using System.Threading.Tasks;
using Best.HTTP.Caching;
using Best.HTTP.Examples.Helpers;
using Best.HTTP.Response;
using Best.HTTP.Shared;
using Best.HTTP.Shared.Compression.Crc;
using Best.HTTP.Shared.PlatformSupport.Memory;
using UnityEngine;
namespace Best.HTTP.Examples
{
///
/// Example showing the usage of download streaming using the DownloadContentStream class.
/// In this example content processing is done on a Thread to make it as fast as possible
/// without causing CPU spikes on the Unity main thread.
///
class DownStreamWithThreadSample : SampleBase
{
///
/// Precomputed and expected value of the content _baseAddress points to.
///
const int EXPECTED_CRC = 0x4B282398;
#pragma warning disable 0649, 0169
[Header("Sample Fields")]
///
/// GameObject that will be used as a root for new UI objects.
///
[SerializeField]
private RectTransform _contentRoot;
///
/// Prefab of a UI object with a Text field.
///
[SerializeField]
private TextListItem _listItemPrefab;
#pragma warning restore
///
/// Address of the used end point.
///
private string _baseAddress = "https://besthttpwebgldemo.azurewebsites.net/test100mb.dat";
///
/// Cached reference to the HTTPRequest instance.
///
private HTTPRequest _request;
protected override void Start()
{
base.Start();
// Set a custom size to make sure the local cache will accept the downloaded file into its cache.
HTTPManager.LocalCache?.Dispose();
HTTPManager.LocalCache = new HTTPCacheBuilder()
.WithOptions(new HTTPCacheOptionsBuilder()
.WithMaxCacheSize(128 * 1024 * 1024)
.Build())
.Build();
// Create a regular get request with a regular callback too. We still need a callback,
// because it might encounter an error before able to start a download.
_request = HTTPRequest.CreateGet(this._baseAddress, OnRequestFinishedCallack);
// Request a notification when download starts
_request.DownloadSettings.OnDownloadStarted += OnDownloadStarted;
// When needed, create a BlockingDownloadContentStream instead of the regular DownloadContentStream.
// BlockingDownloadContentStream's Take function will block until new data is available.
_request.DownloadSettings.DownloadStreamFactory = (req, resp, bufferAvailableHandler)
=> new BlockingDownloadContentStream(resp, req.DownloadSettings.ContentStreamMaxBuffered, bufferAvailableHandler);
_request.DownloadSettings.OnDownloadProgress += OnDownloadProgress;
// Don't want to retry when there's a failure
_request.RetrySettings.MaxRetries = 0;
// Start processing the request
_request.Send();
CreateUIText("Connecting...");
}
private void OnDownloadProgress(HTTPRequest req, long progress, long length)
{
var progressUIEntry = req.Tag as TextListItem;
if (progressUIEntry == null)
req.Tag = progressUIEntry = CreateUIText(string.Empty);
progressUIEntry.SetText($"{progress:N0}/{length:N0}");
}
private async void OnDownloadStarted(HTTPRequest req, HTTPResponse resp, DownloadContentStream stream)
{
CreateUIText("Download started!");
// Task.Run will execute the ConsumeDownloadStream on a background thread.
// By using a thread we can offload the CPU intensive work and
// it's also desirable because it can block the executing thread if the stream is empty!
// Task returns with the calculated checksum.
var crc = await Task.Run(() => ConsumeDownloadStream(stream as BlockingDownloadContentStream));
CreateUIText($"CRC checksum calculation finished. Result: 0x{crc:X}, Expected: 0x{EXPECTED_CRC:X}");
}
int ConsumeDownloadStream(BlockingDownloadContentStream blockingStream)
{
var crc = new CRC32();
try
{
while (!blockingStream.IsCompleted)
{
// Take out a segment from the downloaded
if (blockingStream.TryTake(out var buffer))
{
try
{
// In this case content processing is just calculating the CRC checksum of the data.
crc.SlurpBlock(buffer.Data, buffer.Offset, buffer.Count);
}
finally
{
BufferPool.Release(buffer);
}
}
}
}
finally
{
blockingStream.Dispose();
}
return crc.Crc32Result;
}
private void OnRequestFinishedCallack(HTTPRequest req, HTTPResponse resp)
{
// If we leaved the sample, the _request is nulled out and we can ignore this callback.
if (_request == null)
return;
_request = null;
string log = null;
if (req.State == HTTPRequestStates.Finished)
{
if (resp.IsSuccess)
{
log = "Done! ";
// If IsFromCache is true, the response is read from the local cache.
if (resp.IsFromCache)
log += "From Local Cache!";
else
log += "Fresh From The Server";
}
else
log = resp.StatusCode.ToString();
}
else
log = req.State.ToString();
CreateUIText(log);
}
private void OnDestroy()
{
_request?.Abort();
_request = null;
}
TextListItem CreateUIText(string text)
=> Instantiate(this._listItemPrefab, this._contentRoot)
.SetText(text);
}
}