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support the 'UnityFS' asset bundle type with LZMA compression (not tested)
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parent
ff144b41eb
commit
56825b5e48
@ -123,18 +123,10 @@ namespace Unity_Studio
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var bundleSize = b_Stream.ReadInt64();
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int compressedSize = b_Stream.ReadInt32();
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int uncompressedSize = b_Stream.ReadInt32();
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// (UnityFS) flags
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// 0x100 = <unknown>
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// 0x80 = data header at end of file
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// 0x40 = entry info present
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// 0x3f = low six bits are data header compression method
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// 0 = none
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// 1 = LZMA
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// 3 = LZ4
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int unknown = b_Stream.ReadInt32();
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int flag = b_Stream.ReadInt32() & 0x3F;
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var entryinfoBytes = b_Stream.ReadBytes(compressedSize);
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EndianStream entryinfo;
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if (uncompressedSize > compressedSize)
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if (flag == 3)//LZ4
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{
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byte[] uncompressedBytes = new byte[uncompressedSize];
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using (var mstream = new MemoryStream(entryinfoBytes))
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@ -145,6 +137,10 @@ namespace Unity_Studio
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}
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entryinfo = new EndianStream(new MemoryStream(uncompressedBytes), EndianType.BigEndian);
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}
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else if(flag == 1)//LZMA
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{
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entryinfo = new EndianStream(SevenZip.Compression.LZMA.SevenZipHelper.StreamDecompress(new MemoryStream(entryinfoBytes)), EndianType.BigEndian);
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}
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else
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{
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entryinfo = new EndianStream(new MemoryStream(entryinfoBytes), EndianType.BigEndian);
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@ -159,13 +155,9 @@ namespace Unity_Studio
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{
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uncompressedSize = entryinfo.ReadInt32();
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compressedSize = entryinfo.ReadInt32();
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//0 = none
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//1 = LZMA
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//3 = LZ4
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//0x40 = 0?
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unknown = entryinfo.ReadInt16();
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flag = entryinfo.ReadInt16() & 0x3F;
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var compressedBytes = b_Stream.ReadBytes(compressedSize);
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if (uncompressedSize > compressedSize)
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if (flag == 3)//LZ4
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{
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var uncompressedBytes = new byte[uncompressedSize];
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using (var mstream = new MemoryStream(compressedBytes))
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@ -176,12 +168,22 @@ namespace Unity_Studio
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}
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assetsDatam.Write(uncompressedBytes, 0, uncompressedSize);
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}
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else if(flag == 1)//LZMA
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{
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var uncompressedBytes = new byte[uncompressedSize];
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using (var mstream = new MemoryStream(compressedBytes))
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{
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var decoder = SevenZip.Compression.LZMA.SevenZipHelper.StreamDecompress(mstream);
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decoder.Read(uncompressedBytes, 0, uncompressedSize);
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decoder.Dispose();
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}
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assetsDatam.Write(uncompressedBytes, 0, uncompressedSize);
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}
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else
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{
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assetsDatam.Write(compressedBytes, 0, compressedSize);
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}
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}
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//assetsDatam.Capacity = (int)assetsDatam.Length;
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assetsData = new EndianStream(assetsDatam, EndianType.BigEndian);
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using (assetsData)
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{
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@ -191,7 +193,7 @@ namespace Unity_Studio
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MemoryAssetsFile memFile = new MemoryAssetsFile();
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var entryinfo_offset = entryinfo.ReadInt64();
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var entryinfo_size = entryinfo.ReadInt64();
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unknown = entryinfo.ReadInt32();
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var unknown = entryinfo.ReadInt32();
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memFile.fileName = entryinfo.ReadStringToNull();
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assetsData.Position = entryinfo_offset;
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byte[] buffer = new byte[entryinfo_size];
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