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(Unity): moved to ArcFormats project.
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194
ArcFormats/Unity/AssetReader.cs
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194
ArcFormats/Unity/AssetReader.cs
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//! \file AssetReader.cs
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//! \date Wed Apr 05 13:28:33 2017
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//! \brief Unity asset reader class.
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//
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// Copyright (C) 2017 by morkt
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//
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using System;
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using System.IO;
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using System.Runtime.InteropServices;
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using System.Text;
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using GameRes.Utility;
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namespace GameRes.Formats.Unity
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{
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/// <summary>
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/// AssetReader provides access to a serialized stream of Unity assets.
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/// </summary>
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internal sealed class AssetReader : IDisposable
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{
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IBinaryStream m_input;
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int m_format;
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public int Format { get { return m_format; } }
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public long Position {
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get { return m_input.Position; }
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set { m_input.Position = value; }
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}
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public AssetReader (Stream input, string name)
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{
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m_input = BinaryStream.FromStream (input, name);
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SetupReaders (0, false);
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}
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public Action Align;
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public Func<ushort> ReadUInt16;
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public Func<short> ReadInt16;
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public Func<uint> ReadUInt32;
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public Func<int> ReadInt32;
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public Func<long> ReadInt64;
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public Func<long> ReadId;
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/// <summary>
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/// Setup reader endianness accordingly.
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/// </summary>
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public void SetupReaders (int format, bool is_little_endian)
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{
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m_format = format;
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if (is_little_endian)
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{
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ReadUInt16 = () => m_input.ReadUInt16();
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ReadUInt32 = () => m_input.ReadUInt32();
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ReadInt16 = () => m_input.ReadInt16();
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ReadInt32 = () => m_input.ReadInt32();
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ReadInt64 = () => m_input.ReadInt64();
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}
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else
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{
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ReadUInt16 = () => Binary.BigEndian (m_input.ReadUInt16());
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ReadUInt32 = () => Binary.BigEndian (m_input.ReadUInt32());
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ReadInt16 = () => Binary.BigEndian (m_input.ReadInt16());
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ReadInt32 = () => Binary.BigEndian (m_input.ReadInt32());
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ReadInt64 = () => Binary.BigEndian (m_input.ReadInt64());
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}
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if (m_format >= 14)
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{
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Align = () => {
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long pos = m_input.Position;
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if (0 != (pos & 3))
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m_input.Position = (pos + 3) & ~3L;
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};
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ReadId = ReadInt64;
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}
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else
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{
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Align = () => {};
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ReadId = () => ReadInt32();
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}
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}
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/// <summary>
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/// Set asset ID length. If <paramref name="long_id"/> is <c>true</c> IDs are 64-bit, otherwise 32-bit.
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/// </summary>
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public void SetupReadId (bool long_ids)
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{
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if (long_ids)
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ReadId = ReadInt64;
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else
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ReadId = () => ReadInt32();
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}
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/// <summary>
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/// Read bytes into specified buffer.
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/// </summary>
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public int Read (byte[] buffer, int offset, int count)
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{
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return m_input.Read (buffer, offset, count);
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}
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/// <summary>
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/// Read null-terminated UTF8 string.
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/// </summary>
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public string ReadCString ()
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{
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return m_input.ReadCString (Encoding.UTF8);
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}
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/// <summary>
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/// Read UTF8 string prefixed with length.
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/// </summary>
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public string ReadString ()
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{
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int length = ReadInt32();
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if (0 == length)
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return string.Empty;
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var bytes = ReadBytes (length);
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return Encoding.UTF8.GetString (bytes);
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}
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/// <summary>
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/// Read <paramref name="length"/> bytes from stream and return them in a byte array.
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/// May return less than <paramref name="length"/> bytes if end of file was encountered.
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/// </summary>
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public byte[] ReadBytes (int length)
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{
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return m_input.ReadBytes (length);
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}
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/// <summary>
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/// Read unsigned 8-bits byte from a stream.
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/// </summary>
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public byte ReadByte ()
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{
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return m_input.ReadUInt8();
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}
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/// <summary>
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/// Read byte and interpret is as a bool value, non-zero resulting in <c>true</c>.
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/// </summary>
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public bool ReadBool ()
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{
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return ReadByte() != 0;
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}
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[StructLayout(LayoutKind.Explicit)]
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struct Union
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{
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[FieldOffset (0)]
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public uint u;
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[FieldOffset(0)]
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public float f;
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}
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/// <summary>
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/// Read float value from a stream.
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/// </summary>
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public float ReadFloat ()
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{
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var buf = new Union();
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buf.u = ReadUInt32();
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return buf.f;
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}
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bool _disposed = false;
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public void Dispose ()
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{
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if (!_disposed)
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{
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m_input.Dispose();
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_disposed = true;
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}
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GC.SuppressFinalize (this);
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}
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}
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}
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