少年修仙传客户端基础资源
client_Wu Xijin
2018-11-01 b602ef34903c27266c2f8ebaeef055616bd40421
3335 资源打包使用7zip压缩
3个文件已删除
54个文件已添加
1 文件已重命名
1695 ■■■■■ 已修改文件
Assets/Editor/Tool/SevenZipUtility.cs 89 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Tool/SystemCMD.cs 36 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Tool/SystemCMD.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/Android/libs/armeabi-v7a/liblzma.so 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/Android/libs/armeabi-v7a/liblzma.so.meta 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/Android/libs/x86/liblzma.so 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/Android/libs/x86/liblzma.so.meta 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/Android/libs/x86_64.meta 7 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/Android/libs/x86_64/liblzma.zip 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/Android/libs/x86_64/liblzma.zip.meta 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/SevenZip.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/SevenZip/lzma.cs 839 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/SevenZip/lzma.cs.meta 8 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/bitcode.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/bitcode/libbrotli.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/bitcode/libfastlz.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/bitcode/liblz4.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/bitcode/liblzma.a-aggressive-bitcode.zip 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/bitcode/liblzma.a-aggressive-bitcode.zip.meta 8 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/bitcode/liblzma.a-fastest-smallest-bitcode.zip 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/bitcode/liblzma.a-fastest-smallest-bitcode.zip.meta 8 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/bitcode/liblzma.a-tvOS-bitcode.zip 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/bitcode/liblzma.a-tvOS-bitcode.zip.meta 8 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/bitcode/liblzma.a-watchOS-bitcode.zip 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/bitcode/liblzma.a-watchOS-bitcode.zip.meta 8 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/bitcode/liblzma.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/bitcode/libzipw.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/liblzma.a 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/liblzma.a-simulator.zip 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/liblzma.a-simulator.zip.meta 6 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/liblzma.a.aggresive.zip 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/liblzma.a.aggresive.zip.meta 6 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/liblzma.a.fastest-smallest.zip 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/liblzma.a.fastest-smallest.zip.meta 6 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/liblzma.a.fastest.zip 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/liblzma.a.fastest.zip.meta 6 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/liblzma.a.meta 21 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/liblzma.smallest.zip 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/iOS/liblzma.smallest.zip.meta 6 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/liblzma.bundle.meta 105 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/liblzma.bundle/Contents.meta 7 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/liblzma.bundle/Contents/Info.plist 46 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/liblzma.bundle/Contents/Info.plist.meta 8 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/liblzma.bundle/Contents/MacOS.meta 7 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/liblzma.bundle/Contents/MacOS/liblzma 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/liblzma.bundle/Contents/MacOS/liblzma.meta 8 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/x86.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/x86/liblzma.dll 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/x86/liblzma.dll.meta 78 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/x86/liblzma.so 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/x86/liblzma.so.meta 78 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/x86_64.meta 7 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/x86_64/liblzma.dll 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/x86_64/liblzma.dll.meta 78 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/x86_64/liblzma.so 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Plugins/x86_64/liblzma.so.meta 78 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/test7zip.cs 33 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/test7zip.cs.meta 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Tool/SevenZipUtility.cs
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Assets/Editor/Tool/SystemCMD.cs
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Assets/Editor/Tool/SystemCMD.cs.meta
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Assets/Plugins/Android/libs/armeabi-v7a/liblzma.so
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Assets/Plugins/SevenZip/lzma.cs
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using System;
using System.Runtime.InteropServices;
using UnityEngine;
using System.Collections.Generic;
using System.IO;
#if (UNITY_WSA_8_1 ||  UNITY_WP_8_1 || UNITY_WINRT_8_1) && !UNITY_EDITOR
 using File = UnityEngine.Windows.File;
 #else
 using File = System.IO.File;
 #endif
#if NETFX_CORE
    #if UNITY_WSA_10_0
        using System.IO.IsolatedStorage;
        using static System.IO.Directory;
        using static System.IO.File;
        using static System.IO.FileStream;
    #endif
#endif
public class lzma {
    //if you want to be able to call the functions: get7zinfo, get7zSize, decode2Buffer from a thread set this string before to the Application.persistentDataPath !
    public static string persitentDataPath="";
#if !(UNITY_WSA || UNITY_WP_8_1) || UNITY_EDITOR
    internal static int[] props = new int [7];
    internal static bool defaultsSet = false;
    //0 = level, /* 0 <= level <= 9, default = 5 */
    //1 = dictSize, /* use (1 << N) or (3 << N). 4 KB < dictSize <= 128 MB */
    //2 = lc, /* 0 <= lc <= 8, default = 3  */
    //3 = lp, /* 0 <= lp <= 4, default = 0  */
    //4 = pb, /* 0 <= pb <= 4, default = 2  */
    //5 = fb,  /* 5 <= fb <= 273, default = 32 */
    //6 = numThreads /* 1 or 2, default = 2 */
    //A function that sets the compression properties for the lzma compressor. Will affect the lzma alone file and the lzma buffer compression.
    //A simple usage of this function is to call it only with the 1st parameter that sets the compression level: setProps(9);
    //
    //Multithread safe advice: call this function before starting any thread operations !!!
    public static void setProps(int level = 5, int dictSize = 16777216, int lc = 3, int lp = 0, int pb = 2, int fb = 32, int numThreads = 2) {
        defaultsSet = true;
        props[0] = level;
        props[1] = dictSize;
        props[2] = lc;
        props[3] = lp;
        props[4] = pb;
        props[5] = fb;
        props[6] = numThreads;
    }
#endif
#if (UNITY_IOS || UNITY_WEBGL || UNITY_IPHONE) && !UNITY_EDITOR
        #if(!UNITY_WEBGL)
            [DllImport("__Internal")]
            public static extern int lsetPermissions(string filePath, string _user, string _group, string _other);
            [DllImport("__Internal")]
            private static extern int decompress7zip(string filePath, string exctractionPath, bool fullPaths,  string entry, IntPtr progress, IntPtr FileBuffer, int FileBufferLength);
        #endif
        [DllImport("__Internal")]
        private static extern int decompress7zip2(string filePath, string exctractionPath, bool fullPaths, string entry, IntPtr progress, IntPtr FileBuffer, int FileBufferLength);
        [DllImport("__Internal")]
        private static extern int _getSize(string filePath, string tempPath, IntPtr FileBuffer, int FileBufferLength);
        [DllImport("__Internal")]
        internal static extern int lzmaUtil(bool encode, string inPath, string outPath, IntPtr Props);
        [DllImport("__Internal")]
        internal static extern int decode2Buf(string filePath, string entry,  IntPtr buffer, IntPtr FileBuffer, int FileBufferLength);
        [DllImport("__Internal")]
        internal static extern void _releaseBuffer(IntPtr buffer);
        [DllImport("__Internal")]
        internal static extern IntPtr Lzma_Compress( IntPtr buffer, int bufferLength, bool makeHeader, ref int v, IntPtr Props);
        [DllImport("__Internal")]
        internal static extern int Lzma_Uncompress( IntPtr buffer, int bufferLength, int uncompressedSize,  IntPtr outbuffer,bool useHeader);
#endif
#if UNITY_5_4_OR_NEWER
    #if (UNITY_ANDROID || UNITY_STANDALONE_LINUX) && (!UNITY_EDITOR || UNITY_EDITOR_LINUX)
        private const string libname = "lzma";
    #elif UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX
        private const string libname = "liblzma";
    #endif
#else
    #if (UNITY_ANDROID || UNITY_STANDALONE_LINUX) && !UNITY_EDITOR
        private const string libname = "lzma";
    #endif
    #if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX
        private const string libname = "liblzma";
    #endif
#endif
#if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_ANDROID || UNITY_STANDALONE_LINUX
        #if (UNITY_STANDALONE_OSX  || UNITY_STANDALONE_LINUX || UNITY_ANDROID || UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX)&& !UNITY_EDITOR_WIN
            //set permissions of a file in user, group, other. Each string should contain any or all chars of "rwx".
            //returns 0 on success
            [DllImport(libname, EntryPoint = "lsetPermissions")]
            internal static extern int lsetPermissions(string filePath, string _user, string _group, string _other);
        #endif
        [DllImport(libname, EntryPoint = "decompress7zip")]
        internal static extern int decompress7zip(string filePath, string exctractionPath, bool fullPaths,  string entry, IntPtr progress, IntPtr FileBuffer, int FileBufferLength);
        [DllImport(libname, EntryPoint = "decompress7zip2")]
        internal static extern int decompress7zip2(string filePath, string exctractionPath, bool fullPaths, string entry, IntPtr progress, IntPtr FileBuffer, int FileBufferLength);
        [DllImport(libname, EntryPoint = "_getSize")]
        internal static extern int _getSize(string filePath, string tempPath, IntPtr FileBuffer, int FileBufferLength);
        [DllImport(libname, EntryPoint = "lzmaUtil")]
        internal static extern int lzmaUtil(bool encode, string inPath, string outPath, IntPtr Props);
        [DllImport(libname, EntryPoint = "decode2Buf")]
        internal static extern int decode2Buf(string filePath, string entry,  IntPtr buffer, IntPtr FileBuffer, int FileBufferLength);
        [DllImport(libname, EntryPoint = "_releaseBuffer")]
        internal static extern void _releaseBuffer(IntPtr buffer);
        [DllImport(libname, EntryPoint = "Lzma_Compress")]
        internal static extern IntPtr Lzma_Compress( IntPtr buffer, int bufferLength, bool makeHeader, ref int v, IntPtr Props);
        [DllImport(libname, EntryPoint = "Lzma_Uncompress")]
        internal static extern int Lzma_Uncompress( IntPtr buffer, int bufferLength, int uncompressedSize, IntPtr outbuffer,bool useHeader);
#endif
#if (UNITY_WP_8_1 || UNITY_WSA) && !UNITY_EDITOR
        #if (UNITY_IOS  || UNITY_IPHONE)
            [DllImport("__Internal")]
            internal static extern int lsetPermissions(string filePath, string _user, string _group, string _other);
        #endif
        #if UNITY_WSA_10_0
            [DllImport("liblzma", EntryPoint = "decompress7zip")]
            internal static extern int decompress7zip(string filePath, string exctractionPath, bool fullPaths,  string entry, IntPtr progress, IntPtr FileBuffer, int FileBufferLength);
        #endif
        [DllImport("liblzma", EntryPoint = "decompress7zip2")]
        internal static extern int decompress7zip2(string filePath, string exctractionPath, bool fullPaths, string entry, IntPtr progress, IntPtr FileBuffer, int FileBufferLength);
        [DllImport("liblzma", EntryPoint = "_getSize")]
        internal static extern int _getSize(string filePath, string tempPath, IntPtr FileBuffer, int FileBufferLength);
        [DllImport("liblzma", EntryPoint = "decode2Buf")]
        internal static extern int decode2Buf(string filePath, string entry,  IntPtr buffer, IntPtr FileBuffer, int FileBufferLength);
        [DllImport("liblzma", EntryPoint = "Lzma_Uncompress")]
        internal static extern int Lzma_Uncompress( IntPtr buffer, int bufferLength, int uncompressedSize, IntPtr outbuffer,bool useHeader);
#endif
    // set permissions of a file in user, group, other.
    // Each string should contain any or all chars of "rwx".
    // returns 0 on success
    public static int setFilePermissions(string filePath, string _user, string _group, string _other){
        #if (UNITY_STANDALONE_OSX || UNITY_STANDALONE_LINUX || UNITY_ANDROID || UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX || UNITY_IOS || UNITY_IPHONE) && !UNITY_EDITOR_WIN
            return lsetPermissions(filePath, _user, _group, _other);
        #else
            return -1;
        #endif
    }
    // An integer variable to store the total number of files in a 7z archive, excluding the folders.
    public static int trueTotalFiles = 0;
    //ERROR CODES:
    //  1 : OK
    //    2 : Could not find requested file in archive
    // -1 : Could not open input(7z) file
    // -2 : Decoder doesn't support this archive
    // -3 : Can not allocate memory
    // -4 : CRC error of 7z file
    // -5 : Unknown error
    // -6 : Can not open output file (usually when the path to write to, is invalid)
    // -7 : Can not write output file
    // -8 : Can not close output file
    //The most common use of this library is to download a 7z file in your Application.persistentDataPath directory
    //and decompress it in a folder that you want.
    //int lz=lzma.doDecompress7zip(Application.persistentDataPath+"/myCompresedFile.7z",Application.persistentDataPath+"/myUncompressedFiles/");
    //WSA8.1 does not support large files.
    //filePath            : the full path to the archive, including the archives name. (/myPath/myArchive.7z)
    //exctractionPath    : the path in where you want your files to be extracted
    //progress          : a single item integer array to get the progress of the extracted files (use this function when calling from a separate thread, otherwise call the 2nd implementation)
    //                  : (for ios this integer is not properly updated. So we use the lzma.getProgressCount() function to get the progress. See example.)
    //largeFiles        : set this to true if you are extracting files larger then 30-40 Mb. It is slower though but prevents crashing your app when extracting large files!
    //fullPaths            : set this to true if you want to keep the folder structure of the 7z file.
    //entry                : set the name of a single file file you want to extract from your archive. If the file resides in a folder, the full path should be added.
    //                       (for example  game/meshes/small/table.mesh )
    //FileBuffer        : A buffer that holds a 7zip file. When assigned the function will decompress from this buffer and will ignore the filePath. (Linux, iOS, Android, MacOSX)
    //use this function from a separate thread to get the progress  of the extracted files in the referenced 'progress' integer.
    //
    public static int doDecompress7zip(string filePath, string exctractionPath,  int [] progress, bool largeFiles=false, bool fullPaths=false, string entry=null, byte[] FileBuffer=null){
        int res = 0;
        GCHandle ibuf = GCHandle.Alloc(progress, GCHandleType.Pinned);
        #if (UNITY_IPHONE || UNITY_IOS || UNITY_STANDALONE_OSX || UNITY_ANDROID || UNITY_STANDALONE_LINUX || UNITY_EDITOR) && !UNITY_EDITOR_WIN
        if(FileBuffer != null) {
            GCHandle fbuf = GCHandle.Alloc(FileBuffer, GCHandleType.Pinned);
            if (largeFiles){
                res = decompress7zip(null, @exctractionPath, fullPaths, entry, ibuf.AddrOfPinnedObject() , fbuf.AddrOfPinnedObject(), FileBuffer.Length);
            }else{
                res =  decompress7zip2(null, @exctractionPath, fullPaths, entry, ibuf.AddrOfPinnedObject() , fbuf.AddrOfPinnedObject(), FileBuffer.Length);
            }
                fbuf.Free(); ibuf.Free(); return res;
        } else {
            if (largeFiles){
                res = decompress7zip(@filePath, @exctractionPath, fullPaths, entry, ibuf.AddrOfPinnedObject() , IntPtr.Zero, 0);
                ibuf.Free(); return res;
            }else{
                res = decompress7zip2(@filePath, @exctractionPath, fullPaths, entry, ibuf.AddrOfPinnedObject() , IntPtr.Zero, 0);
                ibuf.Free(); return res;
            }
        }
        #endif
         #if (!UNITY_WSA && !UNITY_WEBGL && !UNITY_EDITOR_OSX && !UNITY_STANDALONE_LINUX && !UNITY_ANDROID && !UNITY_IOS)  || UNITY_EDITOR_WIN || UNITY_WSA_10_0
            if (largeFiles){
                res = decompress7zip(@filePath, @exctractionPath, fullPaths, entry, ibuf.AddrOfPinnedObject(), IntPtr.Zero, 0);
                ibuf.Free(); return res;
            }else{
                res = decompress7zip2(@filePath, @exctractionPath, fullPaths, entry, ibuf.AddrOfPinnedObject(), IntPtr.Zero, 0);
                ibuf.Free(); return res;
            }
        #endif
        #if (UNITY_WSA_8_1 ||  UNITY_WP_8_1 || UNITY_WINRT_8_1 || UNITY_WEBGL) && !UNITY_EDITOR
            res = decompress7zip2(@filePath, @exctractionPath, fullPaths, entry, ibuf.AddrOfPinnedObject(), IntPtr.Zero, 0);
            ibuf.Free(); return res;
        #endif
    }
    //same as above only the progress integer is a local variable.
    //use this when you don't want to get the progress of the extracted files and when not calling the function from a separate thread.
    public static int doDecompress7zip(string filePath, string exctractionPath,  bool largeFiles = false, bool fullPaths = false, string entry = null, byte[] FileBuffer=null)
    {
        //make a check if the last '/' exists at the end of the exctractionPath and add it if it is missing
        if (@exctractionPath.Substring(@exctractionPath.Length - 1, 1) != "/") { @exctractionPath += "/"; }
        int[] progress = new int[1];
        GCHandle ibuf = GCHandle.Alloc(progress, GCHandleType.Pinned);
        int res = 0;
        #if (UNITY_IPHONE || UNITY_IOS || UNITY_STANDALONE_OSX || UNITY_ANDROID || UNITY_STANDALONE_LINUX || UNITY_EDITOR) && !UNITY_EDITOR_WIN
        if(FileBuffer != null) {
            GCHandle fbuf = GCHandle.Alloc(FileBuffer, GCHandleType.Pinned);
            if (largeFiles){
                res = decompress7zip(null, @exctractionPath, fullPaths, entry, ibuf.AddrOfPinnedObject(), fbuf.AddrOfPinnedObject(), FileBuffer.Length);
            }else{
                res = decompress7zip2(null, @exctractionPath, fullPaths, entry, ibuf.AddrOfPinnedObject(), fbuf.AddrOfPinnedObject(), FileBuffer.Length);
            }
                fbuf.Free(); ibuf.Free(); return res;
        } else {
            if (largeFiles){
                res = decompress7zip(@filePath, @exctractionPath, fullPaths, entry, ibuf.AddrOfPinnedObject(), IntPtr.Zero, 0);
                ibuf.Free(); return res;
            }else{
                res = decompress7zip2(@filePath, @exctractionPath, fullPaths, entry, ibuf.AddrOfPinnedObject(), IntPtr.Zero, 0);
                ibuf.Free(); return res;
            }
        }
        #endif
        #if (!UNITY_WSA && !UNITY_WEBGL && !UNITY_EDITOR_OSX && !UNITY_STANDALONE_LINUX  && !UNITY_ANDROID && !UNITY_IOS) || UNITY_EDITOR_WIN || UNITY_WSA_10_0
            if (largeFiles){
                res = decompress7zip(@filePath, @exctractionPath, fullPaths, entry, ibuf.AddrOfPinnedObject(), IntPtr.Zero, 0);
                ibuf.Free(); return res;
            }
            else{
                res = decompress7zip2(@filePath, @exctractionPath, fullPaths, entry, ibuf.AddrOfPinnedObject(), IntPtr.Zero, 0);
                ibuf.Free(); return res;
            }
        #endif
        #if (UNITY_WSA_8_1 ||  UNITY_WP_8_1 || UNITY_WINRT_8_1  || UNITY_WEBGL) && !UNITY_EDITOR
            res = decompress7zip2(@filePath, @exctractionPath, fullPaths, entry, ibuf.AddrOfPinnedObject(), IntPtr.Zero, 0);
            ibuf.Free(); return res;
        #endif
    }
#if !(UNITY_WSA || UNITY_WP_8_1) || UNITY_EDITOR
    //ERROR CODES (for both encode/decode LzmaUtil functions):
    //   1 : OK
    // -10 : Can not read input file
    // -11 : Can not write output file
    // -12 : Can not allocate memory
    // -13 : Data error
    //This function encodes a single archive in lzma alone format.
    //inPath    : the file to be encoded. (use full path + file name)
    //outPath    : the .lzma file that will be produced. (use full path + file name)
    //
    //You can set the compression properties by calling the setProps function before.
    //setProps(9) for example will set compression evel to highest level.
    public static int LzmaUtilEncode(string inPath, string outPath){
        if (!defaultsSet) setProps();
        GCHandle prps = GCHandle.Alloc(props, GCHandleType.Pinned);
        int res = lzmaUtil(true, @inPath, @outPath, prps.AddrOfPinnedObject());
        prps.Free();
        return res;
    }
    //This function decodes a single archive in lzma alone format.
    //inPath    : the .lzma file that will be decoded. (use full path + file name)
    //outPath    : the decoded file. (use full path + file name)
    public static int LzmaUtilDecode(string inPath, string outPath){
        return lzmaUtil(false, @inPath, @outPath, IntPtr.Zero);
    }
#endif
    //Lists get filled with filenames (including path if the file is in a folder) and uncompressed file sizes
    public static List <string> ninfo = new List<string>();//filenames
    public static List <long> sinfo = new List<long>();//file sizes
    //this function fills the ArrayLists with the filenames and file sizes that are in the 7zip file
    //returns            : the total size in bytes of the files in the 7z archive
    //
    //filePath            : the full path to the archive, including the archives name. (/myPath/myArchive.7z)
    //tempPath            : (optional) a temp path that will be used to write the files info (otherwise the path of the 7z archive will be used)
    //                    : this is useful when your 7z archive resides in a read only location.
    //                    : the tempPath should be in this form: 'dir/dir/myTempLog' with no slash in the end. The last name will be used as the log's filename.
    //FileBuffer        : A buffer that holds a 7zip file. When assigned the function will read from this buffer and will ignore the filePath. (Linux, iOS, Android, MacOSX)
    //
    //trueTotalFiles is an integer variable to store the total number of files in a 7z archive, excluding the folders.
    public static long get7zInfo(string filePath, string tempPath = null, byte[] FileBuffer = null){
        ninfo.Clear(); sinfo.Clear();
        trueTotalFiles = 0;
        int res = -1;
        string logPath = "";
        #if !NETFX_CORE
            if (@tempPath == null) {
                if(persitentDataPath.Length>0) logPath = @persitentDataPath + "/sevenZip.log"; else  logPath = @Application.persistentDataPath + "/sevenZip.log";
             }else { logPath = @tempPath; }
        #endif
        //for WSA, logPath should always be: Application.persistentDataPath + "/sevenZip.log";
        #if NETFX_CORE
            #if UNITY_WSA_10_0
                if(persitentDataPath.Length>0) logPath = @persitentDataPath + "/sevenZip.log"; else  logPath = @Application.persistentDataPath + "/sevenZip.log";
            #endif
            #if UNITY_WSA_8_1 ||  UNITY_WP_8_1 || UNITY_WINRT_8_1
                if(persitentDataPath.Length>0) logPath = @persitentDataPath + "/sevenZip.log"; else  logPath = @UnityEngine.Windows.Directory.localFolder + "/sevenZip.log";
            #endif
        #endif
        if (File.Exists(logPath + ".txt")) File.Delete(logPath + ".txt");
        #if (UNITY_IPHONE || UNITY_IOS || UNITY_STANDALONE_OSX || UNITY_ANDROID || UNITY_STANDALONE_LINUX || UNITY_EDITOR) && !UNITY_EDITOR_WIN
          if(FileBuffer != null) {
                GCHandle fbuf = GCHandle.Alloc(FileBuffer, GCHandleType.Pinned);
                res = _getSize(null, logPath,  fbuf.AddrOfPinnedObject(), FileBuffer.Length);
                fbuf.Free();
            }else {
                res = _getSize(@filePath, logPath,  IntPtr.Zero, 0);
            }
        #else
            res = _getSize(@filePath, logPath,  IntPtr.Zero, 0);
        #endif
        if (res == -1) { /*Debug.Log("Input file not found.");*/ return -1; }
        if (!File.Exists(logPath + ".txt")) {/* Debug.Log("Info file not found.");*/ return -3; }
        #if !NETFX_CORE
            StreamReader r = new StreamReader(logPath + ".txt");
        #endif
        #if NETFX_CORE
            #if UNITY_WSA_10_0
            IsolatedStorageFile ipath = IsolatedStorageFile.GetUserStoreForApplication();
            StreamReader r = new StreamReader(new IsolatedStorageFileStream("sevenZip.log.txt", FileMode.Open, ipath));
            #endif
            #if UNITY_WSA_8_1 ||  UNITY_WP_8_1 || UNITY_WINRT_8_1
            var data = UnityEngine.Windows.File.ReadAllBytes(logPath + ".txt");
            string ss = System.Text.Encoding.UTF8.GetString(data,0,data.Length);
            StringReader r = new StringReader(ss);
            #endif
        #endif
        string line;
        string[] rtt;
        long t = 0, sum = 0;
        while ((line = r.ReadLine()) != null)
        {
            rtt = line.Split('|');
            ninfo.Add(rtt[0]);
            long.TryParse(rtt[1], out t);
            sum += t;
            sinfo.Add(t);
            if (t > 0) trueTotalFiles++;
        }
        #if !NETFX_CORE
            r.Close();
        #endif
        r.Dispose();
        File.Delete(logPath + ".txt");
        return sum;
    }
    //this function returns the uncompressed file size of a given file in the 7z archive if specified,
    //otherwise it will return the total uncompressed size of all the files in the archive.
    //
    //If you don't fill the filePath parameter it will assume that the get7zInfo function has already been called.
    //
    //
    //filePath            : the full path to the archive, including the archives name. (/myPath/myArchive.7z)
    //                     : if you call the function with filePath as null, it will try to find file sizes from the last call.
    //fileName             : the file name we want to get the file size (if it resides in a folder add the folder path also)
    //tempPath            : (optional) a temp path that will be used to write the files info (otherwise the path of the 7z archive will be used)
    //                    : this is useful when your 7z archive resides in a read only location.
    //                    : the tempPath should be in this form: 'dir/dir/myTempLog' with no slash in the end. The last name will be used as the log's filename.
    //FileBuffer        : A buffer that holds a 7zip file. When assigned the function will read from this buffer and will ignore the filePath. (Linux, iOS, Android, MacOSX)
    public static long get7zSize( string filePath=null, string fileName=null, string tempPath=null, byte[] FileBuffer=null){
        if(filePath!=null){
            if(get7zInfo(@filePath, @tempPath, FileBuffer) < 0){ return -1;}
        }
        if(ninfo == null){
            if(ninfo.Count==0) { return -1; }
        }
        long sum=0;
        if(fileName!=null){
            for(int i=0; i<ninfo.Count; i++){
                if(ninfo[i].ToString() == fileName){
                    return (long)sinfo[i];
                }
            }
        }else{
            for(int i=0; i<ninfo.Count; i++){
                sum += (long)sinfo[i];
            }
            return sum;
        }
        return -1;//nothing was found
    }
    //A function to decode a specific archive in a 7z archive to a byte buffer
    //
    //filePath        : the full path to the 7z archive
    //entry            : the file name to decode to a buffer. If the file resides in a folder, the full path should be used.
    //tempPath        : (optional) a temp path that will be used to write the files info (otherwise the path of the 7z archive will be used)
    //                : this is useful when your 7z archive resides in a read only location.
    //                : the tempPath should be in this form: 'dir/dir/myTempLog' with no slash in the end. The last name will be used as the log's filename.
    //FileBuffer    : A buffer that holds a 7zip file. When assigned the function will read from this buffer and will ignore the filePath. (Linux, iOS, Android, MacOSX)
    public static byte[] decode2Buffer(  string filePath, string entry, string tempPath=null, byte[] FileBuffer=null){
        int bufs = (int)get7zSize( @filePath, entry, @tempPath,FileBuffer );
        if (bufs <= 0) return null;//entry error or it does not exist
        byte[] nb = new byte[bufs];
        int res = 0;
        GCHandle dec2buf = GCHandle.Alloc(nb, GCHandleType.Pinned);
        #if (UNITY_IPHONE || UNITY_IOS || UNITY_STANDALONE_OSX || UNITY_ANDROID || UNITY_STANDALONE_LINUX || UNITY_EDITOR) && !UNITY_EDITOR_WIN
          if(FileBuffer != null) {
                GCHandle fbuf = GCHandle.Alloc(FileBuffer, GCHandleType.Pinned);
                res = decode2Buf(null, entry, dec2buf.AddrOfPinnedObject(), fbuf.AddrOfPinnedObject(), FileBuffer.Length);
                fbuf.Free();
            }else {
                res = decode2Buf(@filePath, entry, dec2buf.AddrOfPinnedObject(), IntPtr.Zero, 0);
            }
        #else
            res = decode2Buf(@filePath, entry, dec2buf.AddrOfPinnedObject(), IntPtr.Zero, 0);
        #endif
        dec2buf.Free();
        if(res==1){ return nb;}
        else {nb=null; return null; }
    }
#if !(UNITY_WSA || UNITY_WP_8_1) || UNITY_EDITOR
    //This function encodes inBuffer to lzma alone format into the outBuffer provided.
    //The buffer can be saved also into a file and can be opened by applications that opens the lzma alone format.
    //This buffer can be uncompressed by the decompressBuffer function.
    //Returns true if success
    //if makeHeader==false then the lzma 13 bytes header will not be added to the buffer.
    //
    //You can set the compression properties by calling the setProps function before.
    //setProps(9) for example will set compression level to the highest level.
    //
    public static  bool compressBuffer(byte[] inBuffer, ref byte[] outBuffer, bool makeHeader=true){
        if (!defaultsSet) setProps();
        GCHandle prps = GCHandle.Alloc(props, GCHandleType.Pinned);
        GCHandle cbuf = GCHandle.Alloc(inBuffer, GCHandleType.Pinned);
        IntPtr ptr;
        int res = 0;
        ptr = Lzma_Compress(cbuf.AddrOfPinnedObject(), inBuffer.Length, makeHeader, ref res, prps.AddrOfPinnedObject());
        cbuf.Free(); prps.Free();
        if(res==0 || ptr==IntPtr.Zero){_releaseBuffer(ptr); return false;}
        Array.Resize(ref outBuffer,res);
        Marshal.Copy(ptr, outBuffer, 0, res);
        _releaseBuffer(ptr);
        return true;
    }
    //same as the above function, only it compresses a part of the input buffer.
    //
    //inBufferPartialLength: the size of the input buffer that should be compressed
    //inBufferPartialIndex:  the offset of the input buffer from where the compression will start
    //
    public static bool compressBufferPartial(byte[] inBuffer, int inBufferPartialIndex, int inBufferPartialLength, ref byte[] outBuffer, bool makeHeader = true)
    {
        if(inBufferPartialIndex + inBufferPartialLength > inBuffer.Length) return false;
        if (!defaultsSet) setProps();
        GCHandle prps = GCHandle.Alloc(props, GCHandleType.Pinned);
        GCHandle cbuf = GCHandle.Alloc(inBuffer, GCHandleType.Pinned);
        IntPtr ptr;
        IntPtr ptrPartial;
        int res = 0;
        ptrPartial = new IntPtr(cbuf.AddrOfPinnedObject().ToInt64() + inBufferPartialIndex);
        ptr = Lzma_Compress(ptrPartial, inBufferPartialLength, makeHeader, ref res, prps.AddrOfPinnedObject());
        cbuf.Free();
        if (res == 0 || ptr == IntPtr.Zero) { _releaseBuffer(ptr); return false; }
        Array.Resize(ref outBuffer, res);
        Marshal.Copy(ptr, outBuffer, 0, res);
        _releaseBuffer(ptr);
        return true;
    }
    //same as compressBufferPartial, only this function will compress the data into a fixed size buffer
    //the compressed size is returned so you can manipulate it at will.
    public static int compressBufferPartialFixed(byte[] inBuffer, int inBufferPartialIndex, int inBufferPartialLength, ref byte[] outBuffer, bool safe = true,  bool makeHeader = true)
    {
        if(inBufferPartialIndex + inBufferPartialLength > inBuffer.Length) return 0;
        if (!defaultsSet) setProps();
        GCHandle prps = GCHandle.Alloc(props, GCHandleType.Pinned);
        GCHandle cbuf = GCHandle.Alloc(inBuffer, GCHandleType.Pinned);
        IntPtr ptr;
        IntPtr ptrPartial;
        int res = 0;
        ptrPartial = new IntPtr(cbuf.AddrOfPinnedObject().ToInt64() + inBufferPartialIndex);
        ptr = Lzma_Compress(ptrPartial, inBufferPartialLength, makeHeader, ref res, prps.AddrOfPinnedObject());
        cbuf.Free();
        if (res == 0 || ptr == IntPtr.Zero) { _releaseBuffer(ptr); return 0; }
        //if the compressed buffer is larger then the fixed size buffer we use:
        //1. then write only the data that fit in it.
        //2. or we return 0.
        //It depends on if we set the safe flag to true or not.
        if(res>outBuffer.Length) {
            if(safe){ _releaseBuffer(ptr); return 0; } else {  res = outBuffer.Length; }
        }
        Marshal.Copy(ptr, outBuffer, 0, res);
        _releaseBuffer(ptr);
        return res;
    }
    //same as the compressBuffer function, only this function will put the result in a fixed size buffer to avoid memory allocations.
    //the compressed size is returned so you can manipulate it at will.
    public static int compressBufferFixed(byte[] inBuffer, ref byte[] outBuffer, bool safe = true, bool makeHeader=true){
        if (!defaultsSet) setProps();
        GCHandle prps = GCHandle.Alloc(props, GCHandleType.Pinned);
        GCHandle cbuf = GCHandle.Alloc(inBuffer, GCHandleType.Pinned);
        IntPtr ptr;
        int res = 0;
        ptr = Lzma_Compress(cbuf.AddrOfPinnedObject(), inBuffer.Length, makeHeader, ref res, prps.AddrOfPinnedObject());
        cbuf.Free(); prps.Free();
        if(res==0 || ptr==IntPtr.Zero){_releaseBuffer(ptr); return 0;}
        //if the compressed buffer is larger then the fixed size buffer we use:
        //1. then write only the data that fit in it.
        //2. or we return 0.
        //It depends on if we set the safe flag to true or not.
        if(res>outBuffer.Length) {
            if(safe){ _releaseBuffer(ptr); return 0; } else {  res = outBuffer.Length; }
        }
        Marshal.Copy(ptr, outBuffer, 0, res);
        _releaseBuffer(ptr);
        return res;
    }
#endif
    //This function will decompress a compressed asset bundle.
    //It finds the magic number of the lzma format and extracts from there.
    //
    //inBuffer:        the buffer that stores a compressed asset bundle.
    //outBuffer:    a referenced buffer where the asset bundle will be uncompressed.
    //The error codes
    /*
        OK 0
        ERROR_DATA 1
        ERROR_MEM 2
        ERROR_UNSUPPORTED 4
        ERROR_PARAM 5
        ERROR_INPUT_EOF 6
        ERROR_OUTPUT_EOF 7
        ERROR_FAIL 11
        ERROR_THREAD 12
    */
    public static  int decompressAssetBundle(byte[] inBuffer,  ref byte[] outbuffer){
        int offset = 0;
        for(int i=0; i<inBuffer.Length; i++) {
            if(i>1024) break;
            if(inBuffer[i] == 0x5d) {
                if(inBuffer[i+1] == 0x00) {
                    if(inBuffer[i+2] == 0x00) {
                        if(inBuffer[i+3] == 0x08) {
                            offset = i;  break;
                        }
                    }
                }
            }
        }
        if(offset==0 || offset>1024) return 4;
        GCHandle cbuf = GCHandle.Alloc(inBuffer, GCHandleType.Pinned);
        IntPtr ptrBundle = new IntPtr(cbuf.AddrOfPinnedObject().ToInt64() + offset);
        int uncompressedSize = (int)BitConverter.ToUInt64(inBuffer,offset+5);
        if(uncompressedSize<0) { cbuf.Free(); return 4; }
        Array.Resize(ref outbuffer, uncompressedSize);
        GCHandle obuf = GCHandle.Alloc(outbuffer, GCHandleType.Pinned);
        int res = Lzma_Uncompress(ptrBundle, inBuffer.Length-offset, uncompressedSize, obuf.AddrOfPinnedObject(), true);
        cbuf.Free();
        obuf.Free();
        //if(res!=0){/*Debug.Log("ERROR: "+res.ToString());*/ return res; }
        return res;
    }
    /*
    //this will decompress an lzma alone format file.
    public static  int decompressLzmaAlone(string inFile,  string outFile){
        if(File.Exists(inFile)) {
            var inBuffer = File.ReadAllBytes(inFile);
            int offset = 0;
            for(int i=0; i<inBuffer.Length; i++) {
                if(i>16) break;
                if(inBuffer[i] == 0x5d) {
                    if(inBuffer[i+1] == 0x00) {
                        if(inBuffer[i+2] == 0x00) {
                            if(inBuffer[i+3] == 0x00) {
                                offset = i;  break;
                            }
                        }
                    }
                }
            }
            if(offset>16) {  inBuffer=null; return 4; }
            GCHandle cbuf = GCHandle.Alloc(inBuffer, GCHandleType.Pinned);
            IntPtr ptrBundle = new IntPtr(cbuf.AddrOfPinnedObject().ToInt64() + offset);
            int uncompressedSize = (int)BitConverter.ToUInt64(inBuffer,offset+5);
            if(uncompressedSize<0) { cbuf.Free(); return 4; }
            byte[] outBuffer = new byte[uncompressedSize];
            GCHandle obuf = GCHandle.Alloc(outBuffer, GCHandleType.Pinned);
            int res = Lzma_Uncompress(ptrBundle, inBuffer.Length-offset, uncompressedSize, obuf.AddrOfPinnedObject(), true);
            cbuf.Free();
            obuf.Free();
            File.WriteAllBytes(outFile, outBuffer);
            Array.Resize(ref outBuffer, 0);
            Array.Resize(ref inBuffer, 0);
            outBuffer = null;
            inBuffer = null;
            GC.Collect();
            return res;
        } else {
            return -1;
        }
    }
    */
    //This function decompresses an lzma compressed byte buffer.
    //If the useHeader flag is false you have to provide the uncompressed size of the buffer via the customLength integer.
    //if res==0 operation was successful
    //The error codes
    /*
        OK 0
        ERROR_DATA 1
        ERROR_MEM 2
        ERROR_UNSUPPORTED 4
        ERROR_PARAM 5
        ERROR_INPUT_EOF 6
        ERROR_OUTPUT_EOF 7
        ERROR_FAIL 11
        ERROR_THREAD 12
        */
    public static  int decompressBuffer(byte[] inBuffer,  ref byte[] outbuffer, bool useHeader=true, int customLength=0){
        GCHandle cbuf = GCHandle.Alloc(inBuffer, GCHandleType.Pinned);
        int uncompressedSize = 0;
        //if the lzma header will be used to extract the uncompressed size of the buffer. If the buffer does not have a header
        //provide the known uncompressed size through the customLength integer.
        if(useHeader) uncompressedSize = (int)BitConverter.ToUInt64(inBuffer,5); else uncompressedSize = customLength;
        Array.Resize(ref outbuffer, uncompressedSize);
        GCHandle obuf = GCHandle.Alloc(outbuffer, GCHandleType.Pinned);
        int res = Lzma_Uncompress(cbuf.AddrOfPinnedObject(), inBuffer.Length, uncompressedSize, obuf.AddrOfPinnedObject(), useHeader);
        cbuf.Free();
        obuf.Free();
        //if(res!=0){/*Debug.Log("ERROR: "+res.ToString());*/ return res; }
        return res;
    }
    public static  byte[] decompressBuffer(byte[] inBuffer, bool useHeader=true, int customLength=0){
        GCHandle cbuf = GCHandle.Alloc(inBuffer, GCHandleType.Pinned);
        int uncompressedSize = 0;
        //if the lzma header will be used to extract the uncompressed size of the buffer. If the buffer does not have a header
        //provide the known uncompressed size through the customLength integer.
        if(useHeader) uncompressedSize = (int)BitConverter.ToUInt64(inBuffer,5); else uncompressedSize = customLength;
        byte[] outbuffer = new byte[uncompressedSize];
        GCHandle obuf = GCHandle.Alloc(outbuffer, GCHandleType.Pinned);
        int res = Lzma_Uncompress(cbuf.AddrOfPinnedObject(), inBuffer.Length, uncompressedSize, obuf.AddrOfPinnedObject(), useHeader);
        cbuf.Free();
        obuf.Free();
        if(res!=0){/*Debug.Log("ERROR: "+res.ToString());*/ return null; }
        return outbuffer;
    }
    //same as above function. Only this one outputs to a buffer of fixed which size isn't resized to avoid memory allocations.
    //The fixed buffer should have a size that will be able to hold the incoming decompressed data.
    //returns the uncompressed size.
    public static  int decompressBufferFixed(byte[] inBuffer,  ref byte[] outbuffer, bool safe = true, bool useHeader=true, int customLength=0){
        int uncompressedSize = 0;
        //if the lzma header will be used to extract the uncompressed size of the buffer. If the buffer does not have a header
        //provide the known uncompressed size through the customLength integer.
        if(useHeader) uncompressedSize = (int)BitConverter.ToUInt64(inBuffer,5); else uncompressedSize = customLength;
        //Check if the uncompressed size is bigger then the size of the fixed buffer. Then:
        //1. write only the data that fit in it.
        //2. or return a negative number.
        //It depends on if we set the safe flag to true or not.
        if(uncompressedSize > outbuffer.Length) {
            if(safe) return -101;  else  uncompressedSize = outbuffer.Length;
         }
        GCHandle cbuf = GCHandle.Alloc(inBuffer, GCHandleType.Pinned);
        GCHandle obuf = GCHandle.Alloc(outbuffer, GCHandleType.Pinned);
        int res = Lzma_Uncompress(cbuf.AddrOfPinnedObject(), inBuffer.Length, uncompressedSize, obuf.AddrOfPinnedObject(), useHeader);
        cbuf.Free();
        obuf.Free();
        if(res!=0){/*Debug.Log("ERROR: "+res.ToString());*/ return -res; }
        return uncompressedSize;
    }
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
public class test7zip : MonoBehaviour
{
    // Use this for initialization
    void Start()
    {
    }
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.F))
        {
            var files = new List<FileInfo>();
            FileExtersion.GetAllDirectoryFileInfos(Application.streamingAssetsPath, files);
            foreach (var item in files)
            {
                var fullName = item.FullName;
                if (fullName.EndsWith(".7z"))
                {
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            }
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    }
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