This commit is contained in:
sin365 2025-04-28 22:50:32 +08:00
parent a57b1457a4
commit 4430b23fdf
84 changed files with 13722 additions and 0 deletions

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/*.vsconfig
/Library/
/Temp/
/UserSettings/
/.vs/
/*.csproj
/*.sln
/*.sln
/obj/
/logs/
/Output/
**/switch_keys/*.keys
**/switch_keys/*.keys.meta
**/NintendoSDKPlugin/
**/NintendoSDKPlugin.meta
**/Application.aarch64.lp64.nmeta

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#if UNITY_EDITOR_WIN
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEditor.Build.Reporting;
using UnityEngine;
namespace AxibugEmuOnline.Editors
{
public class AxibugNSPTools : Editor
{
static string switch_keys = Path.GetFullPath(Path.Combine(Application.dataPath, "AxiProjectTools/AxiNSPack/switch_keys"));
static string hacpack_root = Path.GetFullPath(Path.Combine(Application.dataPath, "AxiProjectTools/AxiNSPack/hacpack"));
static Dictionary<string, string> tools = new Dictionary<string, string>();
static string prodKeysPath;
[MenuItem("Axibug移植工具/Switch/AxibugNSPTools/RepackNSP(仅重新构建NPS")]
static void RepackNSP()
{
if (!CheckEnvironmentVariable())
return;
string path = EditorUtility.OpenFilePanel(
title: "选择 .nsp 文件",
directory: Path.Combine(Application.dataPath, ".."), // 默认路径为项目 Assets 目录
extension: "nsp" // 限制文件类型为 .nsp
);
if (string.IsNullOrEmpty(path))
return;
RepackNSP(path);
}
[MenuItem("Axibug移植工具/Switch/AxibugNSPTools/Build With RepackNSP(打包NSP并重新构建NPS")]
public static void BuildWithRepackNSP()
{
if (!CheckEnvironmentVariable())
return;
if (!EditorUtility.DisplayDialog("打包", $"确认打包NSP?", "继续", "取消"))
return;
var levels = new List<string>();
foreach (var scene in EditorBuildSettings.scenes)
{
if (scene.enabled)
levels.Add(scene.path);
}
var buildOpt = EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None;
if (EditorUserBuildSettings.buildWithDeepProfilingSupport)
buildOpt |= BuildOptions.EnableDeepProfilingSupport;
if (EditorUserBuildSettings.allowDebugging)
buildOpt |= BuildOptions.AllowDebugging;
//勾选构建NSP包
EditorUserBuildSettings.switchCreateRomFile = true;
#if UNITY_2018_1_OR_NEWER && !UNITY_6000_0_OR_NEWER
string titleid = PlayerSettings.Switch.applicationID;
#else
string titleid = "null";
#endif
string targetName = $"{Application.productName}_{titleid}.nsp";
string _locationPathName = $"Output/NSPBuild/{targetName}";
var options = new BuildPlayerOptions
{
scenes = levels.ToArray(),
locationPathName = _locationPathName,
target = BuildTarget.Switch,
options = buildOpt
};
try
{
BuildReport report = BuildPipeline.BuildPlayer(options);
}
catch (Exception ex)
{
Debug.LogError($"[AxibugNSPTools] Unity Build NSP 错误:{ex.ToString()}");
return;
}
string NSPFullPath = Path.GetFullPath(Path.Combine(Application.dataPath, "..", _locationPathName));
RepackNSP(NSPFullPath);
}
static bool CheckEnvironmentVariable()
{
// 获取环境变量(需要添加环境变量检查)
string sdkRoot = Environment.GetEnvironmentVariable("NINTENDO_SDK_ROOT");
if (string.IsNullOrEmpty(sdkRoot))
{
Debug.LogError($"[AxibugNSPTools]请先正确配置环境变量:NINTENDO_SDK_ROOT,(若已配置则保证配置后彻底重启Unity Hub和Unity)");
return false;
}
#region prod.keys文件路径
prodKeysPath = Path.Combine(
switch_keys,
"prod.keys"
);
if (!File.Exists(prodKeysPath))
{
Debug.LogError($"[AxibugNSPTools]未找到 prod.keys! 请先准备文件path:{prodKeysPath}");
return false;
}
#endregion
return true;
}
static void RepackNSP(string nspFile)
{
#region
// 获取环境变量(需要添加环境变量检查)
string sdkRoot = Environment.GetEnvironmentVariable("NINTENDO_SDK_ROOT");
tools["authoringTool"] = Path.Combine(sdkRoot, "Tools/CommandLineTools/AuthoringTool/AuthoringTool.exe");
tools["hacPack"] = Path.Combine(hacpack_root, "hacpack");
#endregion
#region NSP文件路径
string nspFilePath = nspFile;
string nspFileName = Path.GetFileName(nspFilePath);
string nspParentDir = Path.GetDirectoryName(nspFilePath);
#endregion
#region Title ID
string titleID = ExtractTitleID(nspFilePath);
if (string.IsNullOrEmpty(titleID))
{
Debug.LogError($"[AxibugNSPTools]NSP文件名一部分必须包含TitleID");
return;
}
Debug.Log($"[AxibugNSPTools]Using Title ID: {titleID}");
#endregion
EditorUtility.DisplayProgressBar("AxibugNSPTools", $"清理临时目录", 0);
#region
CleanDirectory(Path.Combine(nspParentDir, "repacker_extract"));
CleanDirectory(Path.Combine(Path.GetTempPath(), "NCA"));
CleanDirectory(Path.Combine(nspParentDir, "hacpack_backup"));
#endregion
EditorUtility.DisplayProgressBar("AxibugNSPTools", $"解包NSP文件", 0.2f);
#region NSP文件
string extractPath = Path.Combine(nspParentDir, "repacker_extract");
ExecuteCommand($"{tools["authoringTool"]} extract -o \"{extractPath}\" \"{nspFilePath}\"", nspParentDir);
string controlPath = null;
string programPath = null;
FindNACPAndNPDPaths(extractPath, ref controlPath, ref programPath);
if (controlPath == null || programPath == null)
{
Debug.LogError("[AxibugNSPTools] Critical directory structure not found!");
return;
}
#endregion
#region NCA/NSP
string tmpPath = Path.Combine(Path.GetTempPath(), "NCA");
EditorUtility.DisplayProgressBar("AxibugNSPTools", $"重建 Program NCA", 0.3f);
string programNCA = BuildProgramNCA(tmpPath, titleID, programPath, nspParentDir);
EditorUtility.DisplayProgressBar("AxibugNSPTools", $"重建 Control NCA", 0.4f);
string controlNCA = BuildControlNCA(tmpPath, titleID, controlPath, nspParentDir);
EditorUtility.DisplayProgressBar("AxibugNSPTools", $"重建 Meta NCA", 0.5f);
BuildMetaNCA(tmpPath, titleID, programNCA, controlNCA, nspParentDir);
EditorUtility.DisplayProgressBar("AxibugNSPTools", $"重建NSP", 0.6f);
string outputNSP = BuildFinalNSP(nspFilePath, nspParentDir, tmpPath, titleID, nspParentDir);
EditorUtility.DisplayProgressBar("AxibugNSPTools", $"重建NSP", 0.9f);
Debug.Log($"[AxibugNSPTools]Repacking completed: {outputNSP}");
#endregion
EditorUtility.DisplayProgressBar("AxibugNSPTools", $"清理临时目录", 1);
#region
CleanDirectory(Path.Combine(nspParentDir, "repacker_extract"));
CleanDirectory(Path.Combine(Path.GetTempPath(), "NCA"));
CleanDirectory(Path.Combine(nspParentDir, "hacpack_backup"));
#endregion
System.Diagnostics.Process.Start("explorer", "/select,\"" + outputNSP.Trim() + "\"");
EditorUtility.ClearProgressBar();
}
#region
static string GetUserInput()
{
Console.Write("Enter the NSP filepath: ");
return Console.ReadLine();
}
static string ExtractTitleID(string path)
{
var match = Regex.Match(path, @"0100[\dA-Fa-f]{12}");
return match.Success ? match.Value : null;
}
static void CleanDirectory(string path)
{
if (Directory.Exists(path))
{
Directory.Delete(path, true);
while (Directory.Exists(path)) ; // 等待删除完成
}
}
static void FindNACPAndNPDPaths(string basePath, ref string controlPath, ref string programPath)
{
foreach (var dir in Directory.GetDirectories(basePath))
{
if (File.Exists(Path.Combine(dir, "fs0/control.nacp")))
controlPath = dir;
if (File.Exists(Path.Combine(dir, "fs0/main.npdm")))
programPath = dir;
}
}
static string ExecuteCommand(string command, string workdir)
{
Debug.Log($"调用cmd=>{command}");
var process = new System.Diagnostics.Process()
{
StartInfo = new System.Diagnostics.ProcessStartInfo
{
FileName = "cmd.exe",
Arguments = $"/C {command}",
RedirectStandardOutput = true,
RedirectStandardError = true, // 增加错误流重定向
UseShellExecute = false,
CreateNoWindow = true,
StandardOutputEncoding = Encoding.UTF8, // 明确指定编码
StandardErrorEncoding = Encoding.UTF8,
WorkingDirectory = workdir
}
};
var outputBuilder = new StringBuilder();
var errorBuilder = new StringBuilder();
// 使用事件处理程序捕获实时输出
process.OutputDataReceived += (sender, args) =>
{
if (!string.IsNullOrEmpty(args.Data))
{
outputBuilder.AppendLine(args.Data);
Debug.Log($"[AxibugNSPTools]{args.Data}");
}
};
process.ErrorDataReceived += (sender, args) =>
{
if (!string.IsNullOrEmpty(args.Data))
{
errorBuilder.AppendLine(args.Data);
if (args.Data.Contains("[WARN]"))
Debug.LogWarning($"[AxibugNSPTools]{args.Data}");
else
Debug.LogError($"[AxibugNSPTools]{args.Data}");
}
};
process.Start();
// 开始异步读取输出
process.BeginOutputReadLine();
process.BeginErrorReadLine();
// 等待进程退出(此时流已关闭)
process.WaitForExit();
// 将错误信息附加到主输出
if (errorBuilder.Length > 0)
{
outputBuilder.AppendLine("\nError Output:");
outputBuilder.Append(errorBuilder);
}
return outputBuilder.ToString();
}
#endregion
#region NCA构建逻辑
static string BuildProgramNCA(string tmpPath, string titleID, string programDir, string workdir)
{
string args = $"-k \"{prodKeysPath}\" -o \"{tmpPath}\" --titleid {titleID} " +
$"--type nca --ncatype program --exefsdir \"{programDir}/fs0\" " +
$"--romfsdir \"{programDir}/fs1\" --logodir \"{programDir}/fs2\"";
string output = ExecuteCommand($"{tools["hacPack"]} {args}", workdir);
return ParseNCAOutput(output, "Program");
}
static string BuildControlNCA(string tmpPath, string titleID, string controlDir, string workdir)
{
string args = $"-k \"{prodKeysPath}\" -o \"{tmpPath}\" --titleid {titleID} " +
$"--type nca --ncatype control --romfsdir \"{controlDir}/fs0\"";
string output = ExecuteCommand($"{tools["hacPack"]} {args}", workdir);
return ParseNCAOutput(output, "Control");
}
static void BuildMetaNCA(string tmpPath, string titleID, string programNCA, string controlNCA, string workdir)
{
string args = $"-k \"{prodKeysPath}\" -o \"{tmpPath}\" --titleid {titleID} " +
$"--type nca --ncatype meta --titletype application " +
$"--programnca \"{programNCA}\" --controlnca \"{controlNCA}\"";
ExecuteCommand($"{tools["hacPack"]} {args}", workdir);
}
static string BuildFinalNSP(string origPath, string parentDir, string tmpPath, string titleID, string workdir)
{
string outputPath = origPath.Replace(".nsp", "_repacked.nsp");
if (File.Exists(outputPath)) File.Delete(outputPath);
string args = $"-k \"{prodKeysPath}\" -o \"{parentDir}\" --titleid {titleID} " +
$"--type nsp --ncadir \"{tmpPath}\"";
ExecuteCommand($"{tools["hacPack"]} {args}", workdir);
File.Move(Path.Combine(parentDir, $"{titleID}.nsp"), outputPath);
return outputPath;
}
static string ParseNCAOutput(string output, string type)
{
var line = output.Split('\n')
.FirstOrDefault(l => l.Contains($"Created {type} NCA:"));
//return line?.Split(':').Last().Trim();
return line?.Substring(line.IndexOf("NCA:") + "NCA:".Length).Trim();
}
#endregion
}
}
#endif

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<Application>
<Title>
<Language>AmericanEnglish</Language>
<Name>Homebrew Menu</Name>
<Publisher>Yellows8</Publisher>
</Title>
<Title>
<Language>BritishEnglish</Language>
<Name>Homebrew Menu</Name>
<Publisher>Yellows8</Publisher>
</Title>
<Title>
<Language>Japanese</Language>
<Name>Homebrew Menu</Name>
<Publisher>Yellows8</Publisher>
</Title>
<Title>
<Language>French</Language>
<Name>Homebrew Menu</Name>
<Publisher>Yellows8</Publisher>
</Title>
<Title>
<Language>German</Language>
<Name>Homebrew Menu</Name>
<Publisher>Yellows8</Publisher>
</Title>
<Title>
<Language>LatinAmericanSpanish</Language>
<Name>Homebrew Menu</Name>
<Publisher>Yellows8</Publisher>
</Title>
<Title>
<Language>Spanish</Language>
<Name>Homebrew Menu</Name>
<Publisher>Yellows8</Publisher>
</Title>
<Title>
<Language>Italian</Language>
<Name>Homebrew Menu</Name>
<Publisher>Yellows8</Publisher>
</Title>
<Title>
<Language>Dutch</Language>
<Name>Homebrew Menu</Name>
<Publisher>Yellows8</Publisher>
</Title>
<Title>
<Language>CanadianFrench</Language>
<Name>Homebrew Menu</Name>
<Publisher>Yellows8</Publisher>
</Title>
<Title>
<Language>Portuguese</Language>
<Name>Homebrew Menu</Name>
<Publisher>Yellows8</Publisher>
</Title>
<Title>
<Language>Russian</Language>
<Name>Homebrew Menu</Name>
<Publisher>Yellows8</Publisher>
</Title>
<Isbn/>
<StartupUserAccount>Required</StartupUserAccount>
<UserAccountSwitchLock>Disable</UserAccountSwitchLock>
<ParentalControl>None</ParentalControl>
<SupportedLanguage>AmericanEnglish</SupportedLanguage>
<SupportedLanguage>BritishEnglish</SupportedLanguage>
<SupportedLanguage>Japanese</SupportedLanguage>
<SupportedLanguage>French</SupportedLanguage>
<SupportedLanguage>German</SupportedLanguage>
<SupportedLanguage>LatinAmericanSpanish</SupportedLanguage>
<SupportedLanguage>Spanish</SupportedLanguage>
<SupportedLanguage>Italian</SupportedLanguage>
<SupportedLanguage>Dutch</SupportedLanguage>
<SupportedLanguage>CanadianFrench</SupportedLanguage>
<SupportedLanguage>Russian</SupportedLanguage>
<Screenshot>Allow</Screenshot>
<VideoCapture>Disable</VideoCapture>
<PresenceGroupId>0x0104444444441001</PresenceGroupId>
<DisplayVersion>2.0</DisplayVersion>
<Rating>
<Organization>CERO</Organization>
<Age>12</Age>
</Rating>
<Rating>
<Organization>ESRB</Organization>
<Age>10</Age>
</Rating>
<Rating>
<Organization>USK</Organization>
<Age>12</Age>
</Rating>
<Rating>
<Organization>PEGI</Organization>
<Age>12</Age>
</Rating>
<Rating>
<Organization>PEGIPortugal</Organization>
<Age>12</Age>
</Rating>
<Rating>
<Organization>PEGIBBFC</Organization>
<Age>12</Age>
</Rating>
<Rating>
<Organization>Russian</Organization>
<Age>12</Age>
</Rating>
<Rating>
<Organization>ACB</Organization>
<Age>13</Age>
</Rating>
<Rating>
<Organization>OFLC</Organization>
<Age>13</Age>
</Rating>
<DataLossConfirmation>Required</DataLossConfirmation>
<PlayLogPolicy>All</PlayLogPolicy>
<SaveDataOwnerId>0x0104444444441001</SaveDataOwnerId>
<UserAccountSaveDataSize>0x0000000003e00000</UserAccountSaveDataSize>
<UserAccountSaveDataJournalSize>0x0000000000180000</UserAccountSaveDataJournalSize>
<DeviceSaveDataSize>0x0000000000000000</DeviceSaveDataSize>
<DeviceSaveDataJournalSize>0x0000000000000000</DeviceSaveDataJournalSize>
<BcatDeliveryCacheStorageSize>0x0000000000000000</BcatDeliveryCacheStorageSize>
<ApplicationErrorCodeCategory/>
<AddOnContentBaseId>0x0104444444442001</AddOnContentBaseId>
<LogoType>Nintendo</LogoType>
<LocalCommunicationId>0x0104444444441001</LocalCommunicationId>
<LogoHandling>Auto</LogoHandling>
<SeedForPseudoDeviceId>0x0000000000000000</SeedForPseudoDeviceId>
<BcatPassphrase/>
<AddOnContentRegistrationType>AllOnLaunch</AddOnContentRegistrationType>
<UserAccountSaveDataSizeMax>0x0000000000000000</UserAccountSaveDataSizeMax>
<UserAccountSaveDataJournalSizeMax>0x0000000000000000</UserAccountSaveDataJournalSizeMax>
<DeviceSaveDataSizeMax>0x0000000000000000</DeviceSaveDataSizeMax>
<DeviceSaveDataJournalSizeMax>0x0000000000000000</DeviceSaveDataJournalSizeMax>
<TemporaryStorageSize>0x0000000000000000</TemporaryStorageSize>
<CacheStorageSize>0x0000000000000000</CacheStorageSize>
<CacheStorageJournalSize>0x0000000000000000</CacheStorageJournalSize>
<CacheStorageDataAndJournalSizeMax>0x0000000000000000</CacheStorageDataAndJournalSizeMax>
<CacheStorageIndexMax>0x0000000000000000</CacheStorageIndexMax>
<Hdcp>None</Hdcp>
<CrashReport>Deny</CrashReport>
<RuntimeAddOnContentInstall>Deny</RuntimeAddOnContentInstall>
<PlayLogQueryableApplicationId>0x0000000000000000</PlayLogQueryableApplicationId>
<PlayLogQueryCapability>None</PlayLogQueryCapability>
<Repair>None</Repair>
<Attribute>None</Attribute>
<ProgramIndex>0</ProgramIndex>
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{
Properties
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SubShader
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Comp [_StencilComp]
Pass [_StencilOp]
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WriteMask [_StencilWriteMask]
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v2f OUT;
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#pragma vertex vert
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#if UNITY_SWITCH
using nn.account;
#endif
public class AxiNS
{
static AxiNS _instance;
public static AxiNS instance
{
get
{
if (_instance == null)
_instance = new AxiNS();
return _instance;
}
}
public AxiNSUser user;
public AxiNSMount mount;
public AxiNSIO io;
public AxiNSWaitHandle wait;
AxiNS()
{
user = new AxiNSUser();
mount = new AxiNSMount();
io = new AxiNSIO();
wait = new AxiNSWaitHandle();
}
/// <summary>
/// 初始化(最好在项目第一时间初始化,保证先初始化再使用某些东西,才不闪退)
/// </summary>
public void Init()
{
#if UNITY_SWITCH
if (!user.GetUserID(out Uid uid))
return;
mount.MountSave(uid);
#endif
}
}

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{
"name": "AxiNSApi"
}

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public static class AxiNSErrCode
{
#if UNITY_SWITCH
public static string GetErrorInfo(this nn.Result result)
{
if (result.IsSuccess())
return "NoErr";
return GetErrorDetails(result.GetModule(), result.GetDescription());
}
#endif
/// <summary>
/// 根据模块 ID 和描述 ID 返回任天堂 Switch 错误码的含义、可能原因及解决办法。
/// </summary>
/// <param name="moduleId">模块 ID</param>
/// <param name="descriptionId">描述 ID</param>
/// <returns>包含错误码、含义、可能原因及解决办法的字符串</returns>
public static string GetErrorDetails(int moduleId, int descriptionId)
{
string errorCode = $"2{moduleId:D3}-{descriptionId:D4}"; // 格式化为 2XXX-YYYY
string meaning = "未知错误";
string causeAndSolution = "未知错误,请检查日志或联系任天堂支持。";
switch (moduleId)
{
case 2: // nn::fs (文件系统)
switch (descriptionId)
{
case 1:
meaning = "ResultPathNotFound";
causeAndSolution = "路径未找到。检查路径是否正确,确保父目录存在。使用 nn.fs.Directory.Create 创建父目录。";
break;
case 2:
meaning = "ResultPermissionDenied";
causeAndSolution = "权限被拒绝。可能是 Atmosphere 限制了 save:/ 的写权限。尝试调整 Atmosphere 配置或使用 sd:/ 挂载点。";
break;
case 3:
meaning = "ResultPathAlreadyExists";
causeAndSolution = "路径已存在。检查路径是否被占用,删除或重命名现有文件/目录。";
break;
case 5:
meaning = "ResultTargetLocked";
causeAndSolution = "目标被锁定。可能是文件正在使用中,关闭相关程序后重试。";
break;
case 7:
meaning = "ResultTargetNotFound";
causeAndSolution = "目标未找到。确认目标文件/目录是否存在,检查路径拼写。";
break;
}
break;
case 5: // nn::err (错误处理)
switch (descriptionId)
{
case 3:
meaning = "microSD 卡相关错误";
causeAndSolution = "无法下载软件,可能是 microSD 卡损坏。移除 microSD 卡,重新插入,或更换卡。";
break;
}
break;
case 16: // nn::oe (操作系统错误)
switch (descriptionId)
{
case 247:
meaning = "microSD 卡存储问题";
causeAndSolution = "microSD 卡损坏或不兼容。更换 microSD 卡,或将默认存储位置设置为系统内存。";
break;
case 390:
meaning = "不支持的 microSD 卡";
causeAndSolution = "microSD 卡格式不受支持。格式化为 exFAT 或 FAT32 后重试。";
break;
case 601:
meaning = "microSD 卡数据损坏";
causeAndSolution = "microSD 卡数据损坏。备份数据后格式化卡,或更换新卡。";
break;
}
break;
case 21: // nn::settings (设置)
switch (descriptionId)
{
case 3:
meaning = "系统软件未更新或损坏";
causeAndSolution = "系统固件版本过旧或损坏。更新系统固件,或重新安装系统。";
break;
}
break;
case 101: // nn::fssrv (文件系统服务)
switch (descriptionId)
{
case 1:
meaning = "系统错误";
causeAndSolution = "通用系统错误。重启 Switch若问题持续联系任天堂支持。";
break;
case 2:
meaning = "固件损坏";
causeAndSolution = "系统固件损坏。尝试更新系统,或恢复出厂设置(注意备份数据)。";
break;
}
break;
case 107: // nn::nim (网络安装管理)
switch (descriptionId)
{
case 427:
meaning = "固件损坏";
causeAndSolution = "系统固件损坏。更新系统固件,或重新安装系统。";
break;
case 445:
meaning = "硬件损坏或盗版内容";
causeAndSolution = "可能是硬件损坏或存在盗版内容。删除盗版内容,重启 Switch若无效联系任天堂支持。";
break;
}
break;
case 110: // nn::socket (网络套接字)
switch (descriptionId)
{
case 1000:
meaning = "网络连接失败";
causeAndSolution = "无法连接到网络。检查网络连接重启路由器尝试切换到其他网络频段2.4GHz/5GHz。";
break;
case 2003:
meaning = "无线网络连接失败";
causeAndSolution = "无线信号弱或不稳定。靠近路由器,移除干扰物,或重启路由器。";
break;
case 2004:
meaning = "网络设置不支持";
causeAndSolution = "网络安全类型不受支持。Switch 支持 WEP/WPA/WPA2调整路由器设置后重试。";
break;
case 2091:
meaning = "有线网络连接失败";
causeAndSolution = "有线连接问题。检查网线是否插好,重启 Switch 和路由器。";
break;
case 3127:
meaning = "网络连接失败";
causeAndSolution = "网络不稳定。测试网络连接,重启路由器,或联系网络提供商。";
break;
}
break;
case 115: // nn::mii (Mii 相关)
switch (descriptionId)
{
case 96:
meaning = "Mii 数据错误";
causeAndSolution = "Mii 数据损坏。删除并重新创建 Mii或更新系统。";
break;
}
break;
case 139: // nn::nfp (NFC/Amiibo)
switch (descriptionId)
{
case 6:
meaning = "Amiibo 读取错误";
causeAndSolution = "Amiibo 读取失败。检查 Amiibo 是否损坏,更新系统,或尝试其他 Amiibo。";
break;
}
break;
case 153: // nn::ir (红外摄像头)
switch (descriptionId)
{
case 321:
meaning = "红外摄像头读取错误";
causeAndSolution = "红外摄像头无法读取。检查摄像头是否被遮挡,清洁镜头,或联系任天堂支持。";
break;
case 1540:
meaning = "红外摄像头硬件错误";
causeAndSolution = "红外摄像头硬件故障。联系任天堂支持进行维修。";
break;
}
break;
case 155: // nn::account (账户服务)
switch (descriptionId)
{
case 8006:
meaning = "无法链接任天堂账户";
causeAndSolution = "网络问题或服务中断。检查网络连接,稍后重试,或查看任天堂网络状态页面。";
break;
}
break;
case 160: // nn::online (在线服务)
switch (descriptionId)
{
case 103:
meaning = "无法加入在线匹配";
causeAndSolution = "网络不稳定。重启 Switch检查网络连接或稍后重试。";
break;
case 202:
meaning = "无法连接到在线服务";
causeAndSolution = "服务可能正在维护。查看任天堂网络状态页面,稍后重试。";
break;
case 8006:
meaning = "连接测试失败";
causeAndSolution = "网络问题。重启路由器,检查网络设置,或尝试其他网络。";
break;
}
break;
case 162: // nn::application (应用程序)
switch (descriptionId)
{
case 2:
meaning = "软件崩溃";
causeAndSolution = "软件崩溃,可能是盗版内容或固件问题。删除盗版内容,更新系统,或重新安装软件。";
break;
case 101:
meaning = "软件需要更新";
causeAndSolution = "游戏或软件需要更新。检查软件更新并安装。";
break;
}
break;
case 168: // nn::sys (系统)
switch (descriptionId)
{
case 0:
meaning = "需要软件更新";
causeAndSolution = "软件需要更新。更新游戏或系统固件。";
break;
case 2:
meaning = "系统崩溃";
causeAndSolution = "系统崩溃,可能是硬件问题。重启 Switch若无效联系任天堂支持。";
break;
}
break;
case 205: // nn::camera (摄像头)
switch (descriptionId)
{
case 123:
meaning = "摄像头读取错误";
causeAndSolution = "摄像头无法读取。检查摄像头是否被遮挡,清洁镜头,或联系任天堂支持。";
break;
}
break;
case 306: // nn::ngc (网络游戏连接)
switch (descriptionId)
{
case 501:
meaning = "无法加入在线匹配";
causeAndSolution = "网络连接中断。重启 Switch检查网络连接或稍后重试。";
break;
case 502:
meaning = "匹配过程失败";
causeAndSolution = "网络不稳定。测试网络连接,重启路由器,或联系网络提供商。";
break;
case 820:
meaning = "在线服务不可用";
causeAndSolution = "服务可能正在维护。查看任天堂网络状态页面,稍后重试。";
break;
}
break;
case 613: // nn::eShop (eShop)
switch (descriptionId)
{
case 1400:
meaning = "无法使用信用卡购买";
causeAndSolution = "信用卡信息错误或 eShop 服务问题。检查信用卡信息,稍后重试,或联系任天堂支持。";
break;
case 6838:
meaning = "eShop 连接失败";
causeAndSolution = "网络问题或 eShop 维护。检查网络连接,查看任天堂网络状态页面,稍后重试。";
break;
}
break;
case 618: // nn::ngc (网络游戏连接)
switch (descriptionId)
{
case 6:
meaning = "无法加入在线匹配";
causeAndSolution = "网络不稳定。重启 Switch检查网络连接或稍后重试。";
break;
case 201:
meaning = "匹配已满";
causeAndSolution = "尝试加入的匹配已满。稍后重试,或加入其他匹配。";
break;
case 501:
meaning = "匹配过程失败";
causeAndSolution = "网络连接中断。重启 Switch检查网络连接或稍后重试。";
break;
}
break;
case 801: // nn::sns (社交网络服务)
switch (descriptionId)
{
case 7002:
meaning = "无法上传截图到 Twitter";
causeAndSolution = "服务可能正在维护。查看任天堂网络状态页面,稍后重试。";
break;
case 7199:
meaning = "无法上传照片到 Facebook";
causeAndSolution = "服务可能正在维护。查看任天堂网络状态页面,稍后重试。";
break;
}
break;
case 810: // nn::account (账户服务)
switch (descriptionId)
{
case 1224:
meaning = "无法登录任天堂账户";
causeAndSolution = "网络问题或服务中断。检查网络连接,稍后重试,或查看任天堂网络状态页面。";
break;
case 1500:
meaning = "无法登录 Facebook 账户";
causeAndSolution = "服务可能正在维护。重启 Switch稍后重试。";
break;
}
break;
case 811: // nn::account (账户服务)
switch (descriptionId)
{
case 1006:
meaning = "无法链接任天堂账户";
causeAndSolution = "网络问题或 DNS 错误。检查网络连接,尝试更换 DNS如 8.8.8.8),或稍后重试。";
break;
case 5001:
meaning = "无法访问 eShop";
causeAndSolution = "eShop 服务中断。查看任天堂网络状态页面,稍后重试。";
break;
}
break;
case 813: // nn::eShop (eShop)
switch (descriptionId)
{
case 0:
meaning = "eShop 访问失败";
causeAndSolution = "eShop 服务中断。查看任天堂网络状态页面,稍后重试。";
break;
case 2470:
meaning = "交易处理失败";
causeAndSolution = "信用卡信息错误或 eShop 服务问题。检查信用卡信息,稍后重试,或联系任天堂支持。";
break;
}
break;
case 819: // nn::online (在线服务)
switch (descriptionId)
{
case 3:
meaning = "软件被暂停";
causeAndSolution = "同一账户在另一台设备上使用。关闭其他设备上的软件,或使用不同账户。";
break;
}
break;
default:
meaning = "未知模块";
causeAndSolution = "未识别的模块 ID请检查日志或联系任天堂支持。";
break;
}
return $"错误码: {errorCode}\n含义: {meaning}\n可能原因及解决办法: {causeAndSolution}";
}
}

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#if UNITY_SWITCH
using nn.fs;
#endif
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
public class AxiNSIO
{
string save_name => AxiNS.instance.mount.SaveMountName;
public string save_path => $"{save_name}:/";
#if UNITY_SWITCH
private FileHandle fileHandle = new nn.fs.FileHandle();
#endif
/// <summary>
/// 检查Path是否存在
/// </summary>
/// <param name="filePath"></param>
/// <returns></returns>
public bool CheckPathExists(string filePath)
{
#if !UNITY_SWITCH
return false;
#else
nn.fs.EntryType entryType = 0;
nn.Result result = nn.fs.FileSystem.GetEntryType(ref entryType, filePath);
//result.abortUnlessSuccess();
//这个异常捕获。真的别扭
return nn.fs.FileSystem.ResultPathAlreadyExists.Includes(result);
#endif
}
/// <summary>
/// 检查Path是否不存在
/// </summary>
/// <param name="filePath"></param>
/// <returns></returns>
public bool CheckPathNotFound(string filePath)
{
#if !UNITY_SWITCH
return false;
#else
nn.fs.EntryType entryType = 0;
nn.Result result = nn.fs.FileSystem.GetEntryType(ref entryType, filePath);
//这个异常捕获。真的别扭
return nn.fs.FileSystem.ResultPathNotFound.Includes(result);
#endif
}
/// <summary>
/// 创建目录目录存在也会返回true
/// </summary>
/// <param name="filePath"></param>
/// <returns></returns>
public bool CreateDir(string filePath)
{
#if !UNITY_SWITCH
return false;
#else
// 使用封装函数检查和创建父目录
if (!EnsureParentDirectory(filePath, true))
{
UnityEngine.Debug.LogError($"无法确保父目录,文件写入取消: {filePath}");
return false;
}
return true;
#endif
}
/// <summary>
/// 保存并创建文件(如果目录不存在回先自动创建目录)
/// </summary>
/// <param name="filePath"></param>
/// <param name="bw"></param>
/// <returns></returns>
public bool FileToSaveWithCreate(string filePath, System.IO.MemoryStream ms)
{
return FileToSaveWithCreate(filePath, ms.ToArray());
}
/// <summary>
/// 保存并创建文件(如果目录不存在回先自动创建目录)
/// </summary>
/// <param name="filePath"></param>
/// <param name="data"></param>
/// <returns></returns>
public AxiNSWait_FileToSaveByMSWithCreate FileToSaveWithCreateAsync(string filePath, System.IO.MemoryStream ms)
{
var wait = new AxiNSWait_FileToSaveByMSWithCreate(filePath, ms);
AxiNS.instance.wait.AddWait(wait);
return wait;
}
/// <summary>
/// 保存并创建文件(如果目录不存在回先自动创建目录)
/// </summary>
/// <param name="filePath"></param>
/// <param name="data"></param>
/// <returns></returns>
public bool FileToSaveWithCreate(string filePath, byte[] data)
{
#if !UNITY_SWITCH
return false;
#else
if (!AxiNS.instance.mount.SaveIsMount)
{
UnityEngine.Debug.LogError($"Save 尚未挂载,无法存储 {filePath}");
return false;
}
nn.Result result;
#if UNITY_SWITCH && !UNITY_EDITOR
// 阻止用户在保存时,退出游戏
// Switch 条例 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
#endif
// 使用封装函数检查和创建父目录
if (!EnsureParentDirectory(filePath, true))
{
UnityEngine.Debug.LogError($"无法确保父目录,文件写入取消: {filePath}");
return false;
}
//string directoryPath = System.IO.Path.GetDirectoryName(filePath.Replace(save_path, ""));
//string fullDirectoryPath = $"{save_path}{directoryPath}";
//UnityEngine.Debug.Log($"检查父目录: {fullDirectoryPath}");
//nn.fs.EntryType entryType = 0;
//result = nn.fs.FileSystem.GetEntryType(ref entryType, fullDirectoryPath);
//if (!result.IsSuccess() && nn.fs.FileSystem.ResultPathNotFound.Includes(result))
//{
// UnityEngine.Debug.Log($"父目录 {fullDirectoryPath} 不存在,尝试创建 (判断依据 result=>{result.ToString()})");
// result = nn.fs.Directory.Create(fullDirectoryPath);
// if (!result.IsSuccess())
// {
// UnityEngine.Debug.LogError($"创建父目录失败: {result.GetErrorInfo()}");
// return false;
// }
// UnityEngine.Debug.Log($"父目录 {fullDirectoryPath} 创建成功");
//}
//else if (result.IsSuccess() && entryType != nn.fs.EntryType.Directory)
//{
// UnityEngine.Debug.LogError($"路径 {fullDirectoryPath} 已存在,但不是目录");
// return false;
//}
//else if (!result.IsSuccess())
//{
// UnityEngine.Debug.LogError($"检查父目录失败: {result.GetErrorInfo()}");
// return false;
//}
if (CheckPathNotFound(filePath))
{
UnityEngine.Debug.Log($"文件({filePath})不存在需要创建");
result = nn.fs.File.Create(filePath, data.Length); //this makes a file the size of your save journal. You may want to make a file smaller than this.
//result.abortUnlessSuccess();
if (!result.IsSuccess())
{
UnityEngine.Debug.LogError($"创建文件失败 {filePath} : " + result.GetErrorInfo());
return false;
}
}
else
UnityEngine.Debug.Log($"文件({filePath})存在,不必创建");
result = File.Open(ref fileHandle, filePath, OpenFileMode.Write);
//result.abortUnlessSuccess();
if (!result.IsSuccess())
{
UnityEngine.Debug.LogError($"失败 File.Open(ref filehandle, {filePath}, OpenFileMode.Write): " + result.GetErrorInfo());
return false;
}
UnityEngine.Debug.Log($"成功 File.Open(ref filehandle, {filePath}, OpenFileMode.Write)");
//nn.fs.WriteOption.Flush 应该就是覆盖写入
result = nn.fs.File.Write(fileHandle, 0, data, data.Length, nn.fs.WriteOption.Flush); // Writes and flushes the write at the same time
//result.abortUnlessSuccess();
if (!result.IsSuccess())
{
UnityEngine.Debug.LogError("写入文件失败: " + result.GetErrorInfo());
return false;
}
UnityEngine.Debug.Log("写入文件成功: " + filePath);
nn.fs.File.Close(fileHandle);
//必须得提交,否则没有真实写入
result = FileSystem.Commit(save_name);
//result.abortUnlessSuccess();
if (!result.IsSuccess())
{
UnityEngine.Debug.LogError($"FileSystem.Commit({save_name}) 失败: " + result.GetErrorInfo());
return false;
}
UnityEngine.Debug.Log($"FileSystem.Commit({save_name}) 成功: ");
#if UNITY_SWITCH && !UNITY_EDITOR
// 停止阻止用户退出游戏
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
#endif
return true;
#endif
}
/// <summary>
/// 保存并创建文件(如果目录不存在回先自动创建目录)
/// </summary>
/// <param name="filePath"></param>
/// <param name="data"></param>
/// <returns></returns>
public AxiNSWait_FileToSaveWithCreate FileToSaveWithCreateAsync(string filePath, byte[] data)
{
var wait = new AxiNSWait_FileToSaveWithCreate(filePath, data);
AxiNS.instance.wait.AddWait(wait);
return wait;
}
public byte[] LoadSwitchDataFile(string filename)
{
LoadSwitchDataFile(filename, out byte[] outputData);
return outputData;
}
public bool LoadSwitchDataFile(string filename, ref System.IO.MemoryStream ms)
{
if (LoadSwitchDataFile(filename, out byte[] outputData))
{
using (System.IO.BinaryWriter writer = new System.IO.BinaryWriter(ms))
{
writer.Write(outputData);
}
return true;
}
return false;
}
public bool LoadSwitchDataFile(string filename, out byte[] outputData)
{
#if !UNITY_SWITCH
outputData = null;
return false;
#else
outputData = null;
if (!AxiNS.instance.mount.SaveIsMount)
{
UnityEngine.Debug.LogError($"Save 尚未挂载,无法读取 {filename}");
return false;
}
if (CheckPathNotFound(filename))
return false;
nn.Result result;
result = nn.fs.File.Open(ref fileHandle, filename, nn.fs.OpenFileMode.Read);
if (result.IsSuccess() == false)
{
UnityEngine.Debug.LogError($"nn.fs.File.Open 失败 {filename} : result=>{result.GetErrorInfo()}");
return false; // Could not open file. This can be used to detect if this is the first time a user has launched your game.
// (However, be sure you are not getting this error due to your file being locked by another process, etc.)
}
UnityEngine.Debug.Log($"nn.fs.File.Open 成功 {filename}");
long iFileSize = 0;
result = nn.fs.File.GetSize(ref iFileSize, fileHandle);
if (result.IsSuccess() == false)
{
UnityEngine.Debug.LogError($"nn.fs.File.GetSize 失败 {filename} : result=>{result.GetErrorInfo()}");
return false;
}
UnityEngine.Debug.Log($"nn.fs.File.GetSize 成功 {filename},size=>{iFileSize}");
byte[] loadedData = new byte[iFileSize];
result = nn.fs.File.Read(fileHandle, 0, loadedData, iFileSize);
if (result.IsSuccess() == false)
{
UnityEngine.Debug.LogError($"nn.fs.File.Read 失败 {filename} : result=>{result.GetErrorInfo()}");
return false;
}
UnityEngine.Debug.Log($"nn.fs.File.Read 成功 {filename}");
nn.fs.File.Close(fileHandle);
//for (int i = 0; i < loadedData.Length; i++)
//{
// UnityEngine.Debug.Log($"data[{i}]:{loadedData[i]}");
//}
outputData = loadedData;
return true;
#endif
}
public AxiNSWait_LoadSwitchDataFile LoadSwitchDataFileAsync(string filename)
{
var wait = new AxiNSWait_LoadSwitchDataFile(filename);
AxiNS.instance.wait.AddWait(wait);
return wait;
}
public bool GetDirectoryFiles(string path, out string[] entrys)
{
#if !UNITY_SWITCH
entrys = null;
return false;
#else
return GetDirectoryEntrys(path,nn.fs.OpenDirectoryMode.File,out entrys);
#endif
}
public bool GetDirectoryDirs(string path, out string[] entrys)
{
#if !UNITY_SWITCH
entrys = null;
return false;
#else
return GetDirectoryEntrys(path, nn.fs.OpenDirectoryMode.Directory, out entrys);
#endif
}
#if UNITY_SWITCH
public bool GetDirectoryEntrys(string path, nn.fs.OpenDirectoryMode type, out string[] entrys)
{
entrys = null;
return false;
nn.fs.DirectoryHandle dirHandle = new nn.fs.DirectoryHandle();
nn.Result result = nn.fs.Directory.Open(ref dirHandle, path, type);
if (nn.fs.FileSystem.ResultPathNotFound.Includes(result))
{
UnityEngine.Debug.Log($"目录 {path} 不存在");
entrys = null;
return false;
}
long entryCount = 0;
nn.fs.Directory.GetEntryCount(ref entryCount, dirHandle);
nn.fs.DirectoryEntry[] dirEntries = new nn.fs.DirectoryEntry[entryCount];
long actualEntries = 0;
nn.fs.Directory.Read(ref actualEntries, dirEntries, dirHandle, entryCount);
entrys = new string[actualEntries];
for (int i = 0; i < actualEntries; i++)
{
entrys[i] = dirEntries[i].name;
}
nn.fs.Directory.Close(dirHandle);
return true;
}
#endif
public IEnumerable<string> EnumerateFiles(string path, string searchPattern)
{
#if !UNITY_SWITCH
yield break;
#else
// 将通配符转换为正则表达式(支持*和?
var regexPattern = "^" +
Regex.Escape(searchPattern)
.Replace("\\*", ".*")
.Replace("\\?", ".")
+ "$";
var regex = new Regex(regexPattern, RegexOptions.IgnoreCase);
if (!GetDirectoryEntrys(path, nn.fs.OpenDirectoryMode.File, out string[] entrys))
{
yield break;
}
for (int i = 0; i < entrys.Length; i++)
{
if (regex.IsMatch(System.IO.Path.GetFileName(entrys[i])))
{
yield return entrys[i];
}
}
#endif
}
public bool DeletePathFile(string filename)
{
#if !UNITY_SWITCH
return false;
#else
#if UNITY_SWITCH && !UNITY_EDITOR
// This next line prevents the user from quitting the game while saving.
// This is required for Nintendo Switch Guideline 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
#endif
if (CheckPathNotFound(filename))
return false;
nn.Result result;
result = nn.fs.File.Delete(filename);
if (result.IsSuccess() == false)
{
UnityEngine.Debug.LogError($"nn.fs.File.Delete 失败 {filename} : result=>{result.GetErrorInfo()}");
return false;
}
result = nn.fs.FileSystem.Commit(save_name);
if (!result.IsSuccess())
{
UnityEngine.Debug.LogError($"FileSystem.Commit({save_name}) 失败: " + result.GetErrorInfo());
return false;
}
return true;
#if UNITY_SWITCH && !UNITY_EDITOR
// End preventing the user from quitting the game while saving.
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
#endif
#endif
}
public AxiNSWait_DeletePathFile DeletePathFileAsync(string filename)
{
var wait = new AxiNSWait_DeletePathFile(filename);
AxiNS.instance.wait.AddWait(wait);
return wait;
}
public bool DeletePathDir(string filename)
{
#if !UNITY_SWITCH
return false;
#else
#if UNITY_SWITCH && !UNITY_EDITOR
// This next line prevents the user from quitting the game while saving.
// This is required for Nintendo Switch Guideline 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
#endif
if (CheckPathNotFound(filename))
return false;
nn.Result result;
result = nn.fs.Directory.Delete(filename);
if (result.IsSuccess() == false)
{
UnityEngine.Debug.LogError($"nn.fs.File.Delete 失败 {filename} : result=>{result.GetErrorInfo()}");
return false;
}
result = nn.fs.FileSystem.Commit(save_name);
if (!result.IsSuccess())
{
UnityEngine.Debug.LogError($"FileSystem.Commit({save_name}) 失败: " + result.GetErrorInfo());
return false;
}
return true;
#if UNITY_SWITCH && !UNITY_EDITOR
// End preventing the user from quitting the game while saving.
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
#endif
#endif
}
public AxiNSWait_DeletePathDir DeletePathDirAsync(string filename)
{
var wait = new AxiNSWait_DeletePathDir(filename);
AxiNS.instance.wait.AddWait(wait);
return wait;
}
/// <summary>
/// 递归删除目录
/// </summary>
/// <param name="filename"></param>
/// <returns></returns>
public bool DeleteRecursivelyPathDir(string filename)
{
#if !UNITY_SWITCH
return false;
#else
#if UNITY_SWITCH && !UNITY_EDITOR
// This next line prevents the user from quitting the game while saving.
// This is required for Nintendo Switch Guideline 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
#endif
if (CheckPathNotFound(filename))
return false;
nn.Result result;
result = nn.fs.Directory.DeleteRecursively(filename);
if (result.IsSuccess() == false)
{
UnityEngine.Debug.LogError($"nn.fs.File.DeleteRecursively 失败 {filename} : result=>{result.GetErrorInfo()}");
return false;
}
result = nn.fs.FileSystem.Commit(save_name);
if (!result.IsSuccess())
{
UnityEngine.Debug.LogError($"FileSystem.Commit({save_name}) 失败: " + result.GetErrorInfo());
return false;
}
return true;
#if UNITY_SWITCH && !UNITY_EDITOR
// End preventing the user from quitting the game while saving.
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
#endif
#endif
}
/// <summary>
/// 递归删除情况
/// </summary>
/// <param name="filename"></param>
/// <returns></returns>
public bool CleanRecursivelyPathDir(string filename)
{
#if !UNITY_SWITCH
return false;
#else
#if UNITY_SWITCH && !UNITY_EDITOR
// This next line prevents the user from quitting the game while saving.
// This is required for Nintendo Switch Guideline 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
#endif
if (CheckPathNotFound(filename))
return false;
nn.Result result;
result = nn.fs.Directory.CleanRecursively(filename);
if (result.IsSuccess() == false)
{
UnityEngine.Debug.LogError($"nn.fs.File.DeleteRecursively 失败 {filename} : result=>{result.GetErrorInfo()}");
return false;
}
result = nn.fs.FileSystem.Commit(save_name);
if (!result.IsSuccess())
{
UnityEngine.Debug.LogError($"FileSystem.Commit({save_name}) 失败: " + result.GetErrorInfo());
return false;
}
return true;
#if UNITY_SWITCH && !UNITY_EDITOR
// End preventing the user from quitting the game while saving.
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
#endif
#endif
}
public bool RenameDir(string oldpath, string newpath)
{
#if !UNITY_SWITCH
return false;
#else
#if UNITY_SWITCH && !UNITY_EDITOR
// This next line prevents the user from quitting the game while saving.
// This is required for Nintendo Switch Guideline 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
#endif
if (CheckPathNotFound(oldpath))
return false;
nn.Result result;
result = nn.fs.Directory.Rename(oldpath, newpath);
if (result.IsSuccess() == false)
{
UnityEngine.Debug.LogError($"nn.fs.File.Rename 失败 {oldpath} to {newpath} : result=>{result.GetErrorInfo()}");
return false;
}
result = nn.fs.FileSystem.Commit(save_name);
if (!result.IsSuccess())
{
UnityEngine.Debug.LogError($"FileSystem.Commit({save_name}) 失败: " + result.GetErrorInfo());
return false;
}
return true;
#if UNITY_SWITCH && !UNITY_EDITOR
// End preventing the user from quitting the game while saving.
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
#endif
#endif
}
bool EnsureParentDirectory(string filePath, bool bAutoCreateDir = true)
{
#if !UNITY_SWITCH
return false;
#else
// 参数校验
if (string.IsNullOrEmpty(filePath))
{
UnityEngine.Debug.LogError($"无效参数filePath={filePath}");
return false;
}
// 提取路径前缀(如 save:/、sd:/
int prefixEndIndex = filePath.IndexOf(":/");
if (prefixEndIndex == -1)
{
UnityEngine.Debug.LogError($"文件路径 {filePath} 格式无效,未找到 ':/' 前缀");
return false;
}
string pathPrefix = filePath.Substring(0, prefixEndIndex + 2); // 提取前缀,例如 "save:/"
string relativePath = filePath.Substring(prefixEndIndex + 2); // 移除前缀,得到相对路径
// 检查挂载状态
if (!IsMountPointAccessible(pathPrefix))
{
UnityEngine.Debug.LogError($"挂载点 {pathPrefix} 未挂载,无法操作路径 {filePath}");
return false;
}
// 提取父目录路径
string directoryPath = System.IO.Path.GetDirectoryName(relativePath); // 获取父目录相对路径
if (string.IsNullOrEmpty(directoryPath))
{
UnityEngine.Debug.Log($"文件路径 {filePath} 无需创建父目录(位于根目录)");
return true; // 根目录无需创建
}
string fullDirectoryPath = $"{pathPrefix}{directoryPath}"; // 拼接完整父目录路径
UnityEngine.Debug.Log($"检查父目录: {fullDirectoryPath}");
// 检查路径是否存在及其类型
nn.fs.EntryType entryType = 0;
nn.Result result = nn.fs.FileSystem.GetEntryType(ref entryType, fullDirectoryPath);
if (!result.IsSuccess() && nn.fs.FileSystem.ResultPathNotFound.Includes(result))
{
if (bAutoCreateDir)
{
// 路径不存在,尝试创建
UnityEngine.Debug.Log($"父目录 {fullDirectoryPath} 不存在,尝试创建 (判断依据 result=>{result.ToString()})");
result = nn.fs.Directory.Create(fullDirectoryPath);
if (!result.IsSuccess())
{
UnityEngine.Debug.LogError($"创建父目录失败: {result.GetErrorInfo()}");
return false;
}
UnityEngine.Debug.Log($"父目录 {fullDirectoryPath} 创建成功");
return true;
}
return false;
}
else if (result.IsSuccess() && entryType != nn.fs.EntryType.Directory)
{
// 路径存在,但不是目录
UnityEngine.Debug.LogError($"路径 {fullDirectoryPath} 已存在,但不是目录");
return false;
}
else if (!result.IsSuccess())
{
// 其他错误
UnityEngine.Debug.LogError($"检查父目录失败: {result.GetErrorInfo()}");
return false;
}
// 路径存在且是目录
UnityEngine.Debug.Log($"父目录 {fullDirectoryPath} 已存在且有效");
return true;
#endif
}
/// <summary>
/// 检查指定挂载点是否可访问
/// </summary>
/// <param name="pathPrefix">路径前缀,例如 "save:/" 或 "sd:/"</param>
/// <returns>挂载点是否可访问</returns>
bool IsMountPointAccessible(string pathPrefix)
{
#if !UNITY_SWITCH
return false;
#else
if (string.IsNullOrEmpty(pathPrefix))
{
UnityEngine.Debug.LogError($"无效挂载点: {pathPrefix}");
return false;
}
// 根据前缀判断挂载点类型并检查挂载状态
if (pathPrefix == $"{save_name}:/")
{
if (!AxiNS.instance.mount.SaveIsMount)
{
UnityEngine.Debug.LogError($"{save_name}:/ 未挂载");
return false;
}
return true;
}
else if (pathPrefix == "sd:/")
{
long freeSpace = 0;
// 检查 SD 卡挂载状态(示例,需根据实际实现调整)
nn.Result result = nn.fs.FileSystem.GetFreeSpaceSize(ref freeSpace, "sd:/");
if (!result.IsSuccess())
{
UnityEngine.Debug.LogError($"sd:/ 未挂载或无法访问: {result.GetErrorInfo()}");
return false;
}
return true;
}
else
{
UnityEngine.Debug.LogWarning($"未知挂载点 {pathPrefix},假定已挂载");
return true; // 其他挂载点需根据实际需求实现
}
#endif
}
}

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#if UNITY_SWITCH
using nn.account;
#endif
public class AxiNSMount
{
static bool bInMount = false;
internal static string m_SaveMountName;
static bool bInSdCardMount = false;
internal static string m_SdCardMountName;
static bool bInSdCardDebugMount = false;
internal static string m_SdCardDebugMountName;
public bool SaveIsMount => bInMount;
public string SaveMountName
{
get
{
if (!bInMount)
return string.Empty;
else
return m_SaveMountName;
}
}
#if UNITY_SWITCH
public bool MountSave(Uid userId, string mountName = "save")
{
if (bInMount)
return true;
if (!nn.fs.SaveData.IsExisting(userId))
{
UnityEngine.Debug.LogError($"{userId.ToString()}存档不存在!");
return false;
}
UnityEngine.Debug.Log($"{userId.ToString()}存档确保存在!");
nn.Result result;
result = nn.fs.SaveData.Mount(mountName, userId);
//result.abortUnlessSuccess();
if (!result.IsSuccess())
{
UnityEngine.Debug.LogError($"MountSave->挂载{mountName}:/ 失败: " + result.ToString());
return false;
}
UnityEngine.Debug.Log($"MountSave->挂载{mountName}:/ 成功 ");
m_SaveMountName = mountName;
bInMount = true;
return true;
}
#endif
public bool MountSDForDebug(string mountName = "dbgsd")
{
#if !UNITY_SWITCH
return false;
#else
if (bInSdCardDebugMount)
return true;
nn.Result result;
result = nn.fs.SdCard.MountForDebug(mountName);
//result.abortUnlessSuccess();
if (!result.IsSuccess())
{
UnityEngine.Debug.LogError($"nn_fs_MountSdCardForDebug->挂载{mountName}:/ 失败: " + result.ToString());
return false;
}
UnityEngine.Debug.Log($"nn_fs_MountSdCardForDebug->挂载{mountName}:/ 成功 ");
m_SdCardDebugMountName = mountName;
bInSdCardDebugMount = true;
return true;
#endif
}
public bool MountSD(string mountName = "sd")
{
#if !UNITY_SWITCH
return false;
#else
if (bInSdCardMount)
return true;
nn.Result result;
result = AxiNSSDCard.Mount(mountName);
if (!result.IsSuccess())
{
UnityEngine.Debug.LogError($"nn_fs_MountSdCard->挂载{mountName}:/ 失败: " + result.ToString());
return false;
}
UnityEngine.Debug.Log($"nn_fs_MountSdCard->挂载{mountName}:/ 成功 ");
m_SdCardMountName = mountName;
bInSdCardMount = true;
return true;
#endif
}
public void UnmountSave()
{
#if UNITY_SWITCH
if (!bInMount)
{
UnityEngine.Debug.LogError($"{m_SaveMountName}:/ 没有被挂载,无需卸载");
return;
}
nn.fs.FileSystem.Unmount(m_SaveMountName);
UnityEngine.Debug.LogError($"UnmountSaveForDebufa->已卸载{m_SaveMountName}:/ ");
bInMount = false;
#endif
}
public void UnmountSDCardForDebug()
{
#if UNITY_SWITCH
if (!bInSdCardDebugMount)
{
UnityEngine.Debug.LogError($"{m_SdCardDebugMountName}:/ 没有被挂载,无需卸载");
return;
}
nn.fs.FileSystem.Unmount(m_SdCardDebugMountName);
UnityEngine.Debug.LogError($"UnmountSDCardForDebug->已卸载{m_SdCardDebugMountName}:/ ");
bInSdCardDebugMount = false;
#endif
}
public void UnmountSDCard()
{
#if UNITY_SWITCH
if (!bInSdCardMount)
{
UnityEngine.Debug.LogError($"{m_SdCardMountName}:/ 没有被挂载,无需卸载");
return;
}
nn.fs.FileSystem.Unmount(m_SdCardMountName);
UnityEngine.Debug.LogError($"UnmountSDCard->已卸载{m_SdCardMountName}:/ ");
bInSdCardMount = false;
#endif
}
}

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fileFormatVersion: 2
guid: 48826c5dc8959ff4db8c6a51b6568bb7
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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#if UNITY_SWITCH
using nn.account;
#endif
public class AxiNSSDCard
{
#if UNITY_SWITCH
#if DEVELOPMENT_BUILD || NN_FS_SD_CARD_FOR_DEBUG_ENABLE
[DllImport(Nn.DllName,
CallingConvention = CallingConvention.Cdecl,
EntryPoint = "nn_fs_MountSdCard")]
public static extern nn.Result Mount(string name);
#else
public static nn.Result Mount(string name)
{
return new nn.Result();
}
#endif
#endif
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
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userData:
assetBundleName:
assetBundleVariant:

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#if UNITY_SWITCH
using nn.account;
#endif
public class AxiNSUser
{
bool m_bInit = false;
bool m_bGotOpenPreselectedUser = false;
#if UNITY_SWITCH
Uid m_UserId;
nn.account.UserHandle mUserHandle;
nn.account.Nickname m_NickName;
#endif
#region
#if UNITY_SWITCH
public bool GetUserID(out Uid uid)
{
InitPreselectedUserInfo();
if (!m_bGotOpenPreselectedUser)
{
uid = Uid.Invalid;
return false;
}
uid = m_UserId;
return true;
}
#endif
public bool GetNickName(out string NickName)
{
#if !UNITY_SWITCH
NickName = "";
return true;
#else
InitPreselectedUserInfo();
if (!m_bGotOpenPreselectedUser)
{
NickName = string.Empty;
return false;
}
NickName = m_NickName.ToString();
return true;
#endif
}
#endregion
/// <summary>
/// 初始化Account模块儿
/// </summary>
void InitNSAccount()
{
#if UNITY_SWITCH
if (m_bInit)
return;
//必须先初始化NS的Account 不然调用即崩
nn.account.Account.Initialize();
m_bInit = true;
#endif
}
/// <summary>
/// 获取预选用户
/// </summary>
void InitPreselectedUserInfo()
{
#if UNITY_SWITCH
if (m_bGotOpenPreselectedUser)
return;
InitNSAccount();
nn.Result result;
mUserHandle = new nn.account.UserHandle();
if (!nn.account.Account.TryOpenPreselectedUser(ref mUserHandle))
{
UnityEngine.Debug.LogError("打开预选的用户失败.");
return;
}
UnityEngine.Debug.Log("打开预选用户成功.");
result = nn.account.Account.GetUserId(ref m_UserId, mUserHandle);
//result.abortUnlessSuccess();
if (!result.IsSuccess())
{
UnityEngine.Debug.LogError($"GetUserId失败: {result.ToString()}");
return;
}
if (m_UserId == Uid.Invalid)
{
UnityEngine.Debug.LogError("无法获取用户 ID");
return;
}
UnityEngine.Debug.Log($"获取用户 ID:{m_UserId.ToString()}");
result = nn.account.Account.GetNickname(ref m_NickName, m_UserId);
//result.abortUnlessSuccess();
if (!result.IsSuccess())
{
UnityEngine.Debug.LogError($"GetNickname失败: {result.ToString()}");
return;
}
UnityEngine.Debug.Log($"获取用户 NickName ID:{m_NickName.ToString()}");
m_bGotOpenPreselectedUser = true;
#endif
}
}

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fileFormatVersion: 2
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MonoImporter:
externalObjects: {}
serializedVersion: 2
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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: e28ed9d2fb16c7f42b28cafb6a2ce0ac
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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public abstract class AxiNSWaitBase : UnityEngine.CustomYieldInstruction
{
protected bool IsDone;
public abstract void Invoke();
public string errmsg = string.Empty;
public AxiNSWaitBase()
{
this.IsDone = false;
}
public void SetDone()
{
this.IsDone = true;
}
~AxiNSWaitBase()
{
}
public override bool keepWaiting
{
get { return !IsDone; }
}
}
public struct S_NSWAIT_PathWithBytes
{
public string filePath;
public byte[] data;
}
public class AxiNSWait_FileToSaveWithCreate : AxiNSWaitBase
{
S_NSWAIT_PathWithBytes req;
public bool result;
public AxiNSWait_FileToSaveWithCreate(string filePath, byte[] data)
{
req = new S_NSWAIT_PathWithBytes() { filePath = filePath, data = data };
}
public override void Invoke()
{
result = AxiNS.instance.io.FileToSaveWithCreate(req.filePath, req.data);
}
}
public struct S_NSWAIT_PathWithMS
{
public string filePath;
public System.IO.MemoryStream ms;
}
public class AxiNSWait_FileToSaveByMSWithCreate : AxiNSWaitBase
{
S_NSWAIT_PathWithMS req;
public bool result;
public AxiNSWait_FileToSaveByMSWithCreate(string filePath, System.IO.MemoryStream ms)
{
req = new S_NSWAIT_PathWithMS() { filePath = filePath, ms = ms };
}
public override void Invoke()
{
result = AxiNS.instance.io.FileToSaveWithCreate(req.filePath, req.ms);
}
}
public struct S_NSWAIT_Path
{
public string filePath;
}
public class AxiNSWait_LoadSwitchDataFile : AxiNSWaitBase
{
S_NSWAIT_Path req;
public bool result;
public byte[] outputData;
public AxiNSWait_LoadSwitchDataFile(string filePath)
{
req = new S_NSWAIT_Path() { filePath = filePath};
}
public override void Invoke()
{
result = AxiNS.instance.io.LoadSwitchDataFile(req.filePath, out outputData);
}
}
public class AxiNSWait_DeletePathFile : AxiNSWaitBase
{
S_NSWAIT_Path req;
public bool result;
public AxiNSWait_DeletePathFile(string filePath)
{
req = new S_NSWAIT_Path() { filePath = filePath };
}
public override void Invoke()
{
result = AxiNS.instance.io.DeletePathFile(req.filePath);
}
}
public class AxiNSWait_DeletePathDir : AxiNSWaitBase
{
S_NSWAIT_Path req;
public bool result;
public AxiNSWait_DeletePathDir(string filePath)
{
req = new S_NSWAIT_Path() { filePath = filePath };
}
public override void Invoke()
{
result = AxiNS.instance.io.DeletePathDir(req.filePath);
}
}

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fileFormatVersion: 2
guid: 46a1a776d2f9dba49b9641d8e0976861
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.Collections.Generic;
using System.Threading;
public class AxiNSWaitHandle
{
static AutoResetEvent autoEvent = new AutoResetEvent(false);
static Thread waitThread = new Thread(Loop);
static bool bSingleInit = false;
static Queue<AxiNSWaitBase> m_QueueReady = new Queue<AxiNSWaitBase>();
static Queue<AxiNSWaitBase> m_QueueWork = new Queue<AxiNSWaitBase>();
public void AddWait(AxiNSWaitBase wait)
{
InitInternalThread();
lock (m_QueueReady)
{
m_QueueReady.Enqueue(wait);
}
autoEvent.Set();
}
static void InitInternalThread()
{
if (bSingleInit) return;
waitThread.Start();
bSingleInit = true;
}
static void Loop()
{
while (autoEvent.WaitOne())
{
lock (m_QueueReady)
{
while (m_QueueReady.Count > 0)
{
m_QueueWork.Enqueue(m_QueueReady.Dequeue());
}
}
while (m_QueueWork.Count > 0)
{
AxiNSWaitBase wait = m_QueueWork.Dequeue();
try
{
wait.Invoke();
}
catch (Exception ex)
{
wait.errmsg = ex.ToString();
UnityEngine.Debug.Log(ex.ToString());
}
wait.SetDone();
}
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 5e36180ba1c4a8f4db3ceed533a43999
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

436
Assets/Script/Debugger.cs Normal file
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using UnityEngine;
using System.Collections.Generic;
using System;
using UnityEngine.Profiling;
public class Debugger : MonoBehaviour
{
/// <summary>
/// 是否允许调试
/// </summary>
public bool AllowDebugging = true;
private DebugType _debugType = DebugType.Console;
private List<LogData> _logInformations = new List<LogData>();
private int _currentLogIndex = -1;
private int _infoLogCount = 0;
private int _warningLogCount = 0;
private int _errorLogCount = 0;
private int _fatalLogCount = 0;
private bool _showInfoLog = true;
private bool _showWarningLog = true;
private bool _showErrorLog = true;
private bool _showFatalLog = true;
private Vector2 _scrollLogView = Vector2.zero;
private Vector2 _scrollCurrentLogView = Vector2.zero;
private Vector2 _scrollSystemView = Vector2.zero;
private bool _expansion = false;
private Rect _windowRect = new Rect(0, 0, 100, 60);
private int _fps = 0;
private Color _fpsColor = Color.white;
private int _frameNumber = 0;
private float _lastShowFPSTime = 0f;
private void Start()
{
DontDestroyOnLoad(this.gameObject);
if (AllowDebugging)
{
Application.logMessageReceived += LogHandler;
}
}
private void Update()
{
if (AllowDebugging)
{
_frameNumber += 1;
float time = Time.realtimeSinceStartup - _lastShowFPSTime;
if (time >= 1)
{
_fps = (int)(_frameNumber / time);
_frameNumber = 0;
_lastShowFPSTime = Time.realtimeSinceStartup;
}
}
}
private void OnDestory()
{
if (AllowDebugging)
{
Application.logMessageReceived -= LogHandler;
}
}
bool bUnityWaterFrist = false;
private void LogHandler(string condition, string stackTrace, LogType type)
{
if (condition.Contains("UnityWater") || stackTrace.Contains("UnityWater"))
{
if(bUnityWaterFrist)
return;
bUnityWaterFrist = true;
}
LogData log = new LogData();
log.time = DateTime.Now.ToString("HH:mm:ss");
log.message = condition;
log.stackTrace = stackTrace;
if (type == LogType.Assert)
{
log.type = "Fatal";
_fatalLogCount += 1;
}
else if (type == LogType.Exception || type == LogType.Error)
{
log.type = "Error";
_errorLogCount += 1;
}
else if (type == LogType.Warning)
{
log.type = "Warning";
_warningLogCount += 1;
}
else if (type == LogType.Log)
{
log.type = "Info";
_infoLogCount += 1;
}
_logInformations.Add(log);
if (_warningLogCount > 0)
{
_fpsColor = Color.yellow;
}
if (_errorLogCount > 0)
{
_fpsColor = Color.red;
}
}
private void OnGUI()
{
if (AllowDebugging)
{
if (_expansion)
{
_windowRect = GUI.Window(0, _windowRect, ExpansionGUIWindow, "DEBUGGER");
}
else
{
_windowRect = GUI.Window(0, _windowRect, ShrinkGUIWindow, "DEBUGGER");
}
}
}
private void ExpansionGUIWindow(int windowId)
{
GUI.DragWindow(new Rect(0, 0, 10000, 20));
#region title
GUILayout.BeginHorizontal();
GUI.contentColor = _fpsColor;
if (GUILayout.Button("FPS:" + _fps, GUILayout.Height(30)))
{
_expansion = false;
_windowRect.width = 100;
_windowRect.height = 60;
}
GUI.contentColor = (_debugType == DebugType.Console ? Color.white : Color.gray);
if (GUILayout.Button("Console", GUILayout.Height(30)))
{
_debugType = DebugType.Console;
}
GUI.contentColor = (_debugType == DebugType.Memory ? Color.white : Color.gray);
if (GUILayout.Button("Memory", GUILayout.Height(30)))
{
_debugType = DebugType.Memory;
}
GUI.contentColor = (_debugType == DebugType.System ? Color.white : Color.gray);
if (GUILayout.Button("System", GUILayout.Height(30)))
{
_debugType = DebugType.System;
}
GUI.contentColor = (_debugType == DebugType.Screen ? Color.white : Color.gray);
if (GUILayout.Button("Screen", GUILayout.Height(30)))
{
_debugType = DebugType.Screen;
}
GUI.contentColor = (_debugType == DebugType.Quality ? Color.white : Color.gray);
if (GUILayout.Button("Quality", GUILayout.Height(30)))
{
_debugType = DebugType.Quality;
}
GUI.contentColor = (_debugType == DebugType.Environment ? Color.white : Color.gray);
if (GUILayout.Button("Environment", GUILayout.Height(30)))
{
_debugType = DebugType.Environment;
}
GUI.contentColor = Color.white;
GUILayout.EndHorizontal();
#endregion
#region console
if (_debugType == DebugType.Console)
{
GUILayout.BeginHorizontal();
if (GUILayout.Button("Clear"))
{
_logInformations.Clear();
_fatalLogCount = 0;
_warningLogCount = 0;
_errorLogCount = 0;
_infoLogCount = 0;
_currentLogIndex = -1;
_fpsColor = Color.white;
}
GUI.contentColor = (_showInfoLog ? Color.white : Color.gray);
_showInfoLog = GUILayout.Toggle(_showInfoLog, "Info [" + _infoLogCount + "]");
GUI.contentColor = (_showWarningLog ? Color.white : Color.gray);
_showWarningLog = GUILayout.Toggle(_showWarningLog, "Warning [" + _warningLogCount + "]");
GUI.contentColor = (_showErrorLog ? Color.white : Color.gray);
_showErrorLog = GUILayout.Toggle(_showErrorLog, "Error [" + _errorLogCount + "]");
GUI.contentColor = (_showFatalLog ? Color.white : Color.gray);
_showFatalLog = GUILayout.Toggle(_showFatalLog, "Fatal [" + _fatalLogCount + "]");
GUI.contentColor = Color.white;
GUILayout.EndHorizontal();
_scrollLogView = GUILayout.BeginScrollView(_scrollLogView, "Box", GUILayout.Height(165));
for (int i = 0; i < _logInformations.Count; i++)
{
bool show = false;
Color color = Color.white;
switch (_logInformations[i].type)
{
case "Fatal":
show = _showFatalLog;
color = Color.red;
break;
case "Error":
show = _showErrorLog;
color = Color.red;
break;
case "Info":
show = _showInfoLog;
color = Color.white;
break;
case "Warning":
show = _showWarningLog;
color = Color.yellow;
break;
default:
break;
}
if (show)
{
GUILayout.BeginHorizontal();
if (GUILayout.Toggle(_currentLogIndex == i, ""))
{
_currentLogIndex = i;
}
GUI.contentColor = color;
GUILayout.Label("[" + _logInformations[i].type + "] ");
GUILayout.Label("[" + _logInformations[i].time + "] ");
GUILayout.Label(_logInformations[i].message);
GUILayout.FlexibleSpace();
GUI.contentColor = Color.white;
GUILayout.EndHorizontal();
}
}
GUILayout.EndScrollView();
_scrollCurrentLogView = GUILayout.BeginScrollView(_scrollCurrentLogView, "Box", GUILayout.Height(100));
if (_currentLogIndex != -1)
{
GUILayout.Label(_logInformations[_currentLogIndex].message + "\r\n\r\n" + _logInformations[_currentLogIndex].stackTrace);
}
GUILayout.EndScrollView();
}
#endregion
#region memory
else if (_debugType == DebugType.Memory)
{
GUILayout.BeginHorizontal();
GUILayout.Label("Memory Information");
GUILayout.EndHorizontal();
GUILayout.BeginVertical("Box");
#if UNITY_5
GUILayout.Label("总内存:" + Profiler.GetTotalReservedMemory() / 1000000 + "MB");
GUILayout.Label("已占用内存:" + Profiler.GetTotalAllocatedMemory() / 1000000 + "MB");
GUILayout.Label("空闲中内存:" + Profiler.GetTotalUnusedReservedMemory() / 1000000 + "MB");
GUILayout.Label("总Mono堆内存" + Profiler.GetMonoHeapSize() / 1000000 + "MB");
GUILayout.Label("已占用Mono堆内存" + Profiler.GetMonoUsedSize() / 1000000 + "MB");
#endif
#if UNITY_7
GUILayout.Label("总内存:" + Profiler.GetTotalReservedMemoryLong() / 1000000 + "MB");
GUILayout.Label("已占用内存:" + Profiler.GetTotalAllocatedMemoryLong() / 1000000 + "MB");
GUILayout.Label("空闲中内存:" + Profiler.GetTotalUnusedReservedMemoryLong() / 1000000 + "MB");
GUILayout.Label("总Mono堆内存" + Profiler.GetMonoHeapSizeLong() / 1000000 + "MB");
GUILayout.Label("已占用Mono堆内存" + Profiler.GetMonoUsedSizeLong() / 1000000 + "MB");
#endif
GUILayout.EndVertical();
GUILayout.BeginHorizontal();
if (GUILayout.Button("卸载未使用的资源"))
{
Resources.UnloadUnusedAssets();
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
if (GUILayout.Button("使用GC垃圾回收"))
{
GC.Collect();
}
GUILayout.EndHorizontal();
}
#endregion
#region system
else if (_debugType == DebugType.System)
{
GUILayout.BeginHorizontal();
GUILayout.Label("System Information");
GUILayout.EndHorizontal();
_scrollSystemView = GUILayout.BeginScrollView(_scrollSystemView, "Box");
GUILayout.Label("操作系统:" + SystemInfo.operatingSystem);
GUILayout.Label("系统内存:" + SystemInfo.systemMemorySize + "MB");
GUILayout.Label("处理器:" + SystemInfo.processorType);
GUILayout.Label("处理器数量:" + SystemInfo.processorCount);
GUILayout.Label("显卡:" + SystemInfo.graphicsDeviceName);
GUILayout.Label("显卡类型:" + SystemInfo.graphicsDeviceType);
GUILayout.Label("显存:" + SystemInfo.graphicsMemorySize + "MB");
GUILayout.Label("显卡标识:" + SystemInfo.graphicsDeviceID);
GUILayout.Label("显卡供应商:" + SystemInfo.graphicsDeviceVendor);
GUILayout.Label("显卡供应商标识码:" + SystemInfo.graphicsDeviceVendorID);
GUILayout.Label("设备模式:" + SystemInfo.deviceModel);
GUILayout.Label("设备名称:" + SystemInfo.deviceName);
GUILayout.Label("设备类型:" + SystemInfo.deviceType);
GUILayout.Label("设备标识:" + SystemInfo.deviceUniqueIdentifier);
GUILayout.EndScrollView();
}
#endregion
#region screen
else if (_debugType == DebugType.Screen)
{
GUILayout.BeginHorizontal();
GUILayout.Label("Screen Information");
GUILayout.EndHorizontal();
GUILayout.BeginVertical("Box");
GUILayout.Label("DPI" + Screen.dpi);
GUILayout.Label("分辨率:" + Screen.currentResolution.ToString());
GUILayout.EndVertical();
GUILayout.BeginHorizontal();
if (GUILayout.Button("全屏"))
{
Screen.SetResolution(Screen.currentResolution.width, Screen.currentResolution.height, !Screen.fullScreen);
}
GUILayout.EndHorizontal();
}
#endregion
#region Quality
else if (_debugType == DebugType.Quality)
{
GUILayout.BeginHorizontal();
GUILayout.Label("Quality Information");
GUILayout.EndHorizontal();
GUILayout.BeginVertical("Box");
string value = "";
if (QualitySettings.GetQualityLevel() == 0)
{
value = " [最低]";
}
else if (QualitySettings.GetQualityLevel() == QualitySettings.names.Length - 1)
{
value = " [最高]";
}
GUILayout.Label("图形质量:" + QualitySettings.names[QualitySettings.GetQualityLevel()] + value);
GUILayout.EndVertical();
GUILayout.BeginHorizontal();
if (GUILayout.Button("降低一级图形质量"))
{
QualitySettings.DecreaseLevel();
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
if (GUILayout.Button("提升一级图形质量"))
{
QualitySettings.IncreaseLevel();
}
GUILayout.EndHorizontal();
}
#endregion
#region Environment
else if (_debugType == DebugType.Environment)
{
GUILayout.BeginHorizontal();
GUILayout.Label("Environment Information");
GUILayout.EndHorizontal();
GUILayout.BeginVertical("Box");
GUILayout.Label("项目名称:" + Application.productName);
#if UNITY_5
GUILayout.Label("项目ID" + Application.bundleIdentifier);
#endif
#if UNITY_7
GUILayout.Label("项目ID" + Application.identifier);
#endif
GUILayout.Label("项目版本:" + Application.version);
GUILayout.Label("Unity版本" + Application.unityVersion);
GUILayout.Label("公司名称:" + Application.companyName);
GUILayout.EndVertical();
GUILayout.BeginHorizontal();
if (GUILayout.Button("退出程序"))
{
Application.Quit();
}
GUILayout.EndHorizontal();
}
#endregion
}
private void ShrinkGUIWindow(int windowId)
{
GUI.DragWindow(new Rect(0, 0, 10000, 20));
GUI.contentColor = _fpsColor;
if (GUILayout.Button("FPS:" + _fps, GUILayout.Width(80), GUILayout.Height(30)))
{
_expansion = true;
_windowRect.width = 600;
_windowRect.height = 360;
}
GUI.contentColor = Color.white;
}
}
public struct LogData
{
public string time;
public string type;
public string message;
public string stackTrace;
}
public enum DebugType
{
Console,
Memory,
System,
Screen,
Quality,
Environment
}

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@ -0,0 +1,11 @@
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MonoImporter:
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

684
Assets/Script/MainTest.cs Normal file
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//using nn.account;
using nn.account;
using System;
using System.Collections;
using System.IO;
using System.Net;
using System.Net.Sockets;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;
using static AxiHttp;
public class MainTest : MonoBehaviour
{
public Button btn1; public Text text1;
public Button btn2; public Text text2;
public Button btn3; public Text text3;
public Button btn4; public Text text4;
public Button btn5; public Text text5;
public Button btn6; public Text text6;
public Button btn7; public Text text7;
public Button btn8; public Text text8;
public Button btn9; public Text text9;
public Button btn10; public Text text10;
public Button btn11; public Text text11;
public Button btn12; public Text text12;
public Button btn13; public Text text13;
public Button btn14; public Text text14;
public Button btn15; public Text text15;
public Button btn16; public Text text16;
public Button btn17; public Text text17;
public Button btn18; public Text text18;
public Button btn19; public Text text19;
public Button btn20; public Text text20;
public Button btn21; public Text text21;
public Button btnHttpTest;
public Button tcpTest;
public Button btnNetLibTest;
public Button btnNewDownloadTest;
public Button btnNewDownloadTestAsync;
public Button btnDNS;
public Button btnKeyboard;
//public string dataPath => Application.dataPath;
//public string streamingAssetsPath => Application.streamingAssetsPath;
public string temporaryCachePath => Application.temporaryCachePath;
//public string persistentDataPath => Application.persistentDataPath;
public string dataAxibugPath => "sd:/Axibug";
public string dataAxibugPath_save => "save:/Axibug";
public string dataAxibugPath_sdmc => "sd:/Axibug";
public string persistentDataPath = "";
public string testfile => "/axibugtest.txt";
public string testdir => "/axibugtestdir";
void Start()
{
//string a = Application.persistentDataPath;
//Debug.Log($"persistentDataPath -> {a}");
text1.text = $"scan->persistentDataPath";
btn1.onClick.AddListener(() =>
{
string a = Application.persistentDataPath;
Debug.Log($"persistentDataPath -> {a}");
});
text2.text = $"scan->Application.dataPath";
btn2.onClick.AddListener(() =>
{
string a = Application.dataPath;
Debug.Log($"Application.dataPath -> {a}");
});
text3.text = $"scan->Application.streamingAssetsPath";
btn3.onClick.AddListener(() =>
{
string a = Application.streamingAssetsPath;
Debug.Log($"Application.streamingAssetsPath -> {a}");
});
text4.text = $"scan->Application.temporaryCachePath";
btn4.onClick.AddListener(() =>
{
string a = Application.temporaryCachePath;
Debug.Log($"Application.temporaryCachePath -> {a}");
});
//btn1.onClick.AddListener(() => TraverseDirectory(dataPath)); text1.text = $"scan->{dataPath}";
//btn2.onClick.AddListener(() => TraverseDirectory(streamingAssetsPath)); text2.text = $"scan->{streamingAssetsPath}";
//btn3.onClick.AddListener(() => TraverseDirectory(temporaryCachePath)); text3.text = $"scan->{temporaryCachePath}";
//btn4.onClick.AddListener(() => NP_SaveToFile_save()); text4.text = $"try->NP_SaveToFile_save";
btn5.onClick.AddListener(() => AxiNS.instance.Init()); text5.text = $"AxiNS->Init";
btn6.onClick.AddListener(() => AxiNS.instance.mount.MountSDForDebug()); text6.text = $"AxiNS->MountForDebug";
btn7.onClick.AddListener(() => AxiNS.instance.mount.MountSD()); text7.text = $"AxiNS->MountSD";
//btn7.onClick.AddListener(() => AxiNS.instance.user.GetUserID(out var _)); text7.text = $"AxiNS.instance.user.GetUserID";
//btn5.onClick.AddListener(()
//=> CreateFile(dataPath)); text5.text = $"createfile->{dataPath}";
//btn6.onClick.AddListener(() => CreateFile(streamingAssetsPath)); text6.text = $"createfile->{streamingAssetsPath}";
//btn7.onClick.AddListener(() => CreateFile(temporaryCachePath)); text7.text = $"createfile->{temporaryCachePath}";
//btn8.onClick.AddListener(() => CreateFile(dataAxibugPath)); text8.text = $"createfile->{dataAxibugPath}";
//btn9.onClick.AddListener(() => NS_CreateFile(dataAxibugPath)); text9.text = $"NS_CreateFile->{dataAxibugPath}";
//btn10.onClick.AddListener(() => NS_CreateDir(dataAxibugPath)); text10.text = $"NS_CreateDir->{dataAxibugPath}";
btn8.onClick.AddListener(() => NS_CreateDir(dataAxibugPath_save)); text8.text = $"NS_CreateDir->{dataAxibugPath_save}";
btn9.onClick.AddListener(() => NS_CreateFile(dataAxibugPath_save)); text9.text = $"NS_CreateFile->{dataAxibugPath_save}";
btn10.onClick.AddListener(() => NS_CreateDir(dataAxibugPath_sdmc)); text10.text = $"NS_CreateDir->{dataAxibugPath_sdmc}";
btn11.onClick.AddListener(() => NS_CreateFile(dataAxibugPath_sdmc)); text11.text = $"NS_CreateFile->{dataAxibugPath_sdmc}";
btn12.onClick.AddListener(() => AxiNS.instance.io.FileToSaveWithCreate("save:/axibug.txt", new byte[] { 1, 2, 3, 4 })); text12.text = $"AxiNS.instance.io.SaveFile({"save:/axibug.txt"}";
btn13.onClick.AddListener(() => AxiNS.instance.io.FileToSaveWithCreate("save:/axibug/axibug.txt", new byte[] { 1, 2, 3, 4 })); text13.text = $"AxiNS.instance.io.SaveFile({"save:/axibug/axibug.txt"}";
btn14.onClick.AddListener(() => AxiNS.instance.io.LoadSwitchDataFile("save:/axibug/axibug.txt", out var _)); text14.text = $"AxiNS.instance.io.LoadSwitchDataFile({"save:/axibug/axibug.txt"}";
btn15.onClick.AddListener(() => AxiNS.instance.io.FileToSaveWithCreate("sd:/axibug.txt", new byte[] { 1, 2, 3, 4 })); text15.text = $"AxiNS.instance.io.SaveFile({"sd:/axibug.txt"}";
btn16.onClick.AddListener(() => AxiNS.instance.io.FileToSaveWithCreate("save:/axibug/bigfile.txt", new byte[1024 * 1024 * 32])); text16.text = $"AxiNS.instance.io.SaveFile({"save:/axibug/bigfile.txt"}";
btn17.onClick.AddListener(() =>
{
bool result = AxiNS.instance.io.GetDirectoryEntrys("save:/",nn.fs.OpenDirectoryMode.All, out var elist);
if (!result)
UnityEngine.Debug.Log($"result =>{result}");
else
{
foreach (var e in elist)
{
UnityEngine.Debug.Log($"result =>{result}");
}
}
}
); text17.text = $"AxiNS.instance.io.GetDirectoryEntrys({"save:/"},nn.fs.OpenDirectoryMode.All,out var elist)";
btn18.onClick.AddListener(() =>
{
bool result = AxiNS.instance.io.GetDirectoryEntrys("save:/axibug", nn.fs.OpenDirectoryMode.All, out var elist);
if (!result)
UnityEngine.Debug.Log($"result =>{result}");
else
{
foreach (var e in elist)
{
UnityEngine.Debug.Log($"result =>{result}");
}
}
}
); text18.text = $"AxiNS.instance.io.GetDirectoryEntrys({"save:/axibug"},nn.fs.OpenDirectoryMode.All,out var elist)";
btn19.onClick.AddListener(() =>
{
bool result = AxiNS.instance.io.GetDirectoryEntrys("save:/axibug/", nn.fs.OpenDirectoryMode.All, out var elist);
if (!result)
UnityEngine.Debug.Log($"result =>{result}");
else
{
foreach (var e in elist)
{
UnityEngine.Debug.Log($"result =>{result}");
}
}
}
); text19.text = $"AxiNS.instance.io.GetDirectoryEntrys({"save:/axibug/"},nn.fs.OpenDirectoryMode.All,out var elist)";
btn20.onClick.AddListener(() =>
{
bool result = AxiNS.instance.io.GetDirectoryDirs("save:/", out var elist);
if (!result)
UnityEngine.Debug.Log($"result =>{result}");
else
{
foreach (var e in elist)
{
UnityEngine.Debug.Log($"result =>{result}");
}
}
}
); text20.text = $"AxiNS.instance.io.GetDirectoryDirs({"save:/"},out var elist)";
btn21.onClick.AddListener(() =>
{
bool result = AxiNS.instance.io.GetDirectoryFiles("save:/", out var elist);
if (!result)
UnityEngine.Debug.Log($"result =>{result}");
else
{
foreach (var e in elist)
{
UnityEngine.Debug.Log($"result =>{result}");
}
}
}
); text21.text = $"AxiNS.instance.io.GetDirectoryFiles({"save:/"},out var elist)";
//btn11.onClick.AddListener(() => CreateDir(temporaryCachePath)); text11.text = $"CreateDir->{temporaryCachePath}";
//btn12.onClick.AddListener(() => CreateDir(dataAxibugPath)); text12.text = $"CreateDir->{dataAxibugPath}";
btnKeyboard?.onClick.AddListener(TestKeyBoard);
btnHttpTest.onClick.AddListener(() => { StartCoroutine(HttpTest()); });
tcpTest.onClick.AddListener(() => TCPTest());
btnNetLibTest?.onClick.AddListener(NetLibTest);
btnNewDownloadTest.onClick.AddListener(() => NewHttpDownLoadTest());
btnNewDownloadTestAsync.onClick.AddListener(() => { StartCoroutine(NewHttpDownLoadTestAsync()); });
btnDNS.onClick.AddListener(DNSTest);
}
private nn.fs.FileHandle fileHandle = new nn.fs.FileHandle();
void NS_CreateFile(string path)
{
string topath = path + testfile;
nn.Result result = nn.fs.File.Create(topath, 1);
//result.abortUnlessSuccess();
if (!result.IsSuccess())
{
UnityEngine.Debug.LogError($"失败: =>nn.fs.File.Create({topath}, 1) ,result=>{result.GetErrorInfo()}");
return;
}
UnityEngine.Debug.Log($"成功: =>nn.fs.File.Create({topath}, 1)");
}
void NS_CreateDir(string path)
{
var result = nn.fs.Directory.Create(path);
//result.abortUnlessSuccess();
if (!result.IsSuccess())
{
UnityEngine.Debug.LogError($"失败: =>nn.fs.Directory({path}), result=>{result.GetErrorInfo()}");
return;
}
UnityEngine.Debug.Log($"成功: =>nn.fs.Directory({path})");
}
private static Uid userId; // user ID for the user account on the Nintendo Switch
//private static Uid GetCurrentUserId()
//{
// Uid pOut = default;
// UserHandle handle = new UserHandle();
// nn.Result result = nn.account.Account.GetUserId(ref pOut, handle);
// if (!result.IsSuccess())
// {
// throw new Exception("GetCurrentUserId -> result.IsSuccess() == false");
// }
// return pOut;
//}
// Update is called once per frame
void Update()
{
}
void TraverseDirectory(string folderPath)
{
Debug.Log($"Scan ->" + folderPath);
// 检查路径是否存在
if (!System.IO.Directory.Exists(folderPath))
{
Debug.Log($"{folderPath}");
return;
}
// 遍历文件夹
DirectoryInfo directoryInfo = new DirectoryInfo(folderPath);
FileSystemInfo[] fileSystemInfos = directoryInfo.GetFileSystemInfos();
foreach (FileSystemInfo fileSystemInfo in fileSystemInfos)
{
if (fileSystemInfo is DirectoryInfo)
{
// 递归遍历子文件夹
DirectoryInfo subDirectoryInfo = (DirectoryInfo)fileSystemInfo;
TraverseDirectory(subDirectoryInfo.FullName);
}
else
{
// 处理文件
FileInfo fileInfo = (FileInfo)fileSystemInfo;
Debug.Log(fileInfo.FullName);
}
}
}
void CreateDir(string folderPath)
{
string topath = folderPath + testdir;
Debug.Log($"CreateDir->{topath}");
Debug.Log($"Directory.Exists->{System.IO.Directory.Exists(topath)}");
try
{
System.IO.Directory.CreateDirectory(topath);
Debug.Log($"CreateDir OK!->{topath}");
}
catch (Exception ex)
{
Debug.Log($"CreateDir Cant!->{topath} {ex.ToString()}");
}
}
void CreateFile(string folderPath)
{
string topath = folderPath + testfile;
Debug.Log($"CreateFile->{topath}");
Debug.Log($"File.Exists->{System.IO.File.Exists(topath)}");
try
{
System.IO.File.WriteAllText(topath, "axibugtest12345");
Debug.Log($"WriteAllText OK!->{topath}");
}
catch (Exception ex)
{
Debug.Log($"WriteAllText Cant!->{topath} {ex.ToString()}");
}
}
void ReadFile(string folderPath)
{
string topath = folderPath + testfile;
Debug.Log($"ReadFile->{topath}");
Debug.Log($"File.Exists->{System.IO.File.Exists(topath)}");
try
{
Debug.Log($"ReadFile OK!->{System.IO.File.ReadAllText(topath)}");
}
catch (Exception ex)
{
Debug.Log($"ReadFile Cant!->{topath} {ex.ToString()}");
}
}
IEnumerator HttpTest()
{
UnityWebRequestAsyncOperation reqaasync = null;
UnityWebRequest req = null;
try
{
req = UnityWebRequest.Get("http://emu.axibug.com/api/CheckStandInfo?platform=1&version=1.0.0.0");
reqaasync = req.SendWebRequest();
}
catch (Exception ex)
{
Debug.Log($"req err->{ex.ToString()}");
}
yield return reqaasync;
Debug.Log($"req.responseCode->{req.responseCode}");
Debug.Log($"req.downloadHandler.text->{req.downloadHandler.text}");
}
async void HttpCSharpTest()
{
//var client = new HttpClient();
//{
// try
// {
// // 指定要请求的URL
// string url = "http://emu.axibug.com/api/CheckStandInfo?platform=1&version=1.0.0.0";
// Debug.Log($"HttpCSharpTest->{url}");
// // 发送GET请求
// HttpResponseMessage response = await client.GetAsync(url);
// // 确保HTTP成功状态值
// response.EnsureSuccessStatusCode();
// // 读取响应内容
// string responseBody = await response.Content.ReadAsStringAsync();
// Debug.Log($"responseBody->{responseBody}");
// }
// catch (HttpRequestException e)
// {
// Debug.Log($"\nException Caught!");
// Debug.Log($"Message :{e.Message.ToString()} ");
// }
//}
}
async void HttpCSharpTest2()
{
//WebRequest web = WebRequest.Create(@"http://emu.axibug.com/api/CheckStandInfo?platform=1&version=1.0.0.0");//声明WebRequest对象
//MessageBox.Show("ContentLength请求数据的内容长度" + web.ContentLength);
//MessageBox.Show("ContentType内容类型" + web.ContentType);
//MessageBox.Show("Credentials网络凭证" + web.Credentials);
//MessageBox.Show("Method协议方法" + web.Method);
//MessageBox.Show("RequestUri" + web.RequestUri);
HttpWebRequest request = (HttpWebRequest)WebRequest.Create(new Uri("http://139.186.160.243/api/CheckStandInfo?platform=1&version=1.0.0.0"));
try
{
WebResponse response = await request.GetResponseAsync();
using (var stream = response.GetResponseStream())
using (var reader = new System.IO.StreamReader(stream))
{
string content = await reader.ReadToEndAsync();
Debug.Log($"返回Body->{content}");
}
}
catch (WebException ex)
{
// 处理网络异常
Debug.Log($"An error occurred: {ex.Message}");
if (ex.Response != null)
{
// 读取错误响应如404、500等HTTP状态码
using (var errorStream = ex.Response.GetResponseStream())
using (var reader = new System.IO.StreamReader(errorStream))
{
string errorContent = await reader.ReadToEndAsync();
Debug.Log($"Error content: {errorContent}");
}
}
}
}
async void DNSTest()
{
Debug.Log($"DNSTest");
Debug.Log($"strIPRet->{AxiHttp.GetDnsIP("emu.axibug.com").ToString()}");
}
void NewHttpTest()
{
AxiRespInfo respInfo = AxiHttp.AxiRequest("http://emu.axibug.com/api/CheckStandInfo?platform=1&version=1.0.0.0");
ShowAxiRespInfo(respInfo);
}
IEnumerator NewHttpTestAsync()
{
WaitAxiRequest waitAsync = AxiRequestAsync("http://emu.axibug.com/api/CheckStandInfo?platform=1&version=1.0.0.0");
yield return waitAsync;
AxiRespInfo respInfo = waitAsync.mReqAsync;
ShowAxiRespInfo(respInfo);
}
void NewHttpDownLoadTest()
{
AxiRespInfo respInfo = AxiHttp.AxiDownload("http://emu.axibug.com/images/fcrom/Downtown%20-%20Nekketsu%20Monogatari%20(J).JPG");
ShowAxiRespInfo(respInfo);
}
IEnumerator NewHttpDownLoadTestAsync()
{
Debug.Log($"==== NewHttpDownLoadTestAsync 1 ====");
AxiRespInfo respInfo = AxiHttp.AxiDownloadAsync("http://emu.axibug.com/FileZilla_Server-cn-0_9_60_2.exe");
Debug.Log($"==== NewHttpDownLoadTestAsync 2 ====");
while (!respInfo.isDone)
{
//yield return new WaitForSeconds(0.3f);
yield return null;
Debug.Log($"下载进度:{respInfo.DownLoadPr} ->{respInfo.loadedLenght}/{respInfo.NeedloadedLenght}");
}
ShowAxiRespInfo(respInfo);
}
void ShowAxiRespInfo(AxiRespInfo respInfo)
{
Debug.Log($"");
Debug.Log($"==== request ====");
Debug.Log($"url =>{respInfo.url}");
Debug.Log($"Raw =>{respInfo.requestRaw}");
Debug.Log($"code =>{respInfo.code}");
Debug.Log($"respInfo.bTimeOut =>{respInfo.bTimeOut}");
Debug.Log($"");
Debug.Log($"==== response ====");
Debug.Log($"==== header ====");
Debug.Log($"header =>{respInfo.header}");
Debug.Log($"HeadersCount =>{respInfo.headers.Count}");
foreach (var kv in respInfo.headers)
Debug.Log($"{kv.Key} => {kv.Value}");
Debug.Log($"");
Debug.Log($"==== body ====");
Debug.Log($"body_text =>{respInfo.body}");
Debug.Log($"body_text.Length =>{respInfo.body.Length}");
Debug.Log($"bodyRaw.Length =>{respInfo.bodyRaw?.Length}");
Debug.Log($"");
Debug.Log($"==== download ====");
Debug.Log($"downloadMode =>{respInfo.downloadMode}");
Debug.Log($"respInfo.fileName =>{respInfo.fileName}");
Debug.Log($"respInfo.NeedloadedLenght =>{respInfo.NeedloadedLenght}");
Debug.Log($"respInfo.loadedLenght =>{respInfo.loadedLenght}");
if (respInfo.downloadMode == AxiDownLoadMode.DownLoadBytes)
{
if (respInfo.bTimeOut)
{
Debug.Log($"DownLoad Timeout!");
return;
}
string downloadSavePath;
if (Application.platform == RuntimePlatform.PSP2)
{
downloadSavePath = dataAxibugPath + "/" + respInfo.fileName;
}
else
{
downloadSavePath = persistentDataPath + "/" + respInfo.fileName;
}
try
{
System.IO.File.WriteAllBytes(downloadSavePath, respInfo.bodyRaw);
Debug.Log($"DownLoad OK");
}
catch (Exception ex)
{
Debug.Log($"DownLoad Err {ex.ToString()}");
}
}
}
void NetLibTest()
{
Init("main.axibug.com", 1000);
}
public bool Init(string IP, int port, bool isHadDetailedLog = true, bool bBindReuseAddress = false, int bBindport = 0)
{
Debug.Log("==>1");
//bDetailedLog = isHadDetailedLog;
//RevIndex = MaxRevIndexNum;
//SendIndex = MaxSendIndexNum;
//Socket client;
//client = new Socket(SocketType.Stream, ProtocolType.Tcp);
Socket client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
Debug.Log("==>2");
if (bBindReuseAddress)
{
Debug.Log("==>2_1");
client.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
Debug.Log("==>2_2");
IPEndPoint ipe = new IPEndPoint(IPAddress.Any, Convert.ToInt32(bBindport));
Debug.Log("==>2_3");
client.Bind(ipe);
Debug.Log("==>2_4");
}
Debug.Log("==>3");
//LastConnectIP = IP;
//LastConnectPort = port;
return Connect(client, IP, port);
}
bool Connect(Socket client, string IP, int port)
{
Debug.Log("Connect==>1");
//带回调的
try
{
Debug.Log("连接到远程IP " + IP + ":" + port);
client.Connect(IP, port);
Debug.Log("Connect==>2 OK");
//Thread thread = new Thread(Recive);
//thread.IsBackground = true;
//thread.Start(client);
int localport = ((IPEndPoint)client.LocalEndPoint).Port;
Debug.Log("Connect==>3");
//Debug.Log("Connect==>3 OK");
//if (bDetailedLog)
// LogOut($"连接成功!连接到远程IP->{IP}:{port} | 本地端口->{localport}");
//else
// LogOut("连接成功!");
//if (_heartTimer == null)
//{
// _heartTimer = new System.Timers.Timer();
//}
//_heartTimer.Interval = TimerInterval;
//_heartTimer.Elapsed += CheckUpdatetimer_Elapsed;
//_heartTimer.AutoReset = true;
//_heartTimer.Enabled = true;
//if (bDetailedLog)
// LogOut("开启心跳包检测");
//OnConnected?.Invoke(true);
client.Close();
Debug.Log("Connect==>close");
return true;
}
catch (Exception ex)
{
//if (bDetailedLog)
// LogOut("连接失败:" + ex.ToString());
//else
// LogOut("连接失败");
//OnConnected?.Invoke(false);
return false;
}
}
/*
* string url = "http://emu.axibug.com/api/CheckStandInfo?platform=1&version=1.0.0.0";
string strURI = url;
string strHost = "";
string strIP = "";
string strPort = "";
string strRelativePath = "";
bool bSSL = false;
bool foward_302 = true;
if (!OnlySocketHttp.OnlySocketHttp.ParseURI(strURI, ref bSSL, ref strHost, ref strIP, ref strPort, ref strRelativePath))
{
UnityEngine.Debug.Log("ParseURI False");
return string.Empty;
}
int port;
int.TryParse(strPort, out port);
var ip = Dns.GetHostEntry(strHost).AddressList[0];
var ipEndPoint = new IPEndPoint(ip, port);
using (var socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp))
{
socket.Connect(ipEndPoint);
string request = $"GET {strRelativePath} HTTP/1.1\r\nHost: {strHost}\r\nConnection: Close\r\n\r\n";
byte[] buffer = Encoding.ASCII.GetBytes(request);
socket.Send(buffer);
// 读取响应
using (var stream = new NetworkStream(socket))
using (var reader = new StreamReader(stream))
{
string response = reader.ReadToEnd();
UnityEngine.Debug.Log($"response->{response}");
// 这里可以添加更复杂的逻辑来解析HTTP响应并下载文件
// 示例中仅打印了响应
}
}
*/
void TCPTest()
{
string strHost = "139.186.160.243";
string strPort = "10492";
Socket sClient = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.IP);
Debug.Log($"EndPoint server->{strHost}:strPort");
EndPoint server = new IPEndPoint(IPAddress.Parse(strHost), System.Convert.ToInt32(strPort));
Debug.Log($"BeginConnect");
sClient.BeginConnect(server, new AsyncCallback(ConnectCallback), sClient);
}
private void ConnectCallback(IAsyncResult ar)
{
Debug.Log($"ConnectCallback");
try
{
Socket client = (Socket)ar.AsyncState;
client.EndConnect(ar);
}
catch (Exception e)
{
//WSLog.LogError(e.Message);
}
finally
{
//connectDone.Set();
}
}
void TestKeyBoard()
{
Debug.Log($" isSupported -> {TouchScreenKeyboard.isSupported}");
TouchScreenKeyboard.Open("", TouchScreenKeyboardType.Default);
}
}

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Packages/manifest.json Normal file
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{
"dependencies": {
"com.unity.collab-proxy": "2.0.0",
"com.unity.feature.development": "1.0.1",
"com.unity.textmeshpro": "3.0.6",
"com.unity.timeline": "1.7.2",
"com.unity.ugui": "1.0.0",
"com.unity.visualscripting": "1.8.0",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",
"com.unity.modules.animation": "1.0.0",
"com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.audio": "1.0.0",
"com.unity.modules.cloth": "1.0.0",
"com.unity.modules.director": "1.0.0",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
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