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58 lines
1.7 KiB
C#
58 lines
1.7 KiB
C#
2 weeks ago
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using PlayFab;
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using System.Diagnostics;
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using System.IO;
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using System.IO.Compression;
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using UnityEngine.Networking;
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public class GzipDownloadHandler : DownloadHandlerScript
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{
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private byte[] _data;
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public byte[] Data { get { return _data; } }
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public GzipDownloadHandler() : base()
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{
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}
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protected override byte[] GetData() { return _data; }
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protected override bool ReceiveData(byte[] data, int dataLength)
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{
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if (_data == null)
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_data = data;
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else
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{
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byte[] newData = new byte[_data.Length + dataLength];
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_data.CopyTo(newData, 0);
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data.CopyTo(newData, _data.Length);
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_data = newData;
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}
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return true;
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}
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protected override void CompleteContent()
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{
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try
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{
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using MemoryStream stream = new MemoryStream(_data);
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using GZipStream gZipStream = new GZipStream(stream, CompressionMode.Decompress, true);
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byte[] buffer = new byte[4096];
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using MemoryStream resultStream = new MemoryStream();
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int read;
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while ((read = gZipStream.Read(buffer, 0, buffer.Length)) > 0)
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{
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resultStream.Write(buffer, 0, read);
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}
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_data = resultStream.ToArray();
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}
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catch (IOException)
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{
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// If we fail to decompress, it should be because Unity silently decompressed already, so we should disable this custom handler.
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// There is no info on which platforms Unity decompresses on, so we have to assume this is needed until we reach this.
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PlayFabSettings.staticSettings.DecompressWithDownloadHandler = false;
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}
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}
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}
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