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//! \file ArcASSET.cs
//! \date 2017 Nov 22
//! \brief Unity assets archive.
//
// Copyright (C) 2017-2018 by morkt
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//
using System.Collections.Generic;
using System.ComponentModel.Composition;
using System.IO;
using GameRes.Utility;
namespace GameRes.Formats.Unity
{
[Export(typeof(ArchiveFormat))]
public class UnityAssetOpener : ArchiveFormat
{
public override string Tag { get { return "ASSETS/UNITY"; } }
public override string Description { get { return "Unity game engine assets archive"; } }
public override uint Signature { get { return 0; } }
public override bool IsHierarchic { get { return false; } }
public override bool CanWrite { get { return false; } }
public override ArcFile TryOpen (ArcView file)
{
uint header_size = Binary.BigEndian (file.View.ReadUInt32 (0));
uint file_size = Binary.BigEndian (file.View.ReadUInt32 (4));
if (file_size != file.MaxOffset || header_size > file_size || 0 == header_size)
return null;
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int format = Binary.BigEndian (file.View.ReadInt32 (8));
uint data_offset = Binary.BigEndian (file.View.ReadUInt32 (12));
if (format <= 0 || format > 0x100 || data_offset >= file_size || data_offset < header_size)
return null;
using (var stream = file.CreateStream())
using (var input = new AssetReader (stream))
{
var index = new ResourcesAssetsDeserializer (file);
var dir = index.Parse (input);
if (null == dir || 0 == dir.Count)
return null;
var res_map = index.GenerateResourceMap (dir);
return new UnityResourcesAsset (file, this, dir, res_map);
}
}
public override Stream OpenEntry (ArcFile arc, Entry entry)
{
var uarc = (UnityResourcesAsset)arc;
var uent = (AssetEntry)entry;
if (null == uent.Bundle || !uarc.ResourceMap.ContainsKey (uent.Bundle.Name))
return arc.File.CreateStream (entry.Offset, entry.Size);
var bundle = uarc.ResourceMap[uent.Bundle.Name];
return bundle.CreateStream (entry.Offset, entry.Size);
}
public override IImageDecoder OpenImage (ArcFile arc, Entry entry)
{
var aent = entry as AssetEntry;
if (null == aent || aent.AssetObject.TypeId != 28)
return base.OpenImage (arc, entry);
var obj = aent.AssetObject;
var stream = arc.File.CreateStream (obj.Offset, obj.Size);
var reader = new AssetReader (stream);
try
{
reader.SetupReaders (obj.Asset);
var tex = new Texture2D();
tex.Load (reader);
if (0 == tex.m_DataLength)
{
reader.Dispose();
var input = OpenEntry (arc, entry);
reader = new AssetReader (input, entry.Name);
reader.SetupReaders (obj.Asset);
tex.m_DataLength = (int)entry.Size;
}
var decoder = new Texture2DDecoder (tex, reader);
reader = null;
return decoder;
}
finally
{
if (reader != null)
reader.Dispose();
}
}
}
internal class UnityResourcesAsset : ArcFile
{
public readonly IDictionary<string, ArcView> ResourceMap;
public UnityResourcesAsset (ArcView arc, ArchiveFormat impl, ICollection<Entry> dir, IDictionary<string, ArcView> res_map)
: base (arc, impl, dir)
{
ResourceMap = res_map;
}
#region IDisposable Members
bool m_disposed = false;
protected override void Dispose (bool disposing)
{
if (!m_disposed)
{
if (disposing)
{
foreach (var res in ResourceMap.Values)
{
res.Dispose();
}
}
m_disposed = true;
}
}
#endregion
}
}