//! \file AssetReader.cs //! \date Wed Apr 05 13:28:33 2017 //! \brief Unity asset reader class. // // Copyright (C) 2017 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; using System.IO; using System.Runtime.InteropServices; using System.Text; using GameRes.Utility; namespace GameRes.Formats.Unity { /// /// AssetReader provides access to a serialized stream of Unity assets. /// internal sealed class AssetReader : IDisposable { IBinaryStream m_input; int m_format; public Stream Source { get { return m_input.AsStream; } } public int Format { get { return m_format; } } public long Position { get { return m_input.Position; } set { m_input.Position = value; } } public AssetReader (Stream input, string name) { m_input = BinaryStream.FromStream (input, name); SetupReaders (0, false); } public Action Align; public Func ReadUInt16; public Func ReadInt16; public Func ReadUInt32; public Func ReadInt32; public Func ReadInt64; public Func ReadId; public void SetupReaders (Asset asset) { SetupReaders (asset.Format, asset.IsLittleEndian); } /// /// Setup reader endianness accordingly. /// public void SetupReaders (int format, bool is_little_endian) { m_format = format; if (is_little_endian) { ReadUInt16 = () => m_input.ReadUInt16(); ReadUInt32 = () => m_input.ReadUInt32(); ReadInt16 = () => m_input.ReadInt16(); ReadInt32 = () => m_input.ReadInt32(); ReadInt64 = () => m_input.ReadInt64(); } else { ReadUInt16 = () => Binary.BigEndian (m_input.ReadUInt16()); ReadUInt32 = () => Binary.BigEndian (m_input.ReadUInt32()); ReadInt16 = () => Binary.BigEndian (m_input.ReadInt16()); ReadInt32 = () => Binary.BigEndian (m_input.ReadInt32()); ReadInt64 = () => Binary.BigEndian (m_input.ReadInt64()); } if (m_format >= 14) { Align = () => { long pos = m_input.Position; if (0 != (pos & 3)) m_input.Position = (pos + 3) & ~3L; }; ReadId = ReadInt64; } else { Align = () => {}; ReadId = () => ReadInt32(); } } /// /// Set asset ID length. If is true IDs are 64-bit, otherwise 32-bit. /// public void SetupReadId (bool long_ids) { if (long_ids) ReadId = ReadInt64; else ReadId = () => ReadInt32(); } /// /// Read bytes into specified buffer. /// public int Read (byte[] buffer, int offset, int count) { return m_input.Read (buffer, offset, count); } /// /// Read null-terminated UTF8 string. /// public string ReadCString () { return m_input.ReadCString (Encoding.UTF8); } /// /// Read UTF8 string prefixed with length. /// public string ReadString () { int length = ReadInt32(); if (0 == length) return string.Empty; var bytes = ReadBytes (length); return Encoding.UTF8.GetString (bytes); } /// /// Read bytes from stream and return them in a byte array. /// May return less than bytes if end of file was encountered. /// public byte[] ReadBytes (int length) { return m_input.ReadBytes (length); } /// /// Read unsigned 8-bits byte from a stream. /// public byte ReadByte () { return m_input.ReadUInt8(); } /// /// Read byte and interpret is as a bool value, non-zero resulting in true. /// public bool ReadBool () { return ReadByte() != 0; } [StructLayout(LayoutKind.Explicit)] struct Union { [FieldOffset (0)] public uint u; [FieldOffset(0)] public float f; } /// /// Read float value from a stream. /// public float ReadFloat () { var buf = new Union(); buf.u = ReadUInt32(); return buf.f; } bool _disposed = false; public void Dispose () { if (!_disposed) { m_input.Dispose(); _disposed = true; } GC.SuppressFinalize (this); } } }