You just need to click on magnet link mentioned in right side of the torrent result. To let it work, you need to have the application that supports torrent, such as bittorrent , utorrent or Flud.
Sometimes due to the heavy traffic, the server gets slow to handle all requests simultaneously. Thus, it may take upto 30 seconds to give you the results. We believe to search the best results. To get the best, we request user to wait a while. Also, we are not the first party who host the content on our own website. We index torrents hosted on other platforms. Thus, it may take days.
This the main reason no one could find them properly. Torrentz2 Beta Search. Torrentz2 is the fast, simple and powerful search engine for torrent to download all latest movies, games and more stuff for free.
About Torrentz2 Torrent is not illegal. Frequently asked questions FAQ What is torrentzeu. How to use Magnet link? Why it is taking time to load? When is the movie updated here after releasing? The easiest way to deal with this is to install a module to handle larger number for us. Install it with the command:.
You can see that I write the number into a buffer using the bignum. This is also the buffer size required by the announce request.
Now almost all the pieces have come together for communicating with the tracker. The last thing we have to do is write the respType function to identify whether a response was a connect response or an announce response. After looking at the structure of the two response types I noticed that the connect response has an action value of 0 and the announce response has an action value of 1.
Or you could write your own function to retry after a timeout as a bonus exercise! This is called exponential backoff and the reason you want to do this is to balance two concerns. The message is still coming, but the network is experiencing traffic. The more peers you can get connected to the faster you can download your files.
After exchanging some messages with the peer as setup, you should start requesting pieces of the files you want. Before we start I want to add a new file called download. I recommend that you find a small torrent with a lot of peers that you can play around with. Our new file structure should look like this:. Note the updated require paths. Using tcp to send messages is similar to udp which we used before. You can see the tcp interface is very similar to using udp, but you have to call the connect method to create a connection before sending any messages.
This will log the error to console instead. We use our getPeers method from the tracker. Once a tcp connection is established the messages you send and receive have to follow the following protocol. The first thing you want to do is let your peer know know which files you are interested in downloading from them, as well as some identifying info.
The most likely thing that will happen next is that the peer will let you know what pieces they have. This means you will receive multiple have messages, one for each piece that your peer has.
The bitfield message serves a similar purpose, but does it in a different way. The bitfield message can tell you all the pieces that the peer has in just one message.
It does this by sending a string of bits, one for each piece in the file. The index of each bit is the same as the piece index, and if they have that piece it will be set to 1, if not it will be set to 0.
If you are choked, that means the peer does not want to share with you, if you are unchoked then the peer is willing to share. You always start out choked and not interested. So the first message you send should be the interested message. Then hopefully they will send you an unchoke message and you can move to the next step. If you receive a choke message message instead you can just let the connection drop. Finally you will receive a piece message, which will contain the bytes of data that you requested.
According to the spec the handshake message should be a buffer that looks like this:. Once the handshake has been established there are 10 different types of messages that can be exchanged, all following the same format:.
These functions are mostly straightforward, just pass a payload and then return a buffer with the appropriate length and id. Everything follows directly from the specs mentioned earlier. You may have assumed that every time you recieve a data though a socket, it will be a single whole message.
But this is not the case. Remember our code for receiving data looked like this:. The socket might recieve only part of one message, or it might receive multiple messages at once. This is why every message starts with its length, to help you find the start and end of each message.
Things would be much easier for us if each time the callback was called it would get passed a single whole message, so I want to write a function onWhileMsg that will do just that for us. How does this function work? First notice the distinction between the function onWholeMsg , the callback passed to onWholeMsg , and the anonymous callback passed to socket. Next, the key to making this work is to use a closure. Because the socket. So every time the socket recieves data, the socket.
It concats the new data with savedBuf and as long as savedBuf is long enough to contain at least one whole message, it will pass it to the onWholeMsg callback and then update savedBuf by slicing out those messages.
Basically savedBuf saves the pieces of incomplete messages between rounds of receiving data from the socket. I also have the handshake variable in the closure. One thing that might help is to realize that the onWholeMsg function is only getting called once, so the savedBuf and handshake variables are only initialized once.
But then the socket. We use the buildHandshake function we created in the message. This function will check what kind of message we are receiving and handle it accordingly. Here it checks if the message is a handshake response, and if so it sends the interested message and hopefully the peer will send an unchoke message.
This function checks if the message is a handshake. After you establish the handshake your peers should tell you which pieces they have. This tells you how long a piece is in bytes. Then if the total size of the file s is bytes, that means the file should have 12 pieces.
Note that the last piece might not be the full bytes. If the file were bytes large, then it would be a total of 13 pieces, where the last piece is just 1 byte large. These pieces are indexed starting at 0, and this is how we know which piece it is that we are sending or receiving. For example, you might request the piece at index 0, that means from our previous example we want the first bytes of the file.
If we ask for the piece at index 1, we want the second bytes and so on. Since these messages have a set format , I can just check their id to figure out what message it is. In order to help me do this I wrote added a function to message. So the msgHandler function receives a message, checks the id, and then passes the payload, if any, to the appropriate handler function.
This is a critical point in the project because managing the connections and pieces involves a lot of interesting decisions and tradeoffs. Of course a big concern is efficiency. We want our downloads to finish as soon as possible. The tricky part about this is that not all peers will have all parts. Also not all peers can upload at the same rate. How can we distribute the work of sharing the right pieces among all peers in order to have the fastest download speeds? After some thought I decided on the following solution.
First I would have a single list of all pieces that have already been requested that would get passed to each socket connection. Like this:. The actual implementation of haveHandler will be more detailed than this, but you can see how the requested list will get passed through and how it will be used to determine whether or not a piece should be requested. You can also see that there is just a single list that is shared by all connections. Next I want to create a list per connection.
This list will contain all the pieces that a single peer has. Why do we have to maintain this list? This strategy would lead to all peers having the same number of requests, but some peers will inevitably upload faster than others.
Ideally we want the fastest peers to get more requests, rather than have multiple requests bottlenecked by the slowest peer.
A natural solution is to request just one or a few pieces from a peer at a time, and only make the next request after receiving a response. I refer to this as a job queue, because you can think of it like this: each connection has a list of pieces to request.
If not, they request the piece and wait for a response. Otherwise they discard the item and move on to the next one. When they receive a response, they move on to the next item on the list and repeat the process until the list is empty. This list will also need to passed through to the handler functions, but it should be created per connection.
When we receive a piece we can shift it out of the queue. If the piece has already been requested, we again shift it out of the queue. You can see that happen in the requestPiece function which created since it is code shared by both handlers.
The last thing I want to go over before fully implementing the handler functions is request failures. Right now we are adding the piece index to the requested array whenever we send a request. This way we know which pieces have already been requested and then we can avoid the next peer from requesting a duplicate piece.
This is because a connection can drop at any time for whatever reason. Since we avoid requesting pieces that have been added to the requested array, these pieces will never be received. You might think we could just add pieces to the list when we receive them.
But then between the time that the piece requested and received any other peer could also request that piece resulting in duplicate requests. We update the requested list at request time, and the received list at receive time. This object can now be used to replace the requested array from earlier. I think the simplest way to enforce this is to create a new object that holds both our queue array as well as a choked property.
Fortunately most of it was covered in the previous sections. Most of these changes are simply passing our two new data structures Pieces and queue object through through to the handlers. In the previous section I changed the Pieces class so that its constructor takes the total number of pieces as an argument. You can find this value by looking up the torrent.
The torrent. Finally we add the requested index into pieces and break the loop. You might have noticed that I wrote a comment above socket. The function message. These are the required fields for the payload of a request message. But what are these fields for exactly? What about begin and length? These two properties are necessary because sometimes a piece is too big for one message. If the piece length is greater than the length of single block, then it should be broken up into blocks with one message sent for each block.
But first I want to write some function in torrentParser. Then it might be shorter than a full piece or block. Also, both the queue object and the Pieces class should be changed to deal with blocks instead of just pieces.
Now the queue is a list of pieceBlock objects. These pieceBlock objects have the same structure as the payload when we send a request message check the buildRequest function in message.
More generally, from now on we want to deal with these objects instead of the piece index, because it also gives us information about the block.
When we deque an object we can pass it to the request builder and make a request for the associated block. The Pieces class that tracks requested and received pieces should be able to add a pieceBlock. Note that the constructor need to get passed a torrent object now, instead of just the number of pieces. Now the requested and received arrays, which used to hold the status of a piece index, now holds an array of arrays, where the inner arrays hold the status of a block at a give piece index.
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