using System;
using System.Collections.Generic;
using System.IO;
using ICSharpCode.SharpZipLib.Checksums;
using ICSharpCode.SharpZipLib.Zip;
namespace BuildAssetBundle
{
public class ZipUtility
{
/// <summary>
/// 所有文件缓存
/// </summary>
List<string> files = new List<string>();
/// <summary>
/// 所有空目录缓存
/// </summary>
List<string> paths = new List<string>();
/// <summary>
/// 压缩单个文件
/// </summary>
/// <param name="fileToZip">要压缩的文件</param>
/// <param name="zipedFile">压缩后的文件全名</param>
/// <param name="compressionLevel">压缩程度,范围0-9,数值越大,压缩程序越高</param>
/// <param name="blockSize">分块大小</param>
public void ZipFile(string fileToZip, string zipedFile, int compressionLevel, int blockSize)
{
if (!System.IO.File.Exists(fileToZip))//如果文件没有找到,则报错
{
throw new FileNotFoundException("The specified file " + fileToZip + " could not be found. Zipping aborderd");
}
FileStream streamToZip = new FileStream(fileToZip, FileMode.Open, FileAccess.Read);
FileStream zipFile = File.Create(zipedFile);
ZipOutputStream zipStream = new ZipOutputStream(zipFile);
ZipEntry zipEntry = new ZipEntry(fileToZip);
zipStream.PutNextEntry(zipEntry);
zipStream.SetLevel(compressionLevel);
byte[] buffer = new byte[blockSize];
int size = streamToZip.Read(buffer, 0, buffer.Length);
zipStream.Write(buffer, 0, size);
try
{
while (size < streamToZip.Length)
{
int sizeRead = streamToZip.Read(buffer, 0, buffer.Length);
zipStream.Write(buffer, 0, sizeRead);
size += sizeRead;
}
}
catch (Exception ex)
{
GC.Collect();
throw ex;
}
zipStream.Finish();
zipStream.Close();
streamToZip.Close();
GC.Collect();
}
/// <summary>
/// 压缩目录(包括子目录及所有文件)
/// </summary>
/// <param name="rootPath">要压缩的根目录</param>
/// <param name="destinationPath">保存路径</param>
/// <param name="compressLevel">压缩程度,范围0-9,数值越大,压缩程序越高</param>
public void ZipFileFromDirectory(string rootPath, string destinationPath, int compressLevel)
{
GetAllDirectories(rootPath);
/* while (rootPath.LastIndexOf("\\") + 1 == rootPath.Length)//检查路径是否以"\"结尾
{
rootPath = rootPath.Substring(0, rootPath.Length - 1);//如果是则去掉末尾的"\"
}
*/
//string rootMark = rootPath.Substring(0, rootPath.LastIndexOf("\\") + 1);//得到当前路径的位置,以备压缩时将所压缩内容转变成相对路径。
string rootMark = rootPath + "\\";//得到当前路径的位置,以备压缩时将所压缩内容转变成相对路径。
Crc32 crc = new Crc32();
ZipOutputStream outPutStream = new ZipOutputStream(File.Create(destinationPath));
outPutStream.SetLevel(compressLevel); // 0 - store only to 9 - means best compression
foreach (string file in files)
{
FileStream fileStream = File.OpenRead(file);//打开压缩文件
byte[] buffer = new byte[fileStream.Length];
fileStream.Read(buffer, 0, buffer.Length);
ZipEntry entry = new ZipEntry(file.Replace(rootMark, string.Empty));
entry.DateTime = DateTime.Now;
entry.Size = fileStream.Length;
fileStream.Close();
crc.Reset();
crc.Update(buffer);
entry.Crc = crc.Value;
outPutStream.PutNextEntry(entry);
outPutStream.Write(buffer, 0, buffer.Length);
}
this.files.Clear();
foreach (string emptyPath in paths)
{
ZipEntry entry = new ZipEntry(emptyPath.Replace(rootMark, string.Empty) + "/");
outPutStream.PutNextEntry(entry);
}
this.paths.Clear();
outPutStream.Finish();
outPutStream.Close();
GC.Collect();
}
/// <summary>
/// 取得目录下所有文件及文件夹,分别存入files及paths
/// </summary>
/// <param name="rootPath">根目录</param>
private void GetAllDirectories(string rootPath)
{
string[] subPaths = Directory.GetDirectories(rootPath);//得到所有子目录
foreach (string path in subPaths)
{
GetAllDirectories(path);//对每一个字目录做与根目录相同的操作:即找到子目录并将当前目录的文件名存入List
}
string[] files = Directory.GetFiles(rootPath);
foreach (string file in files)
{
this.files.Add(file);//将当前目录中的所有文件全名存入文件List
}
if (subPaths.Length == files.Length && files.Length == 0)//如果是空目录
{
this.paths.Add(rootPath);//记录空目录
}
}
/// <summary>
/// 解压缩文件(压缩文件中含有子目录)
/// </summary>
/// <param name="zipfilepath">待解压缩的文件路径</param>
/// <param name="unzippath">解压缩到指定目录</param>
/// <returns>解压后的文件列表</returns>
public List<string> UnZip(string zipfilepath, string unzippath)
{
//解压出来的文件列表
List<string> unzipFiles = new List<string>();
//检查输出目录是否以“\\”结尾
if (unzippath.EndsWith("\\") == false || unzippath.EndsWith(":\\") == false)
{
unzippath += "\\";
}
ZipInputStream s = new ZipInputStream(File.OpenRead(zipfilepath));
ZipEntry theEntry;
while ((theEntry = s.GetNextEntry()) != null)
{
string directoryName = Path.GetDirectoryName(unzippath);
string fileName = Path.GetFileName(theEntry.Name);
//生成解压目录【用户解压到硬盘根目录时,不需要创建】
if (!string.IsNullOrEmpty(directoryName))
{
Directory.CreateDirectory(directoryName);
}
if (fileName != String.Empty)
{
//如果文件的压缩后大小为0那么说明这个文件是空的,因此不需要进行读出写入
if (theEntry.CompressedSize == 0)
continue;
//解压文件到指定的目录
directoryName = Path.GetDirectoryName(unzippath + theEntry.Name);
//建立下面的目录和子目录
Directory.CreateDirectory(directoryName);
//记录导出的文件
unzipFiles.Add(unzippath + theEntry.Name);
FileStream streamWriter = File.Create(unzippath + theEntry.Name);
int size = 2048;
byte[] data = new byte[2048];
while (true)
{
size = s.Read(data, 0, data.Length);
if (size > 0)
{
streamWriter.Write(data, 0, size);
}
else
{
break;
}
}
streamWriter.Close();
}
}
s.Close();
GC.Collect();
return unzipFiles;
}
public string GetZipFileExtention(string fileFullName)
{
int index = fileFullName.LastIndexOf(".");
if (index <= 0)
{
throw new Exception("The source package file is not a compress file");
}
//extension string
string ext = fileFullName.Substring(index);
if (ext == ".rar" || ext == ".zip")
{
return ext;
}
else
{
throw new Exception("The source package file is not a compress file");
}
}
}
}
static string ZipResSourcePath
{
get
{
foreach (string arg in System.Environment.GetCommandLineArgs())
{
UnityEngine.Debug.Log("ZipResSourcePath:" + arg);
if (arg.StartsWith("project"))
{
return arg.Split('-')[1];
}
}
return "";
}
}
static string ZipResDesPath
{
get
{
foreach (string arg in System.Environment.GetCommandLineArgs())
{
UnityEngine.Debug.Log("ZipResDesPath:" + arg);
if (arg.StartsWith("project"))
{
return arg.Split('-')[2];
}
}
return "";
}
}
public static void MultiFilesCompress()
{
ZipUtility zip = new ZipUtility();
DateTime d = DateTime.Now;
string zipName = @ZipResDesPath + d.ToString("yyyy_MM_dd_HH_mm_ss") + ".zip";
zip.ZipFileFromDirectory(@ZipResSourcePath, zipName, 4);
UnityEngine.Debug.LogError("ZipTest Complete:");
}
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