IndieGame/client/Assets/Plugins/Easy Save 3/Scripts/ES3.cs

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2024-10-11 10:12:15 +08:00
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using ES3Internal;
#if UNITY_2018_3_OR_NEWER
using UnityEngine.Networking;
#endif
/// <summary>
/// The main class for Easy Save methods. All methods in this class are static.
/// </summary>
#if UNITY_VISUAL_SCRIPTING
[Unity.VisualScripting.IncludeInSettings(true)]
#elif BOLT_VISUAL_SCRIPTING
[Ludiq.IncludeInSettings(true)]
#endif
public class ES3
{
public enum Location { File, PlayerPrefs, InternalMS, Resources, Cache };
public enum Directory { PersistentDataPath, DataPath }
public enum EncryptionType { None, AES };
public enum CompressionType { None, Gzip};
public enum Format { JSON };
public enum ReferenceMode { ByRef, ByValue, ByRefAndValue};
public enum ImageType { JPEG, PNG };
#region ES3.Save
// <summary>Saves the value to the default file with the given key.</summary>
/// <param name="key">The key we want to use to identify our value in the file.</param>
/// <param name="value">The value we want to save.</param>
public static void Save(string key, object value)
{
Save<object>(key, value, new ES3Settings());
}
/// <summary>Saves the value to a file with the given key.</summary>
/// <param name="key">The key we want to use to identify our value in the file.</param>
/// <param name="value">The value we want to save.</param>
/// <param name="filePath">The relative or absolute path of the file we want to store our value to.</param>
public static void Save(string key, object value, string filePath)
{
Save<object>(key, value, new ES3Settings(filePath));
}
/// <summary>Saves the value to a file with the given key.</summary>
/// <param name="key">The key we want to use to identify our value in the file.</param>
/// <param name="value">The value we want to save.</param>
/// <param name="filePath">The relative or absolute path of the file we want to store our value to.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void Save(string key, object value, string filePath, ES3Settings settings)
{
Save<object>(key, value, new ES3Settings(filePath, settings));
}
/// <summary>Saves the value to a file with the given key.</summary>
/// <param name="key">The key we want to use to identify our value in the file.</param>
/// <param name="value">The value we want to save.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void Save(string key, object value, ES3Settings settings)
{
Save<object>(key, value, settings);
}
/// <summary>Saves the value to the default file with the given key.</summary>
/// <param name="T">The type of the data that we want to save.</param>
/// <param name="key">The key we want to use to identify our value in the file.</param>
/// <param name="value">The value we want to save.</param>
public static void Save<T>(string key, T value)
{
Save<T>(key, value, new ES3Settings());
}
/// <summary>Saves the value to a file with the given key.</summary>
/// <param name="T">The type of the data that we want to save.</param>
/// <param name="key">The key we want to use to identify our value in the file.</param>
/// <param name="value">The value we want to save.</param>
/// <param name="filePath">The relative or absolute path of the file we want to store our value to.</param>
public static void Save<T>(string key, T value, string filePath)
{
Save<T>(key, value, new ES3Settings(filePath));
}
/// <summary>Saves the value to a file with the given key.</summary>
/// <param name="T">The type of the data that we want to save.</param>
/// <param name="key">The key we want to use to identify our value in the file.</param>
/// <param name="value">The value we want to save.</param>
/// <param name="filePath">The relative or absolute path of the file we want to store our value to.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void Save<T>(string key, T value, string filePath, ES3Settings settings)
{
Save<T>(key, value, new ES3Settings(filePath, settings));
}
/// <summary>Saves the value to a file with the given key.</summary>
/// <param name="T">The type of the data that we want to save.</param>
/// <param name="key">The key we want to use to identify our value in the file.</param>
/// <param name="value">The value we want to save.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void Save<T>(string key, T value, ES3Settings settings)
{
if (settings.location == Location.Cache)
{
ES3File.GetOrCreateCachedFile(settings).Save(key, value);
return;
}
using (var writer = ES3Writer.Create(settings))
{
writer.Write<T>(key, value);
writer.Save();
}
}
/// <summary>Creates or overwrites a file with the specified raw bytes.</summary>
/// <param name="bytes">The bytes we want to store.</param>
public static void SaveRaw(byte[] bytes)
{
SaveRaw(bytes, new ES3Settings());
}
/// <summary>Creates or overwrites a file with the specified raw bytes.</summary>
/// <param name="bytes">The bytes we want to store.</param>
/// <param name="filePath">The relative or absolute path of the file we want to store our bytes to.</param>
public static void SaveRaw(byte[] bytes, string filePath)
{
SaveRaw(bytes, new ES3Settings(filePath));
}
/// <summary>Creates or overwrites a file with the specified raw bytes.</summary>
/// <param name="bytes">The bytes we want to store.</param>
/// <param name="filePath">The relative or absolute path of the file we want to store our bytes to.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void SaveRaw(byte[] bytes, string filePath, ES3Settings settings)
{
SaveRaw(bytes, new ES3Settings(filePath, settings));
}
/// <summary>Creates or overwrites a file with the specified raw bytes.</summary>
/// <param name="bytes">The bytes we want to store.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void SaveRaw(byte[] bytes, ES3Settings settings)
{
if (settings.location == Location.Cache)
{
ES3File.GetOrCreateCachedFile(settings).SaveRaw(bytes, settings);
return;
}
using (var stream = ES3Stream.CreateStream(settings, ES3FileMode.Write))
{
stream.Write(bytes, 0, bytes.Length);
}
ES3IO.CommitBackup(settings);
}
/// <summary>Creates or overwrites the default file with the specified raw bytes.</summary>
/// <param name="str">The string we want to store.</param>
public static void SaveRaw(string str)
{
SaveRaw(str, new ES3Settings());
}
/// <summary>Creates or overwrites the default file with the specified raw bytes.</summary>
/// <param name="str">The string we want to store.</param>
/// <param name="filePath">The relative or absolute path of the file we want to store our bytes to.</param>
public static void SaveRaw(string str, string filePath)
{
SaveRaw(str, new ES3Settings(filePath));
}
/// <summary>Creates or overwrites a file with the specified raw bytes.</summary>
/// <param name="str">The string we want to store.</param>
/// <param name="filePath">The relative or absolute path of the file we want to store our bytes to.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void SaveRaw(string str, string filePath, ES3Settings settings)
{
SaveRaw(str, new ES3Settings(filePath, settings));
}
/// <summary>Creates or overwrites a file with the specified raw bytes.</summary>
/// <param name="str">The string we want to store.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void SaveRaw(string str, ES3Settings settings)
{
var bytes = settings.encoding.GetBytes(str);
SaveRaw(bytes, settings);
}
/// <summary>Creates or appends the specified bytes to a file.</summary>
/// <param name="bytes">The bytes we want to append.</param>
public static void AppendRaw(byte[] bytes)
{
AppendRaw(bytes, new ES3Settings());
}
/// <summary>Creates or appends the specified bytes to a file.</summary>
/// <param name="bytes">The bytes we want to append.</param>
/// <param name="filepath">The relative or absolute path of the file we want to append our bytes to.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void AppendRaw(byte[] bytes, string filePath, ES3Settings settings)
{
AppendRaw(bytes, new ES3Settings(filePath, settings));
}
/// <summary>Creates or appends the specified bytes to a file.</summary>
/// <param name="bytes">The bytes we want to append.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void AppendRaw(byte[] bytes, ES3Settings settings)
{
if (settings.location == Location.Cache)
{
ES3File.GetOrCreateCachedFile(settings).AppendRaw(bytes);
return;
}
ES3Settings newSettings = new ES3Settings(settings.path, settings);
newSettings.encryptionType = EncryptionType.None;
newSettings.compressionType = CompressionType.None;
using (var stream = ES3Stream.CreateStream(newSettings, ES3FileMode.Append))
stream.Write(bytes, 0, bytes.Length);
}
/// <summary>Creates or appends the specified string to the default file.</summary>
/// <param name="str">The string we want to append.</param>
public static void AppendRaw(string str)
{
AppendRaw(str, new ES3Settings());
}
/// <summary>Creates or appends the specified string to the default file.</summary>
/// <param name="str">The string we want to append.</param>
/// <param name="filePath">The relative or absolute path of the file we want to append our string to.</param>
public static void AppendRaw(string str, string filePath)
{
AppendRaw(str, new ES3Settings(filePath));
}
/// <summary>Creates or appends the specified string to the default file.</summary>
/// <param name="str">The string we want to append.</param>
/// <param name="filePath">The relative or absolute path of the file we want to append our string to.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void AppendRaw(string str, string filePath, ES3Settings settings)
{
AppendRaw(str, new ES3Settings(filePath, settings));
}
/// <summary>Creates or appends the specified string to the default file.</summary>
/// <param name="str">The string we want to append.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void AppendRaw(string str, ES3Settings settings)
{
var bytes = settings.encoding.GetBytes(str);
ES3Settings newSettings = new ES3Settings(settings.path, settings);
newSettings.encryptionType = EncryptionType.None;
newSettings.compressionType = CompressionType.None;
if (settings.location == Location.Cache)
{
ES3File.GetOrCreateCachedFile(settings).SaveRaw(bytes);
return;
}
using (var stream = ES3Stream.CreateStream(newSettings, ES3FileMode.Append))
stream.Write(bytes, 0, bytes.Length);
}
/// <summary>Saves a Texture2D as a PNG or JPG, depending on the file extension used for the filePath.</summary>
/// <param name="texture">The Texture2D we want to save as a JPG or PNG.</param>
/// <param name="imagePath">The relative or absolute path of the PNG or JPG file we want to create.</param>
public static void SaveImage(Texture2D texture, string imagePath)
{
SaveImage(texture, new ES3Settings(imagePath));
}
/// <summary>Saves a Texture2D as a PNG or JPG, depending on the file extension used for the filePath.</summary>
/// <param name="texture">The Texture2D we want to save as a JPG or PNG.</param>
/// <param name="imagePath">The relative or absolute path of the PNG or JPG file we want to create.</param>
public static void SaveImage(Texture2D texture, string imagePath, ES3Settings settings)
{
SaveImage(texture, new ES3Settings(imagePath, settings));
}
/// <summary>Saves a Texture2D as a PNG or JPG, depending on the file extension used for the filePath.</summary>
/// <param name="texture">The Texture2D we want to save as a JPG or PNG.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void SaveImage(Texture2D texture, ES3Settings settings)
{
SaveImage(texture, 75, settings);
}
/// <summary>Saves a Texture2D as a PNG or JPG, depending on the file extension used for the filePath.</summary>
/// <param name="texture">The Texture2D we want to save as a JPG or PNG.</param>
/// <param name="quality">Quality to encode with, where 1 is minimum and 100 is maximum. Note that this only applies to JPGs.</param>
/// <param name="imagePath">The relative or absolute path of the PNG or JPG file we want to create.</param>
public static void SaveImage(Texture2D texture, int quality, string imagePath)
{
SaveImage(texture, quality, new ES3Settings(imagePath));
}
/// <summary>Saves a Texture2D as a PNG or JPG, depending on the file extension used for the filePath.</summary>
/// <param name="texture">The Texture2D we want to save as a JPG or PNG.</param>
/// <param name="quality">Quality to encode with, where 1 is minimum and 100 is maximum. Note that this only applies to JPGs.</param>
/// <param name="imagePath">The relative or absolute path of the PNG or JPG file we want to create.</param>
public static void SaveImage(Texture2D texture, int quality, string imagePath, ES3Settings settings)
{
SaveImage(texture, quality, new ES3Settings(imagePath, settings));
}
/// <summary>Saves a Texture2D as a PNG or JPG, depending on the file extension used for the filePath.</summary>
/// <param name="texture">The Texture2D we want to save as a JPG or PNG.</param>
/// <param name="quality">Quality to encode with, where 1 is minimum and 100 is maximum. Note that this only applies to JPGs.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void SaveImage(Texture2D texture, int quality, ES3Settings settings)
{
// Get the file extension to determine what format we want to save the image as.
string extension = ES3IO.GetExtension(settings.path).ToLower();
if (string.IsNullOrEmpty(extension))
throw new System.ArgumentException("File path must have a file extension when using ES3.SaveImage.");
byte[] bytes;
if (extension == ".jpg" || extension == ".jpeg")
bytes = texture.EncodeToJPG(quality);
else if (extension == ".png")
bytes = texture.EncodeToPNG();
else
throw new System.ArgumentException("File path must have extension of .png, .jpg or .jpeg when using ES3.SaveImage.");
ES3.SaveRaw(bytes, settings);
}
/// <summary>Saves a Texture2D as a PNG or JPG, depending on the file extension used for the filePath.</summary>
/// <param name="texture">The Texture2D we want to save as a JPG or PNG.</param>
/// <param name="quality">Quality to encode with, where 1 is minimum and 100 is maximum. Note that this only applies to JPGs.</param>
public static byte[] SaveImageToBytes(Texture2D texture, int quality, ES3.ImageType imageType)
{
if (imageType == ImageType.JPEG)
return texture.EncodeToJPG(quality);
else
return texture.EncodeToPNG();
}
#endregion
#region ES3.Load<T>
/* Standard load methods */
/// <summary>Loads the value from a file with the given key.</summary>
/// <param name="key">The key which identifies the value we want to load.</param>
public static object Load(string key)
{
return Load<object>(key, new ES3Settings());
}
/// <summary>Loads the value from a file with the given key.</summary>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
public static object Load(string key, string filePath)
{
return Load<object>(key, new ES3Settings(filePath));
}
/// <summary>Loads the value from a file with the given key.</summary>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static object Load(string key, string filePath, ES3Settings settings)
{
return Load<object>(key, new ES3Settings(filePath, settings));
}
/// <summary>Loads the value from a file with the given key.</summary>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static object Load(string key, ES3Settings settings)
{
return Load<object>(key, settings);
}
/// <summary>Loads the value from a file with the given key.</summary>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="defaultValue">The value we want to return if the file or key does not exist.</param>
public static object Load(string key, object defaultValue)
{
return Load<object>(key, defaultValue, new ES3Settings());
}
/// <summary>Loads the value from a file with the given key.</summary>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
/// <param name="defaultValue">The value we want to return if the file or key does not exist.</param>
public static object Load(string key, string filePath, object defaultValue)
{
return Load<object>(key, defaultValue, new ES3Settings(filePath));
}
/// <summary>Loads the value from a file with the given key.</summary>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
/// <param name="defaultValue">The value we want to return if the file or key does not exist.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static object Load(string key, string filePath, object defaultValue, ES3Settings settings)
{
return Load<object>(key, defaultValue, new ES3Settings(filePath, settings));
}
/// <summary>Loads the value from a file with the given key.</summary>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="defaultValue">The value we want to return if the file or key does not exist.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static object Load(string key, object defaultValue, ES3Settings settings)
{
return Load<object>(key, defaultValue, settings);
}
/// <summary>Loads the value from a file with the given key.</summary>
/// <param name="T">The type of the data that we want to load.</param>
/// <param name="key">The key which identifies the value we want to load.</param>
public static T Load<T>(string key)
{
return Load<T>(key, new ES3Settings());
}
/// <summary>Loads the value from a file with the given key.</summary>
/// <param name="T">The type of the data that we want to load.</param>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
public static T Load<T>(string key, string filePath)
{
return Load<T>(key, new ES3Settings(filePath));
}
/// <summary>Loads the value from a file with the given key.</summary>
/// <param name="T">The type of the data that we want to load.</param>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static T Load<T>(string key, string filePath, ES3Settings settings)
{
if (typeof(T) == typeof(string))
ES3Debug.LogWarning("Using ES3.Load<string>(string, string) to load a string, but the second parameter is ambiguous between defaultValue and filePath. By default C# will assume that the second parameter is the filePath. If you want the second parameter to be the defaultValue, use a named parameter. E.g. ES3.Load<string>(\"key\", defaultValue: \"myDefaultValue\")");
return Load<T>(key, new ES3Settings(filePath, settings));
}
/// <summary>Loads the value from a file with the given key.</summary>
/// <param name="T">The type of the data that we want to load.</param>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static T Load<T>(string key, ES3Settings settings)
{
if (settings.location == Location.Cache)
return ES3File.GetOrCreateCachedFile(settings).Load<T>(key);
using (var reader = ES3Reader.Create(settings))
{
if (reader == null)
throw new System.IO.FileNotFoundException("File \"" + settings.FullPath + "\" could not be found.");
return reader.Read<T>(key);
}
}
/// <summary>Loads the value from a file with the given key.</summary>
/// <param name="T">The type of the data that we want to load.</param>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="defaultValue">The value we want to return if the file or key does not exist.</param>
public static T Load<T>(string key, T defaultValue)
{
return Load<T>(key, defaultValue, new ES3Settings());
}
/// <summary>Loads the value from a file with the given key.</summary>
/// <param name="T">The type of the data that we want to load.</param>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
/// <param name="defaultValue">The value we want to return if the file or key does not exist.</param>
public static T Load<T>(string key, string filePath, T defaultValue)
{
return Load<T>(key, defaultValue, new ES3Settings(filePath));
}
/// <summary>Loads the value from a file with the given key.</summary>
/// <param name="T">The type of the data that we want to load.</param>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
/// <param name="defaultValue">The value we want to return if the file or key does not exist.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static T Load<T>(string key, string filePath, T defaultValue, ES3Settings settings)
{
return Load<T>(key, defaultValue, new ES3Settings(filePath, settings));
}
/// <summary>Loads the value from a file with the given key.</summary>
/// <param name="T">The type of the data that we want to load.</param>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="defaultValue">The value we want to return if the file or key does not exist.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static T Load<T>(string key, T defaultValue, ES3Settings settings)
{
if (settings.location == Location.Cache)
return ES3File.GetOrCreateCachedFile(settings).Load<T>(key, defaultValue);
using (var reader = ES3Reader.Create(settings))
{
if (reader == null)
return defaultValue;
return reader.Read<T>(key, defaultValue);
}
}
/* Self-assigning load methods */
/// <summary>Loads the value from a file with the given key into an existing object, rather than creating a new instance.</summary>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="obj">The object we want to load the value into.</param>
public static void LoadInto<T>(string key, object obj) where T : class
{
LoadInto<object>(key, obj, new ES3Settings());
}
/// <summary>Loads the value from a file with the given key into an existing object, rather than creating a new instance.</summary>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
/// <param name="obj">The object we want to load the value into.</param>
public static void LoadInto(string key, string filePath, object obj)
{
LoadInto<object>(key, obj, new ES3Settings(filePath));
}
/// <summary>Loads the value from a file with the given key into an existing object, rather than creating a new instance.</summary>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
/// <param name="obj">The object we want to load the value into.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void LoadInto(string key, string filePath, object obj, ES3Settings settings)
{
LoadInto<object>(key, obj, new ES3Settings(filePath, settings));
}
/// <summary>Loads the value from a file with the given key into an existing object, rather than creating a new instance.</summary>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="obj">The object we want to load the value into.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void LoadInto(string key, object obj, ES3Settings settings)
{
LoadInto<object>(key, obj, settings);
}
/// <summary>Loads the value from a file with the given key into an existing object, rather than creating a new instance.</summary>
/// <param name="T">The type of the data that we want to load.</param>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="obj">The object we want to load the value into.</param>
public static void LoadInto<T>(string key, T obj) where T : class
{
LoadInto<T>(key, obj, new ES3Settings());
}
/// <summary>Loads the value from a file with the given key into an existing object, rather than creating a new instance.</summary>
/// <param name="T">The type of the data that we want to load.</param>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
/// <param name="obj">The object we want to load the value into.</param>
public static void LoadInto<T>(string key, string filePath, T obj) where T : class
{
LoadInto<T>(key, obj, new ES3Settings(filePath));
}
/// <summary>Loads the value from a file with the given key into an existing object, rather than creating a new instance.</summary>
/// <param name="T">The type of the data that we want to load.</param>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
/// <param name="obj">The object we want to load the value into.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void LoadInto<T>(string key, string filePath, T obj, ES3Settings settings) where T : class
{
LoadInto<T>(key, obj, new ES3Settings(filePath, settings));
}
/// <summary>Loads the value from a file with the given key into an existing object, rather than creating a new instance.</summary>
/// <param name="T">The type of the data that we want to load.</param>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="obj">The object we want to load the value into.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void LoadInto<T>(string key, T obj, ES3Settings settings) where T : class
{
if (ES3Reflection.IsValueType(obj.GetType()))
throw new InvalidOperationException("ES3.LoadInto can only be used with reference types, but the data you're loading is a value type. Use ES3.Load instead.");
if (settings.location == Location.Cache)
{
ES3File.GetOrCreateCachedFile(settings).LoadInto<T>(key, obj);
return;
}
if (settings == null) settings = new ES3Settings();
using (var reader = ES3Reader.Create(settings))
{
if (reader == null)
throw new System.IO.FileNotFoundException("File \"" + settings.FullPath + "\" could not be found.");
reader.ReadInto<T>(key, obj);
}
}
/* LoadString method, as this can be difficult with overloads. */
/// <summary>Loads the value from a file with the given key.</summary>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="defaultValue">The value we want to return if the file or key does not exist.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static string LoadString(string key, string defaultValue, ES3Settings settings)
{
return Load<string>(key, null, defaultValue, settings);
}
/// <summary>Loads the value from a file with the given key.</summary>
/// <param name="key">The key which identifies the value we want to load.</param>
/// <param name="defaultValue">The value we want to return if the file or key does not exist.</param>
/// <param name="filePath">The relative or absolute path of the file we want to load from.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static string LoadString(string key, string defaultValue, string filePath = null, ES3Settings settings = null)
{
return Load<string>(key, filePath, defaultValue, settings);
}
#endregion
#region Other ES3.Load Methods
/// <summary>Loads the default file as a byte array.</summary>
public static byte[] LoadRawBytes()
{
return LoadRawBytes(new ES3Settings());
}
/// <summary>Loads a file as a byte array.</summary>
/// <param name="filePath">The relative or absolute path of the file we want to load as a byte array.</param>
public static byte[] LoadRawBytes(string filePath)
{
return LoadRawBytes(new ES3Settings(filePath));
}
/// <summary>Loads a file as a byte array.</summary>
/// <param name="filePath">The relative or absolute path of the file we want to load as a byte array.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static byte[] LoadRawBytes(string filePath, ES3Settings settings)
{
return LoadRawBytes(new ES3Settings(filePath, settings));
}
/// <summary>Loads the default file as a byte array.</summary>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static byte[] LoadRawBytes(ES3Settings settings)
{
if (settings.location == Location.Cache)
return ES3File.GetOrCreateCachedFile(settings).LoadRawBytes();
using (var stream = ES3Stream.CreateStream(settings, ES3FileMode.Read))
{
if (stream == null)
throw new System.IO.FileNotFoundException("File "+settings.path+" could not be found");
if (stream.GetType() == typeof(System.IO.Compression.GZipStream))
{
var gZipStream = (System.IO.Compression.GZipStream)stream;
using (var ms = new System.IO.MemoryStream())
{
ES3Stream.CopyTo(gZipStream, ms);
return ms.ToArray();
}
}
else
{
var bytes = new byte[stream.Length];
stream.Read(bytes, 0, bytes.Length);
return bytes;
}
}
/*if(settings.location == Location.File)
return ES3IO.ReadAllBytes(settings.FullPath);
else if(settings.location == Location.PlayerPrefs)
return System.Convert.FromBase64String(PlayerPrefs.GetString(settings.FullPath));
else if(settings.location == Location.Resources)
{
var textAsset = Resources.Load<TextAsset>(settings.FullPath);
return textAsset.bytes;
}
return null;*/
}
/// <summary>Loads the default file as a byte array.</summary>
public static string LoadRawString()
{
return LoadRawString(new ES3Settings());
}
/// <summary>Loads a file as a byte array.</summary>
/// <param name="filePath">The relative or absolute path of the file we want to load as a byte array.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static string LoadRawString(string filePath)
{
return LoadRawString(new ES3Settings(filePath));
}
/// <summary>Loads a file as a byte array.</summary>
/// <param name="filePath">The relative or absolute path of the file we want to load as a byte array.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static string LoadRawString(string filePath, ES3Settings settings)
{
return LoadRawString(new ES3Settings(filePath, settings));
}
/// <summary>Loads the default file as a byte array.</summary>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static string LoadRawString(ES3Settings settings)
{
var bytes = ES3.LoadRawBytes(settings);
return settings.encoding.GetString(bytes, 0, bytes.Length);
}
/// <summary>Loads a PNG or JPG as a Texture2D.</summary>
/// <param name="imagePath">The relative or absolute path of the PNG or JPG file we want to load as a Texture2D.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static Texture2D LoadImage(string imagePath)
{
return LoadImage(new ES3Settings(imagePath));
}
/// <summary>Loads a PNG or JPG as a Texture2D.</summary>
/// <param name="imagePath">The relative or absolute path of the PNG or JPG file we want to load as a Texture2D.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static Texture2D LoadImage(string imagePath, ES3Settings settings)
{
return LoadImage(new ES3Settings(imagePath, settings));
}
/// <summary>Loads a PNG or JPG as a Texture2D.</summary>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static Texture2D LoadImage(ES3Settings settings)
{
byte[] bytes = ES3.LoadRawBytes(settings);
return LoadImage(bytes);
}
/// <summary>Loads a PNG or JPG as a Texture2D.</summary>
/// <param name="bytes">The raw bytes of the PNG or JPG.</param>
public static Texture2D LoadImage(byte[] bytes)
{
var texture = new Texture2D(1, 1);
texture.LoadImage(bytes);
return texture;
}
/// <summary>Loads an audio file as an AudioClip. Note that MP3 files are not supported on standalone platforms and Ogg Vorbis files are not supported on mobile platforms.</summary>
/// <param name="imagePath">The relative or absolute path of the audio file we want to load as an AudioClip.</param>
public static AudioClip LoadAudio(string audioFilePath
#if UNITY_2018_3_OR_NEWER
, AudioType audioType
#endif
)
{
return LoadAudio(audioFilePath,
#if UNITY_2018_3_OR_NEWER
audioType,
#endif
new ES3Settings());
}
/// <summary>Loads an audio file as an AudioClip. Note that MP3 files are not supported on standalone platforms and Ogg Vorbis files are not supported on mobile platforms.</summary>
/// <param name="imagePath">The relative or absolute path of the audio file we want to load as an AudioClip.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static AudioClip LoadAudio(string audioFilePath,
#if UNITY_2018_3_OR_NEWER
AudioType audioType,
#endif
ES3Settings settings)
{
if (settings.location != Location.File)
throw new InvalidOperationException("ES3.LoadAudio can only be used with the File save location");
if (Application.platform == RuntimePlatform.WebGLPlayer)
throw new InvalidOperationException("You cannot use ES3.LoadAudio with WebGL");
string extension = ES3IO.GetExtension(audioFilePath).ToLower();
if (extension == ".mp3" && (Application.platform == RuntimePlatform.WindowsPlayer || Application.platform == RuntimePlatform.OSXPlayer))
throw new System.InvalidOperationException("You can only load Ogg, WAV, XM, IT, MOD or S3M on Unity Standalone");
if (extension == ".ogg" && (Application.platform == RuntimePlatform.IPhonePlayer
|| Application.platform == RuntimePlatform.Android
|| Application.platform == RuntimePlatform.WSAPlayerARM))
throw new System.InvalidOperationException("You can only load MP3, WAV, XM, IT, MOD or S3M on Unity Standalone");
var newSettings = new ES3Settings(audioFilePath, settings);
#if UNITY_2018_3_OR_NEWER
using (UnityWebRequest www = UnityWebRequestMultimedia.GetAudioClip("file://" + newSettings.FullPath, audioType))
{
www.SendWebRequest();
while (!www.isDone)
{
// Wait for it to load.
}
if (ES3WebClass.IsNetworkError(www))
throw new System.Exception(www.error);
else
return DownloadHandlerAudioClip.GetContent(www);
}
#elif UNITY_2017_1_OR_NEWER
WWW www = new WWW(newSettings.FullPath);
while(!www.isDone)
{
// Wait for it to load.
}
if(!string.IsNullOrEmpty(www.error))
throw new System.Exception(www.error);
#else
WWW www = new WWW("file://"+newSettings.FullPath);
while(!www.isDone)
{
// Wait for it to load.
}
if(!string.IsNullOrEmpty(www.error))
throw new System.Exception(www.error);
#endif
#if UNITY_2017_3_OR_NEWER && !UNITY_2018_3_OR_NEWER
return www.GetAudioClip(true);
#elif UNITY_5_6_OR_NEWER && !UNITY_2018_3_OR_NEWER
return WWWAudioExtensions.GetAudioClip(www);
#endif
}
#endregion
#region Serialize/Deserialize
public static byte[] Serialize<T>(T value, ES3Settings settings=null)
{
return Serialize(value, ES3TypeMgr.GetOrCreateES3Type(typeof(T)), settings);
}
internal static byte[] Serialize(object value, ES3Types.ES3Type type, ES3Settings settings = null)
{
if (settings == null) settings = new ES3Settings();
using (var ms = new System.IO.MemoryStream())
{
using (var stream = ES3Stream.CreateStream(ms, settings, ES3FileMode.Write))
{
using (var baseWriter = ES3Writer.Create(stream, settings, false, false))
{
// If T is object, use the value to get it's type. Otherwise, use T so that it works with inheritence.
//var type = typeof(T) != typeof(object) ? typeof(T) : (value == null ? typeof(T) : value.GetType());
baseWriter.Write(value, type, settings.referenceMode);
}
return ms.ToArray();
}
}
}
public static T Deserialize<T>(byte[] bytes, ES3Settings settings=null)
{
return (T)Deserialize(ES3TypeMgr.GetOrCreateES3Type(typeof(T)), bytes, settings);
}
internal static object Deserialize(ES3Types.ES3Type type, byte[] bytes, ES3Settings settings = null)
{
if (settings == null)
settings = new ES3Settings();
using (var ms = new System.IO.MemoryStream(bytes, false))
using (var stream = ES3Stream.CreateStream(ms, settings, ES3FileMode.Read))
using (var reader = ES3Reader.Create(stream, settings, false))
return reader.Read<object>(type);
}
public static void DeserializeInto<T>(byte[] bytes, T obj, ES3Settings settings = null) where T : class
{
DeserializeInto(ES3TypeMgr.GetOrCreateES3Type(typeof(T)), bytes, obj, settings);
}
public static void DeserializeInto<T>(ES3Types.ES3Type type, byte[] bytes, T obj, ES3Settings settings = null) where T : class
{
if (settings == null)
settings = new ES3Settings();
using (var ms = new System.IO.MemoryStream(bytes, false))
using (var reader = ES3Reader.Create(ms, settings, false))
reader.ReadInto<T>(obj, type);
}
#endregion
#region Other ES3 Methods
public static byte[] EncryptBytes(byte[] bytes, string password=null)
{
if (string.IsNullOrEmpty(password))
password = ES3Settings.defaultSettings.encryptionPassword;
return new AESEncryptionAlgorithm().Encrypt(bytes, password, ES3Settings.defaultSettings.bufferSize);
}
public static byte[] DecryptBytes(byte[] bytes, string password=null)
{
if (string.IsNullOrEmpty(password))
password = ES3Settings.defaultSettings.encryptionPassword;
return new AESEncryptionAlgorithm().Decrypt(bytes, password, ES3Settings.defaultSettings.bufferSize);
}
public static string EncryptString(string str, string password=null)
{
return Convert.ToBase64String(EncryptBytes(ES3Settings.defaultSettings.encoding.GetBytes(str), password));
}
public static string DecryptString(string str, string password=null)
{
return ES3Settings.defaultSettings.encoding.GetString(DecryptBytes(Convert.FromBase64String(str), password));
}
public static byte[] CompressBytes(byte[] bytes)
{
using (var ms = new System.IO.MemoryStream())
{
var settings = new ES3Settings();
settings.location = ES3.Location.InternalMS;
settings.compressionType = ES3.CompressionType.Gzip;
settings.encryptionType = EncryptionType.None;
using (var stream = ES3Stream.CreateStream(ms, settings, ES3FileMode.Write))
stream.Write(bytes, 0, bytes.Length);
return ms.ToArray();
}
}
public static byte[] DecompressBytes(byte[] bytes)
{
using (var ms = new System.IO.MemoryStream(bytes))
{
var settings = new ES3Settings();
settings.location = ES3.Location.InternalMS;
settings.compressionType = ES3.CompressionType.Gzip;
settings.encryptionType = EncryptionType.None;
using (var output = new System.IO.MemoryStream())
{
using (var input = ES3Stream.CreateStream(ms, settings, ES3FileMode.Read))
ES3Stream.CopyTo(input, output);
return output.ToArray();
}
}
}
public static string CompressString(string str)
{
return Convert.ToBase64String(CompressBytes(ES3Settings.defaultSettings.encoding.GetBytes(str)));
}
public static string DecompressString(string str)
{
return ES3Settings.defaultSettings.encoding.GetString(DecompressBytes(Convert.FromBase64String(str)));
}
/// <summary>Deletes the default file.</summary>
public static void DeleteFile()
{
DeleteFile(new ES3Settings());
}
/// <summary>Deletes the file at the given path using the default settings.</summary>
/// <param name="filePath">The relative or absolute path of the file we wish to delete.</param>
public static void DeleteFile(string filePath)
{
DeleteFile(new ES3Settings(filePath));
}
/// <summary>Deletes the file at the given path using the settings provided.</summary>
/// <param name="filePath">The relative or absolute path of the file we wish to delete.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void DeleteFile(string filePath, ES3Settings settings)
{
DeleteFile(new ES3Settings(filePath, settings));
}
/// <summary>Deletes the file specified by the ES3Settings object provided as a parameter.</summary>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void DeleteFile(ES3Settings settings)
{
if (settings.location == Location.File)
ES3IO.DeleteFile(settings.FullPath);
else if (settings.location == Location.PlayerPrefs)
PlayerPrefs.DeleteKey(settings.FullPath);
else if (settings.location == Location.Cache)
ES3File.RemoveCachedFile(settings);
else if (settings.location == Location.Resources)
throw new System.NotSupportedException("Deleting files from Resources is not possible.");
}
/// <summary>Copies a file from one path to another.</summary>
/// <param name="oldFilePath">The relative or absolute path of the file we want to copy.</param>
/// <param name="newFilePath">The relative or absolute path of the copy we want to create.</param>
public static void CopyFile(string oldFilePath, string newFilePath)
{
CopyFile(new ES3Settings(oldFilePath), new ES3Settings(newFilePath));
}
/// <summary>Copies a file from one location to another, using the ES3Settings provided to override any default settings.</summary>
/// <param name="oldFilePath">The relative or absolute path of the file we want to copy.</param>
/// <param name="newFilePath">The relative or absolute path of the copy we want to create.</param>
/// <param name="oldSettings">The settings we want to use when copying the old file.</param>
/// <param name="newSettings">The settings we want to use when creating the new file.</param>
public static void CopyFile(string oldFilePath, string newFilePath, ES3Settings oldSettings, ES3Settings newSettings)
{
CopyFile(new ES3Settings(oldFilePath, oldSettings), new ES3Settings(newFilePath, newSettings));
}
/// <summary>Copies a file from one location to another, using the ES3Settings provided to determine the locations.</summary>
/// <param name="oldSettings">The settings we want to use when copying the old file.</param>
/// <param name="newSettings">The settings we want to use when creating the new file.</param>
public static void CopyFile(ES3Settings oldSettings, ES3Settings newSettings)
{
if (oldSettings.location != newSettings.location)
throw new InvalidOperationException("Cannot copy file from " + oldSettings.location + " to " + newSettings.location + ". Location must be the same for both source and destination.");
if (oldSettings.location == Location.File)
{
if (ES3IO.FileExists(oldSettings.FullPath))
{
// Create the new directory if it doesn't exist.
string newDirectory = ES3IO.GetDirectoryPath(newSettings.FullPath);
if (!ES3IO.DirectoryExists(newDirectory))
ES3IO.CreateDirectory(newDirectory);
// Otherwise delete the existing file so that we can overwrite it.
else
ES3IO.DeleteFile(newSettings.FullPath);
ES3IO.CopyFile(oldSettings.FullPath, newSettings.FullPath);
}
}
else if (oldSettings.location == Location.PlayerPrefs)
{
PlayerPrefs.SetString(newSettings.FullPath, PlayerPrefs.GetString(oldSettings.FullPath));
}
else if (oldSettings.location == Location.Cache)
{
ES3File.CopyCachedFile(oldSettings, newSettings);
}
else if (oldSettings.location == Location.Resources)
throw new System.NotSupportedException("Modifying files from Resources is not allowed.");
}
/// <summary>Renames a file.</summary>
/// <param name="oldFilePath">The relative or absolute path of the file we want to rename.</param>
/// <param name="newFilePath">The relative or absolute path we want to rename the file to.</param>
public static void RenameFile(string oldFilePath, string newFilePath)
{
RenameFile(new ES3Settings(oldFilePath), new ES3Settings(newFilePath));
}
/// <summary>Renames a file.</summary>
/// <param name="oldFilePath">The relative or absolute path of the file we want to rename.</param>
/// <param name="newFilePath">The relative or absolute path we want to rename the file to.</param>
/// <param name="oldSettings">The settings for the file we want to rename.</param>
/// <param name="newSettings">The settings for the file we want our source file to be renamed to.</param>
public static void RenameFile(string oldFilePath, string newFilePath, ES3Settings oldSettings, ES3Settings newSettings)
{
RenameFile(new ES3Settings(oldFilePath, oldSettings), new ES3Settings(newFilePath, newSettings));
}
/// <summary>Renames a file.</summary>
/// <param name="oldSettings">The settings for the file we want to rename.</param>
/// <param name="newSettings">The settings for the file we want our source file to be renamed to.</param>
public static void RenameFile(ES3Settings oldSettings, ES3Settings newSettings)
{
if (oldSettings.location != newSettings.location)
throw new InvalidOperationException("Cannot rename file in " + oldSettings.location + " to " + newSettings.location + ". Location must be the same for both source and destination.");
if (oldSettings.location == Location.File)
{
if (ES3IO.FileExists(oldSettings.FullPath))
{
ES3IO.DeleteFile(newSettings.FullPath);
ES3IO.MoveFile(oldSettings.FullPath, newSettings.FullPath);
}
}
else if (oldSettings.location == Location.PlayerPrefs)
{
PlayerPrefs.SetString(newSettings.FullPath, PlayerPrefs.GetString(oldSettings.FullPath));
PlayerPrefs.DeleteKey(oldSettings.FullPath);
}
else if (oldSettings.location == Location.Cache)
{
ES3File.CopyCachedFile(oldSettings, newSettings);
ES3File.RemoveCachedFile(oldSettings);
}
else if (oldSettings.location == Location.Resources)
throw new System.NotSupportedException("Modifying files from Resources is not allowed.");
}
/// <summary>Copies a file from one path to another.</summary>
/// <param name="oldDirectoryPath">The relative or absolute path of the directory we want to copy.</param>
/// <param name="newDirectoryPath">The relative or absolute path of the copy we want to create.</param>
public static void CopyDirectory(string oldDirectoryPath, string newDirectoryPath)
{
CopyDirectory(new ES3Settings(oldDirectoryPath), new ES3Settings(newDirectoryPath));
}
/// <summary>Copies a file from one location to another, using the ES3Settings provided to override any default settings.</summary>
/// <param name="oldDirectoryPath">The relative or absolute path of the directory we want to copy.</param>
/// <param name="newDirectoryPath">The relative or absolute path of the copy we want to create.</param>
/// <param name="oldSettings">The settings we want to use when copying the old directory.</param>
/// <param name="newSettings">The settings we want to use when creating the new directory.</param>
public static void CopyDirectory(string oldDirectoryPath, string newDirectoryPath, ES3Settings oldSettings, ES3Settings newSettings)
{
CopyDirectory(new ES3Settings(oldDirectoryPath, oldSettings), new ES3Settings(newDirectoryPath, newSettings));
}
/// <summary>Copies a file from one location to another, using the ES3Settings provided to determine the locations.</summary>
/// <param name="oldSettings">The settings we want to use when copying the old file.</param>
/// <param name="newSettings">The settings we want to use when creating the new file.</param>
public static void CopyDirectory(ES3Settings oldSettings, ES3Settings newSettings)
{
if (oldSettings.location != Location.File)
throw new InvalidOperationException("ES3.CopyDirectory can only be used when the save location is 'File'");
if (!DirectoryExists(oldSettings))
throw new System.IO.DirectoryNotFoundException("Directory " + oldSettings.FullPath + " not found");
if (!DirectoryExists(newSettings))
ES3IO.CreateDirectory(newSettings.FullPath);
foreach (var fileName in ES3.GetFiles(oldSettings))
CopyFile(ES3IO.CombinePathAndFilename(oldSettings.path, fileName),
ES3IO.CombinePathAndFilename(newSettings.path, fileName));
foreach (var directoryName in GetDirectories(oldSettings))
CopyDirectory(ES3IO.CombinePathAndFilename(oldSettings.path, directoryName),
ES3IO.CombinePathAndFilename(newSettings.path, directoryName));
}
/// <summary>Renames a file.</summary>
/// <param name="oldDirectoryPath">The relative or absolute path of the file we want to rename.</param>
/// <param name="newDirectoryPath">The relative or absolute path we want to rename the file to.</param>
public static void RenameDirectory(string oldDirectoryPath, string newDirectoryPath)
{
RenameDirectory(new ES3Settings(oldDirectoryPath), new ES3Settings(newDirectoryPath));
}
/// <summary>Renames a file.</summary>
/// <param name="oldDirectoryPath">The relative or absolute path of the file we want to rename.</param>
/// <param name="newDirectoryPath">The relative or absolute path we want to rename the file to.</param>
/// <param name="oldSettings">The settings for the file we want to rename.</param>
/// <param name="newSettings">The settings for the file we want our source file to be renamed to.</param>
public static void RenameDirectory(string oldDirectoryPath, string newDirectoryPath, ES3Settings oldSettings, ES3Settings newSettings)
{
RenameDirectory(new ES3Settings(oldDirectoryPath, oldSettings), new ES3Settings(newDirectoryPath, newSettings));
}
/// <summary>Renames a file.</summary>
/// <param name="oldSettings">The settings for the file we want to rename.</param>
/// <param name="newSettings">The settings for the file we want our source file to be renamed to.</param>
public static void RenameDirectory(ES3Settings oldSettings, ES3Settings newSettings)
{
if (oldSettings.location == Location.File)
{
if (ES3IO.DirectoryExists(oldSettings.FullPath))
{
ES3IO.DeleteDirectory(newSettings.FullPath);
ES3IO.MoveDirectory(oldSettings.FullPath, newSettings.FullPath);
}
}
else if (oldSettings.location == Location.PlayerPrefs || oldSettings.location == Location.Cache)
throw new System.NotSupportedException("Directories cannot be renamed when saving to Cache, PlayerPrefs, tvOS or using WebGL.");
else if (oldSettings.location == Location.Resources)
throw new System.NotSupportedException("Modifying files from Resources is not allowed.");
}
/// <summary>Deletes the directory at the given path using the settings provided.</summary>
/// <param name="directoryPath">The relative or absolute path of the folder we wish to delete.</param>
public static void DeleteDirectory(string directoryPath)
{
DeleteDirectory(new ES3Settings(directoryPath));
}
/// <summary>Deletes the directory at the given path using the settings provided.</summary>
/// <param name="directoryPath">The relative or absolute path of the folder we wish to delete.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void DeleteDirectory(string directoryPath, ES3Settings settings)
{
DeleteDirectory(new ES3Settings(directoryPath, settings));
}
/// <summary>Deletes the directory at the given path using the settings provided.</summary>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void DeleteDirectory(ES3Settings settings)
{
if (settings.location == Location.File)
ES3IO.DeleteDirectory(settings.FullPath);
else if (settings.location == Location.PlayerPrefs || settings.location == Location.Cache)
throw new System.NotSupportedException("Deleting Directories using Cache or PlayerPrefs is not supported.");
else if (settings.location == Location.Resources)
throw new System.NotSupportedException("Deleting directories from Resources is not allowed.");
}
/// <summary>Deletes a key in the default file.</summary>
/// <param name="key">The key we want to delete.</param>
public static void DeleteKey(string key)
{
DeleteKey(key, new ES3Settings());
}
public static void DeleteKey(string key, string filePath)
{
DeleteKey(key, new ES3Settings(filePath));
}
/// <summary>Deletes a key in the file specified.</summary>
/// <param name="key">The key we want to delete.</param>
/// <param name="key">The relative or absolute path of the file we want to delete the key from.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void DeleteKey(string key, string filePath, ES3Settings settings)
{
DeleteKey(key, new ES3Settings(filePath, settings));
}
/// <summary>Deletes a key in the file specified by the ES3Settings object.</summary>
/// <param name="key">The key we want to delete.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void DeleteKey(string key, ES3Settings settings)
{
if (settings.location == Location.Resources)
throw new System.NotSupportedException("Modifying files in Resources is not allowed.");
else if (settings.location == Location.Cache)
ES3File.DeleteKey(key, settings);
else if (ES3.FileExists(settings))
{
using (var writer = ES3Writer.Create(settings))
{
writer.MarkKeyForDeletion(key);
writer.Save();
}
}
}
/// <summary>Checks whether a key exists in the default file.</summary>
/// <param name="key">The key we want to check the existence of.</param>
/// <returns>True if the key exists, otherwise False.</returns>
public static bool KeyExists(string key)
{
return KeyExists(key, new ES3Settings());
}
/// <summary>Checks whether a key exists in the specified file.</summary>
/// <param name="key">The key we want to check the existence of.</param>
/// <param name="filePath">The relative or absolute path of the file we want to search.</param>
/// <returns>True if the key exists, otherwise False.</returns>
public static bool KeyExists(string key, string filePath)
{
return KeyExists(key, new ES3Settings(filePath));
}
/// <summary>Checks whether a key exists in the default file.</summary>
/// <param name="key">The key we want to check the existence of.</param>
/// <param name="filePath">The relative or absolute path of the file we want to search.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
/// <returns>True if the key exists, otherwise False.</returns>
public static bool KeyExists(string key, string filePath, ES3Settings settings)
{
return KeyExists(key, new ES3Settings(filePath, settings));
}
/// <summary>Checks whether a key exists in a file.</summary>
/// <param name="key">The key we want to check the existence of.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
/// <returns>True if the file exists, otherwise False.</returns>
public static bool KeyExists(string key, ES3Settings settings)
{
if (settings.location == Location.Cache)
return ES3File.KeyExists(key, settings);
using (var reader = ES3Reader.Create(settings))
{
if (reader == null)
return false;
return reader.Goto(key);
}
}
/// <summary>Checks whether the default file exists.</summary>
/// <param name="filePath">The relative or absolute path of the file we want to check the existence of.</param>
/// <returns>True if the file exists, otherwise False.</returns>
public static bool FileExists()
{
return FileExists(new ES3Settings());
}
/// <summary>Checks whether a file exists.</summary>
/// <param name="filePath">The relative or absolute path of the file we want to check the existence of.</param>
/// <returns>True if the file exists, otherwise False.</returns>
public static bool FileExists(string filePath)
{
return FileExists(new ES3Settings(filePath));
}
/// <summary>Checks whether a file exists.</summary>
/// <param name="filePath">The relative or absolute path of the file we want to check the existence of.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
/// <returns>True if the file exists, otherwise False.</returns>
public static bool FileExists(string filePath, ES3Settings settings)
{
return FileExists(new ES3Settings(filePath, settings));
}
/// <summary>Checks whether a file exists.</summary>
/// <param name="settings">The settings we want to use to override the default settings.</param>
/// <returns>True if the file exists, otherwise False.</returns>
public static bool FileExists(ES3Settings settings)
{
if (settings.location == Location.File)
return ES3IO.FileExists(settings.FullPath);
else if (settings.location == Location.PlayerPrefs)
return PlayerPrefs.HasKey(settings.FullPath);
else if (settings.location == Location.Cache)
return ES3File.FileExists(settings);
else if (settings.location == Location.Resources)
return Resources.Load(settings.FullPath) != null;
return false;
}
/// <summary>Checks whether a folder exists.</summary>
/// <param name="folderPath">The relative or absolute path of the folder we want to check the existence of.</param>
/// <returns>True if the folder exists, otherwise False.</returns>
public static bool DirectoryExists(string folderPath)
{
return DirectoryExists(new ES3Settings(folderPath));
}
/// <summary>Checks whether a file exists.</summary>
/// <param name="folderPath">The relative or absolute path of the folder we want to check the existence of.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
/// <returns>True if the folder exists, otherwise False.</returns>
public static bool DirectoryExists(string folderPath, ES3Settings settings)
{
return DirectoryExists(new ES3Settings(folderPath, settings));
}
/// <summary>Checks whether a folder exists.</summary>
/// <param name="settings">The settings we want to use to override the default settings.</param>
/// <returns>True if the folder exists, otherwise False.</returns>
public static bool DirectoryExists(ES3Settings settings)
{
if (settings.location == Location.File)
return ES3IO.DirectoryExists(settings.FullPath);
else if (settings.location == Location.PlayerPrefs || settings.location == Location.Cache)
throw new System.NotSupportedException("Directories are not supported for the Cache and PlayerPrefs location.");
else if (settings.location == Location.Resources)
throw new System.NotSupportedException("Checking existence of folder in Resources not supported.");
return false;
}
/// <summary>Gets an array of all of the key names in the default file.</summary>
public static string[] GetKeys()
{
return GetKeys(new ES3Settings());
}
/// <summary>Gets an array of all of the key names in a file.</summary>
/// <param name="filePath">The relative or absolute path of the file we want to get the key names from.</param>
public static string[] GetKeys(string filePath)
{
return GetKeys(new ES3Settings(filePath));
}
/// <summary>Gets an array of all of the key names in a file.</summary>
/// <param name="filePath">The relative or absolute path of the file we want to get the key names from.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static string[] GetKeys(string filePath, ES3Settings settings)
{
return GetKeys(new ES3Settings(filePath, settings));
}
/// <summary>Gets an array of all of the key names in a file.</summary>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static string[] GetKeys(ES3Settings settings)
{
if (settings.location == Location.Cache)
return ES3File.GetKeys(settings);
var keys = new List<string>();
using (var reader = ES3Reader.Create(settings))
{
if (reader == null)
throw new System.IO.FileNotFoundException("Could not get keys from file "+settings.FullPath+" as file does not exist");
foreach (string key in reader.Properties)
{
keys.Add(key);
reader.Skip();
}
}
return keys.ToArray();
}
/// <summary>Gets an array of all of the file names in a directory.</summary>
public static string[] GetFiles()
{
var settings = new ES3Settings();
if (settings.location == ES3.Location.File)
{
if (settings.directory == ES3.Directory.PersistentDataPath)
settings.path = ES3IO.persistentDataPath;
else
settings.path = ES3IO.dataPath;
}
return GetFiles(new ES3Settings());
}
/// <summary>Gets an array of all of the file names in a directory.</summary>
/// <param name="directoryPath">The relative or absolute path of the directory we want to get the file names from.</param>
public static string[] GetFiles(string directoryPath)
{
return GetFiles(new ES3Settings(directoryPath));
}
/// <summary>Gets an array of all of the file names in a directory.</summary>
/// <param name="directoryPath">The relative or absolute path of the directory we want to get the file names from.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static string[] GetFiles(string directoryPath, ES3Settings settings)
{
return GetFiles(new ES3Settings(directoryPath, settings));
}
/// <summary>Gets an array of all of the file names in a directory.</summary>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static string[] GetFiles(ES3Settings settings)
{
if (settings.location == Location.Cache)
return ES3File.GetFiles();
else if (settings.location != ES3.Location.File)
throw new System.NotSupportedException("ES3.GetFiles can only be used when the location is set to File or Cache.");
return ES3IO.GetFiles(settings.FullPath, false);
}
/// <summary>Gets an array of all of the sub-directory names in a directory.</summary>
public static string[] GetDirectories()
{
return GetDirectories(new ES3Settings());
}
/// <summary>Gets an array of all of the sub-directory names in a directory.</summary>
/// <param name="directoryPath">The relative or absolute path of the directory we want to get the sub-directory names from.</param>
public static string[] GetDirectories(string directoryPath)
{
return GetDirectories(new ES3Settings(directoryPath));
}
/// <summary>Gets an array of all of the sub-directory names in a directory.</summary>
/// <param name="directoryPath">The relative or absolute path of the directory we want to get the sub-directory names from.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static string[] GetDirectories(string directoryPath, ES3Settings settings)
{
return GetDirectories(new ES3Settings(directoryPath, settings));
}
/// <summary>Gets an array of all of the sub-directory names in a directory.</summary>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static string[] GetDirectories(ES3Settings settings)
{
if (settings.location != ES3.Location.File)
throw new System.NotSupportedException("ES3.GetDirectories can only be used when the location is set to File.");
return ES3IO.GetDirectories(settings.FullPath, false);
}
/// <summary>Creates a backup of the default file .</summary>
/// <remarks>A backup is created by copying the file and giving it a .bak extension.
/// If a backup already exists it will be overwritten, so you will need to ensure that the old backup will not be required before calling this method.</remarks>
public static void CreateBackup()
{
CreateBackup(new ES3Settings());
}
/// <summary>Creates a backup of a file.</summary>
/// <remarks>A backup is created by copying the file and giving it a .bak extension.
/// If a backup already exists it will be overwritten, so you will need to ensure that the old backup will not be required before calling this method.</remarks>
/// <param name="filePath">The relative or absolute path of the file we wish to create a backup of.</param>
public static void CreateBackup(string filePath)
{
CreateBackup(new ES3Settings(filePath));
}
/// <summary>Creates a backup of a file.</summary>
/// <remarks>A backup is created by copying the file and giving it a .bak extension.
/// If a backup already exists it will be overwritten, so you will need to ensure that the old backup will not be required before calling this method.</remarks>
/// <param name="filePath">The relative or absolute path of the file we wish to create a backup of.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void CreateBackup(string filePath, ES3Settings settings)
{
CreateBackup(new ES3Settings(filePath, settings));
}
/// <summary>Creates a backup of a file.</summary>
/// <remarks>A backup is created by copying the file and giving it a .bak extension.
/// If a backup already exists it will be overwritten, so you will need to ensure that the old backup will not be required before calling this method.</remarks>
/// <param name="settings">The settings we want to use to override the default settings.</param>
public static void CreateBackup(ES3Settings settings)
{
var backupSettings = new ES3Settings(settings.path + ES3IO.backupFileSuffix, settings);
ES3.CopyFile(settings, backupSettings);
}
/// <summary>Restores a backup of a file.</summary>
/// <param name="filePath">The relative or absolute path of the file we wish to restore the backup of.</param>
/// <returns>True if a backup was restored, or False if no backup could be found.</returns>
public static bool RestoreBackup(string filePath)
{
return RestoreBackup(new ES3Settings(filePath));
}
/// <summary>Restores a backup of a file.</summary>
/// <param name="filePath">The relative or absolute path of the file we wish to restore the backup of.</param>
/// <param name="settings">The settings we want to use to override the default settings.</param>
/// <returns>True if a backup was restored, or False if no backup could be found.</returns>
public static bool RestoreBackup(string filePath, ES3Settings settings)
{
return RestoreBackup(new ES3Settings(filePath, settings));
}
/// <summary>Restores a backup of a file.</summary>
/// <param name="settings">The settings we want to use to override the default settings.</param>
/// <returns>True if a backup was restored, or False if no backup could be found.</returns>
public static bool RestoreBackup(ES3Settings settings)
{
var backupSettings = new ES3Settings(settings.path + ES3IO.backupFileSuffix, settings);
if (!FileExists(backupSettings))
return false;
ES3.RenameFile(backupSettings, settings);
return true;
}
public static DateTime GetTimestamp()
{
return GetTimestamp(new ES3Settings());
}
public static DateTime GetTimestamp(string filePath)
{
return GetTimestamp(new ES3Settings(filePath));
}
public static DateTime GetTimestamp(string filePath, ES3Settings settings)
{
return GetTimestamp(new ES3Settings(filePath, settings));
}
/// <summary>Gets the date and time the file was last updated, in the UTC timezone.</summary>
/// <param name="settings">The settings we want to use to override the default settings.</param>
/// <returns>A DateTime object represeting the UTC date and time the file was last updated.</returns>
public static DateTime GetTimestamp(ES3Settings settings)
{
if (settings.location == Location.File)
return ES3IO.GetTimestamp(settings.FullPath);
else if (settings.location == Location.PlayerPrefs)
return new DateTime(long.Parse(PlayerPrefs.GetString("timestamp_" + settings.FullPath, "0")), DateTimeKind.Utc);
else if (settings.location == Location.Cache)
return ES3File.GetTimestamp(settings);
else
return new DateTime(1970, 1, 1, 0, 0, 0, 0, DateTimeKind.Utc);
}
/// <summary>Stores the default cached file to persistent storage.</summary>
/// <remarks>A backup is created by copying the file and giving it a .bak extension.
/// If a backup already exists it will be overwritten, so you will need to ensure that the old backup will not be required before calling this method.</remarks>
public static void StoreCachedFile()
{
ES3File.Store();
}
/// <summary>Stores a cached file to persistent storage.</summary>
/// <param name="filePath">The filename or path of the file we want to store the cached file to.</param>
public static void StoreCachedFile(string filePath)
{
StoreCachedFile(new ES3Settings(filePath));
}
/// <summary>Creates a backup of a file.</summary>
/// <param name="filePath">The filename or path of the file we want to store the cached file to.</param>
/// <param name="settings">The settings of the file we want to store to.</param>
public static void StoreCachedFile(string filePath, ES3Settings settings)
{
StoreCachedFile(new ES3Settings(filePath, settings));
}
/// <summary>Stores a cached file to persistent storage.</summary>
/// <param name="settings">The settings of the file we want to store to.</param>
public static void StoreCachedFile(ES3Settings settings)
{
ES3File.Store(settings);
}
/// <summary>Loads the default file in persistent storage into the cache.</summary>
/// <remarks>A backup is created by copying the file and giving it a .bak extension.
/// If a backup already exists it will be overwritten, so you will need to ensure that the old backup will not be required before calling this method.</remarks>
public static void CacheFile()
{
CacheFile(new ES3Settings());
}
/// <summary>Loads a file from persistent storage into the cache.</summary>
/// <param name="filePath">The filename or path of the file we want to store the cached file to.</param>
public static void CacheFile(string filePath)
{
CacheFile(new ES3Settings(filePath));
}
/// <summary>Creates a backup of a file.</summary>
/// <param name="filePath">The filename or path of the file we want to store the cached file to.</param>
/// <param name="settings">The settings of the file we want to store to.</param>
public static void CacheFile(string filePath, ES3Settings settings)
{
CacheFile(new ES3Settings(filePath, settings));
}
/// <summary>Stores a cached file to persistent storage.</summary>
/// <param name="settings">The settings of the file we want to store to.</param>
public static void CacheFile(ES3Settings settings)
{
ES3File.CacheFile(settings);
}
/// <summary>Initialises Easy Save. This happens automatically when any ES3 methods are called, but is useful if you want to perform initialisation before calling an ES3 method.</summary>
public static void Init()
{
var settings = ES3Settings.defaultSettings;
var pdp = ES3IO.persistentDataPath; // Call this to initialise ES3IO for threading purposes.
ES3TypeMgr.Init();
}
#endregion
}