simple zstandard decompress binding for unity
ZstdUnity is inspired by xLua[1] build sets.
- [1] xLua, https://github.com/Tencent/xLua
- cmake
- make plugins
- $ sh make_osx.sh
 
- copy plugins
- $ cp -ap plugin/Plugins your/unity/project/Assets/
 
- copy C# bindings
- $ cp -ap Assets/Uzstd your/unity/project/Assets/
 
//simple pattern
byte[] compressed;
byte[] dst = new byte[decompressedSize];
Uzstd.API.decompress(dst, dst.Length, compressed, compressed.Length);
//stream
using(var context = DecompressContext.CreateWithStream())
{
  byte[] work;
  int totalDecompressed = 0;
  do
  {
    var result = Uzstd.API.decompressStream(context, work, work.Length, compressed, compressed.Length);
    if( result == 0 ) {break;} //decompress done.
    if( result <  0 ) {throw new System.Exception("decompress error"); }
    System.Array.Copy(work, 0, dst, totalDecompressed, result);
    totalDecompressed += result;
  }while(totalDecompressed < dst.Length);
}
//with dictionary
using(var context = DecompressContext.CreateWithDictionary(dict))
{
  Uzstd.API.decompressDictionary(context, dst, dst.Length, compressed, compressed.Length); 
}
//stream with dictionary
using(var context = DecompressContext.CreateWithStreamDictionary(dit))
{
  byte[] work;
  int totalDecompressed = 0;
  do
  {
    var result = Uzstd.API.decompressStreamDictionary(context, work, work.Length, compressed, compressed.Length);
    if( result == 0 ) {break;} //decompress done.
    if( result <  0 ) {throw new System.Exception("decompress error"); }
    System.Array.Copy(work, 0, dst, totalDecompressed, result);
    totalDecompressed += result;
  }while(totalDecompressed < dst.Length);
}- test plugins android/ios/linux.