The ResourceManager class handles low-level access to game resource data stored in CAS (Content Addressable Storage) archives. It manages catalog loading, encryption, and data decompression.
using FrostySdk.Managers;ResourceManager rm = new ResourceManager(fileSystem);rm.Initialize();
// Load by SHA1Stream data = rm.GetResourceData(sha1);if (data != null){ // Process decompressed data byte[] buffer = new byte[data.Length]; data.Read(buffer, 0, buffer.Length);}
// From CASStream raw = rm.GetRawResourceData(sha1);// From superbundleStream raw = rm.GetRawResourceData("win32/levels/mp_001", offset, size);// From cacheStream raw = rm.GetRawResourceData(offset, size);
using FrostySdk;using FrostySdk.Managers;using System.IO;// InitializeFileSystem fs = new FileSystem(@"C:\Games\FIFA20");fs.Initialize();ResourceManager rm = new ResourceManager(fs);rm.Initialize();// Load resource by SHA1Sha1 resourceHash = new Sha1("abc123...");Stream data = rm.GetResourceData(resourceHash);if (data != null){ using (BinaryReader reader = new BinaryReader(data)) { // Read and process resource data byte[] buffer = reader.ReadBytes((int)data.Length); ProcessResourceData(buffer); }}else{ Console.WriteLine("Resource not found or encrypted");}
public enum AssetDataLocation{ Cas, // Standard CAS archive SuperBundle, // Binary superbundle file Cache, // Local cache file CasNonIndexed // CAS without catalog index}