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- //------------------------------------------------------------
- // Game Framework
- // Copyright © 2013-2021 loyalsoft. All rights reserved.
- // Homepage: http://www.game7000.com/
- // Feedback: http://www.game7000.com/
- //------------------------------------------------------------
- using GameFramework;
- using GameFramework.Config;
- using System;
- using System.IO;
- using System.Text;
- using UnityEngine;
- namespace UnityGameFramework.Runtime
- {
- /// <summary>
- /// 默认全局配置辅助器。
- /// </summary>
- public class DefaultConfigHelper : ConfigHelperBase
- {
- private static readonly string[] ColumnSplitSeparator = new string[] { "\t" };
- private static readonly string BytesAssetExtension = ".bytes";
- private const int ColumnCount = 4;
- private ResourceComponent m_ResourceComponent = null;
- /// <summary>
- /// 读取全局配置。
- /// </summary>
- /// <param name="configManager">全局配置管理器。</param>
- /// <param name="configAssetName">全局配置资源名称。</param>
- /// <param name="configAsset">全局配置资源。</param>
- /// <param name="userData">用户自定义数据。</param>
- /// <returns>是否读取全局配置成功。</returns>
- public override bool ReadData(IConfigManager configManager, string configAssetName, object configAsset, object userData)
- {
- TextAsset configTextAsset = configAsset as TextAsset;
- if (configTextAsset != null)
- {
- if (configAssetName.EndsWith(BytesAssetExtension, StringComparison.Ordinal))
- {
- return configManager.ParseData(configTextAsset.bytes, userData);
- }
- else
- {
- return configManager.ParseData(configTextAsset.text, userData);
- }
- }
- Log.Warning("Config asset '{0}' is invalid.", configAssetName);
- return false;
- }
- /// <summary>
- /// 读取全局配置。
- /// </summary>
- /// <param name="configManager">全局配置管理器。</param>
- /// <param name="configAssetName">全局配置资源名称。</param>
- /// <param name="configBytes">全局配置二进制流。</param>
- /// <param name="startIndex">全局配置二进制流的起始位置。</param>
- /// <param name="length">全局配置二进制流的长度。</param>
- /// <param name="userData">用户自定义数据。</param>
- /// <returns>是否读取全局配置成功。</returns>
- public override bool ReadData(IConfigManager configManager, string configAssetName, byte[] configBytes, int startIndex, int length, object userData)
- {
- if (configAssetName.EndsWith(BytesAssetExtension, StringComparison.Ordinal))
- {
- return configManager.ParseData(configBytes, startIndex, length, userData);
- }
- else
- {
- return configManager.ParseData(Utility.Converter.GetString(configBytes, startIndex, length), userData);
- }
- }
- /// <summary>
- /// 解析全局配置。
- /// </summary>
- /// <param name="configManager">全局配置管理器。</param>
- /// <param name="configString">要解析的全局配置字符串。</param>
- /// <param name="userData">用户自定义数据。</param>
- /// <returns>是否解析全局配置成功。</returns>
- public override bool ParseData(IConfigManager configManager, string configString, object userData)
- {
- try
- {
- int position = 0;
- string configLineString = null;
- while ((configLineString = configString.ReadLine(ref position)) != null)
- {
- if (configLineString[0] == '#')
- {
- continue;
- }
- string[] splitedLine = configLineString.Split(ColumnSplitSeparator, StringSplitOptions.None);
- if (splitedLine.Length != ColumnCount)
- {
- Log.Warning("Can not parse config line string '{0}' which column count is invalid.", configLineString);
- return false;
- }
- string configName = splitedLine[1];
- string configValue = splitedLine[3];
- if (!configManager.AddConfig(configName, configValue))
- {
- Log.Warning("Can not add config with config name '{0}' which may be invalid or duplicate.", configName);
- return false;
- }
- }
- return true;
- }
- catch (Exception exception)
- {
- Log.Warning("Can not parse config string with exception '{0}'.", exception.ToString());
- return false;
- }
- }
- /// <summary>
- /// 解析全局配置。
- /// </summary>
- /// <param name="configManager">全局配置管理器。</param>
- /// <param name="configBytes">要解析的全局配置二进制流。</param>
- /// <param name="startIndex">全局配置二进制流的起始位置。</param>
- /// <param name="length">全局配置二进制流的长度。</param>
- /// <param name="userData">用户自定义数据。</param>
- /// <returns>是否解析全局配置成功。</returns>
- public override bool ParseData(IConfigManager configManager, byte[] configBytes, int startIndex, int length, object userData)
- {
- try
- {
- using (MemoryStream memoryStream = new MemoryStream(configBytes, startIndex, length, false))
- {
- using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
- {
- while (binaryReader.BaseStream.Position < binaryReader.BaseStream.Length)
- {
- string configName = binaryReader.ReadString();
- string configValue = binaryReader.ReadString();
- if (!configManager.AddConfig(configName, configValue))
- {
- Log.Warning("Can not add config with config name '{0}' which may be invalid or duplicate.", configName);
- return false;
- }
- }
- }
- }
- return true;
- }
- catch (Exception exception)
- {
- Log.Warning("Can not parse config bytes with exception '{0}'.", exception.ToString());
- return false;
- }
- }
- /// <summary>
- /// 释放全局配置资源。
- /// </summary>
- /// <param name="configManager">全局配置管理器。</param>
- /// <param name="configAsset">要释放的全局配置资源。</param>
- public override void ReleaseDataAsset(IConfigManager configManager, object configAsset)
- {
- m_ResourceComponent.UnloadAsset(configAsset);
- }
- private void Start()
- {
- m_ResourceComponent = GameEntry.GetComponent<ResourceComponent>();
- if (m_ResourceComponent == null)
- {
- Log.Fatal("Resource component is invalid.");
- return;
- }
- }
- }
- }
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