IndieGame/client/Assets/Plugins/Easy Save 3/Scripts/Streams/ES3Stream.cs

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C#
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2024-10-11 10:12:15 +08:00
using System.IO;
using System.IO.Compression;
using UnityEngine;
using System;
namespace ES3Internal
{
public static class ES3Stream
{
public static Stream CreateStream(ES3Settings settings, ES3FileMode fileMode)
{
bool isWriteStream = (fileMode != ES3FileMode.Read);
Stream stream = null;
// If we're using File as our location, check that the path is in a valid format.
if(settings.location == ES3.Location.File)
new FileInfo(settings.FullPath);
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(Stream stream, ES3Settings settings, ES3FileMode fileMode)
{
try
{
bool isWriteStream = (fileMode != ES3FileMode.Read);
#if !DISABLE_ENCRYPTION
// Encryption
if(settings.encryptionType != ES3.EncryptionType.None && stream.GetType() != typeof(UnbufferedCryptoStream))
{
EncryptionAlgorithm alg = null;
if(settings.encryptionType == ES3.EncryptionType.AES)
alg = new AESEncryptionAlgorithm();
stream = new UnbufferedCryptoStream(stream, !isWriteStream, settings.encryptionPassword, settings.bufferSize, alg);
}
#endif
// Compression
if (settings.compressionType != ES3.CompressionType.None && stream.GetType() != typeof(GZipStream))
{
if (settings.compressionType == ES3.CompressionType.Gzip)
stream = isWriteStream ? new GZipStream(stream, CompressionMode.Compress) : new GZipStream(stream, CompressionMode.Decompress);
}
return stream;
}
catch (System.Exception e)
{
if (stream != null)
stream.Dispose();
if (e.GetType() == typeof(System.Security.Cryptography.CryptographicException))
throw new System.Security.Cryptography.CryptographicException("Could not decrypt file. Please ensure that you are using the same password used to encrypt the file.");
else
throw e;
}
}
public static void CopyTo(Stream source, Stream destination)
{
#if UNITY_2019_1_OR_NEWER
source.CopyTo(destination);
#else
byte[] buffer = new byte[2048];
int bytesRead;
while ((bytesRead = source.Read(buffer, 0, buffer.Length)) > 0)
destination.Write(buffer, 0, bytesRead);
#endif
}
}
}