Rizline:Local game files: Difference between revisions
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'' | '''Local game files''' are game files that are stored on the device. They are separate from [[Rizline:Application files|application files]], which are stored inside of Rizline's [[Rizline:Application package|application package]]. | ||
== Location == | == Location == | ||
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Apart from the <code>data</code> directory, ''Rizline'' also creates an empty directory for [[OBB file]]s at <code>/storage/emulated/0/Android/obb/com.PigeonGames.Rizline</code>. | Apart from the <code>data</code> directory, ''Rizline'' also creates an empty directory for [[OBB file]]s at <code>/storage/emulated/0/Android/obb/com.PigeonGames.Rizline</code>. | ||
Some of the local game files are downloaded after the game is launched, and they are referred to as [[Rizline:assets|assets]]. | |||
== Directory structure == | == Directory structure == | ||
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{{DataStructureField|tombstone_02|file|Empty file.}} | {{DataStructureField|tombstone_02|file|Empty file.}} | ||
{{DataStructureField|com.unity.addressables|directory|| | {{DataStructureField|com.unity.addressables|directory|| | ||
{{DataStructureField|catalog_catalog.hash|file| | {{DataStructureField|catalog_catalog.hash|file|A text file containing a 32-character hexadecimal hash for <code>catalog_catalog.json</code>. Can be thought of as a "version number" for <code>catalog_catalog.json</code> - it is for checking if the catalog has changed, by comparing this file's contents to the server file contents. Mentioned here: https://discussions.unity.com/t/significance-of-binary-fields-in-the-addressables-catalog-for-example-m_keydatastring/789193/6}} | ||
{{DataStructureField|catalog_catalog.json|file|[[ | {{DataStructureField|catalog_catalog.json|file|[[catalog.json]] - A text [[Wikipedia:JSON|JSON]] file, around 1 MiB in size. It is essentially a list of all assets used in the game, including [[Rizline:assets|downloadable assets]].}} | ||
}} | }} | ||
{{DataStructureField|Cookies|directory|| | {{DataStructureField|Cookies|directory|| | ||
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{{DataStructureField|Shared|directory|Directory containing all of the game's downloaded [[Rizline:assets|assets]], contained in [[asset bundles]]. The assets are downloaded on-demand, so not all devices will have all of the assets in this directory.| | {{DataStructureField|Shared|directory|Directory containing all of the game's downloaded [[Rizline:assets|assets]], contained in [[asset bundles]]. The assets are downloaded on-demand, so not all devices will have all of the assets in this directory.| | ||
{{DataStructureField|<asset_bundle_name>|directory|Where ''asset_bundle_name'' is a 32-character-long lowercase hexadecimal string (for example <code>1e0e32f42bc785e2a525cf3a8ea7abaf</code>). This name is the <code>assetBundleName</code> property of the bundle.| | {{DataStructureField|<asset_bundle_name>|directory|Where ''asset_bundle_name'' is a 32-character-long lowercase hexadecimal string (for example <code>1e0e32f42bc785e2a525cf3a8ea7abaf</code>). This name is the <code>assetBundleName</code> property of the bundle.| | ||
{{DataStructureField|< | {{DataStructureField|<asset_bundle_hash>|directory|Where ''asset_bundle_hash'' is a 32-character-long lowercase hexadecimal string (for example <code>4c3416138aed0f7bc6f085bd2d121125</code>). This ID changes if the asset changes; sometimes the <code>assetBundleName</code> changes instead though. This is also the file name in the URL that the bundle is downloaded from.| | ||
{{DataStructureField|__data|file|[[ | {{DataStructureField|__data|file|[[AssetBundle __data file]]. This file is not present if the asset bundle is a music asset bundle.}} | ||
{{DataStructureField|__info|file|[[ | {{DataStructureField|__info|file|[[AssetBundle __info file]]. This file is not present if the asset bundle is a music asset bundle.}} | ||
{{DataStructureField|*.acb*|file|[[ | {{DataStructureField|*.acb*|file|[[ACB file]]. This file is present only in asset bundles containing music. The filename is the music ID as indicated in [[Rizline:Default.asset|Default.asset]], but lowercase, and with <code>.acb=<checksum></code> added at the end, where <code>checksum</code> is an unknown kind of 3-byte long lowercase hexadecimal checksum (for example <code>tempest.plum.0.acb=3f1540</code>).}} | ||
}} | }} | ||
}} | }} | ||
{{DataStructureField|__info|file|Text file - different from [[ | {{DataStructureField|__info|file|Text file - different from [[AssetBundle __info file]]. {{Unfinished}}}} | ||
}} | }} | ||
{{DataStructureField|Temp|directory|Empty directory.}} | {{DataStructureField|Temp|directory|Empty directory.}} | ||
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}} | }} | ||
}} | }} | ||
== Navigation == | |||
{{RizlineGameNavBox}} |