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 } } }