/// <summary>
        /// 序列化可更新模式版本资源列表(版本 1)回调函数。
        /// </summary>
        /// <param name="binaryWriter">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 1)。</param>
        /// <returns>序列化可更新模式版本资源列表(版本 1)是否成功。</returns>
        public static bool SerializeUpdatableVersionListCallback_V1(BinaryWriter binaryWriter, UpdatableVersionList versionList)
        {
            if (!versionList.IsValid)
            {
                return(false);
            }

            Utility.Random.GetRandomBytes(s_CachedHashBytes);
            binaryWriter.Write(s_CachedHashBytes);
            binaryWriter.WriteEncryptedString(versionList.ApplicableGameVersion, s_CachedHashBytes);
            binaryWriter.Write7BitEncodedInt32(versionList.InternalResourceVersion);
            UpdatableVersionList.Asset[] assets = versionList.GetAssets();
            binaryWriter.Write7BitEncodedInt32(assets.Length);
            foreach (UpdatableVersionList.Asset asset in assets)
            {
                binaryWriter.WriteEncryptedString(asset.Name, s_CachedHashBytes);
                int[] dependencyAssetIndexes = asset.GetDependencyAssetIndexes();
                binaryWriter.Write7BitEncodedInt32(dependencyAssetIndexes.Length);
                foreach (int dependencyAssetIndex in dependencyAssetIndexes)
                {
                    binaryWriter.Write7BitEncodedInt32(dependencyAssetIndex);
                }
            }

            UpdatableVersionList.Resource[] resources = versionList.GetResources();
            binaryWriter.Write7BitEncodedInt32(resources.Length);
            foreach (UpdatableVersionList.Resource resource in resources)
            {
                binaryWriter.WriteEncryptedString(resource.Name, s_CachedHashBytes);
                binaryWriter.WriteEncryptedString(resource.Variant, s_CachedHashBytes);
                binaryWriter.WriteEncryptedString(resource.Extension != DefaultExtension ? resource.Extension : null, s_CachedHashBytes);
                binaryWriter.Write(resource.LoadType);
                binaryWriter.Write7BitEncodedInt32(resource.Length);
                binaryWriter.Write(resource.HashCode);
                binaryWriter.Write7BitEncodedInt32(resource.ZipLength);
                binaryWriter.Write(resource.ZipHashCode);
                int[] assetIndexes = resource.GetAssetIndexes();
                binaryWriter.Write7BitEncodedInt32(assetIndexes.Length);
                foreach (int assetIndex in assetIndexes)
                {
                    binaryWriter.Write7BitEncodedInt32(assetIndex);
                }
            }

            UpdatableVersionList.ResourceGroup[] resourceGroups = versionList.GetResourceGroups();
            binaryWriter.Write7BitEncodedInt32(resourceGroups.Length);
            foreach (UpdatableVersionList.ResourceGroup resourceGroup in resourceGroups)
            {
                binaryWriter.WriteEncryptedString(resourceGroup.Name, s_CachedHashBytes);
                int[] resourceIndexes = resourceGroup.GetResourceIndexes();
                binaryWriter.Write7BitEncodedInt32(resourceIndexes.Length);
                foreach (int resourceIndex in resourceIndexes)
                {
                    binaryWriter.Write7BitEncodedInt32(resourceIndex);
                }
            }

            Array.Clear(s_CachedHashBytes, 0, CachedHashBytesLength);
            return(true);
        }
        /// <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);
        }