Refactor downloading (#116)

The way it was done was so horrid, it was not only impossible to debug,
with TODO comments saying it sucks, and other shit like that, but it was
also just full of data races. You can rest easy however - I left most of
the data races in there <3 For nostalgia (totally not because it's a
massive pain to fix that).

We now do single-threaded download, which can not only saturate my 100
Mbit/s line without any hickups, it can also go up to ~600000 Mbit/s for
localhost transfers :) So I think it's fine.
This commit is contained in:
Lion
2024-09-22 20:04:45 +02:00
committed by GitHub
3 changed files with 74 additions and 54 deletions
-2
View File
@@ -57,7 +57,6 @@ std::string GetGamePath() {
std::string Ver = CheckVer(GetGameDir());
Ver = Ver.substr(0, Ver.find('.', Ver.find('.') + 1));
Path += Ver + "\\";
info("Game user path: '" + Path + "'");
return Path;
}
#elif defined(__linux__)
@@ -70,7 +69,6 @@ std::string GetGamePath() {
std::string Ver = CheckVer(GetGameDir());
Ver = Ver.substr(0, Ver.find('.', Ver.find('.') + 1));
Path += Ver + "/";
info("Game user path: '" + Path + "'");
return Path;
}
#endif