| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557 | 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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