thread.
|
|
|
|
*/
|
|
|
|
void OnFileDownloaded(FileDownloadFunc cb);
|
|
|
|
|
|
|
|
/** This is called when the patcher discovers an up-to-date Python package or SDL file.
|
|
|
|
* \remarks This can be called from any thread when the patcher downloads or encounters an up-to-date
|
|
|
|
* python package or SDL file that the server knows about.
|
|
|
|
*/
|
|
|
|
void OnGameCodeDiscovery(GameCodeDiscoverFunc cb);
|
|
|
|
|
|
|
|
/** Set a callback that will be fired when the patcher receives a chunk from the server. The status string
|
|
|
|
* will contain the current download speed.
|
|
|
|
* \remarks This will be called from the network thread.
|
|
|
|
*/
|
|
|
|
void OnProgressTick(ProgressTickFunc cb);
|
|
|
|
|
|
|
|
/** Set a callback that will be fired when the patcher downloads an updated redistributable. Such as
|
|
|
|
* the Visual C++ runtime (vcredist_x86.exe). You are responsible for installing it.
|
|
|
|
* \remarks This will be called from the network thread.
|
|
|
|
*/
|
|
|
|
void OnRedistUpdate(FileDownloadFunc cb);
|
|
|
|
|
|
|
|
/** This is called when the current application has been updated. */
|
|
|
|
void OnSelfPatch(FileDownloadFunc cb);
|
|
|
|
|
|
|
|
void RequestGameCode();
|
|
|
|
void RequestManifest(const plString& mfs);
|
|
|
|
void RequestManifest(const std::vector<plString>& mfs);
|
|
|
|
|
|
|
|
/** Start patching the requested manifests. Please note that after calling this, you should
|
|
|
|
* discard your pointer to this object as it will memory-manage itself.
|
|
|
|
*/
|
|
|
|
bool Start();
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif // _pfPatcher_inc_
|