I am trying to build a download class. Files from GitHub download fine, but if I download ROBLOX assets (http://www.roblox.com/asset/?id=1286103 as an example), it downloads a file filled with garbage data, when it should download a ROBLOX mesh file that starts with the header "version 1.00".
public void InitDownload(string additionalText = "")
{
downloadOutcomeAddText = additionalText;
saveFileDialog1 = new SaveFileDialog()
{
FileName = fileName,
//"Compressed zip files (*.zip)|*.zip|All files (*.*)|*.*"
Filter = fileFilter,
Title = "Save " + fileName
};
if (saveFileDialog1.ShowDialog() == DialogResult.OK)
{
try
{
using (WebClient wc = new WebClient())
{
wc.DownloadProgressChanged += wc_DownloadProgressChanged;
wc.DownloadFileAsync(new Uri(fileURL), saveFileDialog1.FileName);
}
downloadOutcome = "File " + Path.GetFileName(saveFileDialog1.FileName) + " downloaded!" + downloadOutcomeAddText;
}
catch (Exception ex)
{
downloadOutcome = "Error when downloading file: " + ex.Message;
}
}
}
void wc_DownloadProgressChanged(object sender, DownloadProgressChangedEventArgs e)
{
downloadProgress.Value = e.ProgressPercentage;
}
It looks like the ROBLOX API is responding with gzip encoded data and evidently WebClient.DownloadFileAsync
doesn't default to automatically decompressing the response body. For more information and a somewhat dated example of how to handle this see: https://blog.codinghorror.com/netwebclient-and-gzip/.
Update: This Stack Overflow answer may also be helpful (it is simpler and doesn't require a 3rd party library): Uncompressing gzip response from WebClient