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ChunilENG/Packages/com.tivadar.best.http/Runtime/HTTP/Response/DownloadContentStream.cs
정영민 2dd5d814a7 update
2025-02-20 09:59:37 +09:00

291 lines
14 KiB
C#

using System;
using System.Collections.Concurrent;
using System.IO;
using System.Runtime.ExceptionServices;
using System.Threading;
using Best.HTTP.Hosts.Connections;
using Best.HTTP.Shared;
using Best.HTTP.Shared.Extensions;
using Best.HTTP.Shared.PlatformSupport.Memory;
namespace Best.HTTP.Response
{
/// <summary>
/// A read-only stream that the plugin uses to store the downloaded content. This stream is designed to buffer downloaded data efficiently and provide it to consumers.
/// </summary>
/// <remarks>
/// <para>
/// The DownloadContentStream serves as a storage medium for content downloaded during HTTP requests.
/// It buffers the downloaded data in segments and allows clients to read from the buffer as needed.
/// This buffering mechanism is essential for optimizing download performance, especially in scenarios where the download rate may vary or be faster than the rate at which data is consumed.
/// </para>
/// <para>
/// The stream operates in conjunction with the <see cref="IDownloadContentBufferAvailable"/> interface, which is used to signal connections when buffer space becomes available.
/// Connections can then transfer additional data into the buffer for processing.
/// </para>
/// <para>
/// <list type="bullet">
/// <item>
/// <term>Efficient Buffering</term>
/// <description>The stream efficiently buffers downloaded content, ensuring that data is readily available for reading without extensive delays.</description>
/// </item>
/// <item>
/// <term>Dynamic Resizing</term>
/// <description>The internal buffer dynamically resizes to accommodate varying amounts of downloaded data, optimizing memory usage.</description>
/// </item>
/// <item>
/// <term>Asynchronous Signal Handling</term>
/// <description>Asynchronous signaling mechanisms are used to notify connections when buffer space is available, enabling efficient data transfer.</description>
/// </item>
/// <item>
/// <term>Error Handling</term>
/// <description>The stream captures and propagates errors that occur during download, allowing clients to handle exceptions gracefully.</description>
/// </item>
/// <item>
/// <term>Blocking Variant</term>
/// <description>A blocking variant, <see cref="BlockingDownloadContentStream"/>, allows clients to wait for data when the buffer is empty but not completed.</description>
/// </item>
/// </list>
/// </para>
/// <para>
/// Clients can read from this stream using standard stream reading methods, and the stream will release memory segments as data is read.
/// When the download is completed or if an error occurs during download, this stream allows clients to inspect the completion status and any associated exceptions.
/// </para>
/// </remarks>
public class DownloadContentStream : Stream
{
/// <summary>
/// Gets the HTTP response from which this download stream originated.
/// </summary>
public HTTPResponse Response { get; protected set; }
/// <summary>
/// Gets a value indicating whether the download is completed, and there's no more data buffered in the stream to read.
/// </summary>
public bool IsCompleted { get => this._isCompleted && this._segments.Count == 0 && this._currentSegment == BufferSegment.Empty; }
/// <summary>
/// Gets a reference to an exception if the download completed with an error.
/// </summary>
public Exception CompletedWith { get => this._exceptionInfo?.SourceException; }
/// <summary>
/// Gets the length of the buffered data. Because downloads happen in parallel, a <see cref="Read(byte[], int, int)"/> call can return with more data after checking Length.
/// </summary>
public override long Length => Interlocked.Read(ref this._length);
protected long _length;
/// <summary>
/// Gets the maximum size of the internal buffer of this stream.
/// </summary>
/// <remarks>In some cases, the plugin may put more data into the stream than the specified size.</remarks>
public long MaxBuffered { get; protected set; }
/// <summary>
/// Gets a value indicating whether the internal buffer holds at least the <see cref="MaxBuffered"/> amount of data.
/// </summary>
public bool IsFull { get => this.Length >= this.MaxBuffered; }
/// <summary>
/// Gets or sets whether the stream is detached from the <see cref="HTTPRequest"/>/<see cref="HTTPResponse"/> when <see cref="Read(byte[], int, int)"/> is used before the request is finished.
/// When the stream is detached from the response object, their lifetimes are not bound together,
/// meaning that the stream isn't disposed automatically, and the client code is responsible for calling the stream's <see cref="System.IO.Stream.Dispose()"/> function.
/// </summary>
public bool IsDetached
{
get => this._isDetached;
set
{
if (this._isDetached != value)
{
HTTPManager.Logger.Verbose(nameof(DownloadContentStream), $"IsDetached {this._isDetached} => {value}", this.Response?.Context);
this._isDetached = value;
}
}
}
private bool _isDetached;
/// <summary>
/// There are cases where the plugin have to put more data into the buffer than its previously set maximum.
/// For example when the underlying connection is closed, but the content provider still have buffered data,
/// in witch case we have to push all processed data to the user facing download stream.
/// </summary>
internal void EmergencyIncreaseMaxBuffered() => this.MaxBuffered = long.MaxValue;
protected IDownloadContentBufferAvailable _bufferAvailableHandler;
protected ConcurrentQueue<BufferSegment> _segments = new ConcurrentQueue<BufferSegment>();
protected BufferSegment _currentSegment = BufferSegment.Empty;
protected bool _isCompleted;
protected ExceptionDispatchInfo _exceptionInfo;
/// <summary>
/// Count of consecutive calls with DoFullCheck that found the stream fully buffered.
/// </summary>
private int _isFullCheckCount;
protected bool _isDisposed;
/// <summary>
/// Initializes a new instance of the DownloadContentStream class.
/// </summary>
/// <param name="response">The HTTP response associated with this download stream.</param>
/// <param name="maxBuffered">The maximum size of the internal buffer.</param>
/// <param name="bufferAvailableHandler">Handler for notifying when buffer space becomes available.</param>
public DownloadContentStream(HTTPResponse response, long maxBuffered, IDownloadContentBufferAvailable bufferAvailableHandler)
{
this.Response = response;
this.MaxBuffered = maxBuffered;
this._bufferAvailableHandler = bufferAvailableHandler;
}
/// <summary>
/// Completes the download stream with an optional error. Called when the download is finished.
/// </summary>
/// <param name="error">The exception that occurred during download, if any.</param>
internal virtual void CompleteAdding(Exception error)
{
HTTPManager.Logger.Information(nameof(DownloadContentStream), $"CompleteAdding({error})", this.Response?.Context);
this._isCompleted = true;
this._exceptionInfo = error != null ? ExceptionDispatchInfo.Capture(error) : null;
this._bufferAvailableHandler = null;
}
/// <summary>
/// Tries to remove a downloaded segment from the stream. If the stream is empty, it returns immediately with false.
/// </summary>
/// <param name="segment">A <see cref="BufferSegment"/> containing the reference to a byte[] and the offset and count of the data in the array.</param>
/// <returns><c>true</c> if a downloaded segment was available and could return with, otherwise <c>false</c></returns>
public virtual bool TryTake(out BufferSegment segment)
{
if (this._isDisposed)
throw new ObjectDisposedException(GetType().FullName);
this.IsDetached = true;
if (this._segments.TryDequeue(out segment) && segment.Count > 0)
{
Interlocked.Add(ref this._length, -segment.Count);
this._bufferAvailableHandler?.BufferAvailable(this);
return true;
}
return false;
}
/// <summary>
/// A non-blocking Read function. When it returns <c>0</c>, it doesn't mean the download is complete. If the download interrupted before completing, the next Read call can throw an exception.
/// </summary>
/// <param name="buffer">The buffer to read data into.</param>
/// <param name="offset">The zero-based byte offset in the buffer at which to begin copying bytes.</param>
/// <param name="count">The maximum number of bytes to read.</param>
/// <returns>The number of bytes copied to the buffer, or zero if no downloaded data is available at the time of the call.</returns>
/// <exception cref="ObjectDisposedException">If the stream is already disposed.</exception>
public override int Read(byte[] buffer, int offset, int count)
{
using var _ = new Unity.Profiling.ProfilerMarker($"{nameof(DownloadContentStream)}.{nameof(Read)}").Auto();
if (this._isDisposed)
throw new ObjectDisposedException(GetType().FullName);
if (this._exceptionInfo != null)
this._exceptionInfo.Throw();
this.IsDetached = true;
if (this._currentSegment == BufferSegment.Empty)
this._segments.TryDequeue(out this._currentSegment);
int sumReadCount = 0;
while (sumReadCount < count && this._currentSegment != BufferSegment.Empty)
{
int readCount = Math.Min(count - sumReadCount, this._currentSegment.Count);
Array.Copy(this._currentSegment.Data, this._currentSegment.Offset, buffer, offset, readCount);
offset += readCount;
sumReadCount += readCount;
if (this._currentSegment.Count == readCount)
{
BufferPool.Release(this._currentSegment);
if (!this._segments.TryDequeue(out this._currentSegment))
this._currentSegment = BufferSegment.Empty;
}
else
this._currentSegment = this._currentSegment.Slice(this._currentSegment.Offset + readCount);
}
Interlocked.Add(ref this._length, -sumReadCount);
this._bufferAvailableHandler?.BufferAvailable(this);
return sumReadCount;
}
/// <summary>
/// Writes a downloaded data segment to the stream.
/// </summary>
/// <param name="segment">The downloaded data segment to write.</param>
internal virtual void Write(BufferSegment segment)
{
if (this._isDisposed)
throw new ObjectDisposedException(GetType().FullName);
if (segment.Count <= 0)
return;
this._segments.Enqueue(segment);
Interlocked.Add(ref this._length, segment.Count);
this._isFullCheckCount = 0;
}
/// <summary>
/// Checks whether the stream is fully buffered and increases a counter if it's full, resetting it otherwise.
/// </summary>
/// <param name="limit">The limit for the full check counter.</param>
/// <returns><c>true</c> if the counter is equal to or larger than the limit parameter; otherwise <c>false</c>.</returns>
internal bool DoFullCheck(int limit)
{
if (IsFull)
_isFullCheckCount++;
else
_isFullCheckCount = 0;
return _isFullCheckCount >= limit;
}
/// <summary>
/// Disposes of the stream, releasing any resources held by it.
/// </summary>
/// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param>
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
this._isDisposed = true;
using (var _ = new Unity.Profiling.ProfilerMarker("DownloadContentStream.Dispose").Auto())
{
BufferPool.Release(this._currentSegment);
BufferPool.ReleaseBulk(this._segments);
this._segments.Clear();
}
}
public override bool CanRead => true;
public override bool CanSeek => false;
public override bool CanWrite => false;
public override long Position { get => throw new NotImplementedException(); set => throw new NotImplementedException(); }
public override void Flush() => throw new NotImplementedException();
public override long Seek(long offset, SeekOrigin origin) => throw new NotImplementedException();
public override void SetLength(long value) => throw new NotImplementedException();
public override void Write(byte[] buffer, int offset, int count) => throw new NotImplementedException();
}
}