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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef _pfPatcher_inc_
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#define _pfPatcher_inc_
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#include <functional>
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#include <memory>
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#include <vector>
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#include "plString.h"
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#include "pnNetBase/pnNbError.h"
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class plFileName;
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class plStatusLog;
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class hsStream;
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/** Plasma File Patcher
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* This is used to patch the client with one or many manifests at once. It assumes that
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* we have permission to modify the game files, so be sure that you do! We memory manage
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* ourselves, so allocate a new pfPatcher, add your manifests, and Start!
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*/
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class pfPatcher
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{
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std::unique_ptr<struct pfPatcherWorker> fWorker;
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public:
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static plStatusLog* GetLog();
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public:
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/** Represents a function that takes the status and an optional message on completion. */
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typedef std::function<void(ENetError, const plString&)> CompletionFunc;
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/** Represents a function that takes (const plFileName&) on an interesting file operation. */
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typedef std::function<void(const plFileName&)> FileDownloadFunc;
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/** Represents a function that takes (const plFileName&, hsStream*) on game code discovery.
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* You are responsible for closing and deleting the provided stream.
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*/
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typedef std::function<bool(const plFileName&, hsStream*)> GameCodeDiscoverFunc;
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/** Represents a function that takes (bytesDLed, totalBytes, statsStr) as a progress indicator. */
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typedef std::function<void(uint64_t, uint64_t, const plString&)> ProgressTickFunc;
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pfPatcher();
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~pfPatcher();
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/** Set a callback that will be fired when the patcher finishes its dirty work.
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* \remarks This may be called from any thread, so make sure your callback is
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* thread safe!
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*/
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void OnCompletion(CompletionFunc cb);
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/** Set a callback that will be fired when the patcher issues a download request to the server.
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* \remarks This will be called from the network thread.
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*/
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void OnFileDownloadBegin(FileDownloadFunc cb);
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/** Set a callback that will be fired when the patcher has finished downloading a file from the server.
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* \remarks This will be called from the network thread.
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*/
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void OnFileDownloaded(FileDownloadFunc cb);
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/** This is called when the patcher discovers an up-to-date Python package or SDL file.
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* \remarks This can be called from any thread when the patcher downloads or encounters an up-to-date
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* python package or SDL file that the server knows about.
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*/
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void OnGameCodeDiscovery(GameCodeDiscoverFunc cb);
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/** Set a callback that will be fired when the patcher receives a chunk from the server. The status string
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* will contain the current download speed.
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* \remarks This will be called from the network thread.
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*/
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void OnProgressTick(ProgressTickFunc cb);
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void RequestGameCode();
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void RequestManifest(const plString& mfs);
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void RequestManifest(const std::vector<plString>& mfs);
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/** Start patching the requested manifests. Please note that after calling this, you should
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* discard your pointer to this object as it will memory-manage itself.
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*/
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bool Start();
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};
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#endif // _pfPatcher_inc_
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