//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 loyalsoft. All rights reserved. // Homepage: http://www.game7000.com/ // Feedback: http://www.game7000.com/ //------------------------------------------------------------ using GameFramework; using GameFramework.Resource; using System; using System.IO; using System.Text; namespace UnityGameFramework.Runtime { /// /// 内置版本资源列表序列化器。 /// public static partial class BuiltinVersionListSerializer { #if UNITY_EDITOR /// /// 序列化单机模式版本资源列表(版本 0)回调函数。 /// /// 目标流。 /// 要序列化的单机模式版本资源列表(版本 0)。 /// 是否序列化单机模式版本资源列表(版本 0)成功。 public static bool PackageVersionListSerializeCallback_V0(Stream stream, PackageVersionList versionList) { if (!versionList.IsValid) { return false; } Utility.Random.GetRandomBytes(s_CachedHashBytes); using (BinaryWriter binaryWriter = new BinaryWriter(stream, Encoding.UTF8)) { binaryWriter.Write(s_CachedHashBytes); binaryWriter.WriteEncryptedString(versionList.ApplicableGameVersion, s_CachedHashBytes); binaryWriter.Write(versionList.InternalResourceVersion); PackageVersionList.Asset[] assets = versionList.GetAssets(); binaryWriter.Write(assets.Length); PackageVersionList.Resource[] resources = versionList.GetResources(); binaryWriter.Write(resources.Length); foreach (PackageVersionList.Resource resource in resources) { binaryWriter.WriteEncryptedString(resource.Name, s_CachedHashBytes); binaryWriter.WriteEncryptedString(resource.Variant, s_CachedHashBytes); binaryWriter.Write(resource.LoadType); binaryWriter.Write(resource.Length); binaryWriter.Write(resource.HashCode); int[] assetIndexes = resource.GetAssetIndexes(); binaryWriter.Write(assetIndexes.Length); byte[] hashBytes = new byte[CachedHashBytesLength]; foreach (int assetIndex in assetIndexes) { Utility.Converter.GetBytes(resource.HashCode, hashBytes); PackageVersionList.Asset asset = assets[assetIndex]; binaryWriter.WriteEncryptedString(asset.Name, hashBytes); int[] dependencyAssetIndexes = asset.GetDependencyAssetIndexes(); binaryWriter.Write(dependencyAssetIndexes.Length); foreach (int dependencyAssetIndex in dependencyAssetIndexes) { binaryWriter.WriteEncryptedString(assets[dependencyAssetIndex].Name, hashBytes); } } } PackageVersionList.ResourceGroup[] resourceGroups = versionList.GetResourceGroups(); binaryWriter.Write(resourceGroups.Length); foreach (PackageVersionList.ResourceGroup resourceGroup in resourceGroups) { binaryWriter.WriteEncryptedString(resourceGroup.Name, s_CachedHashBytes); int[] resourceIndexes = resourceGroup.GetResourceIndexes(); binaryWriter.Write(resourceIndexes.Length); foreach (ushort resourceIndex in resourceIndexes) { binaryWriter.Write(resourceIndex); } } } Array.Clear(s_CachedHashBytes, 0, CachedHashBytesLength); return true; } /// /// 序列化单机模式版本资源列表(版本 1)回调函数。 /// /// 目标流。 /// 要序列化的单机模式版本资源列表(版本 1)。 /// 是否序列化单机模式版本资源列表(版本 1)成功。 public static bool PackageVersionListSerializeCallback_V1(Stream stream, PackageVersionList versionList) { if (!versionList.IsValid) { return false; } Utility.Random.GetRandomBytes(s_CachedHashBytes); using (BinaryWriter binaryWriter = new BinaryWriter(stream, Encoding.UTF8)) { binaryWriter.Write(s_CachedHashBytes); binaryWriter.WriteEncryptedString(versionList.ApplicableGameVersion, s_CachedHashBytes); binaryWriter.Write7BitEncodedInt32(versionList.InternalResourceVersion); PackageVersionList.Asset[] assets = versionList.GetAssets(); binaryWriter.Write7BitEncodedInt32(assets.Length); foreach (PackageVersionList.Asset asset in assets) { binaryWriter.WriteEncryptedString(asset.Name, s_CachedHashBytes); int[] dependencyAssetIndexes = asset.GetDependencyAssetIndexes(); binaryWriter.Write7BitEncodedInt32(dependencyAssetIndexes.Length); foreach (int dependencyAssetIndex in dependencyAssetIndexes) { binaryWriter.Write7BitEncodedInt32(dependencyAssetIndex); } } PackageVersionList.Resource[] resources = versionList.GetResources(); binaryWriter.Write7BitEncodedInt32(resources.Length); foreach (PackageVersionList.Resource resource in resources) { binaryWriter.WriteEncryptedString(resource.Name, s_CachedHashBytes); binaryWriter.WriteEncryptedString(resource.Variant, s_CachedHashBytes); binaryWriter.WriteEncryptedString(resource.Extension != DefaultExtension ? resource.Extension : null, s_CachedHashBytes); binaryWriter.Write(resource.LoadType); binaryWriter.Write7BitEncodedInt32(resource.Length); binaryWriter.Write(resource.HashCode); int[] assetIndexes = resource.GetAssetIndexes(); binaryWriter.Write7BitEncodedInt32(assetIndexes.Length); foreach (int assetIndex in assetIndexes) { binaryWriter.Write7BitEncodedInt32(assetIndex); } } PackageVersionList.ResourceGroup[] resourceGroups = versionList.GetResourceGroups(); binaryWriter.Write7BitEncodedInt32(resourceGroups.Length); foreach (PackageVersionList.ResourceGroup resourceGroup in resourceGroups) { binaryWriter.WriteEncryptedString(resourceGroup.Name, s_CachedHashBytes); int[] resourceIndexes = resourceGroup.GetResourceIndexes(); binaryWriter.Write7BitEncodedInt32(resourceIndexes.Length); foreach (int resourceIndex in resourceIndexes) { binaryWriter.Write7BitEncodedInt32(resourceIndex); } } } Array.Clear(s_CachedHashBytes, 0, CachedHashBytesLength); return true; } /// /// 序列化单机模式版本资源列表(版本 2)回调函数。 /// /// 目标流。 /// 要序列化的单机模式版本资源列表(版本 2)。 /// 是否序列化单机模式版本资源列表(版本 2)成功。 public static bool PackageVersionListSerializeCallback_V2(Stream stream, PackageVersionList versionList) { if (!versionList.IsValid) { return false; } Utility.Random.GetRandomBytes(s_CachedHashBytes); using (BinaryWriter binaryWriter = new BinaryWriter(stream, Encoding.UTF8)) { binaryWriter.Write(s_CachedHashBytes); binaryWriter.WriteEncryptedString(versionList.ApplicableGameVersion, s_CachedHashBytes); binaryWriter.Write7BitEncodedInt32(versionList.InternalResourceVersion); PackageVersionList.Asset[] assets = versionList.GetAssets(); binaryWriter.Write7BitEncodedInt32(assets.Length); foreach (PackageVersionList.Asset asset in assets) { binaryWriter.WriteEncryptedString(asset.Name, s_CachedHashBytes); int[] dependencyAssetIndexes = asset.GetDependencyAssetIndexes(); binaryWriter.Write7BitEncodedInt32(dependencyAssetIndexes.Length); foreach (int dependencyAssetIndex in dependencyAssetIndexes) { binaryWriter.Write7BitEncodedInt32(dependencyAssetIndex); } } PackageVersionList.Resource[] resources = versionList.GetResources(); binaryWriter.Write7BitEncodedInt32(resources.Length); foreach (PackageVersionList.Resource resource in resources) { binaryWriter.WriteEncryptedString(resource.Name, s_CachedHashBytes); binaryWriter.WriteEncryptedString(resource.Variant, s_CachedHashBytes); binaryWriter.WriteEncryptedString(resource.Extension != DefaultExtension ? resource.Extension : null, s_CachedHashBytes); binaryWriter.Write(resource.LoadType); binaryWriter.Write7BitEncodedInt32(resource.Length); binaryWriter.Write(resource.HashCode); int[] assetIndexes = resource.GetAssetIndexes(); binaryWriter.Write7BitEncodedInt32(assetIndexes.Length); foreach (int assetIndex in assetIndexes) { binaryWriter.Write7BitEncodedInt32(assetIndex); } } PackageVersionList.FileSystem[] fileSystems = versionList.GetFileSystems(); binaryWriter.Write7BitEncodedInt32(fileSystems.Length); foreach (PackageVersionList.FileSystem fileSystem in fileSystems) { binaryWriter.WriteEncryptedString(fileSystem.Name, s_CachedHashBytes); int[] resourceIndexes = fileSystem.GetResourceIndexes(); binaryWriter.Write7BitEncodedInt32(resourceIndexes.Length); foreach (int resourceIndex in resourceIndexes) { binaryWriter.Write7BitEncodedInt32(resourceIndex); } } PackageVersionList.ResourceGroup[] resourceGroups = versionList.GetResourceGroups(); binaryWriter.Write7BitEncodedInt32(resourceGroups.Length); foreach (PackageVersionList.ResourceGroup resourceGroup in resourceGroups) { binaryWriter.WriteEncryptedString(resourceGroup.Name, s_CachedHashBytes); int[] resourceIndexes = resourceGroup.GetResourceIndexes(); binaryWriter.Write7BitEncodedInt32(resourceIndexes.Length); foreach (int resourceIndex in resourceIndexes) { binaryWriter.Write7BitEncodedInt32(resourceIndex); } } } Array.Clear(s_CachedHashBytes, 0, CachedHashBytesLength); return true; } #endif } }