/// <summary>
        /// 序列化可更新模式版本资源列表(版本 0)回调函数。
        /// </summary>
        /// <param name="stream">目标流。</param>
        /// <param name="versionList">要序列化的可更新模式版本资源列表(版本 0)。</param>
        /// <returns>是否序列化可更新模式版本资源列表(版本 0)成功。</returns>
        public static bool UpdatableVersionListSerializeCallback_V0(Stream stream, UpdatableVersionList versionList)
        {
            if (!versionList.IsValid)
            {
                return(false);
            }

            Utility.Random.GetRandomBytes(s_CachedHashBytes);
            using (BinaryWriter binaryWriter = new BinaryWriter(stream, Encoding.UTF8))
            {
                binaryWriter.Write(s_CachedHashBytes);
                binaryWriter.WriteEncryptedString(versionList.ApplicableGameVersion, s_CachedHashBytes);
                binaryWriter.Write(versionList.InternalResourceVersion);
                UpdatableVersionList.Asset[] assets = versionList.GetAssets();
                binaryWriter.Write(assets.Length);
                UpdatableVersionList.Resource[] resources = versionList.GetResources();
                binaryWriter.Write(resources.Length);
                foreach (UpdatableVersionList.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);
                    binaryWriter.Write(resource.ZipLength);
                    binaryWriter.Write(resource.ZipHashCode);
                    int[] assetIndexes = resource.GetAssetIndexes();
                    binaryWriter.Write(assetIndexes.Length);
                    byte[] hashBytes = new byte[CachedHashBytesLength];
                    foreach (int assetIndex in assetIndexes)
                    {
                        Utility.Converter.GetBytes(resource.HashCode, hashBytes);
                        UpdatableVersionList.Asset asset = assets[assetIndex];
                        binaryWriter.WriteEncryptedString(asset.Name, hashBytes);
                        int[] dependencyAssetIndexes = asset.GetDependencyAssetIndexes();
                        binaryWriter.Write(dependencyAssetIndexes.Length);
                        foreach (int dependencyAssetIndex in dependencyAssetIndexes)
                        {
                            binaryWriter.WriteEncryptedString(assets[dependencyAssetIndex].Name, hashBytes);
                        }
                    }
                }

                UpdatableVersionList.ResourceGroup[] resourceGroups = versionList.GetResourceGroups();
                binaryWriter.Write(resourceGroups.Length);
                foreach (UpdatableVersionList.ResourceGroup resourceGroup in resourceGroups)
                {
                    binaryWriter.WriteEncryptedString(resourceGroup.Name, s_CachedHashBytes);
                    int[] resourceIndexes = resourceGroup.GetResourceIndexes();
                    binaryWriter.Write(resourceIndexes.Length);
                    foreach (ushort resourceIndex in resourceIndexes)
                    {
                        binaryWriter.Write(resourceIndex);
                    }
                }
            }

            Array.Clear(s_CachedHashBytes, 0, CachedHashBytesLength);
            return(true);
        }
        /// <summary>
        /// 反序列化可更新模式版本资源列表(版本 0)回调函数。
        /// </summary>
        /// <param name="binaryReader">指定流。</param>
        /// <returns>反序列化的可更新模式版本资源列表(版本 0)。</returns>
        public static UpdatableVersionList UpdatableVersionListDeserializeCallback_V0(BinaryReader binaryReader)
        {
            byte[] encryptBytes            = binaryReader.ReadBytes(CachedHashBytesLength);
            string applicableGameVersion   = binaryReader.ReadEncryptedString(encryptBytes);
            int    internalResourceVersion = binaryReader.ReadInt32();
            int    assetCount = binaryReader.ReadInt32();

            UpdatableVersionList.Asset[] assets = assetCount > 0 ? new UpdatableVersionList.Asset[assetCount] : null;
            int resourceCount = binaryReader.ReadInt32();

            UpdatableVersionList.Resource[] resources = resourceCount > 0 ? new UpdatableVersionList.Resource[resourceCount] : null;
            string[][] resourceToAssetNames           = new string[resourceCount][];
            List <KeyValuePair <string, string[]> > assetNameToDependencyAssetNames = new List <KeyValuePair <string, string[]> >(assetCount);

            for (int i = 0; i < resourceCount; i++)
            {
                string name        = binaryReader.ReadEncryptedString(encryptBytes);
                string variant     = binaryReader.ReadEncryptedString(encryptBytes);
                byte   loadType    = binaryReader.ReadByte();
                int    length      = binaryReader.ReadInt32();
                int    hashCode    = binaryReader.ReadInt32();
                int    zipLength   = binaryReader.ReadInt32();
                int    zipHashCode = binaryReader.ReadInt32();
                Utility.Converter.GetBytes(hashCode, s_CachedHashBytes);

                int      assetNameCount = binaryReader.ReadInt32();
                string[] assetNames     = assetNameCount > 0 ? new string[assetNameCount] : null;
                for (int j = 0; j < assetNameCount; j++)
                {
                    assetNames[j] = binaryReader.ReadEncryptedString(s_CachedHashBytes);
                    int      dependencyAssetNameCount = binaryReader.ReadInt32();
                    string[] dependencyAssetNames     = dependencyAssetNameCount > 0 ? new string[dependencyAssetNameCount] : null;
                    for (int k = 0; k < dependencyAssetNameCount; k++)
                    {
                        dependencyAssetNames[k] = binaryReader.ReadEncryptedString(s_CachedHashBytes);
                    }

                    assetNameToDependencyAssetNames.Add(new KeyValuePair <string, string[]>(assetNames[j], dependencyAssetNames));
                }

                resourceToAssetNames[i] = assetNames;
                resources[i]            = new UpdatableVersionList.Resource(name, variant, null, loadType, length, hashCode, zipLength, zipHashCode, assetNameCount > 0 ? new int[assetNameCount] : null);
            }

            assetNameToDependencyAssetNames.Sort(AssetNameToDependencyAssetNamesComparer);
            Array.Clear(s_CachedHashBytes, 0, CachedHashBytesLength);
            int index = 0;

            foreach (KeyValuePair <string, string[]> i in assetNameToDependencyAssetNames)
            {
                if (i.Value != null)
                {
                    int[] dependencyAssetIndexes = new int[i.Value.Length];
                    for (int j = 0; j < i.Value.Length; j++)
                    {
                        dependencyAssetIndexes[j] = GetAssetNameIndex(assetNameToDependencyAssetNames, i.Value[j]);
                    }

                    assets[index++] = new UpdatableVersionList.Asset(i.Key, dependencyAssetIndexes);
                }
                else
                {
                    assets[index++] = new UpdatableVersionList.Asset(i.Key, null);
                }
            }

            for (int i = 0; i < resources.Length; i++)
            {
                int[] assetIndexes = resources[i].GetAssetIndexes();
                for (int j = 0; j < assetIndexes.Length; j++)
                {
                    assetIndexes[j] = GetAssetNameIndex(assetNameToDependencyAssetNames, resourceToAssetNames[i][j]);
                }
            }

            int resourceGroupCount = binaryReader.ReadInt32();

            UpdatableVersionList.ResourceGroup[] resourceGroups = resourceGroupCount > 0 ? new UpdatableVersionList.ResourceGroup[resourceGroupCount] : null;
            for (int i = 0; i < resourceGroupCount; i++)
            {
                string name = binaryReader.ReadEncryptedString(encryptBytes);
                int    resourceIndexCount = binaryReader.ReadInt32();
                int[]  resourceIndexes    = resourceIndexCount > 0 ? new int[resourceIndexCount] : null;
                for (int j = 0; j < resourceIndexCount; j++)
                {
                    resourceIndexes[j] = binaryReader.ReadUInt16();
                }

                resourceGroups[i] = new UpdatableVersionList.ResourceGroup(name, resourceIndexes);
            }

            return(new UpdatableVersionList(applicableGameVersion, internalResourceVersion, assets, resources, null, resourceGroups));
        }
        /// <summary>
        /// 反序列化可更新模式版本资源列表(版本 2)回调函数。
        /// </summary>
        /// <param name="binaryReader">指定流。</param>
        /// <returns>反序列化的可更新模式版本资源列表(版本 2)。</returns>
        public static UpdatableVersionList UpdatableVersionListDeserializeCallback_V2(BinaryReader binaryReader)
        {
            byte[] encryptBytes            = binaryReader.ReadBytes(CachedHashBytesLength);
            string applicableGameVersion   = binaryReader.ReadEncryptedString(encryptBytes);
            int    internalResourceVersion = binaryReader.Read7BitEncodedInt32();
            int    assetCount = binaryReader.Read7BitEncodedInt32();

            UpdatableVersionList.Asset[] assets = assetCount > 0 ? new UpdatableVersionList.Asset[assetCount] : null;
            for (int i = 0; i < assetCount; i++)
            {
                string name = binaryReader.ReadEncryptedString(encryptBytes);
                int    dependencyAssetCount   = binaryReader.Read7BitEncodedInt32();
                int[]  dependencyAssetIndexes = dependencyAssetCount > 0 ? new int[dependencyAssetCount] : null;
                for (int j = 0; j < dependencyAssetCount; j++)
                {
                    dependencyAssetIndexes[j] = binaryReader.Read7BitEncodedInt32();
                }

                assets[i] = new UpdatableVersionList.Asset(name, dependencyAssetIndexes);
            }

            int resourceCount = binaryReader.Read7BitEncodedInt32();

            UpdatableVersionList.Resource[] resources = resourceCount > 0 ? new UpdatableVersionList.Resource[resourceCount] : null;
            for (int i = 0; i < resourceCount; i++)
            {
                string name            = binaryReader.ReadEncryptedString(encryptBytes);
                string variant         = binaryReader.ReadEncryptedString(encryptBytes);
                string extension       = binaryReader.ReadEncryptedString(encryptBytes) ?? DefaultExtension;
                byte   loadType        = binaryReader.ReadByte();
                int    length          = binaryReader.Read7BitEncodedInt32();
                int    hashCode        = binaryReader.ReadInt32();
                int    zipLength       = binaryReader.Read7BitEncodedInt32();
                int    zipHashCode     = binaryReader.ReadInt32();
                int    assetIndexCount = binaryReader.Read7BitEncodedInt32();
                int[]  assetIndexes    = assetIndexCount > 0 ? new int[assetIndexCount] : null;
                for (int j = 0; j < assetIndexCount; j++)
                {
                    assetIndexes[j] = binaryReader.Read7BitEncodedInt32();
                }

                resources[i] = new UpdatableVersionList.Resource(name, variant, extension, loadType, length, hashCode, zipLength, zipHashCode, assetIndexes);
            }

            int fileSystemCount = binaryReader.Read7BitEncodedInt32();

            UpdatableVersionList.FileSystem[] fileSystems = fileSystemCount > 0 ? new UpdatableVersionList.FileSystem[fileSystemCount] : null;
            for (int i = 0; i < fileSystemCount; i++)
            {
                string name = binaryReader.ReadEncryptedString(encryptBytes);
                int    resourceIndexCount = binaryReader.Read7BitEncodedInt32();
                int[]  resourceIndexes    = resourceIndexCount > 0 ? new int[resourceIndexCount] : null;
                for (int j = 0; j < resourceIndexCount; j++)
                {
                    resourceIndexes[j] = binaryReader.Read7BitEncodedInt32();
                }

                fileSystems[i] = new UpdatableVersionList.FileSystem(name, resourceIndexes);
            }

            int resourceGroupCount = binaryReader.Read7BitEncodedInt32();

            UpdatableVersionList.ResourceGroup[] resourceGroups = resourceGroupCount > 0 ? new UpdatableVersionList.ResourceGroup[resourceGroupCount] : null;
            for (int i = 0; i < resourceGroupCount; i++)
            {
                string name = binaryReader.ReadEncryptedString(encryptBytes);
                int    resourceIndexCount = binaryReader.Read7BitEncodedInt32();
                int[]  resourceIndexes    = resourceIndexCount > 0 ? new int[resourceIndexCount] : null;
                for (int j = 0; j < resourceIndexCount; j++)
                {
                    resourceIndexes[j] = binaryReader.Read7BitEncodedInt32();
                }

                resourceGroups[i] = new UpdatableVersionList.ResourceGroup(name, resourceIndexes);
            }

            return(new UpdatableVersionList(applicableGameVersion, internalResourceVersion, assets, resources, fileSystems, resourceGroups));
        }