// Gets a temporary path if necessary. protected static string GetPath(string path, ES3FileMode fileMode) { // Attempt to create the directory incase it does not exist. ES3IO.CreateDirectory(ES3IO.GetDirectoryName(path)); if (fileMode != ES3FileMode.Write || fileMode == ES3FileMode.Append) { return(path); } return((fileMode == ES3FileMode.Write) ? path + ES3.temporaryFileSuffix : path); }
// Gets a temporary path if necessary. protected static string GetPath(string path, ES3FileMode fileMode) { // Attempt to create the directory incase it does not exist. string directoryPath = ES3IO.GetDirectoryPath(path); if (directoryPath != UnityEngine.Application.persistentDataPath) { ES3IO.CreateDirectory(directoryPath); } if (fileMode != ES3FileMode.Write || fileMode == ES3FileMode.Append) { return(path); } return((fileMode == ES3FileMode.Write) ? path + ES3.temporaryFileSuffix : path); }
// Gets a temporary path if necessary. protected static string GetPath(string path, ES3FileMode fileMode) { string directoryPath = ES3IO.GetDirectoryPath(path); // Attempt to create the directory incase it does not exist if we are storing data. if (fileMode != ES3FileMode.Read && directoryPath != ES3IO.persistentDataPath) { ES3IO.CreateDirectory(directoryPath); } if (fileMode != ES3FileMode.Write || fileMode == ES3FileMode.Append) { return(path); } return((fileMode == ES3FileMode.Write) ? path + ES3IO.temporaryFileSuffix : path); }
protected override void Dispose(bool disposing) { // Ensure we only perform disposable once. if (isDisposed) { return; } isDisposed = true; base.Dispose(disposing); // If this is a file writer, we need to replace the temp file. if (fileMode == ES3FileMode.Write && fileMode != ES3FileMode.Append) { // Delete the old file before overwriting it. ES3IO.DeleteFile(path); // Rename temporary file to new file. ES3IO.MoveFile(path + ES3.temporaryFileSuffix, path); } }
public static Stream CreateStream(ES3Settings settings, ES3FileMode fileMode) { bool isWriteStream = (fileMode != ES3FileMode.Read); Stream stream = null; try { if (settings.location == ES3.Location.InternalMS) { // There's no point in creating an empty MemoryStream if we're only reading from it. if (!isWriteStream) { return(null); } stream = new MemoryStream(settings.bufferSize); } else if (settings.location == ES3.Location.File) { if (!isWriteStream && !ES3IO.FileExists(settings.FullPath)) { return(null); } stream = new ES3FileStream(settings.FullPath, fileMode, settings.bufferSize, false); } else if (settings.location == ES3.Location.PlayerPrefs) { if (isWriteStream) { stream = new ES3PlayerPrefsStream(settings.FullPath, settings.bufferSize, (fileMode == ES3FileMode.Append)); } else { if (!PlayerPrefs.HasKey(settings.FullPath)) { return(null); } stream = new ES3PlayerPrefsStream(settings.FullPath); } } else if (settings.location == ES3.Location.Resources) { if (!isWriteStream) { var resourcesStream = new ES3ResourcesStream(settings.FullPath); if (resourcesStream.Exists) { stream = resourcesStream; } else { resourcesStream.Dispose(); return(null); } } else if (UnityEngine.Application.isEditor) { throw new System.NotSupportedException("Cannot write directly to Resources folder. Try writing to a directory outside of Resources, and then manually move the file there."); } else { throw new System.NotSupportedException("Cannot write to Resources folder at runtime. Use a different save location at runtime instead."); } } return(CreateStream(stream, settings, fileMode)); } catch (System.Exception e) { if (stream != null) { stream.Dispose(); } throw e; } }
public static Stream CreateStream(ES3Settings settings, ES3FileMode fileMode) { bool isWriteStream = (fileMode != ES3FileMode.Read); Stream stream = null; if (settings.location == ES3.Location.Memory) { // There's no point in creating an empty MemoryStream if we're only reading from it. if (!isWriteStream) { return(null); } stream = new MemoryStream(settings.bufferSize); } else if (settings.location == ES3.Location.File) { if (!isWriteStream && !ES3IO.FileExists(settings.FullPath)) { return(null); } stream = new ES3FileStream(settings.FullPath, fileMode, settings.bufferSize, false); } else if (settings.location == ES3.Location.PlayerPrefs) { if (isWriteStream) { stream = new ES3PlayerPrefsStream(settings.FullPath, settings.bufferSize, (fileMode == ES3FileMode.Append)); } else { if (!PlayerPrefs.HasKey(settings.FullPath)) { return(null); } stream = new ES3PlayerPrefsStream(settings.FullPath); } } else if (settings.location == ES3.Location.Resources) { if (!isWriteStream) { var resourcesStream = new ES3ResourcesStream(settings.FullPath); if (resourcesStream.Exists) { stream = resourcesStream; } else { resourcesStream.Dispose(); return(null); } } else if (UnityEngine.Application.isEditor) { throw new System.NotSupportedException("Cannot write directly to Resources folder. Try writing to a directory outside of Resources, and then manually move the file there."); } else { throw new System.NotSupportedException("Cannot write to Resources folder at runtime. Use a different save location at runtime instead."); } } #if !DISABLE_ENCRYPTION if (settings.encryptionType != ES3.EncryptionType.None) { EncryptionAlgorithm alg = null; if (settings.encryptionType == ES3.EncryptionType.AES) { alg = new AESEncryptionAlgorithm(); } stream = new UnbufferedCryptoStream(stream, !isWriteStream, settings.encryptionPassword, settings.bufferSize, alg); } #endif return(stream); }