184 lines
7.5 KiB
C#
184 lines
7.5 KiB
C#
/*
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using GameFrameX;
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using GameFrameX.Config;
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using System;
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using System.IO;
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using System.Text;
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using UnityEngine;
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namespace GameFrameX.Runtime
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{
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/// <summary>
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/// 默认全局配置辅助器。
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/// </summary>
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public class DefaultConfigHelper : ConfigHelperBase
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{
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private static readonly string[] ColumnSplitSeparator = new string[] { "\t" };
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private static readonly string BytesAssetExtension = ".bytes";
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private const int ColumnCount = 4;
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private AssetComponent m_ResourceComponent = null;
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/// <summary>
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/// 读取全局配置。
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/// </summary>
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/// <param name="configManager">全局配置管理器。</param>
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/// <param name="configAssetName">全局配置资源名称。</param>
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/// <param name="configAsset">全局配置资源。</param>
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/// <param name="userData">用户自定义数据。</param>
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/// <returns>是否读取全局配置成功。</returns>
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public override bool ReadData(IConfigManager configManager, string configAssetName, object configAsset, object userData)
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{
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TextAsset configTextAsset = configAsset as TextAsset;
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if (configTextAsset != null)
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{
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if (configAssetName.EndsWith(BytesAssetExtension, StringComparison.Ordinal))
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{
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return configManager.ParseData(configTextAsset.bytes, userData);
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}
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else
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{
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return configManager.ParseData(configTextAsset.text, userData);
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}
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}
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Log.Warning("Config asset '{0}' is invalid.", configAssetName);
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return false;
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}
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/// <summary>
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/// 读取全局配置。
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/// </summary>
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/// <param name="configManager">全局配置管理器。</param>
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/// <param name="configAssetName">全局配置资源名称。</param>
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/// <param name="configBytes">全局配置二进制流。</param>
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/// <param name="startIndex">全局配置二进制流的起始位置。</param>
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/// <param name="length">全局配置二进制流的长度。</param>
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/// <param name="userData">用户自定义数据。</param>
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/// <returns>是否读取全局配置成功。</returns>
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public override bool ReadData(IConfigManager configManager, string configAssetName, byte[] configBytes, int startIndex, int length, object userData)
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{
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if (configAssetName.EndsWith(BytesAssetExtension, StringComparison.Ordinal))
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{
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return configManager.ParseData(configBytes, startIndex, length, userData);
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}
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else
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{
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return configManager.ParseData(Utility.Converter.GetString(configBytes, startIndex, length), userData);
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}
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}
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/// <summary>
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/// 解析全局配置。
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/// </summary>
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/// <param name="configManager">全局配置管理器。</param>
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/// <param name="configString">要解析的全局配置字符串。</param>
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/// <param name="userData">用户自定义数据。</param>
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/// <returns>是否解析全局配置成功。</returns>
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public override bool ParseData(IConfigManager configManager, string configString, object userData)
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{
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try
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{
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int position = 0;
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string configLineString = null;
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while ((configLineString = configString.ReadLine(ref position)) != null)
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{
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if (configLineString[0] == '#')
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{
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continue;
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}
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string[] splitedLine = configLineString.Split(ColumnSplitSeparator, StringSplitOptions.None);
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if (splitedLine.Length != ColumnCount)
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{
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Log.Warning("Can not parse config line string '{0}' which column count is invalid.", configLineString);
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return false;
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}
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string configName = splitedLine[1];
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string configValue = splitedLine[3];
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if (!configManager.AddConfig(configName, configValue))
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{
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Log.Warning("Can not add config with config name '{0}' which may be invalid or duplicate.", configName);
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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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catch (Exception exception)
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{
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Log.Warning("Can not parse config string with exception '{0}'.", exception);
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return false;
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}
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}
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/// <summary>
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/// 解析全局配置。
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/// </summary>
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/// <param name="configManager">全局配置管理器。</param>
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/// <param name="configBytes">要解析的全局配置二进制流。</param>
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/// <param name="startIndex">全局配置二进制流的起始位置。</param>
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/// <param name="length">全局配置二进制流的长度。</param>
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/// <param name="userData">用户自定义数据。</param>
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/// <returns>是否解析全局配置成功。</returns>
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public override bool ParseData(IConfigManager configManager, byte[] configBytes, int startIndex, int length, object userData)
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{
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try
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{
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using (MemoryStream memoryStream = new MemoryStream(configBytes, startIndex, length, false))
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{
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using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
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{
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while (binaryReader.BaseStream.Position < binaryReader.BaseStream.Length)
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{
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string configName = binaryReader.ReadString();
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string configValue = binaryReader.ReadString();
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if (!configManager.AddConfig(configName, configValue))
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{
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Log.Warning("Can not add config with config name '{0}' which may be invalid or duplicate.", configName);
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return false;
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}
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}
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}
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}
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return true;
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}
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catch (Exception exception)
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{
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Log.Warning("Can not parse config bytes with exception '{0}'.", exception);
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return false;
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}
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}
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/// <summary>
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/// 释放全局配置资源。
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/// </summary>
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/// <param name="configManager">全局配置管理器。</param>
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/// <param name="configAsset">要释放的全局配置资源。</param>
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public override void ReleaseDataAsset(IConfigManager configManager, object configAsset)
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{
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m_ResourceComponent.UnloadAsset(configAsset);
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}
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private void Start()
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{
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m_ResourceComponent = GameEntry.GetComponent<ResourceComponent>();
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if (m_ResourceComponent == null)
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{
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Log.Fatal("Resource component is invalid.");
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return;
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}
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}
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}
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}
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*/
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