246 lines
12 KiB
C#
246 lines
12 KiB
C#
//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using GameFramework;
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using GameFramework.Resource;
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using System;
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using System.IO;
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using System.Text;
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namespace UnityGameFramework.Runtime
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{
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/// <summary>
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/// 内置版本资源列表序列化器。
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/// </summary>
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public static partial class BuiltinVersionListSerializer
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{
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#if UNITY_EDITOR
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/// <summary>
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/// 序列化可更新模式版本资源列表(版本 0)回调函数。
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/// </summary>
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/// <param name="stream">目标流。</param>
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/// <param name="versionList">要序列化的可更新模式版本资源列表(版本 0)。</param>
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/// <returns>是否序列化可更新模式版本资源列表(版本 0)成功。</returns>
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public static bool UpdatableVersionListSerializeCallback_V0(Stream stream, UpdatableVersionList versionList)
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{
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if (!versionList.IsValid)
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{
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return false;
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}
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Utility.Random.GetRandomBytes(s_CachedHashBytes);
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using (BinaryWriter binaryWriter = new BinaryWriter(stream, Encoding.UTF8))
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{
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binaryWriter.Write(s_CachedHashBytes);
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binaryWriter.WriteEncryptedString(versionList.ApplicableGameVersion, s_CachedHashBytes);
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binaryWriter.Write(versionList.InternalResourceVersion);
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UpdatableVersionList.Asset[] assets = versionList.GetAssets();
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binaryWriter.Write(assets.Length);
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UpdatableVersionList.Resource[] resources = versionList.GetResources();
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binaryWriter.Write(resources.Length);
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foreach (UpdatableVersionList.Resource resource in resources)
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{
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binaryWriter.WriteEncryptedString(resource.Name, s_CachedHashBytes);
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binaryWriter.WriteEncryptedString(resource.Variant, s_CachedHashBytes);
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binaryWriter.Write(resource.LoadType);
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binaryWriter.Write(resource.Length);
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binaryWriter.Write(resource.HashCode);
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binaryWriter.Write(resource.CompressedLength);
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binaryWriter.Write(resource.CompressedHashCode);
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int[] assetIndexes = resource.GetAssetIndexes();
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binaryWriter.Write(assetIndexes.Length);
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byte[] hashBytes = new byte[CachedHashBytesLength];
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foreach (int assetIndex in assetIndexes)
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{
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Utility.Converter.GetBytes(resource.HashCode, hashBytes);
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UpdatableVersionList.Asset asset = assets[assetIndex];
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binaryWriter.WriteEncryptedString(asset.Name, hashBytes);
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int[] dependencyAssetIndexes = asset.GetDependencyAssetIndexes();
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binaryWriter.Write(dependencyAssetIndexes.Length);
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foreach (int dependencyAssetIndex in dependencyAssetIndexes)
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{
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binaryWriter.WriteEncryptedString(assets[dependencyAssetIndex].Name, hashBytes);
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}
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}
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}
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UpdatableVersionList.ResourceGroup[] resourceGroups = versionList.GetResourceGroups();
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binaryWriter.Write(resourceGroups.Length);
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foreach (UpdatableVersionList.ResourceGroup resourceGroup in resourceGroups)
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{
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binaryWriter.WriteEncryptedString(resourceGroup.Name, s_CachedHashBytes);
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int[] resourceIndexes = resourceGroup.GetResourceIndexes();
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binaryWriter.Write(resourceIndexes.Length);
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foreach (ushort resourceIndex in resourceIndexes)
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{
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binaryWriter.Write(resourceIndex);
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}
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}
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}
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Array.Clear(s_CachedHashBytes, 0, CachedHashBytesLength);
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return true;
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}
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/// <summary>
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/// 序列化可更新模式版本资源列表(版本 1)回调函数。
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/// </summary>
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/// <param name="stream">目标流。</param>
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/// <param name="versionList">要序列化的可更新模式版本资源列表(版本 1)。</param>
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/// <returns>是否序列化可更新模式版本资源列表(版本 1)成功。</returns>
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public static bool UpdatableVersionListSerializeCallback_V1(Stream stream, UpdatableVersionList versionList)
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{
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if (!versionList.IsValid)
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{
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return false;
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}
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Utility.Random.GetRandomBytes(s_CachedHashBytes);
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using (BinaryWriter binaryWriter = new BinaryWriter(stream, Encoding.UTF8))
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{
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binaryWriter.Write(s_CachedHashBytes);
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binaryWriter.WriteEncryptedString(versionList.ApplicableGameVersion, s_CachedHashBytes);
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binaryWriter.Write7BitEncodedInt32(versionList.InternalResourceVersion);
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UpdatableVersionList.Asset[] assets = versionList.GetAssets();
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binaryWriter.Write7BitEncodedInt32(assets.Length);
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foreach (UpdatableVersionList.Asset asset in assets)
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{
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binaryWriter.WriteEncryptedString(asset.Name, s_CachedHashBytes);
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int[] dependencyAssetIndexes = asset.GetDependencyAssetIndexes();
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binaryWriter.Write7BitEncodedInt32(dependencyAssetIndexes.Length);
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foreach (int dependencyAssetIndex in dependencyAssetIndexes)
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{
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binaryWriter.Write7BitEncodedInt32(dependencyAssetIndex);
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}
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}
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UpdatableVersionList.Resource[] resources = versionList.GetResources();
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binaryWriter.Write7BitEncodedInt32(resources.Length);
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foreach (UpdatableVersionList.Resource resource in resources)
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{
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binaryWriter.WriteEncryptedString(resource.Name, s_CachedHashBytes);
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binaryWriter.WriteEncryptedString(resource.Variant, s_CachedHashBytes);
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binaryWriter.WriteEncryptedString(resource.Extension != DefaultExtension ? resource.Extension : null, s_CachedHashBytes);
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binaryWriter.Write(resource.LoadType);
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binaryWriter.Write7BitEncodedInt32(resource.Length);
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binaryWriter.Write(resource.HashCode);
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binaryWriter.Write7BitEncodedInt32(resource.CompressedLength);
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binaryWriter.Write(resource.CompressedHashCode);
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int[] assetIndexes = resource.GetAssetIndexes();
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binaryWriter.Write7BitEncodedInt32(assetIndexes.Length);
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foreach (int assetIndex in assetIndexes)
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{
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binaryWriter.Write7BitEncodedInt32(assetIndex);
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}
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}
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UpdatableVersionList.ResourceGroup[] resourceGroups = versionList.GetResourceGroups();
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binaryWriter.Write7BitEncodedInt32(resourceGroups.Length);
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foreach (UpdatableVersionList.ResourceGroup resourceGroup in resourceGroups)
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{
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binaryWriter.WriteEncryptedString(resourceGroup.Name, s_CachedHashBytes);
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int[] resourceIndexes = resourceGroup.GetResourceIndexes();
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binaryWriter.Write7BitEncodedInt32(resourceIndexes.Length);
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foreach (int resourceIndex in resourceIndexes)
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{
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binaryWriter.Write7BitEncodedInt32(resourceIndex);
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}
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}
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}
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Array.Clear(s_CachedHashBytes, 0, CachedHashBytesLength);
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return true;
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}
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/// <summary>
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/// 序列化可更新模式版本资源列表(版本 2)回调函数。
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/// </summary>
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/// <param name="stream">目标流。</param>
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/// <param name="versionList">要序列化的可更新模式版本资源列表(版本 2)。</param>
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/// <returns>是否序列化可更新模式版本资源列表(版本 2)成功。</returns>
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public static bool UpdatableVersionListSerializeCallback_V2(Stream stream, UpdatableVersionList versionList)
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{
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if (!versionList.IsValid)
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{
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return false;
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}
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Utility.Random.GetRandomBytes(s_CachedHashBytes);
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using (BinaryWriter binaryWriter = new BinaryWriter(stream, Encoding.UTF8))
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{
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binaryWriter.Write(s_CachedHashBytes);
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binaryWriter.WriteEncryptedString(versionList.ApplicableGameVersion, s_CachedHashBytes);
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binaryWriter.Write7BitEncodedInt32(versionList.InternalResourceVersion);
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UpdatableVersionList.Asset[] assets = versionList.GetAssets();
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binaryWriter.Write7BitEncodedInt32(assets.Length);
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foreach (UpdatableVersionList.Asset asset in assets)
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{
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binaryWriter.WriteEncryptedString(asset.Name, s_CachedHashBytes);
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int[] dependencyAssetIndexes = asset.GetDependencyAssetIndexes();
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binaryWriter.Write7BitEncodedInt32(dependencyAssetIndexes.Length);
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foreach (int dependencyAssetIndex in dependencyAssetIndexes)
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{
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binaryWriter.Write7BitEncodedInt32(dependencyAssetIndex);
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}
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}
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UpdatableVersionList.Resource[] resources = versionList.GetResources();
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binaryWriter.Write7BitEncodedInt32(resources.Length);
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foreach (UpdatableVersionList.Resource resource in resources)
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{
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binaryWriter.WriteEncryptedString(resource.Name, s_CachedHashBytes);
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binaryWriter.WriteEncryptedString(resource.Variant, s_CachedHashBytes);
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binaryWriter.WriteEncryptedString(resource.Extension != DefaultExtension ? resource.Extension : null, s_CachedHashBytes);
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binaryWriter.Write(resource.LoadType);
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binaryWriter.Write7BitEncodedInt32(resource.Length);
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binaryWriter.Write(resource.HashCode);
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binaryWriter.Write7BitEncodedInt32(resource.CompressedLength);
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binaryWriter.Write(resource.CompressedHashCode);
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int[] assetIndexes = resource.GetAssetIndexes();
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binaryWriter.Write7BitEncodedInt32(assetIndexes.Length);
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foreach (int assetIndex in assetIndexes)
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{
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binaryWriter.Write7BitEncodedInt32(assetIndex);
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}
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}
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UpdatableVersionList.FileSystem[] fileSystems = versionList.GetFileSystems();
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binaryWriter.Write7BitEncodedInt32(fileSystems.Length);
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foreach (UpdatableVersionList.FileSystem fileSystem in fileSystems)
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{
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binaryWriter.WriteEncryptedString(fileSystem.Name, s_CachedHashBytes);
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int[] resourceIndexes = fileSystem.GetResourceIndexes();
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binaryWriter.Write7BitEncodedInt32(resourceIndexes.Length);
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foreach (int resourceIndex in resourceIndexes)
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{
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binaryWriter.Write7BitEncodedInt32(resourceIndex);
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}
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}
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UpdatableVersionList.ResourceGroup[] resourceGroups = versionList.GetResourceGroups();
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binaryWriter.Write7BitEncodedInt32(resourceGroups.Length);
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foreach (UpdatableVersionList.ResourceGroup resourceGroup in resourceGroups)
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{
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binaryWriter.WriteEncryptedString(resourceGroup.Name, s_CachedHashBytes);
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int[] resourceIndexes = resourceGroup.GetResourceIndexes();
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binaryWriter.Write7BitEncodedInt32(resourceIndexes.Length);
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foreach (int resourceIndex in resourceIndexes)
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{
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binaryWriter.Write7BitEncodedInt32(resourceIndex);
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}
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}
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}
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Array.Clear(s_CachedHashBytes, 0, CachedHashBytesLength);
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return true;
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}
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#endif
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}
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}
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