Support repacking Archives (Lz4 compression configuration)
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還沒有人認領這個 Issue。
評估
研究方向
從 archive 命令以及 #62 暴露的區塊和目錄中繼資料開始。定義如何讀取並重新封裝現有的 Archive,同時保留其內容,然後指定區塊大小、檔案邊界、填充和壓縮回退的設定;當 Unity 能夠載入產生的封存檔時,即視為完成。
由索引模型根據 Issue 內容生成。
描述
With #62 the archive command is exposing the blocks and directory section of the archive metadata.
This task is to add an option for "repacking" an existing Archive file (e.g. an AssetBundle) into a freshly compressed Archive that has the same content.
Unity already has AssetBundle.RecompressAssetBundleAsync which can handle some transformation, for example compressed to uncompressed.
However currently there is no way to influence how files are split into individual blocks for the block based compression (LZ4 and LZ4HC). Unity always uses 128KB block size and will span over file boundaries.
This task is to add a command for repacking an archive. It could take the following configuration parameters:
- more variability for the block sizes (max block size uncompressed (input) data, max block size compressed data)
- how file boundaries are handled (span or always split)
- padding between files
- minimum compression factor (at what ratio to fallback to uncompressed) - avoiding on a block by block based an extra layer of compression when the data is already compressed.
This would allow some optimization, including picking configurations specifically fine tuned to the target platform's characteristics.
In my understanding so long as the Block and Directory data structures are properly populated then the Unity Runtime will be able to load the archive data properly, e.g that it already could support reading a wider range of blocking.
- 主要語言
- C#
- 星號
- 829
- 分支
- 72
- 平均合併
- 23 小時 24 分鐘
- 30 天內合併 PR
- 14
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從這裡開始
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- Fork 儲存庫,在一個分支上完成修改。
- 送出 Pull Request,並在描述裡引用這個 Issue 編號。
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