#if !(UNITY_IOS || UNITY_IPHONE) 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_WEBGL) && !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 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 private const string libname = "liblzma"; #endif #endif #if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_ANDROID || UNITY_STANDALONE_LINUX #if ( UNITY_STANDALONE_LINUX || UNITY_ANDROID || 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_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_LINUX || UNITY_ANDROID || UNITY_EDITOR_LINUX) && !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_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_STANDALONE_LINUX && !UNITY_ANDROID) || 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_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_STANDALONE_LINUX && !UNITY_ANDROID) || 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 ninfo = new List();//filenames public static List sinfo = new List();//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_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_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; i16) 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; } } #endif