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name: Build and Test | ||
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on: | ||
push: | ||
branches: [ main ] | ||
pull_request: | ||
branches: [ main ] | ||
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jobs: | ||
build: | ||
runs-on: ubuntu-latest | ||
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steps: | ||
- uses: actions/checkout@v3 | ||
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- name: Set up Go | ||
uses: actions/setup-go@v4 | ||
with: | ||
go-version: '1.23.4' | ||
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- name: Build | ||
run: go build -v ./... | ||
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- name: Test | ||
run: go test -v ./... | ||
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- name: Vet | ||
run: go vet ./... | ||
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- name: Lint | ||
uses: golangci/golangci-lint-action@v3 | ||
with: | ||
version: latest |
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# Asset Packer | ||
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## Overview | ||
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Asset Packer is a powerful tool designed to streamline the packaging and management of game assets. It provides a seamless workflow for developers, ensuring that assets are efficiently packed and ready for use in the game. | ||
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## Installation | ||
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`go get github.com/edwinsyarief/asset-packer` | ||
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### Secure Asset Pipeline | ||
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- **Encrypted Assets**: All game assets (images, audio, maps) are encrypted using AES-GCM encryption | ||
- **Compression**: Assets are automatically compressed using gzip before encryption | ||
- **Streamlined Loading**: Fast asset loading with built-in decompression and decryption | ||
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### Asset Types Support | ||
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- Sprites and animations | ||
- Audio files (BGM, SFX) | ||
- Map data and configurations | ||
- UI elements and fonts | ||
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### Security Features | ||
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- AES-GCM authenticated encryption | ||
- Secure random nonce generation | ||
- Key rotation support | ||
- Protected asset integrity | ||
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This system ensures your game assets are protected while maintaining excellent performance and developer experience. | ||
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## Quick Start Example | ||
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Here's a simple example of packing game assets: | ||
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```go | ||
package main | ||
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import ( | ||
"fmt" | ||
"github.com/edwinsyarief/assetpacker" | ||
) | ||
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func main() { | ||
// Define your game assets | ||
assets := []assetpacker.Asset{ | ||
{Path: "assets/sprites/player.png", Type: "sprite"}, | ||
{Path: "assets/audio/background.mp3", Type: "audio"}, | ||
{Path: "assets/maps/level1.json", Type: "map"}, | ||
} | ||
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// Your secret key (32 bytes) | ||
key := []byte("your-secret-key-32-bytes-required!") | ||
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// Pack assets into a single encrypted file | ||
err := assetpacker.PackAssets(assets, "game_assets.pak", key) | ||
if err != nil { | ||
fmt.Printf("Failed to pack assets: %v\n", err) | ||
return | ||
} | ||
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// Later, in your game code: | ||
reader, err := assetpacker.NewAssetReader("game_assets.pak", key) | ||
if err != nil { | ||
fmt.Printf("Failed to read assets: %v\n", err) | ||
return | ||
} | ||
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fmt.Println("Assets packed and ready for your game!") | ||
} |
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package assetpacker | ||
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import ( | ||
"fmt" | ||
"os" | ||
) | ||
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// Asset defines an asset with its type and content. | ||
type Asset struct { | ||
Path string | ||
Type string | ||
Content []byte | ||
} | ||
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func openFile(path string) ([]byte, error) { | ||
content, err := os.ReadFile(path) | ||
if err != nil { | ||
return nil, fmt.Errorf("error reading %s: %v", path, err) | ||
} | ||
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return content, nil | ||
} |
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module github.com/edwinsyarief/assetpacker | ||
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go 1.23.4 |
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package assetpacker | ||
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import ( | ||
"bytes" | ||
"compress/gzip" | ||
"crypto/aes" | ||
"crypto/cipher" | ||
"crypto/rand" | ||
"fmt" | ||
"io" | ||
"os" | ||
) | ||
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// packAssets compresses, encrypts, and writes assets to a binary file. | ||
func PackAssets(assets []Asset, outputPath string, key []byte) error { | ||
// Use AES for encryption | ||
block, err := aes.NewCipher(key) | ||
if err != nil { | ||
return err | ||
} | ||
gcm, err := cipher.NewGCM(block) | ||
if err != nil { | ||
return err | ||
} | ||
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// Write to file | ||
file, err := os.Create(outputPath) | ||
if err != nil { | ||
return err | ||
} | ||
defer file.Close() | ||
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// Write each asset | ||
for _, asset := range assets { | ||
asset.Content, err = openFile(asset.Path) | ||
if err != nil { | ||
return err | ||
} | ||
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compressed, err := compressAsset(asset.Content) | ||
if err != nil { | ||
return err | ||
} | ||
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nonce := make([]byte, gcm.NonceSize()) | ||
if _, err := io.ReadFull(rand.Reader, nonce); err != nil { | ||
return err | ||
} | ||
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encrypted := gcm.Seal(nonce, nonce, compressed, nil) | ||
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// Debug - Print what's being written | ||
fmt.Printf("Writing metadata for %s: %s:%s:%d:\n", asset.Path, asset.Path, asset.Type, len(encrypted)) | ||
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// Write asset metadata followed by encrypted content | ||
_, err = file.WriteString(fmt.Sprintf("%s:%s:%d:", asset.Path, asset.Type, len(encrypted))) | ||
if err != nil { | ||
return err | ||
} | ||
_, err = file.Write(encrypted) | ||
if err != nil { | ||
return err | ||
} | ||
} | ||
return nil | ||
} | ||
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// compressAsset uses gzip to compress the asset data. | ||
func compressAsset(data []byte) ([]byte, error) { | ||
var b bytes.Buffer | ||
gz := gzip.NewWriter(&b) | ||
if _, err := gz.Write(data); err != nil { | ||
return nil, err | ||
} | ||
if err := gz.Close(); err != nil { | ||
return nil, err | ||
} | ||
return b.Bytes(), nil | ||
} |
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