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Copy pathProgram.cs
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189 lines (166 loc) · 6.72 KB
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using System.Text.Json;
using UAssetAPI.UnrealTypes;
using UAssetRegistry;
// 用法: UAssetRegistry <AssetRegistry.bin 路径> [--top N] [--out <json文件>] [--partial] [--simple] [--write <回写bin路径>]
// --simple: 生成简单版 JSON(不含 Tags 和 ChunkIDs),默认写入 <输入路径>.simple.json
// --write: 解析后语义级回写为新 AssetRegistry.bin
// --manual-test: C# 手动构造资产 → 写回 bin → 读回验证(不需要输入文件)
if (args.Contains("--manual-test"))
{
ManualTest();
return;
}
if (args.Length == 0)
{
Console.WriteLine("用法: UAssetRegistry <AssetRegistry.bin 路径> [--top N] [--out <json文件>] [--partial] [--simple] [--write <回写bin路径>] [--manual-test]");
return;
}
var path = args[0];
var top = 10;
var outPath = Path.ChangeExtension(path, ".json");
var partial = false;
var simple = false;
string? writePath = null;
for (var i = 1; i < args.Length; i++)
{
switch (args[i])
{
case "--top" when i + 1 < args.Length: top = int.Parse(args[++i]); break;
case "--out" when i + 1 < args.Length: outPath = args[++i]; break;
case "--write" when i + 1 < args.Length: writePath = args[++i]; break;
case "--partial": partial = true; break;
case "--simple":
simple = true;
if (outPath == Path.ChangeExtension(path, ".json"))
outPath = Path.ChangeExtension(path, ".simple.json");
break;
default:
Console.WriteLine($"未知参数: {args[i]}");
return;
}
}
var options = new JsonSerializerOptions { WriteIndented = true };
if (partial)
{
var p = AssetRegistryLoader.LoadPartialFromFile(path);
var dtos = p.PreallocatedAssetDataBuffers.Select(a => new PartialAssetDataDto(
a.ObjectPath, a.PackageName.ToString(), a.AssetName.ToString(), a.AssetClass.ToString()));
File.WriteAllText(outPath, JsonSerializer.Serialize(dtos, options));
Console.WriteLine($"资产数量(部分): {dtos.Count()}");
Console.WriteLine($"JSON 已写入: {outPath}");
foreach (var d in dtos.Take(top))
{
Console.WriteLine($"[{d.AssetClass}] {d.ObjectPath}");
}
return;
}
var state = AssetRegistryLoader.LoadFromFile(path);
if (writePath is not null)
{
AssetRegistryLoader.SaveToFile(state, writePath);
Console.WriteLine($"已回写: {writePath}");
}
var assets = state.PreallocatedAssetDataBuffers.Select(a => new AssetDataDto(
a.ObjectPath,
a.PackageName.ToString(),
a.PackagePath.ToString(),
a.AssetName.ToString(),
a.AssetClass.ToString(),
a.PackageFlags.ToString(),
a.ChunkIDs,
a.TagsAndValues.ToDictionary(kv => kv.Key.ToString(), kv => kv.Value)));
if (simple)
{
var simpleDtos = state.PreallocatedAssetDataBuffers.Select(a => new SimpleAssetDataDto(
a.ObjectPath,
a.PackageName.ToString(),
a.PackagePath.ToString(),
a.AssetName.ToString(),
a.AssetClass.ToString(),
a.TagsAndValues
.Where(kv => kv.Key.ToString() is "ParentClass" or "NativeParentClass")
.ToDictionary(kv => kv.Key.ToString(), kv => kv.Value)));
File.WriteAllText(outPath, JsonSerializer.Serialize(simpleDtos, options));
Console.WriteLine($"资产数量: {state.PreallocatedAssetDataBuffers.Length}");
Console.WriteLine($"简单版 JSON 已写入: {outPath}");
foreach (var d in simpleDtos.Take(top))
{
var parent = d.Tags.Count > 0 ? $" 父类: {d.Tags.GetValueOrDefault("ParentClass", d.Tags.GetValueOrDefault("NativeParentClass", "-"))}" : "";
Console.WriteLine($"[{d.AssetClass}] {d.ObjectPath}{parent}");
}
return;
}
File.WriteAllText(outPath, JsonSerializer.Serialize(assets, options));
Console.WriteLine($"资产数量: {state.PreallocatedAssetDataBuffers.Length}");
Console.WriteLine($"依赖节点: {state.PreallocatedDependsNodeDataBuffers.Length}");
Console.WriteLine($"包数据: {state.PreallocatedPackageDataBuffers.Length}");
Console.WriteLine($"JSON 已写入: {outPath}");
foreach (var d in assets.Take(top))
{
var tags = d.Tags.Count > 0 ? string.Join(", ", d.Tags.Take(3).Select(kv => $"{kv.Key}={kv.Value}")) : "(无)";
Console.WriteLine($"[{d.AssetClass}] {d.ObjectPath} tags: {tags}");
}
// ---- 手动构造测试 ----
static void ManualTest()
{
var state = new FAssetRegistryState
{
Version = FAssetRegistryVersionType.ExternalActorToWorldIsEditorOnly, // 21,无 16 字节对齐要求
FilterEditorOnly = true
};
// 蓝图资产(含父类信息 + 多 tag)
state.AddAsset(new FAssetData(
"/Game/Test/BP_TestActor", "/Game/Test", "BP_TestActor", "Blueprint",
new Dictionary<string, string>
{
["ParentClass"] = "Class'/Script/Engine.Actor'",
["NativeParentClass"] = "/Script/CoreUObject.Class'/Script/Engine.Actor'",
["IsValid"] = "True",
["TestTag"] = "Hello 世界"
},
new[] { 0, 1, 2 }, EPackageFlags.PKG_Cooked));
// 材质资产(无 tag 时省略)
state.AddAsset(new FAssetData(
"/Game/Test/Materials/M_Test", "/Game/Test/Materials", "M_Test", "Material",
new Dictionary<string, string>
{
["BlendMode"] = "BLEND_Opaque",
["ShadingModel"] = "MSM_Unlit"
},
Array.Empty<int>(), EPackageFlags.PKG_Cooked));
// 纹理资产(无 tags、无 chunkIDs 的简写形式)
state.AddAsset(new FAssetData(
"/Game/Test/Textures/T_Test", "/Game/Test/Textures", "T_Test", "Texture2D",
tagsAndValues: null, chunkIDs: new[] { 0 }));
const string outPath = "H:\\go-cache\\manual.bin";
AssetRegistryLoader.SaveToFile(state, outPath);
Console.WriteLine($"手动构造 {state.PreallocatedAssetDataBuffers.Length} 个资产 → 已写回 {outPath}");
var back = AssetRegistryLoader.LoadFromFile(outPath);
Console.WriteLine($"读回资产数: {back.PreallocatedAssetDataBuffers.Length}");
foreach (var a in back.PreallocatedAssetDataBuffers)
{
var tags = string.Join(", ", a.TagsAndValues.Select(kv => $"{kv.Key}={kv.Value}"));
Console.WriteLine($"[{a.AssetClass}] {a.ObjectPath} flags: {a.PackageFlags} chunks: [{string.Join(",", a.ChunkIDs)}] tags: {tags}");
}
}
record AssetDataDto(
string ObjectPath,
string PackageName,
string PackagePath,
string AssetName,
string AssetClass,
string PackageFlags,
int[] ChunkIDs,
Dictionary<string, string> Tags);
record PartialAssetDataDto(
string ObjectPath,
string PackageName,
string AssetName,
string AssetClass);
record SimpleAssetDataDto(
string ObjectPath,
string PackageName,
string PackagePath,
string AssetName,
string AssetClass,
Dictionary<string, string> Tags);