328 lines
11 KiB
C#
328 lines
11 KiB
C#
![]() |
using System;
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using System.IO;
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using ICSharpCode.SharpZipLib.Checksums;
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using ICSharpCode.SharpZipLib.Zip;
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using ICSharpCode.SharpZipLib.Zip.Compression;
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using UnityEngine;
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namespace AlicizaX.Runtime
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{
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/// <summary>
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/// 压缩帮助类
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/// </summary>
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[UnityEngine.Scripting.Preserve]
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public static class ZipHelper
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{
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private static readonly Crc32 CRC = new Crc32();
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/// <summary>
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/// 压缩文件夹
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/// </summary>
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/// <param name="folderToZip">要压缩的文件夹路径</param>
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/// <param name="stream">压缩前的Stream,方法执行后变为压缩完成后的文件</param>
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/// <param name="password">密码</param>
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/// <returns>是否成功</returns>
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[UnityEngine.Scripting.Preserve]
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public static bool CompressDirectoryToStream(string folderToZip, Stream stream, string password = null)
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{
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return CompressDirectoryToZipStream(folderToZip, stream, password) != null;
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}
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/// <summary>
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/// 压缩文件夹
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/// </summary>
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/// <param name="folderToZip">要压缩的文件夹路径</param>
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/// <param name="stream">压缩前的Stream,方法执行后变为压缩完成后的文件</param>
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/// <param name="password">密码</param>
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/// <returns>是否压缩成功返回ZipOutputStream,否则返回null</returns>
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[UnityEngine.Scripting.Preserve]
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public static ZipOutputStream CompressDirectoryToZipStream(string folderToZip, Stream stream, string password = null)
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{
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if (!Directory.Exists(folderToZip))
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{
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return null;
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}
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ZipOutputStream zipStream = new ZipOutputStream(stream);
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zipStream.SetLevel(6);
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if (!string.IsNullOrEmpty(password))
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{
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zipStream.Password = password;
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}
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if (CompressDirectory(folderToZip, zipStream, ""))
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{
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zipStream.Finish();
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return zipStream;
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}
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GC.Collect(1);
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return null;
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}
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/// <summary>
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/// 递归压缩文件夹的内部方法
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/// </summary>
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/// <param name="folderToZip">要压缩的文件夹路径</param>
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/// <param name="zipStream">压缩输出流</param>
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/// <param name="parentFolderName">此文件夹的上级文件夹</param>
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/// <returns>是否成功</returns>
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[UnityEngine.Scripting.Preserve]
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private static bool CompressDirectory(string folderToZip, ZipOutputStream zipStream, string parentFolderName)
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{
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//这段是创建空文件夹,注释掉可以去掉空文件夹(因为在写入文件的时候也会创建文件夹)
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if (parentFolderName.IsNotNullOrWhiteSpace())
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{
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var ent = new ZipEntry(parentFolderName + "/");
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zipStream.PutNextEntry(ent);
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zipStream.Flush();
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}
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var files = Directory.GetFiles(folderToZip);
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foreach (string file in files)
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{
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byte[] buffer = File.ReadAllBytes(file);
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var path = Path.GetFileName(file);
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if (parentFolderName.IsNotNullOrWhiteSpace())
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{
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path = parentFolderName + Path.DirectorySeparatorChar + Path.GetFileName(file);
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}
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var ent = new ZipEntry(path)
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{
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//ent.DateTime = File.GetLastWriteTime(file);//设置文件最后修改时间
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DateTime = DateTime.Now,
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Size = buffer.Length,
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};
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CRC.Reset();
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CRC.Update(buffer);
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ent.Crc = CRC.Value;
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zipStream.PutNextEntry(ent);
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zipStream.Write(buffer, 0, buffer.Length);
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}
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var folders = Directory.GetDirectories(folderToZip);
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foreach (var folder in folders)
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{
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var folderName = folder.Substring(folder.LastIndexOf('\\') + 1);
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if (parentFolderName.IsNotNullOrWhiteSpace())
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{
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folderName = parentFolderName + "\\" + folder.Substring(folder.LastIndexOf('\\') + 1);
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}
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if (!CompressDirectory(folder, zipStream, folderName))
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{
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return false;
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}
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}
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return true;
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}
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/// <summary>
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/// 压缩文件夹
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/// </summary>
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/// <param name="folderToZip">要压缩的文件夹路径</param>
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/// <param name="zipFile">压缩文件完整路径</param>
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/// <param name="password">密码</param>
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/// <returns>是否成功</returns>
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[UnityEngine.Scripting.Preserve]
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public static bool CompressDirectory(string folderToZip, string zipFile, string password = null)
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{
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if (folderToZip.EndsWithFast(Path.DirectorySeparatorChar.ToString()) || folderToZip.EndsWithFast("/"))
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{
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folderToZip = folderToZip.Substring(0, folderToZip.Length - 1);
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}
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var zipStream = CompressDirectoryToZipStream(folderToZip, new FileStream(zipFile, FileMode.Create, FileAccess.Write, FileShare.Write), password);
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if (zipStream == null)
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{
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return false;
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}
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zipStream.Close();
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return true;
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}
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/// <summary>
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/// 压缩文件
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/// </summary>
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/// <param name="fileToZip">要压缩的文件全名</param>
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/// <param name="zipFile">压缩后的文件名</param>
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/// <param name="password">密码</param>
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/// <returns>是否成功</returns>
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[UnityEngine.Scripting.Preserve]
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public static bool CompressFile(string fileToZip, string zipFile, string password = null)
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{
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if (!File.Exists(fileToZip))
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{
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return false;
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}
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using (var readStream = File.OpenRead(fileToZip))
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{
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byte[] buffer = new byte[readStream.Length];
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var read = readStream.Read(buffer, 0, buffer.Length);
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using (var writeStream = File.Create(zipFile))
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{
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var entry = new ZipEntry(Path.GetFileName(fileToZip))
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{
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DateTime = DateTime.Now,
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Size = readStream.Length
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};
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CRC.Reset();
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CRC.Update(buffer);
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entry.Crc = CRC.Value;
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using (var zipStream = new ZipOutputStream(writeStream))
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{
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if (!string.IsNullOrEmpty(password))
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{
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zipStream.Password = password;
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}
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zipStream.PutNextEntry(entry);
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zipStream.SetLevel(Deflater.BEST_COMPRESSION);
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zipStream.Write(buffer, 0, buffer.Length);
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}
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}
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}
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GC.Collect(1);
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return true;
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}
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/// <summary>
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/// 解压功能(解压压缩文件到指定目录)
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/// </summary>
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/// <param name="fileToUnZip">待解压的文件</param>
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/// <param name="zipFolder">指定解压目标目录</param>
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/// <param name="password">密码</param>
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/// <returns>是否成功</returns>
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[UnityEngine.Scripting.Preserve]
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public static bool DecompressFile(string fileToUnZip, string zipFolder, string password = null)
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{
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if (!System.IO.File.Exists(fileToUnZip))
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{
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return false;
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}
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if (!Directory.Exists(zipFolder))
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{
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Directory.CreateDirectory(zipFolder);
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}
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if (!zipFolder.EndsWith("\\"))
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{
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zipFolder += "\\";
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}
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using (var zipStream = new ZipInputStream(System.IO.File.OpenRead(fileToUnZip)))
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{
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if (!string.IsNullOrEmpty(password))
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{
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zipStream.Password = password;
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}
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ZipEntry zipEntry = null;
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while ((zipEntry = zipStream.GetNextEntry()) != null)
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{
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if (zipEntry.IsDirectory)
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{
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continue;
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}
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if (string.IsNullOrEmpty(zipEntry.Name))
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{
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continue;
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}
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string fileName = zipFolder + zipEntry.Name.Replace('/', '\\');
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var index = zipEntry.Name.LastIndexOf('/');
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if (index != -1)
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{
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string path = zipFolder + zipEntry.Name.Substring(0, index).Replace('/', '\\');
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System.IO.Directory.CreateDirectory(path);
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}
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var bytes = new byte[zipEntry.Size];
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var read = zipStream.Read(bytes, 0, bytes.Length);
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System.IO.File.WriteAllBytes(fileName, bytes);
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}
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}
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GC.Collect(1);
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return true;
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}
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/// <summary>
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/// 压缩
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/// </summary>
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/// <param name="content"></param>
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/// <returns></returns>
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[UnityEngine.Scripting.Preserve]
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public static byte[] Compress(byte[] content)
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{
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//return content;
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Deflater compressor = new Deflater();
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compressor.SetLevel(Deflater.BEST_COMPRESSION);
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compressor.SetInput(content);
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compressor.Finish();
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using (MemoryStream bos = new MemoryStream(content.Length))
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{
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var buf = new byte[4096];
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while (!compressor.IsFinished)
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{
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int n = compressor.Deflate(buf);
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bos.Write(buf, 0, n);
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}
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return bos.ToArray();
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}
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}
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/// <summary>
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/// 解压缩
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/// </summary>
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/// <param name="content"></param>
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/// <returns></returns>
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[UnityEngine.Scripting.Preserve]
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public static byte[] Decompress(byte[] content)
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{
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return Decompress(content, 0, content.Length);
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}
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/// <summary>
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/// 解压缩
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/// </summary>
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/// <param name="content"></param>
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/// <param name="offset"></param>
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/// <param name="count"></param>
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/// <returns></returns>
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[UnityEngine.Scripting.Preserve]
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public static byte[] Decompress(byte[] content, int offset, int count)
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{
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//return content;
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Inflater decompressor = new Inflater();
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decompressor.SetInput(content, offset, count);
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using (MemoryStream bos = new MemoryStream(content.Length))
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{
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var buf = new byte[4096];
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while (!decompressor.IsFinished)
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{
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int n = decompressor.Inflate(buf);
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bos.Write(buf, 0, n);
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}
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return bos.ToArray();
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}
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}
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}
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}
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