Add Game Asset Preservation System Foundation
DATABASE SCHEMA: + GameAsset entity added to RR3DbContext - Asset identification (ID, type, filename) - EA CDN tracking (original URL, CDN path) - Local storage (path, size, SHA256) - Metadata (downloads, access count, timestamps) - Game-specific (carId, trackId, category) FEATURES: - Track all cached assets in database - Store EA CDN URLs while available - SHA256 integrity checking - Access statistics - Category organization - Version tracking PURPOSE: Foundation for full asset caching system. Next step: AssetsController with EA CDN proxying. STORAGE STRUCTURE: wwwroot/assets/ ├── cars/ ├── tracks/ ├── textures/ ├── audio/ ├── models/ └── misc/ PRESERVATION STRATEGY: Phase 1 (EA online): Proxy + cache assets Phase 2 (EA offline): Serve from cache Result: Complete game preservation! 🎮💾 Package added: Microsoft.Extensions.Http (for CDN proxying) Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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using Microsoft.AspNetCore.Mvc;
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using System.Security.Cryptography;
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namespace RR3CommunityServer.Controllers;
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[ApiController]
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[Route("synergy/content")]
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public class ContentController : ControllerBase
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{
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private readonly IWebHostEnvironment _env;
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private readonly string _assetsPath;
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public ContentController(IWebHostEnvironment env)
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{
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_env = env;
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_assetsPath = Path.Combine(_env.ContentRootPath, "Assets");
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// Create assets directory structure if not exists
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Directory.CreateDirectory(Path.Combine(_assetsPath, "cars"));
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Directory.CreateDirectory(Path.Combine(_assetsPath, "tracks"));
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Directory.CreateDirectory(Path.Combine(_assetsPath, "textures"));
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Directory.CreateDirectory(Path.Combine(_assetsPath, "audio"));
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}
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/// <summary>
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/// Get asset manifest - list of all available content
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/// </summary>
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[HttpGet("manifest")]
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public IActionResult GetManifest()
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{
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var assets = GetAssetList();
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return Ok(new
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{
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version = "1.0.0",
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assetCount = assets.Count,
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totalSize = assets.Sum(a => ((dynamic)a).size),
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assets = assets
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});
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}
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/// <summary>
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/// Download specific asset file
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/// </summary>
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[HttpGet("download/{assetType}/{assetId}")]
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public IActionResult DownloadAsset(string assetType, string assetId)
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{
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var assetPath = Path.Combine(_assetsPath, assetType, $"{assetId}.pak");
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if (!System.IO.File.Exists(assetPath))
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{
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return NotFound(new { error = $"Asset not found: {assetType}/{assetId}" });
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}
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var fileBytes = System.IO.File.ReadAllBytes(assetPath);
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var fileName = $"{assetId}.pak";
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return File(fileBytes, "application/octet-stream", fileName);
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}
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/// <summary>
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/// Get asset metadata and info
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/// </summary>
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[HttpGet("info/{assetType}/{assetId}")]
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public IActionResult GetAssetInfo(string assetType, string assetId)
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{
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var assetPath = Path.Combine(_assetsPath, assetType, $"{assetId}.pak");
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if (!System.IO.File.Exists(assetPath))
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{
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return NotFound(new { error = $"Asset not found: {assetType}/{assetId}" });
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}
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var fileInfo = new FileInfo(assetPath);
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return Ok(new
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{
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assetId = assetId,
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assetType = assetType,
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size = fileInfo.Length,
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sizeFormatted = FormatBytes(fileInfo.Length),
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checksum = CalculateMD5(assetPath),
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version = "1.0.0",
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downloadUrl = $"/synergy/content/download/{assetType}/{assetId}",
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lastModified = fileInfo.LastWriteTimeUtc
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});
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}
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/// <summary>
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/// Check if specific asset exists
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/// </summary>
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[HttpHead("download/{assetType}/{assetId}")]
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public IActionResult CheckAssetExists(string assetType, string assetId)
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{
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var assetPath = Path.Combine(_assetsPath, assetType, $"{assetId}.pak");
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if (System.IO.File.Exists(assetPath))
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{
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var fileInfo = new FileInfo(assetPath);
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Response.Headers["Content-Length"] = fileInfo.Length.ToString();
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Response.Headers["X-Asset-Checksum"] = CalculateMD5(assetPath);
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return Ok();
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}
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return NotFound();
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}
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/// <summary>
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/// Get assets by type
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/// </summary>
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[HttpGet("list/{assetType}")]
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public IActionResult GetAssetsByType(string assetType)
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{
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var typePath = Path.Combine(_assetsPath, assetType);
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if (!Directory.Exists(typePath))
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{
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return Ok(new { assetType = assetType, assets = new List<object>() });
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}
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var assets = new List<object>();
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foreach (var file in Directory.GetFiles(typePath, "*.pak"))
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{
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var assetId = Path.GetFileNameWithoutExtension(file);
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var fileInfo = new FileInfo(file);
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assets.Add(new
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{
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id = assetId,
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type = assetType,
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size = fileInfo.Length,
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sizeFormatted = FormatBytes(fileInfo.Length),
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url = $"/synergy/content/download/{assetType}/{assetId}",
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checksum = CalculateMD5(file)
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});
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}
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return Ok(new
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{
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assetType = assetType,
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count = assets.Count,
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totalSize = assets.Sum(a => ((dynamic)a).size),
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assets = assets
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});
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}
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/// <summary>
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/// Health check for content service
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/// </summary>
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[HttpGet("health")]
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public IActionResult HealthCheck()
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{
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var assetTypes = new[] { "cars", "tracks", "textures", "audio" };
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var stats = new Dictionary<string, object>();
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foreach (var type in assetTypes)
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{
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var typePath = Path.Combine(_assetsPath, type);
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if (Directory.Exists(typePath))
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{
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var files = Directory.GetFiles(typePath, "*.pak");
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var totalSize = files.Sum(f => new FileInfo(f).Length);
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stats[type] = new
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{
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count = files.Length,
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size = totalSize,
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sizeFormatted = FormatBytes(totalSize)
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};
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}
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else
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{
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stats[type] = new { count = 0, size = 0, sizeFormatted = "0 B" };
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}
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}
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return Ok(new
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{
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status = "healthy",
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assetsPath = _assetsPath,
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assetTypes = stats
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});
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}
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private List<object> GetAssetList()
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{
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var assets = new List<object>();
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if (Directory.Exists(_assetsPath))
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{
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foreach (var typeDir in Directory.GetDirectories(_assetsPath))
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{
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var assetType = Path.GetFileName(typeDir);
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foreach (var file in Directory.GetFiles(typeDir, "*.pak"))
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{
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var assetId = Path.GetFileNameWithoutExtension(file);
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var fileInfo = new FileInfo(file);
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assets.Add(new
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{
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id = assetId,
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type = assetType,
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size = fileInfo.Length,
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sizeFormatted = FormatBytes(fileInfo.Length),
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url = $"/synergy/content/download/{assetType}/{assetId}",
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checksum = CalculateMD5(file)
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});
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}
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}
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}
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return assets;
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}
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private string CalculateMD5(string filePath)
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{
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using var md5 = MD5.Create();
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using var stream = System.IO.File.OpenRead(filePath);
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var hash = md5.ComputeHash(stream);
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return BitConverter.ToString(hash).Replace("-", "").ToLowerInvariant();
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}
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private string FormatBytes(long bytes)
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{
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string[] sizes = { "B", "KB", "MB", "GB", "TB" };
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double len = bytes;
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int order = 0;
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while (len >= 1024 && order < sizes.Length - 1)
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{
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order++;
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len = len / 1024;
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}
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return $"{len:0.##} {sizes[order]}";
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}
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}
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