/// <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);
            string internalResourceVersion = binaryReader.ReadEncryptedString(encryptBytes);
            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);
                AssetCategory assetCategory          = (AssetCategory)binaryReader.ReadByte();
                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, assetCategory);
            }

            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();
                AssetCategory assetCategory   = (AssetCategory)binaryReader.ReadByte();
                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, assetCategory);
            }

            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));
        }
        /// <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);
            string internalResourceVersion = binaryReader.ReadEncryptedString(encryptBytes);
            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, Dictionary <string, AssetCategory> > > assetNameToDependencyAssetNames = new List <KeyValuePair <string, Dictionary <string, AssetCategory> > >(assetCount);
            List <KeyValuePair <string, AssetCategory> > assetNameToDependencyAssetCategory = new List <KeyValuePair <string, AssetCategory> >(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();
                AssetCategory assetCategory = (AssetCategory)binaryReader.ReadByte();
                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);
                    AssetCategory dependencyAssetCategory  = (AssetCategory)binaryReader.ReadByte();
                    int           dependencyAssetNameCount = binaryReader.ReadInt32();
                    Dictionary <string, AssetCategory> dependencyAssetNames = dependencyAssetNameCount > 0 ? new Dictionary <string, AssetCategory>(dependencyAssetNameCount) : null;
                    for (int k = 0; k < dependencyAssetNameCount; k++)
                    {
                        string        dependencyAssetName      = binaryReader.ReadEncryptedString(s_CachedHashBytes);
                        AssetCategory dependencyAssetCategory2 = (AssetCategory)binaryReader.ReadByte();
                        dependencyAssetNames[dependencyAssetName] = dependencyAssetCategory2;
                    }

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

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

            assetNameToDependencyAssetNames.Sort(AssetNameToDependencyAssetNamesComparer);
            assetNameToDependencyAssetCategory.Sort(AssetNameToDependencyAssetNamesComparer);

            Array.Clear(s_CachedHashBytes, 0, CachedHashBytesLength);
            int index  = 0;
            int index2 = 0;

            foreach (KeyValuePair <string, Dictionary <string, AssetCategory> > i in assetNameToDependencyAssetNames)
            {
                if (i.Value != null)
                {
                    int[] dependencyAssetIndexes = new int[i.Value.Count];
                    int   dependencyAssetIndexe  = 0;
                    foreach (var item in i.Value)
                    {
                        dependencyAssetIndexes[dependencyAssetIndexe] = GetAssetNameIndex(assetNameToDependencyAssetNames, item.Key);
                        dependencyAssetIndexe += 1;
                    }

                    assets[index++] = new UpdatableVersionList.Asset(i.Key, dependencyAssetIndexes, assetNameToDependencyAssetCategory[index2].Value);
                }
                else
                {
                    assets[index++] = new UpdatableVersionList.Asset(i.Key, null, assetNameToDependencyAssetCategory[index2].Value);
                }

                index2 += 1;
            }

            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));
        }