BS 0.1 基础构建完成 / 0.2 Visual 同为Unity UI控件部分
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122
Convention/[ES3]/Easy Save 3/Scripts/Streams/ES3Stream.cs
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122
Convention/[ES3]/Easy Save 3/Scripts/Streams/ES3Stream.cs
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using System.IO;
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using System.IO.Compression;
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using UnityEngine;
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using System;
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namespace ES3Internal
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{
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public static class ES3Stream
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{
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public static Stream CreateStream(ES3Settings settings, ES3FileMode fileMode)
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{
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bool isWriteStream = (fileMode != ES3FileMode.Read);
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Stream stream = null;
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// Check that the path is in a valid format. This will throw an exception if not.
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new FileInfo(settings.FullPath);
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try
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{
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if (settings.location == ES3.Location.InternalMS)
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{
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// There's no point in creating an empty MemoryStream if we're only reading from it.
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if (!isWriteStream)
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return null;
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stream = new MemoryStream(settings.bufferSize);
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}
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else if (settings.location == ES3.Location.File)
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{
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if (!isWriteStream && !ES3IO.FileExists(settings.FullPath))
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return null;
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stream = new ES3FileStream(settings.FullPath, fileMode, settings.bufferSize, false);
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}
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else if (settings.location == ES3.Location.PlayerPrefs)
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{
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if (isWriteStream)
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stream = new ES3PlayerPrefsStream(settings.FullPath, settings.bufferSize, (fileMode == ES3FileMode.Append));
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else
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{
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if (!PlayerPrefs.HasKey(settings.FullPath))
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return null;
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stream = new ES3PlayerPrefsStream(settings.FullPath);
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}
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}
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else if (settings.location == ES3.Location.Resources)
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{
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if (!isWriteStream)
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{
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var resourcesStream = new ES3ResourcesStream(settings.FullPath);
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if (resourcesStream.Exists)
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stream = resourcesStream;
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else
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{
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resourcesStream.Dispose();
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return null;
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}
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}
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else if (UnityEngine.Application.isEditor)
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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.");
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else
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throw new System.NotSupportedException("Cannot write to Resources folder at runtime. Use a different save location at runtime instead.");
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}
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return CreateStream(stream, settings, fileMode);
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}
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catch(System.Exception e)
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{
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if (stream != null)
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stream.Dispose();
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throw e;
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}
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}
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public static Stream CreateStream(Stream stream, ES3Settings settings, ES3FileMode fileMode)
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{
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try
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{
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bool isWriteStream = (fileMode != ES3FileMode.Read);
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#if !DISABLE_ENCRYPTION
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// Encryption
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if(settings.encryptionType != ES3.EncryptionType.None && stream.GetType() != typeof(UnbufferedCryptoStream))
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{
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EncryptionAlgorithm alg = null;
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if(settings.encryptionType == ES3.EncryptionType.AES)
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alg = new AESEncryptionAlgorithm();
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stream = new UnbufferedCryptoStream(stream, !isWriteStream, settings.encryptionPassword, settings.bufferSize, alg);
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}
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#endif
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// Compression
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if (settings.compressionType != ES3.CompressionType.None && stream.GetType() != typeof(GZipStream))
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{
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if (settings.compressionType == ES3.CompressionType.Gzip)
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stream = isWriteStream ? new GZipStream(stream, CompressionMode.Compress) : new GZipStream(stream, CompressionMode.Decompress);
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}
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return stream;
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}
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catch (System.Exception e)
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{
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if (stream != null)
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stream.Dispose();
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if (e.GetType() == typeof(System.Security.Cryptography.CryptographicException))
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throw new System.Security.Cryptography.CryptographicException("Could not decrypt file. Please ensure that you are using the same password used to encrypt the file.");
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else
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throw e;
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}
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}
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public static void CopyTo(Stream source, Stream destination)
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{
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#if UNITY_2019_1_OR_NEWER
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source.CopyTo(destination);
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#else
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byte[] buffer = new byte[2048];
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int bytesRead;
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while ((bytesRead = source.Read(buffer, 0, buffer.Length)) > 0)
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destination.Write(buffer, 0, bytesRead);
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#endif
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}
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}
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}
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