//------------------------------------------------------------
// 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;
}
}
}