//------------------------------------------------------------ // 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 { /// /// 序列化本地版本资源列表(版本 0)回调函数。 /// /// 目标流。 /// 要序列化的本地版本资源列表(版本 0)。 /// 是否序列化本地版本资源列表(版本 0)成功。 public static bool LocalVersionListSerializeCallback_V0(Stream stream, LocalVersionList versionList) { if (!versionList.IsValid) { return false; } Utility.Random.GetRandomBytes(s_CachedHashBytes); using (BinaryWriter binaryWriter = new BinaryWriter(stream, Encoding.UTF8)) { binaryWriter.Write(s_CachedHashBytes); LocalVersionList.Resource[] resources = versionList.GetResources(); binaryWriter.Write(resources.Length); foreach (LocalVersionList.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); } } Array.Clear(s_CachedHashBytes, 0, CachedHashBytesLength); return true; } /// /// 序列化本地版本资源列表(版本 1)回调函数。 /// /// 目标流。 /// 要序列化的本地版本资源列表(版本 1)。 /// 是否序列化本地版本资源列表(版本 1)成功。 public static bool LocalVersionListSerializeCallback_V1(Stream stream, LocalVersionList versionList) { if (!versionList.IsValid) { return false; } Utility.Random.GetRandomBytes(s_CachedHashBytes); using (BinaryWriter binaryWriter = new BinaryWriter(stream, Encoding.UTF8)) { binaryWriter.Write(s_CachedHashBytes); LocalVersionList.Resource[] resources = versionList.GetResources(); binaryWriter.Write7BitEncodedInt32(resources.Length); foreach (LocalVersionList.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); } } Array.Clear(s_CachedHashBytes, 0, CachedHashBytesLength); return true; } /// /// 序列化本地版本资源列表(版本 2)回调函数。 /// /// 目标流。 /// 要序列化的本地版本资源列表(版本 2)。 /// 是否序列化本地版本资源列表(版本 2)成功。 public static bool LocalVersionListSerializeCallback_V2(Stream stream, LocalVersionList versionList) { if (!versionList.IsValid) { return false; } Utility.Random.GetRandomBytes(s_CachedHashBytes); using (BinaryWriter binaryWriter = new BinaryWriter(stream, Encoding.UTF8)) { binaryWriter.Write(s_CachedHashBytes); LocalVersionList.Resource[] resources = versionList.GetResources(); binaryWriter.Write7BitEncodedInt32(resources.Length); foreach (LocalVersionList.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); } LocalVersionList.FileSystem[] fileSystems = versionList.GetFileSystems(); binaryWriter.Write7BitEncodedInt32(fileSystems.Length); foreach (LocalVersionList.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); } } } Array.Clear(s_CachedHashBytes, 0, CachedHashBytesLength); return true; } } }