SanAndreasUnity/Assets/Scripts/Importing/Archive/ArchiveManager.cs

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4.7 KiB
C#

using SanAndreasUnity.Importing.RenderWareStream;
using SanAndreasUnity.Utilities;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
using System.Runtime.CompilerServices;
namespace SanAndreasUnity.Importing.Archive
{
public interface IArchive
{
IEnumerable<string> GetFileNamesWithExtension(string ext);
bool ContainsFile(string name);
Stream ReadFile(string name);
}
/// <summary>
/// Handles archive loading and reading. You should never read from archives manually, but always use this class, because it provides thread safety.
/// </summary>
public static class ArchiveManager
{
public static string ModelsDir { get { return Path.Combine(Config.GamePath, "models"); } }
public static string DataDir { get { return Path.Combine(Config.GamePath, "data"); } }
public static string GetPath(params string[] relative)
{
return relative.Aggregate(Config.GamePath, Path.Combine).Replace('/', Path.DirectorySeparatorChar).Replace('\\', Path.DirectorySeparatorChar);
}
[MethodImpl(MethodImplOptions.Synchronized)]
public static string GetCaseSensitiveFilePath(string fileName)
{
string filePath = null;
foreach(var archive in _sLoadedArchives.OfType<LooseArchive>())
{
if (archive.GetCaseSensitiveFilePath(fileName, ref filePath))
return filePath;
}
throw new FileNotFoundException(fileName);
}
[MethodImpl(MethodImplOptions.Synchronized)]
public static string PathToCaseSensitivePath(string path)
{
return ArchiveManager.GetCaseSensitiveFilePath(Path.GetFileName(path));
}
private static readonly List<IArchive> _sLoadedArchives = new List<IArchive>();
[MethodImpl(MethodImplOptions.Synchronized)]
public static LooseArchive LoadLooseArchive(string dirPath)
{
var arch = LooseArchive.Load(dirPath);
_sLoadedArchives.Add(arch);
return arch;
}
[MethodImpl(MethodImplOptions.Synchronized)]
public static ImageArchive LoadImageArchive(string filePath)
{
var arch = ImageArchive.Load(filePath);
_sLoadedArchives.Add(arch);
return arch;
}
[MethodImpl(MethodImplOptions.Synchronized)]
public static bool FileExists(string name)
{
return _sLoadedArchives.Any(x => x.ContainsFile(name));
}
[MethodImpl(MethodImplOptions.Synchronized)]
public static void GetFileNamesWithExtension(string ext, List<string> fileNames)
{
foreach (var archive in _sLoadedArchives)
fileNames.AddRange(archive.GetFileNamesWithExtension(ext));
}
[MethodImpl(MethodImplOptions.Synchronized)]
public static List<string> GetFileNamesWithExtension(string ext)
{
var list = new List<string>();
GetFileNamesWithExtension(ext, list);
return list;
}
[MethodImpl(MethodImplOptions.Synchronized)]
public static Stream ReadFile(string name)
{
var arch = _sLoadedArchives.FirstOrDefault(x => x.ContainsFile(name));
if (arch == null) throw new FileNotFoundException(name);
// get a stream and build memory stream out of it - this will ensure thread safe access
var stream = arch.ReadFile(name);
byte[] buffer = new byte[stream.Length];
stream.Read (buffer, 0, (int) stream.Length);
stream.Dispose ();
return new MemoryStream (buffer);
}
// this method should not be synchronized, because thread would block while
// archive is being read, but the thread only wants to register a job and continue
// [MethodImpl(MethodImplOptions.Synchronized)]
public static void ReadFileAsync(string name, System.Action<Stream> onFinish)
{
Behaviours.LoadingThread.RegisterJob (new Behaviours.LoadingThread.Job<Stream> () {
action = () => ReadFile( name ),
callbackFinish = (stream) => { onFinish(stream); },
});
}
[MethodImpl(MethodImplOptions.Synchronized)] // ensure section is read, before another thread can read archives
public static TSection ReadFile<TSection>(string name)
where TSection : SectionData
{
using (var stream = ReadFile(name))
{
var section = Section<SectionData>.ReadData(stream) as TSection;
if (section == null)
{
throw new ArgumentException(string.Format("File \"{0}\" is not a {1}!", name, typeof(TSection).Name), "name");
}
return section;
}
}
}
}