Beispiel #1
0
        public static void Serialize(BundleOptions options, Stream stream)
        {
            using (var writer = new EndianBinaryWriter(stream, UnityEndianHelper.UnityDefaultEndian)) {
                // bundle signature
                writer.WriteAsciiStringAndNull(BundleFileSignature.Raw);
                // bundle format
                writer.Write(3);
                writer.WriteAsciiStringAndNull(PlayerVersion);
                writer.WriteAsciiStringAndNull(EngineVersion);

                const int bundleHeaderSize = 0x70;
                const int assetHeaderSize  = 0x10;
                int       assetDataOffset;
                var       singleAssetFile = GetAssetFileIndependentData(options, out assetDataOffset);
                assetDataOffset += bundleHeaderSize + assetHeaderSize;

                var totalBundleSize = bundleHeaderSize + assetHeaderSize + singleAssetFile.Length;
                writer.Write(totalBundleSize);
                writer.Write((ushort)0);
                // base offset; Raw file, no LZMA compression, so it is fixed.
                writer.Write((ushort)0x3c);
                // Dummy int
                writer.Write(1);
                // LZMA chunks
                writer.Write(1);
                // LZMA compressed size
                writer.Write(totalBundleSize - 0x3c);
                // LZMA stream size
                writer.Write(totalBundleSize - 0x3c);
                // some 'dummy' value (?)
                writer.Write(totalBundleSize);
                writer.AlignStream(4);
                // Dunno
                writer.Write(new byte[] { 0x00, 0x00, 0x34, 0x00 });
                // Now we should be at 0x3c

                // Asset file count
                writer.Write(1);
                // Asset file name
                var cabName = GenerateFakeHexHash(32);
                writer.WriteAsciiStringAndNull("CAB-" + cabName);
                // Asset file offset
                writer.Write(0x34);
                // first asset file offset = 0x70 = base offset + asset offset
                writer.Write(assetHeaderSize + singleAssetFile.Length);
                writer.AlignStream(4);
                // Now we should be at 0x70

                // Write asset header

                // table size
                writer.Write(0x08ba);
                // data end
                writer.Write(assetHeaderSize + singleAssetFile.Length);
                // format signature; 0xf for 5.1.2
                writer.Write(0xf);
                // data offset
                writer.Write(assetDataOffset - bundleHeaderSize);

                writer.Write(singleAssetFile);
            }
        }