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- using System;
- namespace ICSharpCode.SharpZipLib.Zip.Compression
- {
- /// <summary>
- /// This is the Deflater class. The deflater class compresses input
- /// with the deflate algorithm described in RFC 1951. It has several
- /// compression levels and three different strategies described below.
- ///
- /// This class is <i>not</i> thread safe. This is inherent in the API, due
- /// to the split of deflate and setInput.
- ///
- /// author of the original java version : Jochen Hoenicke
- /// </summary>
- public class Deflater
- {
- #region Deflater Documentation
- /*
- * The Deflater can do the following state transitions:
- *
- * (1) -> INIT_STATE ----> INIT_FINISHING_STATE ---.
- * / | (2) (5) |
- * / v (5) |
- * (3)| SETDICT_STATE ---> SETDICT_FINISHING_STATE |(3)
- * \ | (3) | ,--------'
- * | | | (3) /
- * v v (5) v v
- * (1) -> BUSY_STATE ----> FINISHING_STATE
- * | (6)
- * v
- * FINISHED_STATE
- * \_____________________________________/
- * | (7)
- * v
- * CLOSED_STATE
- *
- * (1) If we should produce a header we start in INIT_STATE, otherwise
- * we start in BUSY_STATE.
- * (2) A dictionary may be set only when we are in INIT_STATE, then
- * we change the state as indicated.
- * (3) Whether a dictionary is set or not, on the first call of deflate
- * we change to BUSY_STATE.
- * (4) -- intentionally left blank -- :)
- * (5) FINISHING_STATE is entered, when flush() is called to indicate that
- * there is no more INPUT. There are also states indicating, that
- * the header wasn't written yet.
- * (6) FINISHED_STATE is entered, when everything has been flushed to the
- * internal pending output buffer.
- * (7) At any time (7)
- *
- */
- #endregion
- #region Public Constants
- /// <summary>
- /// The best and slowest compression level. This tries to find very
- /// long and distant string repetitions.
- /// </summary>
- public const int BEST_COMPRESSION = 9;
- /// <summary>
- /// The worst but fastest compression level.
- /// </summary>
- public const int BEST_SPEED = 1;
- /// <summary>
- /// The default compression level.
- /// </summary>
- public const int DEFAULT_COMPRESSION = -1;
- /// <summary>
- /// This level won't compress at all but output uncompressed blocks.
- /// </summary>
- public const int NO_COMPRESSION = 0;
- /// <summary>
- /// The compression method. This is the only method supported so far.
- /// There is no need to use this constant at all.
- /// </summary>
- public const int DEFLATED = 8;
- #endregion
- #region Public Enum
- /// <summary>
- /// Compression Level as an enum for safer use
- /// </summary>
- public enum CompressionLevel
- {
- /// <summary>
- /// The best and slowest compression level. This tries to find very
- /// long and distant string repetitions.
- /// </summary>
- BEST_COMPRESSION = Deflater.BEST_COMPRESSION,
- /// <summary>
- /// The worst but fastest compression level.
- /// </summary>
- BEST_SPEED = Deflater.BEST_SPEED,
- /// <summary>
- /// The default compression level.
- /// </summary>
- DEFAULT_COMPRESSION = Deflater.DEFAULT_COMPRESSION,
- /// <summary>
- /// This level won't compress at all but output uncompressed blocks.
- /// </summary>
- NO_COMPRESSION = Deflater.NO_COMPRESSION,
- /// <summary>
- /// The compression method. This is the only method supported so far.
- /// There is no need to use this constant at all.
- /// </summary>
- DEFLATED = Deflater.DEFLATED
- }
- #endregion
- #region Local Constants
- private const int IS_SETDICT = 0x01;
- private const int IS_FLUSHING = 0x04;
- private const int IS_FINISHING = 0x08;
- private const int INIT_STATE = 0x00;
- private const int SETDICT_STATE = 0x01;
- // private static int INIT_FINISHING_STATE = 0x08;
- // private static int SETDICT_FINISHING_STATE = 0x09;
- private const int BUSY_STATE = 0x10;
- private const int FLUSHING_STATE = 0x14;
- private const int FINISHING_STATE = 0x1c;
- private const int FINISHED_STATE = 0x1e;
- private const int CLOSED_STATE = 0x7f;
- #endregion
- #region Constructors
- /// <summary>
- /// Creates a new deflater with default compression level.
- /// </summary>
- public Deflater() : this(DEFAULT_COMPRESSION, false)
- {
- }
- /// <summary>
- /// Creates a new deflater with given compression level.
- /// </summary>
- /// <param name="level">
- /// the compression level, a value between NO_COMPRESSION
- /// and BEST_COMPRESSION, or DEFAULT_COMPRESSION.
- /// </param>
- /// <exception cref="System.ArgumentOutOfRangeException">if lvl is out of range.</exception>
- public Deflater(int level) : this(level, false)
- {
- }
- /// <summary>
- /// Creates a new deflater with given compression level.
- /// </summary>
- /// <param name="level">
- /// the compression level, a value between NO_COMPRESSION
- /// and BEST_COMPRESSION.
- /// </param>
- /// <param name="noZlibHeaderOrFooter">
- /// true, if we should suppress the Zlib/RFC1950 header at the
- /// beginning and the adler checksum at the end of the output. This is
- /// useful for the GZIP/PKZIP formats.
- /// </param>
- /// <exception cref="System.ArgumentOutOfRangeException">if lvl is out of range.</exception>
- public Deflater(int level, bool noZlibHeaderOrFooter)
- {
- if (level == DEFAULT_COMPRESSION) {
- level = 6;
- } else if (level < NO_COMPRESSION || level > BEST_COMPRESSION) {
- throw new ArgumentOutOfRangeException("nameof(level)");
- }
- pending = new DeflaterPending();
- engine = new DeflaterEngine(pending);
- this.noZlibHeaderOrFooter = noZlibHeaderOrFooter;
- SetStrategy(DeflateStrategy.Default);
- SetLevel(level);
- Reset();
- }
- #endregion
- /// <summary>
- /// Resets the deflater. The deflater acts afterwards as if it was
- /// just created with the same compression level and strategy as it
- /// had before.
- /// </summary>
- public void Reset()
- {
- state = (noZlibHeaderOrFooter ? BUSY_STATE : INIT_STATE);
- totalOut = 0;
- pending.Reset();
- engine.Reset();
- }
- /// <summary>
- /// Gets the current adler checksum of the data that was processed so far.
- /// </summary>
- public int Adler {
- get {
- return engine.Adler;
- }
- }
- /// <summary>
- /// Gets the number of input bytes processed so far.
- /// </summary>
- public long TotalIn {
- get {
- return engine.TotalIn;
- }
- }
- /// <summary>
- /// Gets the number of output bytes so far.
- /// </summary>
- public long TotalOut {
- get {
- return totalOut;
- }
- }
- /// <summary>
- /// Flushes the current input block. Further calls to deflate() will
- /// produce enough output to inflate everything in the current input
- /// block. This is not part of Sun's JDK so I have made it package
- /// private. It is used by DeflaterOutputStream to implement
- /// flush().
- /// </summary>
- public void Flush()
- {
- state |= IS_FLUSHING;
- }
- /// <summary>
- /// Finishes the deflater with the current input block. It is an error
- /// to give more input after this method was called. This method must
- /// be called to force all bytes to be flushed.
- /// </summary>
- public void Finish()
- {
- state |= (IS_FLUSHING | IS_FINISHING);
- }
- /// <summary>
- /// Returns true if the stream was finished and no more output bytes
- /// are available.
- /// </summary>
- public bool IsFinished {
- get {
- return (state == FINISHED_STATE) && pending.IsFlushed;
- }
- }
- /// <summary>
- /// Returns true, if the input buffer is empty.
- /// You should then call setInput().
- /// NOTE: This method can also return true when the stream
- /// was finished.
- /// </summary>
- public bool IsNeedingInput {
- get {
- return engine.NeedsInput();
- }
- }
- /// <summary>
- /// Sets the data which should be compressed next. This should be only
- /// called when needsInput indicates that more input is needed.
- /// If you call setInput when needsInput() returns false, the
- /// previous input that is still pending will be thrown away.
- /// The given byte array should not be changed, before needsInput() returns
- /// true again.
- /// This call is equivalent to <code>setInput(input, 0, input.length)</code>.
- /// </summary>
- /// <param name="input">
- /// the buffer containing the input data.
- /// </param>
- /// <exception cref="System.InvalidOperationException">
- /// if the buffer was finished() or ended().
- /// </exception>
- public void SetInput(byte[] input)
- {
- SetInput(input, 0, input.Length);
- }
- /// <summary>
- /// Sets the data which should be compressed next. This should be
- /// only called when needsInput indicates that more input is needed.
- /// The given byte array should not be changed, before needsInput() returns
- /// true again.
- /// </summary>
- /// <param name="input">
- /// the buffer containing the input data.
- /// </param>
- /// <param name="offset">
- /// the start of the data.
- /// </param>
- /// <param name="count">
- /// the number of data bytes of input.
- /// </param>
- /// <exception cref="System.InvalidOperationException">
- /// if the buffer was Finish()ed or if previous input is still pending.
- /// </exception>
- public void SetInput(byte[] input, int offset, int count)
- {
- if ((state & IS_FINISHING) != 0) {
- throw new InvalidOperationException("Finish() already called");
- }
- engine.SetInput(input, offset, count);
- }
- /// <summary>
- /// Sets the compression level. There is no guarantee of the exact
- /// position of the change, but if you call this when needsInput is
- /// true the change of compression level will occur somewhere near
- /// before the end of the so far given input.
- /// </summary>
- /// <param name="level">
- /// the new compression level.
- /// </param>
- public void SetLevel(int level)
- {
- if (level == DEFAULT_COMPRESSION) {
- level = 6;
- } else if (level < NO_COMPRESSION || level > BEST_COMPRESSION) {
- throw new ArgumentOutOfRangeException("nameof(level)");
- }
- if (this.level != level) {
- this.level = level;
- 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>
- /// <returns>
- /// The number of compressed bytes added to the output, or 0 if either
- /// needsInput() or finished() 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) {
- throw new InvalidOperationException("Deflater closed");
- }
- if (state < BUSY_STATE) {
- // output header
- int header = (DEFLATED +
- ((DeflaterConstants.MAX_WBITS - 8) << 4)) << 8;
- int level_flags = (level - 1) >> 1;
- if (level_flags < 0 || level_flags > 3) {
- level_flags = 3;
- }
- header |= level_flags << 6;
- if ((state & IS_SETDICT) != 0) {
- // Dictionary was set
- header |= DeflaterConstants.PRESET_DICT;
- }
- header += 31 - (header % 31);
- pending.WriteShortMSB(header);
- if ((state & IS_SETDICT) != 0) {
- int chksum = engine.Adler;
- engine.ResetAdler();
- pending.WriteShortMSB(chksum >> 16);
- pending.WriteShortMSB(chksum & 0xffff);
- }
- state = BUSY_STATE | (state & (IS_FLUSHING | IS_FINISHING));
- }
- for (;;) {
- int count = pending.Flush(output, offset, length);
- offset += count;
- totalOut += count;
- length -= count;
- if (length == 0 || state == FINISHED_STATE) {
- break;
- }
- if (!engine.Deflate((state & IS_FLUSHING) != 0, (state & IS_FINISHING) != 0)) {
- switch (state) {
- case BUSY_STATE:
- // We need more input now
- return origLength - length;
- case FLUSHING_STATE:
- if (level != NO_COMPRESSION) {
- /* 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);
- while (neededbits > 0) {
- /* write a static tree block consisting solely of
- * an EOF:
- */
- pending.WriteBits(2, 10);
- neededbits -= 10;
- }
- }
- state = BUSY_STATE;
- break;
- case FINISHING_STATE:
- pending.AlignToByte();
- // 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;
- 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);
- }
- /// <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)
- {
- if (state != INIT_STATE) {
- throw new InvalidOperationException();
- }
- state = SETDICT_STATE;
- engine.SetDictionary(dictionary, index, count);
- }
- #region Instance Fields
- /// <summary>
- /// Compression level.
- /// </summary>
- int level;
- /// <summary>
- /// If true no Zlib/RFC1950 headers or footers are generated
- /// </summary>
- bool noZlibHeaderOrFooter;
- /// <summary>
- /// The current state.
- /// </summary>
- int state;
- /// <summary>
- /// The total bytes of output written.
- /// </summary>
- long totalOut;
- /// <summary>
- /// The pending output.
- /// </summary>
- DeflaterPending pending;
- /// <summary>
- /// The deflater engine.
- /// </summary>
- DeflaterEngine engine;
- #endregion
- }
- }
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