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Unity 打包 AssetBundle加密

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发表于 2021-7-16 12:35 | 显示全部楼层 |阅读模式
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 ^= 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。
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