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// Copyright (c) Six Labors and contributors.
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// Licensed under the Apache License, Version 2.0.
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// <auto-generated/>
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using System; |
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using System.Collections.Generic; |
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using System.Text; |
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using System.Runtime.CompilerServices; |
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using SixLabors.Memory; |
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namespace SixLabors.ImageSharp.Formats.Png.Zlib |
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{ |
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/// <summary>
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/// This is the Deflater class. The deflater class compresses input
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/// with the deflate algorithm described in RFC 1951. It has several
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/// compression levels and three different strategies described below.
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///
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/// This class is <i>not</i> thread safe. This is inherent in the API, due
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/// to the split of deflate and setInput.
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///
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/// author of the original java version : Jochen Hoenicke
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/// This class compresses input with the deflate algorithm described in RFC 1951.
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/// It has several compression levels and three different strategies described below.
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/// </summary>
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public sealed class Deflater : IDisposable |
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{ |
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#region Deflater Documentation
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/* |
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* The Deflater can do the following state transitions: |
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* |
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* (1) -> INIT_STATE ----> INIT_FINISHING_STATE ---. |
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* / | (2) (5) | |
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* / v (5) | |
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* (3)| SETDICT_STATE ---> SETDICT_FINISHING_STATE |(3) |
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* \ | (3) | ,--------' |
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* | | | (3) / |
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* v v (5) v v |
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* (1) -> BUSY_STATE ----> FINISHING_STATE |
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* | (6) |
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* v |
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* FINISHED_STATE |
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* \_____________________________________/ |
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* | (7) |
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* v |
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* CLOSED_STATE |
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* |
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* (1) If we should produce a header we start in INIT_STATE, otherwise |
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* we start in BUSY_STATE. |
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* (2) A dictionary may be set only when we are in INIT_STATE, then |
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* we change the state as indicated. |
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* (3) Whether a dictionary is set or not, on the first call of deflate |
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* we change to BUSY_STATE. |
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* (4) -- intentionally left blank -- :) |
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* (5) FINISHING_STATE is entered, when flush() is called to indicate that |
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* there is no more INPUT. There are also states indicating, that |
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* the header wasn't written yet. |
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* (6) FINISHED_STATE is entered, when everything has been flushed to the |
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* internal pending output buffer. |
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* (7) At any time (7) |
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* |
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*/ |
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#endregion Deflater Documentation
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#region Public Constants
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/// <summary>
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/// The best and slowest compression level. This tries to find very
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/// long and distant string repetitions.
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/// </summary>
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public const int BEST_COMPRESSION = 9; |
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public const int BestCompression = 9; |
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/// <summary>
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/// The worst but fastest compression level.
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/// </summary>
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public const int BEST_SPEED = 1; |
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public const int BestSpeed = 1; |
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/// <summary>
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/// The default compression level.
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/// </summary>
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public const int DEFAULT_COMPRESSION = -1; |
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public const int DefaultCompression = -1; |
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/// <summary>
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/// This level won't compress at all but output uncompressed blocks.
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/// </summary>
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public const int NO_COMPRESSION = 0; |
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public const int NoCompression = 0; |
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/// <summary>
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/// The compression method. This is the only method supported so far.
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/// There is no need to use this constant at all.
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/// </summary>
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public const int DEFLATED = 8; |
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public const int Deflated = 8; |
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#endregion Public Constants
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/// <summary>
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/// Compression level.
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/// </summary>
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private int level; |
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/// <summary>
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/// The current state.
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/// </summary>
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private int state; |
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private DeflaterPendingBuffer pending; |
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private DeflaterEngine engine; |
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private bool isDisposed; |
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#region Public Enum
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private const int IsSetDict = 0x01; |
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private const int IsFlushing = 0x04; |
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private const int IsFinishing = 0x08; |
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private const int BusyState = 0x10; |
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private const int FlushingState = 0x14; |
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private const int FinishingState = 0x1c; |
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private const int FinishedState = 0x1e; |
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private const int ClosedState = 0x7f; |
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/// <summary>
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/// Initializes a new instance of the <see cref="Deflater"/> class.
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/// </summary>
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/// <param name="memoryAllocator">The memory allocator to use for buffer allocations.</param>
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/// <param name="level">The compression level, a value between NoCompression and BestCompression.
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/// </param>
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/// <exception cref="ArgumentOutOfRangeException">if level is out of range.</exception>
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public Deflater(MemoryAllocator memoryAllocator, int level) |
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{ |
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if (level == DefaultCompression) |
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{ |
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level = 6; |
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} |
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else if (level < NoCompression || level > BestCompression) |
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{ |
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throw new ArgumentOutOfRangeException(nameof(level)); |
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} |
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this.pending = new DeflaterPendingBuffer(memoryAllocator); |
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this.engine = new DeflaterEngine(this.pending, true); |
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this.engine.Strategy = DeflateStrategy.Default; |
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this.SetLevel(level); |
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this.Reset(); |
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} |
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/// <summary>
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/// Compression Level as an enum for safer use
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@ -102,202 +97,72 @@ namespace SixLabors.ImageSharp.Formats.Png.Zlib |
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/// The best and slowest compression level. This tries to find very
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/// long and distant string repetitions.
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/// </summary>
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BEST_COMPRESSION = Deflater.BEST_COMPRESSION, |
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BestCompression = Deflater.BestCompression, |
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/// <summary>
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/// The worst but fastest compression level.
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/// </summary>
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BEST_SPEED = Deflater.BEST_SPEED, |
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BestSpeed = Deflater.BestSpeed, |
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/// <summary>
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/// The default compression level.
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/// </summary>
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DEFAULT_COMPRESSION = Deflater.DEFAULT_COMPRESSION, |
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DefaultCompression = Deflater.DefaultCompression, |
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/// <summary>
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/// This level won't compress at all but output uncompressed blocks.
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/// </summary>
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NO_COMPRESSION = Deflater.NO_COMPRESSION, |
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NoCompression = Deflater.NoCompression, |
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/// <summary>
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/// The compression method. This is the only method supported so far.
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/// There is no need to use this constant at all.
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/// </summary>
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DEFLATED = Deflater.DEFLATED |
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Deflated = Deflater.Deflated |
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} |
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#endregion Public Enum
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#region Local Constants
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private const int IS_SETDICT = 0x01; |
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private const int IS_FLUSHING = 0x04; |
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private const int IS_FINISHING = 0x08; |
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private const int INIT_STATE = 0x00; |
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private const int SETDICT_STATE = 0x01; |
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// private static int INIT_FINISHING_STATE = 0x08;
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// private static int SETDICT_FINISHING_STATE = 0x09;
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private const int BUSY_STATE = 0x10; |
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private const int FLUSHING_STATE = 0x14; |
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private const int FINISHING_STATE = 0x1c; |
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private const int FINISHED_STATE = 0x1e; |
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private const int CLOSED_STATE = 0x7f; |
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#endregion Local Constants
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#region Constructors
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/// <summary>
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/// Creates a new deflater with given compression level.
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/// Gets a value indicating whetherthe stream was finished and no more output bytes
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/// are available.
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/// </summary>
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/// <param name="memoryAllocator">The memory allocator to use for buffer allocations.</param>
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/// <param name="level">
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/// the compression level, a value between NO_COMPRESSION
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/// and BEST_COMPRESSION.
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/// </param>
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/// <param name="noZlibHeaderOrFooter">
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/// true, if we should suppress the Zlib/RFC1950 header at the
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/// beginning and the adler checksum at the end of the output. This is
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/// useful for the GZIP/PKZIP formats.
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/// </param>
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/// <exception cref="System.ArgumentOutOfRangeException">if lvl is out of range.</exception>
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public Deflater(MemoryAllocator memoryAllocator, int level, bool noZlibHeaderOrFooter) |
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{ |
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if (level == DEFAULT_COMPRESSION) |
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{ |
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level = 6; |
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} |
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else if (level < NO_COMPRESSION || level > BEST_COMPRESSION) |
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{ |
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throw new ArgumentOutOfRangeException(nameof(level)); |
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} |
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pending = new DeflaterPendingBuffer(memoryAllocator); |
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engine = new DeflaterEngine(pending, noZlibHeaderOrFooter); |
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this.noZlibHeaderOrFooter = noZlibHeaderOrFooter; |
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SetStrategy(DeflateStrategy.Default); |
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SetLevel(level); |
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Reset(); |
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} |
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public bool IsFinished => (this.state == FinishedState) && this.pending.IsFlushed; |
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#endregion Constructors
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/// <summary>
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/// Gets a value indicating whether the input buffer is empty.
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/// You should then call setInput().
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/// NOTE: This method can also return true when the stream
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/// was finished.
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/// </summary>
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public bool IsNeedingInput => this.engine.NeedsInput(); |
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/// <summary>
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/// Resets the deflater. The deflater acts afterwards as if it was
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/// just created with the same compression level and strategy as it
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/// had before.
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/// </summary>
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[MethodImpl(InliningOptions.ShortMethod)] |
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public void Reset() |
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{ |
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state = (noZlibHeaderOrFooter ? BUSY_STATE : INIT_STATE); |
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totalOut = 0; |
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pending.Reset(); |
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engine.Reset(); |
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} |
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/// <summary>
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/// Gets the current adler checksum of the data that was processed so far.
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/// </summary>
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public int Adler |
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{ |
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get |
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{ |
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return engine.Adler; |
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} |
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} |
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/// <summary>
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/// Gets the number of input bytes processed so far.
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/// </summary>
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public long TotalIn |
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{ |
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get |
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{ |
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return engine.TotalIn; |
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} |
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} |
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/// <summary>
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/// Gets the number of output bytes so far.
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/// </summary>
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public long TotalOut |
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{ |
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get |
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{ |
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return totalOut; |
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} |
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this.state = BusyState; |
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this.pending.Reset(); |
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this.engine.Reset(); |
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} |
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/// <summary>
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/// Flushes the current input block. Further calls to deflate() will
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/// Flushes the current input block. Further calls to Deflate() will
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/// produce enough output to inflate everything in the current input
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/// block. This is not part of Sun's JDK so I have made it package
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/// private. It is used by DeflaterOutputStream to implement
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/// flush().
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/// block. It is used by DeflaterOutputStream to implement Flush().
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/// </summary>
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public void Flush() |
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{ |
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state |= IS_FLUSHING; |
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} |
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[MethodImpl(InliningOptions.ShortMethod)] |
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public void Flush() => this.state |= IsFlushing; |
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/// <summary>
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/// Finishes the deflater with the current input block. It is an error
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/// to give more input after this method was called. This method must
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/// Finishes the deflater with the current input block. It is an error
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/// to give more input after this method was called. This method must
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/// be called to force all bytes to be flushed.
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/// </summary>
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public void Finish() |
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{ |
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state |= (IS_FLUSHING | IS_FINISHING); |
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} |
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/// <summary>
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/// Returns true if the stream was finished and no more output bytes
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/// are available.
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/// </summary>
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public bool IsFinished |
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{ |
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get |
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{ |
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return (state == FINISHED_STATE) && pending.IsFlushed; |
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} |
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} |
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/// <summary>
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/// Returns true, if the input buffer is empty.
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/// You should then call setInput().
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/// NOTE: This method can also return true when the stream
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/// was finished.
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/// </summary>
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public bool IsNeedingInput |
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{ |
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get |
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{ |
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return engine.NeedsInput(); |
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} |
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} |
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/// <summary>
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/// Sets the data which should be compressed next. This should be only
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/// called when needsInput indicates that more input is needed.
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/// If you call setInput when needsInput() returns false, the
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/// previous input that is still pending will be thrown away.
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/// The given byte array should not be changed, before needsInput() returns
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/// true again.
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/// This call is equivalent to <code>setInput(input, 0, input.length)</code>.
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/// </summary>
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/// <param name="input">
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/// the buffer containing the input data.
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/// </param>
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/// <exception cref="System.InvalidOperationException">
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/// if the buffer was finished() or ended().
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/// </exception>
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public void SetInput(byte[] input) |
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{ |
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SetInput(input, 0, input.Length); |
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} |
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[MethodImpl(InliningOptions.ShortMethod)] |
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public void Finish() => this.state |= IsFlushing | IsFinishing; |
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/// <summary>
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/// Sets the data which should be compressed next. This should be
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@ -305,25 +170,21 @@ namespace SixLabors.ImageSharp.Formats.Png.Zlib |
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/// The given byte array should not be changed, before needsInput() returns
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/// true again.
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/// </summary>
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/// <param name="input">
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/// the buffer containing the input data.
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/// </param>
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/// <param name="offset">
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/// the start of the data.
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/// </param>
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/// <param name="count">
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/// the number of data bytes of input.
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/// </param>
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/// <exception cref="System.InvalidOperationException">
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/// if the buffer was Finish()ed or if previous input is still pending.
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/// <param name="input">The buffer containing the input data.</param>
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/// <param name="offset">The start of the data.</param>
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/// <param name="count">The number of data bytes of input.</param>
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/// <exception cref="InvalidOperationException">
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/// if the buffer was finished or if previous input is still pending.
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/// </exception>
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[MethodImpl(InliningOptions.ShortMethod)] |
|
|
|
public void SetInput(byte[] input, int offset, int count) |
|
|
|
{ |
|
|
|
if ((state & IS_FINISHING) != 0) |
|
|
|
if ((this.state & IsFinishing) != 0) |
|
|
|
{ |
|
|
|
throw new InvalidOperationException("Finish() already called"); |
|
|
|
DeflaterThrowHelper.ThrowAlreadyFinished(); |
|
|
|
} |
|
|
|
engine.SetInput(input, offset, count); |
|
|
|
|
|
|
|
this.engine.SetInput(input, offset, count); |
|
|
|
} |
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
@ -337,11 +198,11 @@ namespace SixLabors.ImageSharp.Formats.Png.Zlib |
|
|
|
/// </param>
|
|
|
|
public void SetLevel(int level) |
|
|
|
{ |
|
|
|
if (level == DEFAULT_COMPRESSION) |
|
|
|
if (level == DefaultCompression) |
|
|
|
{ |
|
|
|
level = 6; |
|
|
|
} |
|
|
|
else if (level < NO_COMPRESSION || level > BEST_COMPRESSION) |
|
|
|
else if (level < NoCompression || level > BestCompression) |
|
|
|
{ |
|
|
|
throw new ArgumentOutOfRangeException(nameof(level)); |
|
|
|
} |
|
|
|
@ -349,273 +210,127 @@ namespace SixLabors.ImageSharp.Formats.Png.Zlib |
|
|
|
if (this.level != level) |
|
|
|
{ |
|
|
|
this.level = level; |
|
|
|
engine.SetLevel(level); |
|
|
|
this.engine.SetLevel(level); |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Get current compression level
|
|
|
|
/// </summary>
|
|
|
|
/// <returns>Returns the current compression level</returns>
|
|
|
|
public int GetLevel() |
|
|
|
{ |
|
|
|
return level; |
|
|
|
} |
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Sets the compression strategy. Strategy is one of
|
|
|
|
/// DEFAULT_STRATEGY, HUFFMAN_ONLY and FILTERED. For the exact
|
|
|
|
/// position where the strategy is changed, the same as for
|
|
|
|
/// SetLevel() applies.
|
|
|
|
/// </summary>
|
|
|
|
/// <param name="strategy">
|
|
|
|
/// The new compression strategy.
|
|
|
|
/// </param>
|
|
|
|
public void SetStrategy(DeflateStrategy strategy) |
|
|
|
{ |
|
|
|
engine.Strategy = strategy; |
|
|
|
} |
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Deflates the current input block with to the given array.
|
|
|
|
/// </summary>
|
|
|
|
/// <param name="output">
|
|
|
|
/// The buffer where compressed data is stored
|
|
|
|
/// </param>
|
|
|
|
/// <returns>
|
|
|
|
/// The number of compressed bytes added to the output, or 0 if either
|
|
|
|
/// IsNeedingInput() or IsFinished returns true or length is zero.
|
|
|
|
/// </returns>
|
|
|
|
public int Deflate(byte[] output) |
|
|
|
{ |
|
|
|
return Deflate(output, 0, output.Length); |
|
|
|
} |
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Deflates the current input block to the given array.
|
|
|
|
/// </summary>
|
|
|
|
/// <param name="output">
|
|
|
|
/// Buffer to store the compressed data.
|
|
|
|
/// </param>
|
|
|
|
/// <param name="offset">
|
|
|
|
/// Offset into the output array.
|
|
|
|
/// </param>
|
|
|
|
/// <param name="length">
|
|
|
|
/// The maximum number of bytes that may be stored.
|
|
|
|
/// </param>
|
|
|
|
/// <param name="output">Buffer to store the compressed data.</param>
|
|
|
|
/// <param name="offset">Offset into the output array.</param>
|
|
|
|
/// <param name="length">The maximum number of bytes that may be stored.</param>
|
|
|
|
/// <returns>
|
|
|
|
/// The number of compressed bytes added to the output, or 0 if either
|
|
|
|
/// needsInput() or finished() returns true or length is zero.
|
|
|
|
/// <see cref="IsNeedingInput"/> or <see cref="IsFinished"/> returns true or length is zero.
|
|
|
|
/// </returns>
|
|
|
|
/// <exception cref="System.InvalidOperationException">
|
|
|
|
/// If Finish() was previously called.
|
|
|
|
/// </exception>
|
|
|
|
/// <exception cref="System.ArgumentOutOfRangeException">
|
|
|
|
/// If offset or length don't match the array length.
|
|
|
|
/// </exception>
|
|
|
|
public int Deflate(byte[] output, int offset, int length) |
|
|
|
{ |
|
|
|
int origLength = length; |
|
|
|
|
|
|
|
if (state == CLOSED_STATE) |
|
|
|
if (this.state == ClosedState) |
|
|
|
{ |
|
|
|
throw new InvalidOperationException("Deflater closed"); |
|
|
|
DeflaterThrowHelper.ThrowAlreadyClosed(); |
|
|
|
} |
|
|
|
|
|
|
|
if (state < BUSY_STATE) |
|
|
|
if (this.state < BusyState) |
|
|
|
{ |
|
|
|
// output header
|
|
|
|
int header = (DEFLATED + |
|
|
|
((DeflaterConstants.MAX_WBITS - 8) << 4)) << 8; |
|
|
|
int level_flags = (level - 1) >> 1; |
|
|
|
if (level_flags < 0 || level_flags > 3) |
|
|
|
// Output header
|
|
|
|
int header = (Deflated + ((DeflaterConstants.MAX_WBITS - 8) << 4)) << 8; |
|
|
|
int levelFlags = (this.level - 1) >> 1; |
|
|
|
if (levelFlags < 0 || levelFlags > 3) |
|
|
|
{ |
|
|
|
level_flags = 3; |
|
|
|
levelFlags = 3; |
|
|
|
} |
|
|
|
header |= level_flags << 6; |
|
|
|
if ((state & IS_SETDICT) != 0) |
|
|
|
|
|
|
|
header |= levelFlags << 6; |
|
|
|
if ((this.state & IsSetDict) != 0) |
|
|
|
{ |
|
|
|
// Dictionary was set
|
|
|
|
header |= DeflaterConstants.PRESET_DICT; |
|
|
|
} |
|
|
|
|
|
|
|
header += 31 - (header % 31); |
|
|
|
|
|
|
|
pending.WriteShortMSB(header); |
|
|
|
if ((state & IS_SETDICT) != 0) |
|
|
|
this.pending.WriteShortMSB(header); |
|
|
|
if ((this.state & IsSetDict) != 0) |
|
|
|
{ |
|
|
|
int chksum = engine.Adler; |
|
|
|
engine.ResetAdler(); |
|
|
|
pending.WriteShortMSB(chksum >> 16); |
|
|
|
pending.WriteShortMSB(chksum & 0xffff); |
|
|
|
int chksum = this.engine.Adler; |
|
|
|
this.engine.ResetAdler(); |
|
|
|
this.pending.WriteShortMSB(chksum >> 16); |
|
|
|
this.pending.WriteShortMSB(chksum & 0xffff); |
|
|
|
} |
|
|
|
|
|
|
|
state = BUSY_STATE | (state & (IS_FLUSHING | IS_FINISHING)); |
|
|
|
this.state = BusyState | (this.state & (IsFlushing | IsFinishing)); |
|
|
|
} |
|
|
|
|
|
|
|
for (; ; ) |
|
|
|
while (true) |
|
|
|
{ |
|
|
|
int count = pending.Flush(output, offset, length); |
|
|
|
int count = this.pending.Flush(output, offset, length); |
|
|
|
offset += count; |
|
|
|
totalOut += count; |
|
|
|
length -= count; |
|
|
|
|
|
|
|
if (length == 0 || state == FINISHED_STATE) |
|
|
|
if (length == 0 || this.state == FinishedState) |
|
|
|
{ |
|
|
|
break; |
|
|
|
} |
|
|
|
|
|
|
|
if (!engine.Deflate((state & IS_FLUSHING) != 0, (state & IS_FINISHING) != 0)) |
|
|
|
if (!this.engine.Deflate((this.state & IsFlushing) != 0, (this.state & IsFinishing) != 0)) |
|
|
|
{ |
|
|
|
switch (state) |
|
|
|
switch (this.state) |
|
|
|
{ |
|
|
|
case BUSY_STATE: |
|
|
|
case BusyState: |
|
|
|
// We need more input now
|
|
|
|
return origLength - length; |
|
|
|
|
|
|
|
case FLUSHING_STATE: |
|
|
|
if (level != NO_COMPRESSION) |
|
|
|
case FlushingState: |
|
|
|
if (this.level != NoCompression) |
|
|
|
{ |
|
|
|
/* We have to supply some lookahead. 8 bit lookahead |
|
|
|
* is needed by the zlib inflater, and we must fill |
|
|
|
* the next byte, so that all bits are flushed. |
|
|
|
*/ |
|
|
|
int neededbits = 8 + ((-pending.BitCount) & 7); |
|
|
|
// We have to supply some lookahead. 8 bit lookahead
|
|
|
|
// is needed by the zlib inflater, and we must fill
|
|
|
|
// the next byte, so that all bits are flushed.
|
|
|
|
int neededbits = 8 + ((-this.pending.BitCount) & 7); |
|
|
|
while (neededbits > 0) |
|
|
|
{ |
|
|
|
/* write a static tree block consisting solely of |
|
|
|
* an EOF: |
|
|
|
*/ |
|
|
|
pending.WriteBits(2, 10); |
|
|
|
// Write a static tree block consisting solely of an EOF:
|
|
|
|
this.pending.WriteBits(2, 10); |
|
|
|
neededbits -= 10; |
|
|
|
} |
|
|
|
} |
|
|
|
state = BUSY_STATE; |
|
|
|
break; |
|
|
|
|
|
|
|
case FINISHING_STATE: |
|
|
|
pending.AlignToByte(); |
|
|
|
this.state = BusyState; |
|
|
|
break; |
|
|
|
|
|
|
|
// Compressed data is complete. Write footer information if required.
|
|
|
|
if (!noZlibHeaderOrFooter) |
|
|
|
{ |
|
|
|
int adler = engine.Adler; |
|
|
|
pending.WriteShortMSB(adler >> 16); |
|
|
|
pending.WriteShortMSB(adler & 0xffff); |
|
|
|
} |
|
|
|
state = FINISHED_STATE; |
|
|
|
case FinishingState: |
|
|
|
this.pending.AlignToByte(); |
|
|
|
this.state = FinishedState; |
|
|
|
break; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
return origLength - length; |
|
|
|
} |
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Sets the dictionary which should be used in the deflate process.
|
|
|
|
/// This call is equivalent to <code>setDictionary(dict, 0, dict.Length)</code>.
|
|
|
|
/// </summary>
|
|
|
|
/// <param name="dictionary">
|
|
|
|
/// the dictionary.
|
|
|
|
/// </param>
|
|
|
|
/// <exception cref="System.InvalidOperationException">
|
|
|
|
/// if SetInput () or Deflate () were already called or another dictionary was already set.
|
|
|
|
/// </exception>
|
|
|
|
public void SetDictionary(byte[] dictionary) |
|
|
|
{ |
|
|
|
SetDictionary(dictionary, 0, dictionary.Length); |
|
|
|
return origLength - length; |
|
|
|
} |
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Sets the dictionary which should be used in the deflate process.
|
|
|
|
/// The dictionary is a byte array containing strings that are
|
|
|
|
/// likely to occur in the data which should be compressed. The
|
|
|
|
/// dictionary is not stored in the compressed output, only a
|
|
|
|
/// checksum. To decompress the output you need to supply the same
|
|
|
|
/// dictionary again.
|
|
|
|
/// </summary>
|
|
|
|
/// <param name="dictionary">
|
|
|
|
/// The dictionary data
|
|
|
|
/// </param>
|
|
|
|
/// <param name="index">
|
|
|
|
/// The index where dictionary information commences.
|
|
|
|
/// </param>
|
|
|
|
/// <param name="count">
|
|
|
|
/// The number of bytes in the dictionary.
|
|
|
|
/// </param>
|
|
|
|
/// <exception cref="System.InvalidOperationException">
|
|
|
|
/// If SetInput () or Deflate() were already called or another dictionary was already set.
|
|
|
|
/// </exception>
|
|
|
|
public void SetDictionary(byte[] dictionary, int index, int count) |
|
|
|
/// <inheritdoc/>
|
|
|
|
public void Dispose() |
|
|
|
{ |
|
|
|
if (state != INIT_STATE) |
|
|
|
{ |
|
|
|
throw new InvalidOperationException(); |
|
|
|
} |
|
|
|
|
|
|
|
state = SETDICT_STATE; |
|
|
|
engine.SetDictionary(dictionary, index, count); |
|
|
|
this.Dispose(true); |
|
|
|
GC.SuppressFinalize(this); |
|
|
|
} |
|
|
|
|
|
|
|
#region Instance Fields
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Compression level.
|
|
|
|
/// </summary>
|
|
|
|
private int level; |
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// If true no Zlib/RFC1950 headers or footers are generated
|
|
|
|
/// </summary>
|
|
|
|
private bool noZlibHeaderOrFooter; |
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// The current state.
|
|
|
|
/// </summary>
|
|
|
|
private int state; |
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// The total bytes of output written.
|
|
|
|
/// </summary>
|
|
|
|
private long totalOut; |
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// The pending output.
|
|
|
|
/// </summary>
|
|
|
|
private DeflaterPendingBuffer pending; |
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// The deflater engine.
|
|
|
|
/// </summary>
|
|
|
|
private DeflaterEngine engine; |
|
|
|
|
|
|
|
#region IDisposable Support
|
|
|
|
private bool disposedValue = false; // To detect redundant calls
|
|
|
|
|
|
|
|
void Dispose(bool disposing) |
|
|
|
private void Dispose(bool disposing) |
|
|
|
{ |
|
|
|
if (!disposedValue) |
|
|
|
if (!this.isDisposed) |
|
|
|
{ |
|
|
|
if (disposing) |
|
|
|
{ |
|
|
|
this.pending.Dispose(); |
|
|
|
// TODO: dispose managed state (managed objects).
|
|
|
|
} |
|
|
|
|
|
|
|
// TODO: free unmanaged resources (unmanaged objects) and override a finalizer below.
|
|
|
|
// TODO: set large fields to null.
|
|
|
|
this.pending = null; |
|
|
|
disposedValue = true; |
|
|
|
this.isDisposed = true; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
/// <inheritdoc/>
|
|
|
|
public void Dispose() |
|
|
|
{ |
|
|
|
Dispose(true); |
|
|
|
GC.SuppressFinalize(this); |
|
|
|
} |
|
|
|
#endregion
|
|
|
|
|
|
|
|
#endregion Instance Fields
|
|
|
|
} |
|
|
|
} |
|
|
|
|