private bool TryEnableEndgame() { if (inEndgame) { return(false); } // We need to activate endgame mode when there are less than 20 requestable blocks // available. We OR the bitfields of all the files which are downloadable and then // NAND it with the torrents bitfield to get a list of pieces which remain to be downloaded. // Essentially we get a list of all the pieces we're allowed download, then get a list of // the pieces which we still need to get and AND them together. // Create the bitfield of pieces which are downloadable endgameSelector.SetAll(false); for (int i = 0; i < files.Length; i++) { if (files[i].Priority != Priority.DoNotDownload) { endgameSelector.Or(files[i].GetSelector(bitfield.Length)); } } // NAND it with the pieces we already have (i.e. AND it with the pieces we still need to receive) endgameSelector.NAnd(bitfield); // If the total number of blocks remaining is less than Threshold, activate Endgame mode. int count = 0; List <Piece> pieces = standard.ExportActiveRequests(); for (int i = 0; i < pieces.Count; i++) { count += pieces[i].TotalReceived; } inEndgame = Math.Max(blocksPerPiece, (endgameSelector.TrueCount * blocksPerPiece)) - count < Threshold; if (inEndgame) { endgame.Initialise(bitfield, files, standard.ExportActiveRequests()); // Set torrent's IsInEndGame flag torrentManager.isInEndGame = true; } return(inEndgame); }
public virtual List <Piece> ExportActiveRequests() { CheckOverriden(); return(picker.ExportActiveRequests()); }