Utinyripper an error has occurred during file processing

An error has occurred during file processing! #1022 Comments Game name: (please, specify the game name) Engine version: 2017.4.30f1 Platform: StandaloneWin64Player File name: unity builtin extra Error message: Error during reading of asset type Shader Inner message: System.Exception: No data left à uTinyRipper.Lz4.Lz4DecodeStream.FillInputBuffer(Int32 offset) à uTinyRipper.Lz4.Lz4DecodeStream.ReadInputByte() à uTinyRipper.Lz4.Lz4DecodeStream.Read(Stream stream, Int64 count) à uTinyRipper.Lz4.Lz4DecodeStream.ReadBuffer(Stream stream, […]

Содержание

  1. An error has occurred during file processing! #1022
  2. Comments
  3. U tiny Ripper — An error occurred during file processing has occurred #783
  4. Comments
  5. «An Error has occurred during file processing!» #1236
  6. Comments
  7. An error has occurred during file processin #1368
  8. Comments
  9. «An error occurred during file processing!» #1226
  10. Comments

An error has occurred during file processing! #1022

Game name: (please, specify the game name)
Engine version: 2017.4.30f1
Platform: StandaloneWin64Player
File name: unity builtin extra

Error message: Error during reading of asset type Shader

Inner message: System.Exception: No data left
à uTinyRipper.Lz4.Lz4DecodeStream.FillInputBuffer(Int32 offset)
à uTinyRipper.Lz4.Lz4DecodeStream.ReadInputByte()
à uTinyRipper.Lz4.Lz4DecodeStream.Read(Stream stream, Int64 count)
à uTinyRipper.Lz4.Lz4DecodeStream.ReadBuffer(Stream stream, Int64 count)
à uTinyRipper.Lz4.Lz4DecodeStream.ReadBuffer(Byte[] buffer, Int32 offset, Int32 count)
à uTinyRipper.Classes.Shaders.ShaderSubProgramBlob.ReadBlob(AssetLayout layout, MemoryStream memStream, UInt32 compressedLength, UInt32 decompressedLength, Int32 segment)
à uTinyRipper.Classes.Shader.UnpackSubProgramBlobs(AssetLayout layout, UInt32[] offsets, UInt32[] compressedLengths, UInt32[] decompressedLengths, Byte[] compressedBlob)
à uTinyRipper.Classes.Shader.Read(AssetReader reader)
à uTinyRipper.SerializedFile.ReadAsset(AssetReader reader, AssetInfo assetInfo, Int64 offset, Int32 size)

Stack trace: à uTinyRipper.SerializedFile.ReadAsset(AssetReader reader, AssetInfo assetInfo, Int64 offset, Int32 size)
à uTinyRipper.SerializedFile.ReadAsset(AssetReader reader, ObjectInfo& info)
à uTinyRipper.SerializedFile.ReadData(Stream stream)
à uTinyRipper.GameProcessorContext.ReadFile(SerializedFile file)
à uTinyRipper.GameProcessorContext.ReadFile(SerializedFile file)
à uTinyRipper.GameProcessorContext.ReadFile(SerializedFile file)
à uTinyRipper.GameProcessorContext.ReadSerializedFiles()
à uTinyRipper.GameStructureProcessor.ProcessSchemes(GameCollection fileCollection)
à uTinyRipper.GameStructure.Load(List 1 pathes, LayoutInfo layinfo) à uTinyRipper.GameStructure.Load(IEnumerable 1 pathes, LayoutInfo layinfo)
à uTinyRipperGUI.MainWindow.LoadFiles(Object data)

The text was updated successfully, but these errors were encountered:

Источник

U tiny Ripper — An error occurred during file processing has occurred #783

Here is the description:
Game name: (please, specify the game name)
Engine version: (specify engine version, if known)
Platform: (specify platform, if known)

Error message: Could not load file or assembly ‘HLSLccWrapper, Version=1.0.7226.19809, Culture=neutral, PublicKeyToken=null’ or one of its dependencies. The system cannot find the file specified.

Stack trace: at uTinyRipperGUI.Exporters.ShaderHLSLccExporter.Export(ShaderWriter writer, ShaderSubProgram& subProgram)
at uTinyRipper.Classes.Shaders.ShaderSubProgram.Export(ShaderWriter writer, ShaderType type)
at uTinyRipper.Classes.Shaders.SerializedSubProgram.Export(ShaderWriter writer, ShaderType type, Boolean isTier)
at uTinyRipper.Classes.Shaders.SerializedProgram.Export(ShaderWriter writer, ShaderType type)
at uTinyRipper.Classes.Shaders.SerializedPass.Export(ShaderWriter writer)
at uTinyRipper.Classes.Shaders.SerializedSubShader.Export(ShaderWriter writer)
at uTinyRipper.Classes.Shaders.SerializedShader.Export(ShaderWriter writer)
at uTinyRipper.Classes.Shader.ExportBinary(IExportContainer container, Stream stream, Func 3 exporterInstantiator) at uTinyRipperGUI.Exporters.ShaderAssetExporter.Export(IExportContainer container, Object asset, String path) at uTinyRipper.Project.AssetExportCollection.Export(ProjectAssetContainer container, String dirPath) at uTinyRipper.Converters.ProjectExporter.Export(String path, GameCollection fileCollection, IEnumerable 1 files, ExportOptions options)
at uTinyRipper.GameStructure.Export(String exportPath, Func`2 filter)
at uTinyRipperGUI.MainWindow.ExportFiles(Object data)

The text was updated successfully, but these errors were encountered:

Источник

«An Error has occurred during file processing!» #1236

My tinyripper has consistently been crashing when trying to export my assets.
My error message is below:

Game name: (Guns Up!)
Engine version: (Unity unknown version but i would guess 2018ish)
Platform: (PC)

Error message: SerializedFile with index 1103626239 was not found in dependencies

Stack trace: at uTinyRipper.SerializedFile.FindAsset(Int32 fileIndex, Int64 pathID, Boolean isSafe)
at uTinyRipper.Converters.ProjectAssetContainer.FindAsset(Int32 fileIndex, Int64 pathID)
at uTinyRipper.Classes.PPtr 1.FindAsset(IAssetContainer file) at uTinyRipper.Classes.PPtr 1.ExportYAML(IExportContainer container)
at uTinyRipper.Game.Assembly.SerializableField.ExportYAML(IExportContainer container, Field& etalon)
at uTinyRipper.Game.Assembly.SerializableStructure.ExportYAML(IExportContainer container)
at uTinyRipper.Classes.MonoBehaviour.ExportYAMLRoot(IExportContainer container)
at uTinyRipper.Classes.Object.ExportYAMLDocument(IExportContainer container)
at uTinyRipper.Converters.YAMLAssetExporter.Export(IExportContainer container, IEnumerable 1 assets, String path) at uTinyRipper.Project.AssetExportCollection.Export(ProjectAssetContainer container, String dirPath) at uTinyRipper.Converters.ProjectExporter.Export(String path, GameCollection fileCollection, IEnumerable 1 files, ExportOptions options)
at uTinyRipper.GameStructure.Export(String exportPath, Func`2 filter)
at uTinyRipperGUI.MainWindow.ExportFiles(Object data)

The text was updated successfully, but these errors were encountered:

Источник

An error has occurred during file processin #1368

Game name: (please, specify the game name)
Engine version: (specify engine version, if known)
Platform: (specify platform, if known)

Error message: Some data left

Stack trace: 在 uTinyRipper.Lz4.Lz4DecodeStream.ReadBuffer(Stream stream, Int64 count)
在 uTinyRipper.BundleFileScheme.ReadFileStreamMetadata(Stream stream, Int64 basePosition)
在 uTinyRipper.BundleFileScheme.ReadScheme(Stream stream)
在 uTinyRipper.GameCollection.ReadScheme(SmartStream stream, String filePath, String fileName)
在 uTinyRipper.GameCollection.LoadScheme(String filePath, String fileName)
在 uTinyRipper.GameStructure.ProcessPlatformStructure(GameStructureProcessor processor, PlatformGameStructure structure)
在 uTinyRipper.GameStructure.Load(List 1 pathes, LayoutInfo layinfo) 在 uTinyRipper.GameStructure.Load(IEnumerable 1 pathes, LayoutInfo layinfo)
在 uTinyRipperGUI.MainWindow.LoadFiles(Object data)

The text was updated successfully, but these errors were encountered:

uTinyRipper has been abandoned, but you can use my AssetRipper fork. In the event that AssetRipper encounters issues while ripping your files, feel free to post an issue on that repository.

AssetRipper is actively being developed with the intent to recover games as best as possible. Weekly releases are normally on Sunday or Monday. I encourage you to help out if you’re able and willing. Code contributions can be submitted via pull requests.

If you like the work I’ve done and want to see it continue, please consider sponsoring me. It really does help with development. These are some of the notable things I’ve implemented since taking over development:

  • 2020+ support
  • APK, XAPK, and IPA reading with SharpZipLib
  • Dummy shaders (so everything isn’t pink when you open the project)
  • IL2Cpp support via an integration of Cpp2IL
  • Better game platform support
  • Full script decompilation with the ILSpy decompiler
  • Cross-platform support
  • Multiple configuration options
  • Numerous performance improvements
  • Support for all asset types
  • High-quality 3D model export (including static meshes)

Источник

«An error occurred during file processing!» #1226

Game name: (please, specify the game name)
Engine version: (specify engine version, if known)
Platform: (specify platform, if known)

Error message: Some data left

Stack trace: at uTinyRipper.Lz4.Lz4DecodeStream.ReadBuffer(Stream stream, Int64 count)
at uTinyRipper.BundleFileScheme.ReadFileStreamMetadata(Stream stream, Int64 basePosition)
at uTinyRipper.BundleFileScheme.ReadScheme(Stream stream)
at uTinyRipper.GameCollection.ReadScheme(SmartStream stream, String filePath, String fileName)
at uTinyRipper.GameCollection.LoadScheme(String filePath, String fileName)
at uTinyRipper.GameStructure.ProcessPlatformStructure(GameStructureProcessor processor, PlatformGameStructure structure)
at uTinyRipper.GameStructure.Load(List 1 pathes, LayoutInfo layinfo) at uTinyRipper.GameStructure.Load(IEnumerable 1 pathes, LayoutInfo layinfo)
at uTinyRipperGUI.MainWindow.LoadFiles(Object data)

The text was updated successfully, but these errors were encountered:

uTinyRipper has been abandoned, but you can try my AssetRipper fork. In the event that AssetRipper encounters issues while ripping your files, feel free to post an issue on that repository.

AssetRipper is actively being developed with the intent to recover games as best as possible. I encourage you to help out if you’re able and willing. Code contributions can be submitted via pull requests.

If you like the work I’ve done and want to see it continue, please consider sponsoring me. It really does help with development. These are some of the notable things I’ve implemented since taking over development:

  • 2020+ support
  • APK, XAPK, and IPA reading with SharpZipLib
  • Dummy shaders (so everything isn’t pink when you open the project)
  • IL2Cpp support via an integration of Cpp2IL
  • Better game platform support
  • Full script decompilation with the ILSpy decompiler
  • Cross-platform support
  • Multiple configuration options
  • Numerous performance improvements

Источник

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Название игры: Chillout vr
Версия движка: Unity Engine версии 2019.3.1f1
Платформа: ПК

Сообщение об ошибке: Ошибка данных

Трассировка стека: в SevenZip.Compression.LZMA.Decoder.Code (поток inStream, поток outStream, Int64 inSize, Int64 outSize, ход ICodeProgress)
в uTinyRipper.SevenZipHelper.DecompressLZMAStream (поток baseStream, Int64 compressSize, Stream decompressedStream, Int64 decopreesSize)
в uTinyRipper.BundleFiles.BundleFileBlockReader.ReadEntry (запись BundleFileEntry)
в uTinyRipper.BundleFileScheme.Read530Data (поток потока, размер заголовка Int64)
в uTinyRipper.BundleFileScheme.ReadScheme (поток потока)
в uTinyRipper.GameCollection.ReadScheme (поток SmartStream, String filePath, String fileName)
в uTinyRipper.GameCollection.LoadScheme (String filePath, String fileName)
в uTinyRipper.GameStructure.ProcessPlatformStructure (процессор GameStructureProcessor, структура PlatformGameStructure)
в uTinyRipper.GameStructure.Load (список путей 1 pathes, LayoutInfo layinfo)
at uTinyRipper.GameStructure.Load(IEnumerable
1, LayoutInfo layinfo)
в uTinyRipperGUI.MainWindow.LoadFiles (данные объекта)

@ Cyandye546 убедитесь, что это допустимый формат файла zip / 7z

@ Cyandye546, вы просто не можете использовать этот инструмент в его текущем состоянии для игры, из которой вы пытаетесь выполнить копирование. @Venipa — это допустимый формат, просто у него есть что-то против этого инструмента, чтобы они не перетаскивались. Вот почему вы видите, что сообщества используют эту игру против других, поскольку она обеспечивает большую защиту активов.

Разработчики используют специальное сжатие для защиты своей игры. Этот инструмент не поддерживает

Как бороться с ошибкой «An error occurred during local report processing»? Возникает при попытке экспортировать фаил в формат PDF при работе с ReportViewer. RDLC создается динамически.Пользуюсь примером Generate RDLC dynamically — Table из http://www.gotreportviewer.com/. Подозреваю, что вот здесь- Add new node, натворила что-то не то

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private MemoryStream GenerateRdl(List<string> allFields, List<string> selectedFields)
        {
            try
            {
                MemoryStream ms = new MemoryStream();
                RdlGenerator gen = new RdlGenerator();
 
                gen.AllFields = allFields;
                gen.SelectedFields = selectedFields;
                gen.WriteXml(ms);
                ms.Position = 0;
                XmlDocument xDocument = new XmlDocument();
                xDocument.Load(ms);
                ms.Position = 0;
             //Add new node
               XmlNode newNode = xDocument.CreateNode("element", "RepeatOnNewPage", "http://schemas.microsoft.com/sqlserver/reporting/2005/01/reportdefinition");
                newNode.InnerText = "true";
                xDocument.ChildNodes[1].ChildNodes[1].ChildNodes[0].ChildNodes[0].ChildNodes[1].ChildNodes[0].ChildNodes[0].AppendChild(newNode);
//Может я этот узел не туда, куда надо поставила?
                xDocument.Save(ms);
 
                ms.Position = 0;
                return ms;

Вот тот RDLC, которыи получается и не может экспортироваться-см attach

Вот код функции EXPORT

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 public string ExportReport(string filename)
        {
            Warning[] warnings;
            string[] streamids;
            string mimeType;
            string encoding;
            string filenameExtension;
 
            string deviceInfo =
                 "<DeviceInfo>" +
                 " <OutputFormat>PDF</OutputFormat>" +
                 " <PageWidth>11in</PageWidth>" +
                 " <PageHeight>8.5.0in</PageHeight>" +
                 " <MarginTop>0.05in</MarginTop>" +
                 " <MarginLeft>0.05in</MarginLeft>" +
                 " <MarginRight>0.05in</MarginRight>" +
                 " <MarginBottom>0.05in</MarginBottom>" +
 
                " <RepeatOnNewPage>true</RepeatOnNewPage>" + 
            try
            {
                byte[] bytes = reportViewer1.LocalReport.Render(
                    "PDF", deviceInfo, out mimeType, out encoding, out filenameExtension,   
                     out streamids, out warnings);
 
                using (FileStream fs = new FileStream(filename, FileMode.Create))
                {
                    fs.Write(bytes, 0, bytes.Length);
                    fs.Close();
                }
                return filename;
            }
            catch (Exception e)
            {
                MessageBox.Show("Error in ExportReport - " +e.Message);
                return "";
            }
        }
 
    }

Очень нужна помощь Давно бьюсь! Спасибо!!!

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