/// <summary> /// 关闭并清理文件系统。 /// </summary> public void Shutdown() { m_Stream.Close(); m_FileDatas.Clear(); m_BlockDatas.Clear(); m_FreeBlockIndexes.Clear(); m_StringDatas.Clear(); m_FreeStringDatas.Clear(); m_BlockDataOffset = 0; m_StringDataOffset = 0; m_FileDataOffset = 0; }
/// <summary> /// 关闭并清理文件系统。 /// </summary> public void Shutdown() { if (m_Names.Count > 0) { throw new GameFrameworkException("You must remove all names before shutdown."); } m_Stream.Close(); m_FileDatas.Clear(); m_BlockDatas.Clear(); m_FreeBlockIndexes.Clear(); m_StringDatas.Clear(); m_FreeStringDatas.Clear(); m_BlockDataOffset = 0; m_StringDataOffset = 0; m_FileDataOffset = 0; }
/// <summary> /// 加载文件系统。 /// </summary> /// <param name="fullPath">要加载的文件系统的完整路径。</param> /// <param name="access">要加载的文件系统的访问方式。</param> /// <returns>加载的文件系统。</returns> public IFileSystem LoadFileSystem(string fullPath, FileSystemAccess access) { if (m_FileSystemHelper == null) { throw new GameFrameworkException("File system helper is invalid."); } if (string.IsNullOrEmpty(fullPath)) { throw new GameFrameworkException("Full path is invalid."); } if (access == FileSystemAccess.Unspecified) { throw new GameFrameworkException("Access is invalid."); } fullPath = Utility.Path.GetRegularPath(fullPath); if (m_FileSystems.ContainsKey(fullPath)) { throw new GameFrameworkException(Utility.Text.Format("File system '{0}' is already exist.", fullPath)); } FileSystemStream fileSystemStream = m_FileSystemHelper.CreateFileSystemStream(fullPath, access, false); if (fileSystemStream == null) { throw new GameFrameworkException(Utility.Text.Format("Create file system stream for '{0}' failure.", fullPath)); } FileSystem fileSystem = FileSystem.Load(fullPath, access, fileSystemStream); if (fileSystem == null) { fileSystemStream.Close(); throw new GameFrameworkException(Utility.Text.Format("Load file system '{0}' failure.", fullPath)); } m_FileSystems.Add(fullPath, fileSystem); return(fileSystem); }