/// <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)); }