- [Core] Fix bug with assets parsing.
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@@ -1,4 +1,5 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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@@ -8,11 +9,11 @@ namespace AssetStudio
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{
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private const uint DefaultUncompressedSize = 0x20000;
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private BundleFile.StorageBlock[] m_BlocksInfo;
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private BundleFile.Node[] m_DirectoryInfo;
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private List<BundleFile.StorageBlock> m_BlocksInfo;
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private List<BundleFile.Node> m_DirectoryInfo;
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public BundleFile.Header m_Header;
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public StreamFile[] fileList;
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public List<StreamFile> fileList;
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public long Offset;
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@@ -68,30 +69,30 @@ namespace AssetStudio
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var bundleInfoOffset = reader.Position + reader.ReadInt64();
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reader.Position = blocksInfoOffset;
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m_BlocksInfo = new BundleFile.StorageBlock[blocksInfoCount];
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m_BlocksInfo = new List<BundleFile.StorageBlock>();
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Logger.Verbose($"Blocks count: {blocksInfoCount}");
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for (int i = 0; i < blocksInfoCount; i++)
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{
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m_BlocksInfo[i] = new BundleFile.StorageBlock
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m_BlocksInfo.Add(new BundleFile.StorageBlock
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{
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compressedSize = reader.ReadUInt32(),
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uncompressedSize = i == blocksInfoCount - 1 ? lastUncompressedSize : DefaultUncompressedSize,
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flags = (StorageBlockFlags)0x43
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};
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});
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Logger.Verbose($"Block {i} Info: {m_BlocksInfo[i]}");
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}
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reader.Position = nodesInfoOffset;
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m_DirectoryInfo = new BundleFile.Node[nodesCount];
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m_DirectoryInfo = new List<BundleFile.Node>();
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Logger.Verbose($"Directory count: {nodesCount}");
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for (int i = 0; i < nodesCount; i++)
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{
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m_DirectoryInfo[i] = new BundleFile.Node
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m_DirectoryInfo.Add(new BundleFile.Node
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{
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offset = reader.ReadInt32(),
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size = reader.ReadInt32()
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};
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});
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var pathOffset = reader.Position + reader.ReadInt64();
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@@ -146,12 +147,12 @@ namespace AssetStudio
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{
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Logger.Verbose($"Writing files from blocks stream...");
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fileList = new StreamFile[m_DirectoryInfo.Length];
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for (int i = 0; i < m_DirectoryInfo.Length; i++)
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fileList = new List<StreamFile>();
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for (int i = 0; i < m_DirectoryInfo.Count; i++)
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{
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var node = m_DirectoryInfo[i];
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var file = new StreamFile();
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fileList[i] = file;
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fileList.Add(file);
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file.path = node.path;
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file.fileName = Path.GetFileName(node.path);
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if (node.size >= int.MaxValue)
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