Files
XRLib/Assets/ADL-Plugins/fastLZ/Scripts/fLZtest.cs
2025-06-04 23:10:11 +09:00

228 lines
8.2 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Threading;
using System.IO;
public class fLZtest : MonoBehaviour {
#if (!UNITY_TVOS && !UNITY_WEBGL) || UNITY_EDITOR
// some variables to get status returns from the functions
private int lz1, lz2, lz3, lz4, fbuftest, nFbuftest;
// a single item ulong array to get the progress of the compression
private ulong[] progress = new ulong[1];
// a single item ulong array to get the progress of the decompression
private ulong[] progress2 = new ulong[1];
// a test file that will be downloaded to run the tests
private string myFile = "testLZ4.tif";
// the adress from where we download our test file
private string uri = "https://dl.dropbox.com/s/r1ccmnreyd460vr/";
// our path where we do the tests
private string ppath;
private bool compressionStarted;
private bool downloadDone;
// a reusable buffer
private byte[] buff;
// fixed size buffer, that don't gets resized, to perform decompression of buffers in them and avoid memory allocations.
private byte[] fixedOutBuffer = new byte[1024*768];
// Use this for initialization
void Start () {
ppath = Application.persistentDataPath;
#if UNITY_STANDALONE_OSX && !UNITY_EDITOR
ppath=".";
#endif
buff = new byte[0];
Debug.Log(ppath);
Screen.sleepTimeout = SleepTimeout.NeverSleep;
if(!File.Exists(ppath + "/" + myFile)) StartCoroutine(DownloadTestFile()); else downloadDone = true;
}
// Update is called once per frame
void Update () {
if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); }
}
void OnGUI()
{
if (downloadDone == true)
{
GUI.Label(new Rect(50, 0, 350, 30), "package downloaded, ready to extract");
GUI.Label(new Rect(50, 30, 450, 90), ppath);
}
if (downloadDone)
{
if (GUI.Button(new Rect(50, 150, 250, 50), "start fastLZ test"))
{
compressionStarted = true;
// call the decompresion demo functions.
// DoTests();
// we call the test function on a thread to able to see progress. WebGL does not support threads.
Thread th = new Thread(DoTests); th.Start();
// native FileBuffer test
#if (UNITY_IPHONE || UNITY_IOS || UNITY_STANDALONE_OSX || UNITY_ANDROID || UNITY_STANDALONE_LINUX || UNITY_EDITOR) && !UNITY_EDITOR_WIN
StartCoroutine(nativeFileBufferTest());
#endif
}
}
if (compressionStarted){
// if the return code is 1 then the decompression was succesful.
GUI.Label(new Rect(50, 220, 250, 40), "fLZ Compress: " + lz1.ToString() + " bytes");
GUI.Label(new Rect(300, 220, 120, 40), progress[0].ToString() + "%");
GUI.Label(new Rect(50, 260, 250, 40), "fLZ Decompress: " + lz2.ToString());
GUI.Label(new Rect(300, 260, 250, 40), progress2[0].ToString() + "%");
GUI.Label(new Rect(50, 300, 250, 40), "Buffer Compress: " + lz3.ToString());
GUI.Label(new Rect(50, 340, 250, 40), "Buffer Decompress: " + lz4.ToString());
#if (UNITY_EDITOR || UNITY_IPHONE || UNITY_IOS || UNITY_STANDALONE_OSX || UNITY_ANDROID || UNITY_STANDALONE_LINUX) && !UNITY_EDITOR_WIN
GUI.Label(new Rect(50, 380, 250, 40), "FileBuffer test: " + fbuftest.ToString());
GUI.Label(new Rect(50, 420, 280, 40), "Native FileBuffer test: " + nFbuftest.ToString());
#endif
}
}
void DoTests() {
// File tests
// compress a file to flz with highest level of compression (2).
lz1 = fLZ.compressFile(ppath+ "/" + myFile, ppath + "/" + myFile + ".flz", 2, true, progress);
// decompress the previously compressed archive
lz2 = fLZ.decompressFile(ppath + "/" + myFile + ".flz", ppath + "/" + myFile + "B.tif", true, progress2);
// Buffer tests
if (File.Exists(ppath + "/" + myFile)) {
byte[] bt = File.ReadAllBytes(ppath + "/" + myFile);
// compress a byte buffer (we write the output buffer to a file for debug purposes.)
if (fLZ.compressBuffer(bt, ref buff, 2, true)){
lz3 = 1;
File.WriteAllBytes(ppath + "/buffer1.flzbuf", buff);
}
byte[] bt2 = File.ReadAllBytes(ppath + "/buffer1.flzbuf");
// decompress a byte buffer (we write the output buffer to a file for debug purposes.)
if (fLZ.decompressBuffer(bt2, ref buff, true)){
lz4 = 1;
File.WriteAllBytes(ppath + "/buffer1.tif", buff);
}
// FIXED BUFFER FUNCTION:
int decommpressedSize = fLZ.decompressBufferFixed(bt2, ref fixedOutBuffer);
if(decommpressedSize > 0) Debug.Log(" # Decompress Fixed size Buffer: " + decommpressedSize);
bt2= null; bt = null;
}
// make FileBuffer tests on supported platfoms.
#if (UNITY_IPHONE || UNITY_IOS || UNITY_STANDALONE_OSX || UNITY_ANDROID || UNITY_STANDALONE_LINUX || UNITY_EDITOR) && !UNITY_EDITOR_WIN
// make a temp buffer to read an flz file in.
if (File.Exists(ppath + "/" + myFile + ".flz")){
byte[] FileBuffer = File.ReadAllBytes(ppath + "/" + myFile + ".flz");
fbuftest = fLZ.decompressFile(null, ppath + "/" + myFile + ".flzFILE_BUFF.tif", true, progress2, FileBuffer);
}
#endif
}
IEnumerator DownloadTestFile() {
//make sure a previous flz file having the same name with the one we want to download does not exist in the ppath folder
if (File.Exists(ppath + "/" + myFile)) File.Delete(ppath + "/" + myFile);
Debug.Log("starting download");
//replace the link to the flz file with your own (although this will work also)
using (UnityEngine.Networking.UnityWebRequest www = UnityEngine.Networking.UnityWebRequest.Get(uri + myFile)) {
#if UNITY_5 || UNITY_4
yield return www.Send();
#else
yield return www.SendWebRequest();
#endif
if (www.error != null)
{
Debug.Log(www.error);
} else {
downloadDone = true;
//write the downloaded flz file to the ppath directory so we can have access to it
//depending on the Install Location you have set for your app, set the Write Access accordingly!
File.WriteAllBytes(ppath + "/" + myFile, www.downloadHandler.data);
Debug.Log("download done");
}
}
}
#if (UNITY_IPHONE || UNITY_IOS || UNITY_STANDALONE_OSX || UNITY_ANDROID || UNITY_STANDALONE_LINUX || UNITY_EDITOR) && !UNITY_EDITOR_WIN
// native file buffer test
// For iOS, Android, Linux and MacOSX the plugin can handle a byte buffer as a file. (in this case a native file buffer)
// This way you can extract the file or parts of it without writing it to disk.
IEnumerator nativeFileBufferTest() {
//make a check that the intermediate native buffer is not being used!
if(fLZ.nativeBufferIsBeingUsed) { Debug.Log("Native buffer download is in use"); yield break; }
// A bool for download checking
bool downloadDoneN = false;
// A native memory pointer
IntPtr nativePointer = IntPtr.Zero;
// int to get the downloaded file size
int zsize = 0;
Debug.Log("Downloading flz file to native memory buffer");
// Here we are calling the coroutine for a pointer. We also get the downloaded file size.
StartCoroutine(fLZ.downloadFlzFileNative("http://telias.free.fr/temp/testLZ4.tif.flz", r => downloadDoneN = r, pointerResult => nativePointer = pointerResult, size => zsize = size));
while (!downloadDoneN) yield return true;
nFbuftest = fLZ.decompressFile(zsize.ToString(), ppath + "/nativeBufferToFile.tif", true, null, nativePointer);
// free the native memory buffer!
fLZ.fLZreleaseBuffer(nativePointer);
}
#endif
#else
void OnGUI() {
GUI.Label(new Rect(10, 10, 500, 40), "Please switch to the WebGL-tvOS example.");
}
#endif
}