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143 lines
5.6 KiB
143 lines
5.6 KiB
/*==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&) and approves it. */ |
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typedef std::function<bool(const plFileName&)> FileDesiredFunc; |
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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 wants to download a file. You are |
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* given the ability to approve or veto the download. With great power comes great responsibility... |
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* \remarks This will be called from the patcher thread. |
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*/ |
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void OnFileDownloadDesired(FileDesiredFunc 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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/** Set a callback that will be fired when the patcher downloads an updated redistributable. Such as |
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* the Visual C++ runtime (vcredist_x86.exe). You are responsible for installing it. |
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* \remarks This will be called from the network thread. |
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*/ |
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void OnRedistUpdate(FileDownloadFunc cb); |
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/** This is called when the current application has been updated. */ |
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void OnSelfPatch(FileDownloadFunc 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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