Unity 打包 AssetBundle加密
2021-07-16 本文已影响0人
_灯下影子
AssetStudio解包工具(gitHub上可下载):
链接:https://pan.baidu.com/s/1eZpjQaqOJHnGrP9H9PZeRQ
提取码:mbjq
方案一
在AssetBundle头部加入部分字节
[MenuItem("AssetBundle/Build Encrypt OffSet")]
static void BuildEncryptOffSet()
{
var exportPath = Application.streamingAssetsPath;
if (Directory.Exists(exportPath))
{
Directory.CreateDirectory(exportPath);
}
var manifest = BuildPipeline.BuildAssetBundles(exportPath,
BuildAssetBundleOptions.ChunkBasedCompression,
EditorUserBuildSettings.activeBuildTarget);
foreach (var abPath in manifest.GetAllAssetBundles())
{
string filepath = $"{Application.streamingAssetsPath}/{abPath}";
// 偏移值可调,或者动态设置都可以
uint offset = 96;
if ( offset > 0)
{
byte[] filedata = File.ReadAllBytes(filepath);
int filelen = ((int)offset + filedata.Length);
byte[] buffer = new byte[filelen];
for (int slen = 0; slen < offset; slen++)
{
buffer[slen] = 1;
}
for (int slen = 0; slen < filedata.Length; slen++)
{
buffer[slen + offset] = filedata[slen];
}
FileStream fs = File.OpenWrite(filepath);
fs.Write(buffer, 0, filelen);
fs.Close();
}
}
}
同步加载解密
protected AssetBundle _bundle;
protected void AssetBundleUnCryptoSync(string assetBundlePatchFile)
{
uint offSet = 96;
_bundle = AssetBundle.LoadFromFile(assetBundlePatchFile, 0,offSet);
}
异步加载解密
protected IEnumerator AssetBundleUnCrypto(string assetBundlePatchFile)
{
uint offSet = 96;
AssetBundleCreateRequest request = AssetBundle.LoadFromFileAsync(assetBundlePatchFile, 0,offSet);
yield return request;
_bundle = request.assetBundle;
}
方案二
全字节加密
[MenuItem("AssetBundle/Build Encrypt")]
static void BuildEncrypt()
{
var exportPath = Application.streamingAssetsPath;
if (!Directory.Exists(exportPath))
Directory.CreateDirectory(exportPath);
var manifest = BuildPipeline.BuildAssetBundles(exportPath, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
foreach (var name in manifest.GetAllAssetBundles())
{
var uniqueSalt = Encoding.UTF8.GetBytes(name);
var data = File.ReadAllBytes($"{Application.streamingAssetsPath}/{name}");
using (var baseStream = new FileStream($"{Application.streamingAssetsPath}/{name}", FileMode.OpenOrCreate))
{
var cryptor = new SeekableAesStream(baseStream, "password", uniqueSalt);
cryptor.Write(data, 0, data.Length);
}
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Security.Cryptography;
using UnityEngine;
public class SeekableAesStream : Stream
{
private Stream baseStream;
private AesManaged aes;
private ICryptoTransform encryptor;
public bool autoDisposeBaseStream { get; set; } = true;
/// <param name="salt">//** WARNING **: MUST be unique for each stream otherwise there is NO security</param>
public SeekableAesStream(Stream baseStream, string password, byte[] salt)
{
this.baseStream = baseStream;
using (var key = new PasswordDeriveBytes(password, salt))
{
aes = new AesManaged();
aes.KeySize = 128;
aes.Mode = CipherMode.ECB;
aes.Padding = PaddingMode.None;
aes.Key = key.GetBytes(aes.KeySize / 8);
aes.IV = new byte[16]; //zero buffer is adequate since we have to use new salt for each stream
encryptor = aes.CreateEncryptor(aes.Key, aes.IV);
}
}
private void cipher(byte[] buffer, int offset, int count, long streamPos)
{
//find block number
var blockSizeInByte = aes.BlockSize / 8;
var blockNumber = (streamPos / blockSizeInByte) + 1;
var keyPos = streamPos % blockSizeInByte;
//buffer
var outBuffer = new byte[blockSizeInByte];
var nonce = new byte[blockSizeInByte];
var init = false;
for (int i = offset; i < count; i++)
{
//encrypt the nonce to form next xor buffer (unique key)
if (!init || (keyPos % blockSizeInByte) == 0)
{
BitConverter.GetBytes(blockNumber).CopyTo(nonce, 0);
encryptor.TransformBlock(nonce, 0, nonce.Length, outBuffer, 0);
if (init) keyPos = 0;
init = true;
blockNumber++;
}
buffer[i] ^= outBuffer[keyPos]; //simple XOR with generated unique key
keyPos++;
}
}
public override bool CanRead { get { return baseStream.CanRead; } }
public override bool CanSeek { get { return baseStream.CanSeek; } }
public override bool CanWrite { get { return baseStream.CanWrite; } }
public override long Length { get { return baseStream.Length; } }
public override long Position { get { return baseStream.Position; } set { baseStream.Position = value; } }
public override void Flush() { baseStream.Flush(); }
public override void SetLength(long value) { baseStream.SetLength(value); }
public override long Seek(long offset, SeekOrigin origin) { return baseStream.Seek(offset, origin); }
public override int Read(byte[] buffer, int offset, int count)
{
var streamPos = Position;
var ret = baseStream.Read(buffer, offset, count);
cipher(buffer, offset, count, streamPos);
return ret;
}
public override void Write(byte[] buffer, int offset, int count)
{
cipher(buffer, offset, count, Position);
baseStream.Write(buffer, offset, count);
}
protected override void Dispose(bool disposing)
{
if (disposing)
{
encryptor?.Dispose();
aes?.Dispose();
if (autoDisposeBaseStream)
baseStream?.Dispose();
}
base.Dispose(disposing);
}
}
同步加载解密
protected void AssetBundleUnCryptoSync(string assetBundlePatchFile)
{
#if UNITY_EDITOR
FileStream fileStream;
fileStream = new FileStream(assetBundlePatchFile, FileMode.Open);
var uniqueSalt1 = Encoding.UTF8.GetBytes(bundleName); // 打包时设置的salt名
// Stream暗号化解除
var uncryptor1 = new SeekableAesStream(fileStream, "password", uniqueSalt1);
_bundle = AssetBundle.LoadFromStream(uncryptor1);
#else
var www = UnityWebRequest.Get(assetBundlePatchFile);
www.SendWebRequest();
// 阻塞,实现同步效果
while(!www.isDone){
System.Threading.Thread.Sleep (1/30);
}
if (!(www.isHttpError || www.isNetworkError))
{
var dataStream = new MemoryStream();
dataStream.Write(www.downloadHandler.data, 0, www.downloadHandler.data.Length);
var uniqueSalt = Encoding.UTF8.GetBytes(bundleName); // 打包时设置的salt名
// Stream暗号化解除
var uncryptor = new SeekableAesStream(dataStream, AssetBundlePathResolver.BundlePassword, uniqueSalt);
_bundle = AssetBundle.LoadFromStream(uncryptor);
}
else
{
LuaInterface.Debugger.Log(string.Format("{1}:[{0}]",www.error,"www.error"));
}
www.Dispose();
www = null;
#endif
this.Complete();
}
方案一,性能几乎无消耗
方案二,性能消耗比较大
如果对加密要求不是很高,推荐使用方案一。