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Downloading

About half of the use cases involving a HTTP request are revolving around downloading resources from a remote server, and we want to do it as fast, reliably and memory efficiently as possible. To support all of these requirements, this version of the plugin unifies previously different scenarios. Now, every download is a streamed download, no matter how small or large the downloaded content is. This ensures that setting up a request is easier and a seamingly complex use case has a simple solution too.

By default the plugin alows 1 MiB of buffered data. If the target content is larger, the download will pause indefinitely! If your content is presumably larger than this threshold, you can increase this limit or start consuming the content during download.

How to access downloaded content

The plugin offers two main ways to access the downloaded data:

  1. Shortcuts for the most common scenarios
  2. DownStream for use-cases where the downloaded content can be processed in chunks

Shortcuts

For small and simple use-cases we don't want to deal with streams and buffers and all of that, just an easy way to get what the server sent. For these cases the HTTPresponse class has a few ready to use shortcut properties. These properties still use the download-stream to get the content, but they hide all the boring details. Here's the list of the available shortcut properties:

  • byte[] Data { get; }: The raw content bytes downloaded from the server, in case of compressed data, it contains the uncompressed final bytes. Use the Data property if the content is small or the consuming API requires continous memory.

    Example
    void DataCallback(HTTPRequest req, HTTPResponse resp)
    {
        switch(req.State)
        {
            case HTTPRequestStates.Finished:
                if (resp.IsSuccess)
                {
                    // Write the downloaded bytes to a file
                    System.IO.File.WriteAllBytes("path", resp.Data);
                }
                else
                    Debug.LogError($"Server error({resp.StatusCode} - {resp.Message})!");
                break;
    
            default:
                Debug.LogError(req.State.ToString());
                break;
        }
    }
    
  • string DataAsText { get; }: This shortcut converts the raw content bytes to an utf-8 string. ??? example

    void TextCallback(HTTPRequest req, HTTPResponse resp)
    {
        switch (req.State)
        {
            case HTTPRequestStates.Finished:
                if (resp.IsSuccess)
                {
                   // log out the server's textual response
                   Debug.Log(resp.DataAsText);
                }
                else
                    Debug.LogError($"Server error({resp.StatusCode} - {resp.Message})!");
                break;
    
            default:
                Debug.LogError(req.State.ToString());
                break;
        }
    }
    

  • Texture2D DataAsTexture2D { get; }: Uses ImageConversion.LoadImage to return with a Texture2D. ??? example

    void ImageCallback(HTTPRequest req, HTTPResponse resp)
    {
        switch (req.State)
        {
            case HTTPRequestStates.Finished:
                if (resp.IsSuccess)
                {
                    // Assign texture to a material.
                    GetComponent<Renderer>().material.mainTexture = resp.DataAsTexture2D;
                }
                else
                    Debug.LogError($"Server error({resp.StatusCode} - {resp.Message})!");
                break;
    
            default:
                Debug.LogError(req.State.ToString());
                break;
        }
    }
    

All of these properties are caching their returned object, calling them repeatedly doesn't do any further allocations.

All of these shortcuts assume that the download completed and called after the request's state became finished!

Streaming

With the help of the HTTPResponse's DownStream property, we can access parts of the downloaded data while the download is still in progress. DownStream is non-blocking by default, all of its functions return immediately with or without data, depending on whether there's any data in its buffers. This means, we have to try to take data from the stream every frame, or use a thread with a blocking variant of the stream. In the following topics we'll explore these use-cases, but before we dive into these, we also have to talk about the OnDownloadStarted event that we will use for both cases:

The OnDownloadStarted event

Streaming doesn't have any differences in the request's setup, but to start processing data as soon as we just can, we can subscribe to the OnDownloadStarted event. This event is called when the plugin expects the server to send content, just right after, in the next frame, when the DownStream instance is created. We can use this callback to start our content processing logic.

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var request = HTTPRequest.CreateGet("https://server/path/to/large/resource", OnRequestFinishedCallack);
request.DownloadSettings.OnDownloadStarted += OnDownloadStarted;
request.Send();

void OnDownloadStarted(HTTPRequest req, HTTPResponse resp, DownloadContentStream stream)
{
    Debug.Log("Download Started");
}

This event is called only when the response has a status code of 2xx, and it does NOT for redirects, request and server errors (4xx & 5xx status codes). Further reducing the number of edge cases you have to handle and code complexity you have to manage.

Streaming With polling

Let's see the code first, and discuss it in detail after:

IEnumerator ParseContent(DownloadContentStream stream)
{
    try
    {
        while (!stream.IsCompleted)
        {
            // Try to take out a download segment from the Download Stream.
            if (stream.TryTake(out var buffer))
            {
                // TODO: process data in the buffer

                // Make sure that the buffer is released back to the BufferPool.
                BufferPool.Release(buffer);
            }

            yield return null;
        }
    }
    finally
    {
        // Don't forget to Dispose the stream!
        stream.Dispose();
    }
}
  • IEnumerator ParseContent(DownloadContentStream stream): We are making a coroutine that can be consumed by Unity, this requires that our function's return value must be IEnumerator. When we will use we also want to pass a DownloadContentStream object to the function.
  • DownloadStream's IsCompleted returns true only when the download is completed, and there's no more data buffered in the stream to read.

  • stream.TryTake(out var buffer) tries to take out a downloaded chunk from the stream and will return with true only if the buffer is a valid one with content. When the stream is empty it returns with false.

    Don't make any assumptions about data length, it's at least 1 byte and can be different every frame.

  • BufferPool.Release(buffer); will release back the buffer to the BufferPool. It's not mandatory, and must be called only after the buffer is no longer in use!

  • yield return null; skips to next frame.
  • stream.Dispose(); finally, we have to dispose the stream, releasing any resources held by it.

And now, we can modify the OnDownloadStarted callback to start the new coroutine:

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private void OnDownloadStarted(HTTPRequest req, HTTPResponse resp, DownloadContentStream stream)
{
    Debug.Log("Download started!");

    StartCoroutine(ParseContent(stream));
}

It's done, we now have a working streaming download!

Streaming With blocking

The download itself is always done on a non-Unity main thread, it doesn't affect the running game logic and rendering!

In this section we start over using only the code from the 'The OnDownloadStarted event' section.

Because DownloadContentStream is non-blocking, we have to use a different kind of stream, a BlockingDownloadContentStream! Modify the request setup part, to include the following, highlighted code:

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var request = HTTPRequest.CreateGet("https://server/path/to/large/resource", OnRequestFinishedCallack);

request.DownloadSettings.OnDownloadStarted += OnDownloadStarted;
request.DownloadSettings.DownloadStreamFactory = (req, resp, bufferAvailableHandler)
    => new BlockingDownloadContentStream(resp, req.DownloadSettings.ContentStreamMaxBuffered, bufferAvailableHandler);

request.Send();
DownloadStreamFactory is called when the plugin is in need of a new DownloadContentStream instance for the request. Fortunately, BlockingDownloadContentStream is a specialized DownloadContentStream so we can use it instead.

First, let's write the function that will consume the downloaded content:

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;
}

This function's logic is very similar what we wrote in the coroutine version's ParseContent:

  1. until the download isn't completed
    1. repeat the TryTake(out var buffer) call
      1. process the data
      2. release the buffer
  2. and finally dispose the stream.

That's it!

Now, we just have to use it:

  1. For threading we will use Task.Run and wait for its completion, so have to modify OnDownloadStarted too to add the async keyword
  2. await the Task.Run call where we call ConsumeDownloadStream too
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async void OnDownloadStarted(HTTPRequest req, HTTPResponse resp, DownloadContentStream stream)
{
    Debug.Log("Download Started");

    var crc = await Task.Run<int>(() => ConsumeDownloadStream(stream as BlockingDownloadContentStream));

    Debug.Log($"Download finished! CRC: 0x{crc:X}");
}

DownloadContentStream lifecycle

The DownloadContentStream plays a crucial role in handling streamed downloads within the plugin. Understanding its lifecycle is essential for proper resource management and avoiding potential issues.

Default Behavior

By default, the DownloadContentStream is bound to the lifecycle of the associated request. When the request's callback is invoked, the stream is disposed of along with the request. However, complications can arise if the stream is still in use when the callback occurs.

Detachment Mechanism

To address this issue, the plugin employs a detachment mechanism. If a read operation is detected from outside the plugin, the stream becomes detached from the request. This detachment allows the stream's lifetime to extend beyond the request's callback, preventing premature disposal.

Manual Disposal

It's important to note that users are responsible for manually disposing of the DownloadContentStream once they have finished using it. Failure to do so can lead to resource leaks and unexpected behavior.

Best Practices

When working with DownloadContentStream, consider the following best practices:

  • Detachment Handling: If you anticipate using the stream beyond the request callback, ensure it becomes detached either by initiating a read operation (Read, TryTake) within the OnDownloadStarted callback or by setting DownloadContentStream's IsDetached property to true.
  • Manual Disposal: Always dispose the stream manually once you have finished using it to release any resources it holds. This can be done by calling the Dispose() method when you no longer need the stream.
  • Error Handling: Handle any exceptions that may occur during stream operations gracefully and call Dispose() to ensure proper cleanup.

Progress Tracking

No matter how DownloadStream is utilised or even used directly, progress tracking is an independent feature. Subscribing to progress events can be done by setting an event handler for DownloadSettings.OnDownloadProgress:

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request.DownloadSettings.OnDownloadProgress += OnDownloadProgress;

void OnDownloadProgress(HTTPRequest req, long progress, long length)
    => Debug.Log($"{progress:N0}/{length:N0}");

The handler method receives the originating HTTPRequest itself, the number of bytes downloaded so far and the total length of the content being downloaded, or -1 if the length cannot be determined.

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