async 版 await session.download(from:) 内部走 completion-handler 路径, session 级 delegate 的 didWriteData 全部被跳过,结果只有兜底 onProgress(1.0) 在下载完成后才触发——用户看到的"瞬间 100%"就是这个唯一一次回调。 换成手动 session.downloadTask(with:).resume() + CheckedContinuation: - didWriteData 正常按 URLSession 节奏在 opQueue 上派发,进度真实推进 - didFinishDownloadingTo 内同步把临时文件 move 到沙盒 Caches 的已知位置 (否则 delegate 返回后系统立即清掉那个临时位置) - didCompleteWithError 里 resume 续作 - continuation/moveError 跨线程(actor → opQueue)用 NSLock 保护 LobbyZipUpgrader / SubGameDownloader 同款修复(大厅 zip 下载 + 子游戏 zip 下载)。 Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
212 lines
9.2 KiB
Swift
212 lines
9.2 KiB
Swift
//
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// LobbyZipUpgrader.swift
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// ylgamehall
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//
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// H5 zip 升级:下载远端 game_zip → 临时目录解压 → 原子 rename 到 lobbyRoot。
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// 详见 docs/Development-Plan.md ADR-008-G / Design §6.3.4 / msext NewRootVC.m:1789-1869。
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//
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import Foundation
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import ZIPFoundation
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public actor LobbyZipUpgrader {
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public static let shared = LobbyZipUpgrader()
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public enum Outcome: Sendable {
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/// 本地版本已是最新(含远端 gameZip 为空 / 版本号未提升的情况),未做任何下载
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case noop
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/// 完成升级。`from → to` 是版本号变化。
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case upgraded(from: Int, to: Int)
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}
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public enum UpgradeError: Error, Sendable {
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case badGameZipURL(String)
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case downloadFailed(any Error)
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case httpStatus(Int)
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case unzipFailed(any Error)
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case stagingMoveFailed(any Error)
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}
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public init() {}
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/// URLSession 配置:60s 单请求 / 300s 总体(zip 约 11 MB,4G 约 10s)。
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/// 每次 upgradeIfNeeded 用此 config 临时建 session,绑 download delegate 接收
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/// didWriteData 进度回调;ad-hoc delegate(`session.download(from:delegate:)`)
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/// 不会触发 URLSessionDownloadDelegate 的 download-specific 方法,必须走 session 级。
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nonisolated private static var defaultConfig: URLSessionConfiguration {
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let cfg = URLSessionConfiguration.default
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cfg.timeoutIntervalForRequest = 60
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cfg.timeoutIntervalForResource = 300
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return cfg
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}
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/// 比较远端 game_version 与本地 version.xml。需要升级则下载 + 解压 + 原子 rename。
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///
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/// - Parameters:
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/// - resolved: VersionResolver.resolve(...) 的结果
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/// - onProgress: 下载进度回调 0.0…1.0,由 URLSession delegate 在后台线程派发;
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/// UI 层负责把闭包 hop 到 MainActor。默认 no-op 兼容仅做版本对比的烟雾测试。
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/// - Returns: `.noop` 已是最新;`.upgraded(from:to:)` 完成升级
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public func upgradeIfNeeded(
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resolved: ResolvedVersion,
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onProgress: @escaping @Sendable (Double) -> Void = { _ in }
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) async throws -> Outcome {
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let localGameVersion = LocalVersionReader.localGameVersion
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guard resolved.gameVersion > localGameVersion,
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let zipURLString = resolved.gameZip,
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let zipURL = URL(string: zipURLString)
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else {
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return .noop
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}
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// 1. 下载到 tmp。**必须用手动 downloadTask + 续作**,不能用 async 版
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// `await session.download(from:)`:后者内部走 completion-handler 路径,
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// session 级 delegate 的 didWriteData 全部被跳过,结果只有下载完成才补一次
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// onProgress(1.0),进度条瞬间从 0% 跳到 100%(Apple Guide "Downloading files
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// from websites" 明确:要进度必须 delegate + manual task.resume())。
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// 手动 task 路径下,didWriteData 由 URLSession 在 opQueue 上正常派发;
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// didFinishDownloadingTo 内同步把临时文件 move 到 savedURL(否则 delegate
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// 返回后系统会立即清掉那个临时位置);didCompleteWithError 里 resume 续作。
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let savedURL = SandboxPaths.caches
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.appendingPathComponent("lobby-download-\(UUID().uuidString).zip")
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let progressDelegate = DownloadProgressDelegate(
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onProgress: onProgress,
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moveDownloadedTo: savedURL
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)
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let opQueue = OperationQueue()
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opQueue.maxConcurrentOperationCount = 1
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let session = URLSession(
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configuration: Self.defaultConfig,
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delegate: progressDelegate,
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delegateQueue: opQueue
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)
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defer { session.invalidateAndCancel() }
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let response: URLResponse
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do {
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response = try await withCheckedThrowingContinuation { (cont: CheckedContinuation<URLResponse, any Error>) in
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progressDelegate.setContinuation(cont)
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session.downloadTask(with: zipURL).resume()
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}
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} catch {
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try? FileManager.default.removeItem(at: savedURL)
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throw UpgradeError.downloadFailed(error)
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}
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if let http = response as? HTTPURLResponse,
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!(200..<300).contains(http.statusCode) {
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try? FileManager.default.removeItem(at: savedURL)
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throw UpgradeError.httpStatus(http.statusCode)
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}
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let downloadedURL = savedURL
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// 下载完成兜底报 1.0:部分 server 不发 Content-Length 或末尾片段晚到,
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// 不显式补这一下,进度条可能停在 99% 直到解压结束才跳走
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onProgress(1.0)
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// 2. 解压到隔离 staging 目录
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let staging = SandboxPaths.caches
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.appendingPathComponent("lobby-staging-\(UUID().uuidString)")
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let fm = FileManager.default
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do {
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try fm.createDirectory(at: staging, withIntermediateDirectories: true)
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try fm.unzipItem(at: downloadedURL, to: staging)
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} catch {
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try? fm.removeItem(at: staging)
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throw UpgradeError.unzipFailed(error)
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}
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try? fm.removeItem(at: downloadedURL)
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// 3. 原子 rename:删旧 lobbyRoot → 把 staging 移到位
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// (msext "removeItem + ZipArchive overWrite:YES" 半途崩溃留半残;
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// 我们 staging 完整解压后再 rename,半途崩溃只留 staging,下次启动可清)
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let lobbyRoot = SandboxPaths.lobbyRoot
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do {
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if fm.fileExists(atPath: lobbyRoot.path) {
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try fm.removeItem(at: lobbyRoot)
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}
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// 父目录确保存在(Library/Caches 永远存在,无需创建中间路径)
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try fm.moveItem(at: staging, to: lobbyRoot)
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} catch {
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try? fm.removeItem(at: staging)
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throw UpgradeError.stagingMoveFailed(error)
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}
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return .upgraded(from: localGameVersion, to: resolved.gameVersion)
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}
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}
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/// URLSession 下载进度桥接:把 `didWriteData` 的 byte 计数换算成 0…1,回调上层;
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/// 同时驱动下载完成的 CheckedContinuation。
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///
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/// 之所以放在文件内私有:仅 LobbyZipUpgrader 用,不构成对外 API。
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/// `@unchecked Sendable`:URLSessionDownloadDelegate 协议本身不带 Sendable;
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/// 内部可变状态(continuation / moveError)跨线程(actor → opQueue),用 NSLock 保护。
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private final class DownloadProgressDelegate: NSObject,
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URLSessionDownloadDelegate,
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@unchecked Sendable {
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private let onProgress: @Sendable (Double) -> Void
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private let moveDownloadedTo: URL
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private let lock = NSLock()
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private var continuation: CheckedContinuation<URLResponse, any Error>?
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private var moveError: (any Error)?
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init(onProgress: @escaping @Sendable (Double) -> Void, moveDownloadedTo: URL) {
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self.onProgress = onProgress
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self.moveDownloadedTo = moveDownloadedTo
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super.init()
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}
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/// 由 actor 在启动 downloadTask 前调一次。必须在 `task.resume()` 之前调,
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/// 否则 didCompleteWithError 可能先于 setContinuation 发生(极端情况下短下载)。
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func setContinuation(_ c: CheckedContinuation<URLResponse, any Error>) {
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lock.lock(); defer { lock.unlock() }
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continuation = c
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}
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func urlSession(_ session: URLSession,
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downloadTask: URLSessionDownloadTask,
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didWriteData bytesWritten: Int64,
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totalBytesWritten: Int64,
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totalBytesExpectedToWrite: Int64) {
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guard totalBytesExpectedToWrite > 0 else { return }
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let p = Double(totalBytesWritten) / Double(totalBytesExpectedToWrite)
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onProgress(min(max(p, 0), 1))
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}
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/// 必须在 delegate 方法返回前同步把临时文件 move 到 `moveDownloadedTo`:
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/// 系统会在本方法返回后立即清理 `location` 处的临时文件。
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/// move 出错记录到 moveError,由 didCompleteWithError 统一抛回 continuation。
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func urlSession(_ session: URLSession,
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downloadTask: URLSessionDownloadTask,
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didFinishDownloadingTo location: URL) {
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do {
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try? FileManager.default.removeItem(at: moveDownloadedTo)
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try FileManager.default.moveItem(at: location, to: moveDownloadedTo)
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} catch {
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lock.lock(); defer { lock.unlock() }
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moveError = error
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}
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}
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func urlSession(_ session: URLSession,
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task: URLSessionTask,
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didCompleteWithError error: (any Error)?) {
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lock.lock(); defer { lock.unlock() }
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guard let c = continuation else { return }
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continuation = nil
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if let error {
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c.resume(throwing: error)
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} else if let me = moveError {
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c.resume(throwing: me)
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} else if let response = task.response {
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c.resume(returning: response)
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} else {
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c.resume(throwing: NSError(
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domain: "LobbyZipUpgrader.DownloadProgressDelegate",
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code: -1,
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userInfo: [NSLocalizedDescriptionKey: "download finished without response"]
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))
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}
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}
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}
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