📄 deflaterengine.cs
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// DeflaterEngine.cs
//
// Copyright (C) 2001 Mike Krueger
// Copyright (C) 2004 John Reilly
//
// This file was translated from java, it was part of the GNU Classpath
// Copyright (C) 2001 Free Software Foundation, Inc.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//
// Linking this library statically or dynamically with other modules is
// making a combined work based on this library. Thus, the terms and
// conditions of the GNU General Public License cover the whole
// combination.
//
// As a special exception, the copyright holders of this library give you
// permission to link this library with independent modules to produce an
// executable, regardless of the license terms of these independent
// modules, and to copy and distribute the resulting executable under
// terms of your choice, provided that you also meet, for each linked
// independent module, the terms and conditions of the license of that
// module. An independent module is a module which is not derived from
// or based on this library. If you modify this library, you may extend
// this exception to your version of the library, but you are not
// obligated to do so. If you do not wish to do so, delete this
// exception statement from your version.
using System;
using ICSharpCode.SharpZipLib.Checksums;
namespace ICSharpCode.SharpZipLib.Zip.Compression
{
/// <summary>
/// Strategies for deflater
/// </summary>
public enum DeflateStrategy
{
/// <summary>
/// The default strategy
/// </summary>
Default = 0,
/// <summary>
/// This strategy will only allow longer string repetitions. It is
/// useful for random data with a small character set.
/// </summary>
Filtered = 1,
/// <summary>
/// This strategy will not look for string repetitions at all. It
/// only encodes with Huffman trees (which means, that more common
/// characters get a smaller encoding.
/// </summary>
HuffmanOnly = 2
}
// DEFLATE ALGORITHM:
//
// The uncompressed stream is inserted into the window array. When
// the window array is full the first half is thrown away and the
// second half is copied to the beginning.
//
// The head array is a hash table. Three characters build a hash value
// and they the value points to the corresponding index in window of
// the last string with this hash. The prev array implements a
// linked list of matches with the same hash: prev[index & WMASK] points
// to the previous index with the same hash.
//
/// <summary>
/// Low level compression engine for deflate algorithm which uses a 32K sliding window
/// with secondary compression from Huffman/Shannon-Fano codes.
/// </summary>
public class DeflaterEngine : DeflaterConstants
{
static int TOO_FAR = 4096;
int ins_h;
/// <summary>
/// Hashtable, hashing three characters to an index for window, so
/// that window[index]..window[index+2] have this hash code.
/// Note that the array should really be unsigned short, so you need
/// to and the values with 0xffff.
/// </summary>
short[] head;
/// <summary>
/// <code>prev[index & WMASK]</code> points to the previous index that has the
/// same hash code as the string starting at index. This way
/// entries with the same hash code are in a linked list.
/// Note that the array should really be unsigned short, so you need
/// to and the values with 0xffff.
/// </summary>
short[] prev;
int matchStart;
int matchLen;
bool prevAvailable;
int blockStart;
/// <summary>
/// Points to the current character in the window.
/// </summary>
int strstart;
/// <summary>
/// lookahead is the number of characters starting at strstart in
/// window that are valid.
/// So window[strstart] until window[strstart+lookahead-1] are valid
/// characters.
/// </summary>
int lookahead;
/// <summary>
/// This array contains the part of the uncompressed stream that
/// is of relevance. The current character is indexed by strstart.
/// </summary>
byte[] window;
DeflateStrategy strategy;
int max_chain, max_lazy, niceLength, goodLength;
/// <summary>
/// The current compression function.
/// </summary>
int comprFunc;
/// <summary>
/// The input data for compression.
/// </summary>
byte[] inputBuf;
/// <summary>
/// The total bytes of input read.
/// </summary>
int totalIn;
/// <summary>
/// The offset into inputBuf, where input data starts.
/// </summary>
int inputOff;
/// <summary>
/// The end offset of the input data.
/// </summary>
int inputEnd;
DeflaterPending pending;
DeflaterHuffman huffman;
/// <summary>
/// The adler checksum
/// </summary>
Adler32 adler;
/// <summary>
/// Construct instance with pending buffer
/// </summary>
/// <param name="pending">
/// Pending buffer to use
/// </param>>
public DeflaterEngine(DeflaterPending pending)
{
this.pending = pending;
huffman = new DeflaterHuffman(pending);
adler = new Adler32();
window = new byte[2 * WSIZE];
head = new short[HASH_SIZE];
prev = new short[WSIZE];
// We start at index 1, to avoid an implementation deficiency, that
// we cannot build a repeat pattern at index 0.
blockStart = strstart = 1;
}
/// <summary>
/// Reset internal state
/// </summary>
public void Reset()
{
huffman.Reset();
adler.Reset();
blockStart = strstart = 1;
lookahead = 0;
totalIn = 0;
prevAvailable = false;
matchLen = MIN_MATCH - 1;
for (int i = 0; i < HASH_SIZE; i++) {
head[i] = 0;
}
for (int i = 0; i < WSIZE; i++) {
prev[i] = 0;
}
}
/// <summary>
/// Reset Adler checksum
/// </summary>
public void ResetAdler()
{
adler.Reset();
}
/// <summary>
/// Get current value of Adler checksum
/// </summary>
public int Adler {
get {
return (int)adler.Value;
}
}
/// <summary>
/// Total data processed
/// </summary>
public int TotalIn {
get {
return totalIn;
}
}
/// <summary>
/// Get/set the <see cref="DeflateStrategy">deflate strategy</see>
/// </summary>
public DeflateStrategy Strategy {
get {
return strategy;
}
set {
strategy = value;
}
}
/// <summary>
/// Set the deflate level (0-9)
/// </summary>
public void SetLevel(int lvl)
{
goodLength = DeflaterConstants.GOOD_LENGTH[lvl];
max_lazy = DeflaterConstants.MAX_LAZY[lvl];
niceLength = DeflaterConstants.NICE_LENGTH[lvl];
max_chain = DeflaterConstants.MAX_CHAIN[lvl];
if (DeflaterConstants.COMPR_FUNC[lvl] != comprFunc) {
/*
if (DeflaterConstants.DEBUGGING) {
Console.WriteLine("Change from " + comprFunc + " to "
+ DeflaterConstants.COMPR_FUNC[lvl]);
}
*/
switch (comprFunc) {
case DEFLATE_STORED:
if (strstart > blockStart) {
huffman.FlushStoredBlock(window, blockStart,
strstart - blockStart, false);
blockStart = strstart;
}
UpdateHash();
break;
case DEFLATE_FAST:
if (strstart > blockStart) {
huffman.FlushBlock(window, blockStart, strstart - blockStart,
false);
blockStart = strstart;
}
break;
case DEFLATE_SLOW:
if (prevAvailable) {
huffman.TallyLit(window[strstart-1] & 0xff);
}
if (strstart > blockStart) {
huffman.FlushBlock(window, blockStart, strstart - blockStart, false);
blockStart = strstart;
}
prevAvailable = false;
matchLen = MIN_MATCH - 1;
break;
}
comprFunc = COMPR_FUNC[lvl];
}
}
void UpdateHash()
{
/*
if (DEBUGGING) {
Console.WriteLine("updateHash: "+strstart);
}
*/
ins_h = (window[strstart] << HASH_SHIFT) ^ window[strstart + 1];
}
/// <summary>
/// Inserts the current string in the head hash and returns the previous
/// value for this hash.
/// </summary>
/// <returns>The previous hash value</returns>
int InsertString()
{
short match;
int hash = ((ins_h << HASH_SHIFT) ^ window[strstart + (MIN_MATCH -1)]) & HASH_MASK;
/*
if (DeflaterConstants.DEBUGGING) {
if (hash != (((window[strstart] << (2*HASH_SHIFT)) ^
(window[strstart + 1] << HASH_SHIFT) ^
(window[strstart + 2])) & HASH_MASK)) {
throw new SharpZipBaseException("hash inconsistent: " + hash + "/"
+window[strstart] + ","
+window[strstart+1] + ","
+window[strstart+2] + "," + HASH_SHIFT);
}
}
*/
prev[strstart & WMASK] = match = head[hash];
head[hash] = (short)strstart;
ins_h = hash;
return match & 0xffff;
}
void SlideWindow()
{
Array.Copy(window, WSIZE, window, 0, WSIZE);
matchStart -= WSIZE;
strstart -= WSIZE;
blockStart -= WSIZE;
/* Slide the hash table (could be avoided with 32 bit values
* at the expense of memory usage).
*/
for (int i = 0; i < HASH_SIZE; ++i) {
int m = head[i] & 0xffff;
head[i] = (short)(m >= WSIZE ? (m - WSIZE) : 0);
}
/* Slide the prev table. */
for (int i = 0; i < WSIZE; i++) {
int m = prev[i] & 0xffff;
prev[i] = (short)(m >= WSIZE ? (m - WSIZE) : 0);
}
}
/// <summary>
/// Fill the window
/// </summary>
public void FillWindow()
{
/* If the window is almost full and there is insufficient lookahead,
* move the upper half to the lower one to make room in the upper half.
*/
if (strstart >= WSIZE + MAX_DIST) {
SlideWindow();
}
/* If there is not enough lookahead, but still some input left,
* read in the input
*/
while (lookahead < DeflaterConstants.MIN_LOOKAHEAD && inputOff < inputEnd) {
int more = 2 * WSIZE - lookahead - strstart;
if (more > inputEnd - inputOff) {
more = inputEnd - inputOff;
}
System.Array.Copy(inputBuf, inputOff, window, strstart + lookahead, more);
adler.Update(inputBuf, inputOff, more);
inputOff += more;
totalIn += more;
lookahead += more;
}
if (lookahead >= MIN_MATCH) {
UpdateHash();
}
}
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