BS 0.1 基础构建完成 / 0.2 Visual 同为Unity UI控件部分
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using System.IO;
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namespace ES3Internal
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{
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public enum ES3FileMode {Read, Write, Append}
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public class ES3FileStream : FileStream
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{
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private bool isDisposed = false;
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public ES3FileStream( string path, ES3FileMode fileMode, int bufferSize, bool useAsync)
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: base( GetPath(path, fileMode), GetFileMode(fileMode), GetFileAccess(fileMode), FileShare.None, bufferSize, useAsync)
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{
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}
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// Gets a temporary path if necessary.
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protected static string GetPath(string path, ES3FileMode fileMode)
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{
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string directoryPath = ES3IO.GetDirectoryPath(path);
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// Attempt to create the directory incase it does not exist if we are storing data.
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if (fileMode != ES3FileMode.Read && directoryPath != ES3IO.persistentDataPath)
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ES3IO.CreateDirectory(directoryPath);
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if(fileMode != ES3FileMode.Write || fileMode == ES3FileMode.Append)
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return path;
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return (fileMode == ES3FileMode.Write) ? path + ES3IO.temporaryFileSuffix : path;
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}
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protected static FileMode GetFileMode(ES3FileMode fileMode)
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{
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if (fileMode == ES3FileMode.Read)
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return FileMode.Open;
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else if (fileMode == ES3FileMode.Write)
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return FileMode.Create;
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else
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return FileMode.Append;
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}
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protected static FileAccess GetFileAccess(ES3FileMode fileMode)
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{
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if (fileMode == ES3FileMode.Read)
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return FileAccess.Read;
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else if (fileMode == ES3FileMode.Write)
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return FileAccess.Write;
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else
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return FileAccess.Write;
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}
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protected override void Dispose (bool disposing)
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{
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// Ensure we only perform disposable once.
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if(isDisposed)
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return;
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isDisposed = true;
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base.Dispose(disposing);
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// If this is a file writer, we need to replace the temp file.
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/*if(fileMode == ES3FileMode.Write && fileMode != ES3FileMode.Append)
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{
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// Delete the old file before overwriting it.
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ES3IO.DeleteFile(path);
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// Rename temporary file to new file.
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ES3IO.MoveFile(path + ES3.temporaryFileSuffix, path);
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}*/
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}
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}
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}
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