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Preallocate download streams (#229)
* feat: pre-allocate streams for high-latency downloads * fix: update drop-base * fix: remove debug latency * fix: lint
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@ -9,7 +9,10 @@ const GetChunk = type({
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files: type({
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filename: "string",
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chunkIndex: "number",
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}).array(),
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})
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.array()
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.atLeastLength(1)
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.atMostLength(256),
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}).configure(throwingArktype);
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export default defineEventHandler(async (h3) => {
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@ -46,21 +49,27 @@ export default defineEventHandler(async (h3) => {
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streamFiles.map((e) => e.end - e.start).join(","),
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); // Non-standard header, but we're cool like that 😎
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for (const file of streamFiles) {
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const gameReadStream = await libraryManager.readFile(
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context.libraryId,
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context.libraryPath,
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context.versionName,
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file.filename,
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{ start: file.start, end: file.end },
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);
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if (!gameReadStream)
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throw createError({
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statusCode: 500,
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statusMessage: "Failed to create read stream",
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});
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const streams = await Promise.all(
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streamFiles.map(async (file) => {
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const gameReadStream = await libraryManager.readFile(
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context.libraryId,
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context.libraryPath,
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context.versionName,
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file.filename,
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{ start: file.start, end: file.end },
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);
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if (!gameReadStream)
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throw createError({
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statusCode: 500,
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statusMessage: "Failed to create read stream",
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});
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return { ...file, stream: gameReadStream };
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}),
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);
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for (const file of streams) {
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let length = 0;
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await gameReadStream.pipeTo(
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await file.stream.pipeTo(
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new WritableStream({
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write(chunk) {
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h3.node.res.write(chunk);
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