+
+// Forces the piece data to be rehashed.
+func (p *Piece) VerifyData() {
+ p.t.cl.lock()
+ defer p.t.cl.unlock()
+ target := p.numVerifies + 1
+ if p.hashing {
+ target++
+ }
+ // log.Printf("target: %d", target)
+ p.t.queuePieceCheck(p.index)
+ for {
+ // log.Printf("got %d verifies", p.numVerifies)
+ if p.numVerifies >= target {
+ break
+ }
+ p.t.cl.event.Wait()
+ }
+ // log.Print("done")
+}
+
+func (p *Piece) queuedForHash() bool {
+ return p.t.piecesQueuedForHash.Get(bitmap.BitIndex(p.index))
+}
+
+func (p *Piece) torrentBeginOffset() int64 {
+ return int64(p.index) * p.t.info.PieceLength
+}
+
+func (p *Piece) torrentEndOffset() int64 {
+ return p.torrentBeginOffset() + int64(p.length())
+}
+
+func (p *Piece) SetPriority(prio piecePriority) {
+ p.t.cl.lock()
+ defer p.t.cl.unlock()
+ p.priority = prio
+ p.t.updatePiecePriority(p.index, "Piece.SetPriority")
+}
+
+func (p *Piece) purePriority() (ret piecePriority) {
+ for _, f := range p.files {
+ ret.Raise(f.prio)
+ }
+ if p.t.readerNowPieces().Contains(bitmap.BitIndex(p.index)) {
+ ret.Raise(PiecePriorityNow)
+ }
+ // if t._readerNowPieces.Contains(piece - 1) {
+ // return PiecePriorityNext
+ // }
+ if p.t.readerReadaheadPieces().Contains(bitmap.BitIndex(p.index)) {
+ ret.Raise(PiecePriorityReadahead)
+ }
+ ret.Raise(p.priority)
+ return
+}
+
+func (p *Piece) uncachedPriority() (ret piecePriority) {
+ if p.hashing || p.marking || p.t.pieceComplete(p.index) || p.queuedForHash() {
+ return PiecePriorityNone
+ }
+ return p.purePriority()
+}
+
+// Tells the Client to refetch the completion status from storage, updating priority etc. if
+// necessary. Might be useful if you know the state of the piece data has changed externally.
+func (p *Piece) UpdateCompletion() {
+ p.t.cl.lock()
+ defer p.t.cl.unlock()
+ p.t.updatePieceCompletion(p.index)
+}
+
+func (p *Piece) completion() (ret storage.Completion) {
+ ret.Complete = p.t.pieceComplete(p.index)
+ ret.Ok = p.storageCompletionOk
+ return
+}
+
+func (p *Piece) allChunksDirty() bool {
+ return p.numDirtyChunks() == p.numChunks()
+}
+
+func (p *Piece) State() PieceState {
+ return p.t.PieceState(p.index)
+}
+
+func (p *Piece) requestIndexOffset() RequestIndex {
+ return p.t.pieceRequestIndexOffset(p.index)
+}
+
+func (p *Piece) availability() int {
+ return len(p.t.connsWithAllPieces) + p.relativeAvailability
+}