Esempio n. 1
0
    /*
     * Loads the sprite data and index files from the cache location.
     * This can be edited to use an archive such as config or media to load from the cache.
     *
     * @param archive
     */
    public static void loadSprites(StreamLoader streamLoader)
    {
        //try {
        RS2Sharp.Stream index        = new RS2Sharp.Stream(UnityClient.ReadAllBytes(signlink.findcachedir() + "sprites.idx"));
        RS2Sharp.Stream data         = new RS2Sharp.Stream(UnityClient.ReadAllBytes(signlink.findcachedir() + "sprites.dat"));
        DataInputStream indexFile    = new DataInputStream(new Ionic.Zlib.GZipStream(new MemoryStream(index.buffer), Ionic.Zlib.CompressionMode.Decompress));
        DataInputStream dataFile     = new DataInputStream(new Ionic.Zlib.GZipStream(new MemoryStream(data.buffer), Ionic.Zlib.CompressionMode.Decompress));
        int             totalSprites = indexFile.ReadInt();

        UnityEngine.Debug.Log("Sprites loaded: " + totalSprites);
        if (cache == null)
        {
            cache   = new SpriteLoader[totalSprites];
            sprites = new Sprite[totalSprites];
        }
        for (int i = 0; i < totalSprites; i++)
        {
            int id = indexFile.ReadInt();
            if (cache[id] == null)
            {
                cache[id] = new SpriteLoader();
            }
            cache[id].readValues(indexFile, dataFile);
            createSprite(cache[id]);
        }
        //indexFile.Close();
        //dataFile.Close();
        //} catch (Exception e) {
        //	e.printStackTrace();
        //}
    }
Esempio n. 2
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        public void start(StreamLoader streamLoader)
        {
            mapIndexData = UnityClient.ReadAllBytes(signlink.findcachedir() + "map_index.dat");           //streamLoader.getDataForName("map_index");
            byte[] mapIndexDataNew = UnityClient.ReadAllBytes(signlink.findcachedir() + "map_index.dat"); //streamLoader.getDataForName("map_index");
            Stream stream2         = new Stream(mapIndexDataNew);
            int    j1 = stream2.readUnsignedWord();                                                       //mapIndexDataNew.Length / 6;

            mapIndices1 = new int[j1];
            mapIndices2 = new int[j1];
            mapIndices3 = new int[j1];
            for (int i2 = 0; i2 < j1; i2++)
            {
                mapIndices1[i2] = stream2.readUnsignedWord();
                mapIndices2[i2] = stream2.readUnsignedWord();
                mapIndices3[i2] = stream2.readUnsignedWord();
                mapAmount++;
            }
            Debug.Log("Map Amount: " + mapAmount + "");
            mapIndexDataNew = streamLoader.getDataForName("midi_index");
            stream2         = new Stream(mapIndexDataNew);
            j1             = mapIndexDataNew.Length;
            anIntArray1348 = new int[j1];
            for (int k2 = 0; k2 < j1; k2++)
            {
                anIntArray1348[k2] = stream2.readUnsignedByte();
            }

            //clientInstance = client1;
            running = true;
            //clientInstance.startRunnable(this, 2);
            Loom.StartSingleThread(() => {
                run();
            }, System.Threading.ThreadPriority.Normal, true);
        }
Esempio n. 3
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 public static sbyte[] getMapFile(int fileID)
 {
     byte[] bytes = UnityClient.ReadAllBytes(signlink.osHDDir + "maps/" + fileID + ".dat");
     if (bytes == null)
     {
         return(null);
     }
     sbyte[] sbytes = new sbyte[bytes.Length];
     Buffer.BlockCopy(bytes, 0, sbytes, 0, bytes.Length);
     return(sbytes);
 }
Esempio n. 4
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 public static byte[] getFile(int index, int fileID, bool loadNew = false)
 {
     if (fileID < 0)
     {
         return(null);
     }
     if (loadNew)
     {
         return(UnityClient.ReadAllBytes(sign.signlink.findcachedir() + index + " encrypted/" + fileID + ".dat")); //*/client.decompressors[index].decompress(fileID);
     }
     return(UnityClient.ReadAllBytes(sign.signlink.findcachedir() + index + "/" + fileID + ".dat"));               //*/client.decompressors[index].decompress(fileID);
 }
Esempio n. 5
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        public static void unpackConfig(StreamLoader streamLoader)
        {
            buffer = new Stream(UnityClient.ReadAllBytes(sign.signlink.osHDDir + "loc.dat"));              //streamLoader.getDataForName("loc.dat"));
            Stream buffer2      = new Stream(UnityClient.ReadAllBytes(sign.signlink.osHDDir + "loc.idx")); //streamLoader.getDataForName("loc.idx"));
            int    totalObjects = buffer2.readUnsignedWord();

            Debug.Log("OS Object Amount: " + totalObjects);
            streamIndices = new int[totalObjects + 40000];
            int i = 2;

            for (int j = 0; j < totalObjects; j++)
            {
                streamIndices[j] = i;
                i += buffer2.readUnsignedWord();
            }
            cache = new ObjectDef[20];
            for (int k = 0; k < 20; k++)
            {
                cache[k] = new ObjectDef();
            }
        }