mirror of https://github.com/tuyoogame/YooAsset
287 lines
11 KiB
C#
287 lines
11 KiB
C#
using System;
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using System.IO;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UniFramework.Machine;
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using YooAsset;
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/// <summary>
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/// 初始化资源包
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/// </summary>
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internal class FsmInitializePackage : IStateNode
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{
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private StateMachine _machine;
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void IStateNode.OnCreate(StateMachine machine)
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{
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_machine = machine;
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}
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void IStateNode.OnEnter()
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{
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PatchEventDefine.PatchStatesChange.SendEventMessage("初始化资源包!");
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GameManager.Instance.StartCoroutine(InitPackage());
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}
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void IStateNode.OnUpdate()
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{
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}
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void IStateNode.OnExit()
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{
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}
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private IEnumerator InitPackage()
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{
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var playMode = (EPlayMode)_machine.GetBlackboardValue("PlayMode");
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var packageName = (string)_machine.GetBlackboardValue("PackageName");
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var buildPipeline = (string)_machine.GetBlackboardValue("BuildPipeline");
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var rawFileSystem = (bool)_machine.GetBlackboardValue("RawFileSystem");
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// 创建资源包裹类
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var package = YooAssets.TryGetPackage(packageName);
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if (package == null)
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package = YooAssets.CreatePackage(packageName);
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// 编辑器下的模拟模式
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InitializationOperation initializationOperation = null;
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if (playMode == EPlayMode.EditorSimulateMode)
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{
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var simulateBuildResult = EditorSimulateModeHelper.SimulateBuild(buildPipeline, packageName);
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var createParameters = new EditorSimulateModeParameters();
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createParameters.EditorFileSystemParameters = FileSystemParameters.CreateDefaultEditorFileSystemParameters(simulateBuildResult);
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initializationOperation = package.InitializeAsync(createParameters);
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}
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// 单机运行模式
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if (playMode == EPlayMode.OfflinePlayMode)
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{
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var createParameters = new OfflinePlayModeParameters();
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if (rawFileSystem)
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createParameters.BuildinFileSystemParameters = FileSystemParameters.CreateDefaultBuildinRawFileSystemParameters();
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else
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createParameters.BuildinFileSystemParameters = FileSystemParameters.CreateDefaultBuildinFileSystemParameters();
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initializationOperation = package.InitializeAsync(createParameters);
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}
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// 联机运行模式
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if (playMode == EPlayMode.HostPlayMode)
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{
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string defaultHostServer = GetHostServerURL();
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string fallbackHostServer = GetHostServerURL();
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IRemoteServices remoteServices = new RemoteServices(defaultHostServer, fallbackHostServer);
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var createParameters = new HostPlayModeParameters();
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if (rawFileSystem)
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{
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createParameters.BuildinFileSystemParameters = FileSystemParameters.CreateDefaultBuildinRawFileSystemParameters();
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createParameters.CacheFileSystemParameters = FileSystemParameters.CreateDefaultCacheRawFileSystemParameters(remoteServices);
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}
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else
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{
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createParameters.BuildinFileSystemParameters = FileSystemParameters.CreateDefaultBuildinFileSystemParameters();
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createParameters.CacheFileSystemParameters = FileSystemParameters.CreateDefaultCacheFileSystemParameters(remoteServices);
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}
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initializationOperation = package.InitializeAsync(createParameters);
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}
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// WebGL运行模式
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if (playMode == EPlayMode.WebPlayMode)
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{
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var createParameters = new WebPlayModeParameters();
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#if UNITY_WEBGL && WEIXINMINIGAME && !UNITY_EDITOR
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string defaultHostServer = GetHostServerURL();
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string fallbackHostServer = GetHostServerURL();
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IRemoteServices remoteServices = new RemoteServices(defaultHostServer, fallbackHostServer);
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createParameters.WebFileSystemParameters = WechatFileSystemCreater.CreateWechatFileSystemParameters(remoteServices);
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#else
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createParameters.WebFileSystemParameters = FileSystemParameters.CreateDefaultWebFileSystemParameters();
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#endif
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initializationOperation = package.InitializeAsync(createParameters);
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}
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yield return initializationOperation;
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// 如果初始化失败弹出提示界面
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if (initializationOperation.Status != EOperationStatus.Succeed)
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{
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Debug.LogWarning($"{initializationOperation.Error}");
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PatchEventDefine.InitializeFailed.SendEventMessage();
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}
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else
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{
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_machine.ChangeState<FsmUpdatePackageVersion>();
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}
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}
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/// <summary>
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/// 获取资源服务器地址
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/// </summary>
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private string GetHostServerURL()
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{
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//string hostServerIP = "http://10.0.2.2"; //安卓模拟器地址
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string hostServerIP = "http://127.0.0.1";
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string appVersion = "v1.0";
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#if UNITY_EDITOR
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if (UnityEditor.EditorUserBuildSettings.activeBuildTarget == UnityEditor.BuildTarget.Android)
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return $"{hostServerIP}/CDN/Android/{appVersion}";
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else if (UnityEditor.EditorUserBuildSettings.activeBuildTarget == UnityEditor.BuildTarget.iOS)
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return $"{hostServerIP}/CDN/IPhone/{appVersion}";
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else if (UnityEditor.EditorUserBuildSettings.activeBuildTarget == UnityEditor.BuildTarget.WebGL)
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return $"{hostServerIP}/CDN/WebGL/{appVersion}";
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else
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return $"{hostServerIP}/CDN/PC/{appVersion}";
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#else
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if (Application.platform == RuntimePlatform.Android)
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return $"{hostServerIP}/CDN/Android/{appVersion}";
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else if (Application.platform == RuntimePlatform.IPhonePlayer)
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return $"{hostServerIP}/CDN/IPhone/{appVersion}";
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else if (Application.platform == RuntimePlatform.WebGLPlayer)
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return $"{hostServerIP}/CDN/WebGL/{appVersion}";
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else
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return $"{hostServerIP}/CDN/PC/{appVersion}";
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#endif
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}
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/// <summary>
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/// 远端资源地址查询服务类
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/// </summary>
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private class RemoteServices : IRemoteServices
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{
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private readonly string _defaultHostServer;
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private readonly string _fallbackHostServer;
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public RemoteServices(string defaultHostServer, string fallbackHostServer)
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{
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_defaultHostServer = defaultHostServer;
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_fallbackHostServer = fallbackHostServer;
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}
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string IRemoteServices.GetRemoteMainURL(string fileName)
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{
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return $"{_defaultHostServer}/{fileName}";
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}
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string IRemoteServices.GetRemoteFallbackURL(string fileName)
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{
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return $"{_fallbackHostServer}/{fileName}";
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}
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}
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/// <summary>
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/// 资源文件流加载解密类
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/// </summary>
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private class FileStreamDecryption : IDecryptionServices
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{
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/// <summary>
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/// 同步方式获取解密的资源包对象
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/// 注意:加载流对象在资源包对象释放的时候会自动释放
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/// </summary>
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AssetBundle IDecryptionServices.LoadAssetBundle(DecryptFileInfo fileInfo, out Stream managedStream)
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{
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BundleStream bundleStream = new BundleStream(fileInfo.FileLoadPath, FileMode.Open, FileAccess.Read, FileShare.Read);
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managedStream = bundleStream;
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return AssetBundle.LoadFromStream(bundleStream, fileInfo.FileLoadCRC, GetManagedReadBufferSize());
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}
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/// <summary>
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/// 异步方式获取解密的资源包对象
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/// 注意:加载流对象在资源包对象释放的时候会自动释放
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/// </summary>
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AssetBundleCreateRequest IDecryptionServices.LoadAssetBundleAsync(DecryptFileInfo fileInfo, out Stream managedStream)
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{
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BundleStream bundleStream = new BundleStream(fileInfo.FileLoadPath, FileMode.Open, FileAccess.Read, FileShare.Read);
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managedStream = bundleStream;
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return AssetBundle.LoadFromStreamAsync(bundleStream, fileInfo.FileLoadCRC, GetManagedReadBufferSize());
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}
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/// <summary>
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/// 获取解密的字节数据
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/// </summary>
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byte[] IDecryptionServices.ReadFileData(DecryptFileInfo fileInfo)
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{
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throw new System.NotImplementedException();
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}
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/// <summary>
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/// 获取解密的文本数据
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/// </summary>
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string IDecryptionServices.ReadFileText(DecryptFileInfo fileInfo)
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{
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throw new System.NotImplementedException();
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}
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private static uint GetManagedReadBufferSize()
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{
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return 1024;
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}
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}
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/// <summary>
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/// 资源文件偏移加载解密类
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/// </summary>
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private class FileOffsetDecryption : IDecryptionServices
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{
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/// <summary>
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/// 同步方式获取解密的资源包对象
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/// 注意:加载流对象在资源包对象释放的时候会自动释放
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/// </summary>
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AssetBundle IDecryptionServices.LoadAssetBundle(DecryptFileInfo fileInfo, out Stream managedStream)
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{
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managedStream = null;
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return AssetBundle.LoadFromFile(fileInfo.FileLoadPath, fileInfo.FileLoadCRC, GetFileOffset());
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}
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/// <summary>
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/// 异步方式获取解密的资源包对象
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/// 注意:加载流对象在资源包对象释放的时候会自动释放
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/// </summary>
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AssetBundleCreateRequest IDecryptionServices.LoadAssetBundleAsync(DecryptFileInfo fileInfo, out Stream managedStream)
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{
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managedStream = null;
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return AssetBundle.LoadFromFileAsync(fileInfo.FileLoadPath, fileInfo.FileLoadCRC, GetFileOffset());
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}
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/// <summary>
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/// 获取解密的字节数据
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/// </summary>
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byte[] IDecryptionServices.ReadFileData(DecryptFileInfo fileInfo)
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{
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throw new System.NotImplementedException();
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}
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/// <summary>
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/// 获取解密的文本数据
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/// </summary>
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string IDecryptionServices.ReadFileText(DecryptFileInfo fileInfo)
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{
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throw new System.NotImplementedException();
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}
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private static ulong GetFileOffset()
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{
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return 32;
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}
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}
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}
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/// <summary>
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/// 资源文件解密流
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/// </summary>
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public class BundleStream : FileStream
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{
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public const byte KEY = 64;
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public BundleStream(string path, FileMode mode, FileAccess access, FileShare share) : base(path, mode, access, share)
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{
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}
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public BundleStream(string path, FileMode mode) : base(path, mode)
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{
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}
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public override int Read(byte[] array, int offset, int count)
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{
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var index = base.Read(array, offset, count);
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for (int i = 0; i < array.Length; i++)
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{
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array[i] ^= KEY;
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}
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return index;
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}
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} |