mirror of
https://github.com/Barubary/dsdecmp.git
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667 lines
30 KiB
C#
667 lines
30 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using System.IO;
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using DSDecmp.Utils;
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namespace DSDecmp.Formats
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{
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/// <summary>
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/// The LZ-Overlay compression format. Compresses part of the file from end to start.
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/// Is used for the 'overlay' files in NDS games, as well as arm9.bin.
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/// Note that the last 12 bytes should not be included in the 'inLength' argument when
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/// decompressing arm9.bin. This is done automatically if a file is given instead of a stream.
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/// </summary>
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public class LZOvl : CompressionFormat
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{
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private static bool lookAhead = false;
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/// <summary>
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/// Sets the flag that determines if 'look-ahead'/DP should be used when compressing
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/// with the LZ-Ovl format. The default is false, which is what is used in the original
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/// implementation.
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/// </summary>
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public static bool LookAhead
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{
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set { lookAhead = value; }
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}
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#region Method: Supports(string file)
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public override bool Supports(string file)
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{
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using (FileStream fstr = File.OpenRead(file))
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{
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long fLength = fstr.Length;
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// arm9.bin is special in the sense that the last 12 bytes should/can be ignored.
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if (Path.GetFileName(file) == "arm9.bin")
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fLength -= 0xC;
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return this.Supports(fstr, fLength);
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}
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}
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#endregion
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#region Method: Supports(Stream, long)
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public override bool Supports(System.IO.Stream stream, long inLength)
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{
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// assume the 'inLength' does not include the 12 bytes at the end of arm9.bin
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// only allow integer-sized files
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if (inLength > 0xFFFFFFFFL)
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return false;
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// the header is 4 bytes minimum
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if (inLength < 4)
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return false;
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long streamStart = stream.Position;
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byte[] header = new byte[Math.Min(inLength, 0x20)];
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stream.Position += inLength - header.Length;
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stream.Read(header, 0, header.Length);
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// reset the stream
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stream.Position = streamStart;
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uint extraSize = IOUtils.ToNDSu32(header, header.Length - 4);
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if (extraSize == 0)
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return false; // do not decompress whenevr the last 4 bytes are 0; too many files have that.
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// if the extrasize is nonzero, the minimum header length is 8 bytes
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if (header.Length < 8)
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return false;
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byte headerLen = header[header.Length - 5];
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if (inLength < headerLen)
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return false;
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// the compressed length should fit in the input file
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int compressedLen = header[header.Length - 6] << 16
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| header[header.Length - 7] << 8
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| header[header.Length - 8];
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if (compressedLen >= inLength - headerLen)
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return false;
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// verify that the rest of the header is filled with 0xFF
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for (int i = header.Length - 9; i >= header.Length - headerLen; i--)
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if (header[i] != 0xFF)
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return false;
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return true;
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}
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#endregion
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#region Method: Decompress(string, string)
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public override void Decompress(string infile, string outfile)
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{
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// make sure the output directory exists
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string outDirectory = Path.GetDirectoryName(outfile);
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if (!Directory.Exists(outDirectory))
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Directory.CreateDirectory(outDirectory);
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// open the two given files, and delegate to the format-specific code.
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using (FileStream inStream = new FileStream(infile, FileMode.Open),
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outStream = new FileStream(outfile, FileMode.Create))
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{
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long fLength = inStream.Length;
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// arm9.bin needs special attention
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if (Path.GetFileName(infile) == "arm9.bin")
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fLength -= 0xC;
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this.Decompress(inStream, fLength, outStream);
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}
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}
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#endregion
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#region Decompression method
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public override long Decompress(System.IO.Stream instream, long inLength, System.IO.Stream outstream)
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{
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#region Format description
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// Overlay LZ compression is basically just LZ-0x10 compression.
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// however the order if reading is reversed: the compression starts at the end of the file.
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// Assuming we start reading at the end towards the beginning, the format is:
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/*
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* u32 extraSize; // decompressed data size = file length (including header) + this value
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* u8 headerSize;
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* u24 compressedLength; // can be less than file size (w/o header). If so, the rest of the file is uncompressed.
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* u8[headerSize-8] padding; // 0xFF-s
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*
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* 0x10-like-compressed data follows (without the usual 4-byte header).
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* The only difference is that 2 should be added to the DISP value in compressed blocks
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* to get the proper value.
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* the u32 and u24 are read most significant byte first.
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* if extraSize is 0, there is no headerSize, decompressedLength or padding.
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* the data starts immediately, and is uncompressed.
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*
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* arm9.bin has 3 extra u32 values at the 'start' (ie: end of the file),
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* which may be ignored. (and are ignored here) These 12 bytes also should not
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* be included in the computation of the output size.
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*/
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#endregion
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#region First read the last 4 bytes of the stream (the 'extraSize')
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// first go to the end of the stream, since we're reading from back to front
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// read the last 4 bytes, the 'extraSize'
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instream.Position += inLength - 4;
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byte[] buffer = new byte[4];
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try
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{
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instream.Read(buffer, 0, 4);
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}
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catch (System.IO.EndOfStreamException)
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{
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// since we're immediately checking the end of the stream,
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// this is the only location where we have to check for an EOS to occur.
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throw new StreamTooShortException();
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}
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uint extraSize = IOUtils.ToNDSu32(buffer, 0);
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#endregion
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// if the extra size is 0, there is no compressed part, and the header ends there.
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if (extraSize == 0)
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{
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#region just copy the input to the output
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// first go back to the start of the file. the current location is after the 'extraSize',
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// and thus at the end of the file.
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instream.Position -= inLength;
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// no buffering -> slow
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buffer = new byte[inLength - 4];
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instream.Read(buffer, 0, (int)(inLength - 4));
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outstream.Write(buffer, 0, (int)(inLength - 4));
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// make sure the input is positioned at the end of the file
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instream.Position += 4;
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return inLength - 4;
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#endregion
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}
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else
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{
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// get the size of the compression header first.
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instream.Position -= 5;
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int headerSize = instream.ReadByte();
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// then the compressed data size.
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instream.Position -= 4;
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instream.Read(buffer, 0, 3);
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int compressedSize = buffer[0] | (buffer[1] << 8) | (buffer[2] << 16);
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#region copy the non-compressed data
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// copy the non-compressed data first.
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buffer = new byte[inLength - headerSize - compressedSize];
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instream.Position -= (inLength - 5);
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instream.Read(buffer, 0, buffer.Length);
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outstream.Write(buffer, 0, buffer.Length);
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#endregion
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// buffer the compressed data, such that we don't need to keep
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// moving the input stream position back and forth
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buffer = new byte[compressedSize];
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instream.Read(buffer, 0, compressedSize);
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// we're filling the output from end to start, so we can't directly write the data.
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// buffer it instead (also use this data as buffer instead of a ring-buffer for
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// decompression)
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byte[] outbuffer = new byte[compressedSize + headerSize + extraSize];
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int currentOutSize = 0;
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int decompressedLength = outbuffer.Length;
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int readBytes = 0;
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byte flags = 0, mask = 1;
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while (currentOutSize < decompressedLength)
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{
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// (throws when requested new flags byte is not available)
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#region Update the mask. If all flag bits have been read, get a new set.
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// the current mask is the mask used in the previous run. So if it masks the
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// last flag bit, get a new flags byte.
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if (mask == 1)
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{
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if (readBytes >= compressedSize)
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throw new NotEnoughDataException(currentOutSize, decompressedLength);
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flags = buffer[buffer.Length - 1 - readBytes]; readBytes++;
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mask = 0x80;
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}
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else
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{
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mask >>= 1;
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}
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#endregion
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// bit = 1 <=> compressed.
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if ((flags & mask) > 0)
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{
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// (throws when < 2 bytes are available)
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#region Get length and displacement('disp') values from next 2 bytes
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// there are < 2 bytes available when the end is at most 1 byte away
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if (readBytes + 1 >= inLength)
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{
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throw new NotEnoughDataException(currentOutSize, decompressedLength);
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}
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int byte1 = buffer[compressedSize - 1 - readBytes]; readBytes++;
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int byte2 = buffer[compressedSize - 1 - readBytes]; readBytes++;
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// the number of bytes to copy
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int length = byte1 >> 4;
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length += 3;
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// from where the bytes should be copied (relatively)
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int disp = ((byte1 & 0x0F) << 8) | byte2;
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disp += 3;
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if (disp > currentOutSize)
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{
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if (currentOutSize < 2)
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throw new InvalidDataException("Cannot go back more than already written; "
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+ "attempt to go back 0x" + disp.ToString("X") + " when only 0x"
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+ currentOutSize.ToString("X") + " bytes have been written.");
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// HACK. this seems to produce valid files, but isn't the most elegant solution.
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// although this _could_ be the actual way to use a disp of 2 in this format,
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// as otherwise the minimum would be 3 (and 0 is undefined, and 1 is less useful).
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disp = 2;
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}
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#endregion
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int bufIdx = currentOutSize - disp;
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for (int i = 0; i < length; i++)
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{
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byte next = outbuffer[outbuffer.Length - 1 - bufIdx];
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bufIdx++;
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outbuffer[outbuffer.Length - 1 - currentOutSize] = next;
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currentOutSize++;
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}
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}
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else
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{
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if (readBytes >= inLength)
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throw new NotEnoughDataException(currentOutSize, decompressedLength);
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byte next = buffer[buffer.Length - 1 - readBytes]; readBytes++;
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outbuffer[outbuffer.Length - 1 - currentOutSize] = next;
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currentOutSize++;
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}
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}
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// write the decompressed data
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outstream.Write(outbuffer, 0, outbuffer.Length);
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// make sure the input is positioned at the end of the file; the stream is currently
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// at the compression header.
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instream.Position += headerSize;
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return decompressedLength + (inLength - headerSize - compressedSize);
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}
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}
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#endregion
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#region Compression method; delegates to CompressNormal
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public override int Compress(System.IO.Stream instream, long inLength, System.IO.Stream outstream)
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{
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// don't bother trying to get the optimal not-compressed - compressed ratio for now.
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// Either compress fully or don't compress (as the format cannot handle decompressed
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// sizes that are smaller than the compressed file).
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if (inLength > 0xFFFFFF)
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throw new InputTooLargeException();
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// read the input and reverse it
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byte[] indata = new byte[inLength];
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instream.Read(indata, 0, (int)inLength);
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Array.Reverse(indata);
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MemoryStream inMemStream = new MemoryStream(indata);
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MemoryStream outMemStream = new MemoryStream();
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int compressedLength = this.CompressNormal(inMemStream, inLength, outMemStream);
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int totalCompFileLength = (int)outMemStream.Length + 8;
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// make the file 4-byte aligned with padding in the header
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if (totalCompFileLength % 4 != 0)
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totalCompFileLength += 4 - totalCompFileLength % 4;
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if (totalCompFileLength < inLength)
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{
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byte[] compData = outMemStream.ToArray();
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Array.Reverse(compData);
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outstream.Write(compData, 0, compData.Length);
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int writtenBytes = compData.Length;
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// there always seem to be some padding FFs. Let's pad to make the file 4-byte aligned
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while (writtenBytes % 4 != 0)
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{
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outstream.WriteByte(0xFF);
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writtenBytes++;
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}
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outstream.WriteByte((byte)((compressedLength) & 0xFF));
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outstream.WriteByte((byte)((compressedLength >> 8) & 0xFF));
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outstream.WriteByte((byte)((compressedLength >> 16) & 0xFF));
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int headerLength = totalCompFileLength - compData.Length;
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outstream.WriteByte((byte)headerLength);
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int extraSize = (int)inLength - totalCompFileLength;
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outstream.WriteByte((byte)((extraSize) & 0xFF));
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outstream.WriteByte((byte)((extraSize >> 8) & 0xFF));
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outstream.WriteByte((byte)((extraSize >> 16) & 0xFF));
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outstream.WriteByte((byte)((extraSize >> 24) & 0xFF));
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return totalCompFileLength;
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}
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else
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{
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Array.Reverse(indata);
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outstream.Write(indata, 0, (int)inLength);
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outstream.WriteByte(0); outstream.WriteByte(0); outstream.WriteByte(0); outstream.WriteByte(0);
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return (int)inLength + 4;
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}
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}
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#endregion
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#region 'Normal' compression method. Delegates to CompressWithLA when LookAhead is set
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/// <summary>
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/// Compresses the given input stream with the LZ-Ovl compression, but compresses _forward_
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/// instad of backwards.
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/// </summary>
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/// <param name="instream">The input stream to compress.</param>
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/// <param name="inLength">The length of the input stream.</param>
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/// <param name="outstream">The stream to write to.</param>
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private unsafe int CompressNormal(Stream instream, long inLength, Stream outstream)
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{
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// make sure the decompressed size fits in 3 bytes.
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// There should be room for four bytes, however I'm not 100% sure if that can be used
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// in every game, as it may not be a built-in function.
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if (inLength > 0xFFFFFF)
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throw new InputTooLargeException();
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// use the other method if lookahead is enabled
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if (lookAhead)
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{
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return CompressWithLA(instream, inLength, outstream);
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}
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// save the input data in an array to prevent having to go back and forth in a file
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byte[] indata = new byte[inLength];
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int numReadBytes = instream.Read(indata, 0, (int)inLength);
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if (numReadBytes != inLength)
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throw new StreamTooShortException();
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int compressedLength = 0;
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fixed (byte* instart = &indata[0])
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{
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// we do need to buffer the output, as the first byte indicates which blocks are compressed.
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// this version does not use a look-ahead, so we do not need to buffer more than 8 blocks at a time.
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byte[] outbuffer = new byte[8 * 2 + 1];
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outbuffer[0] = 0;
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int bufferlength = 1, bufferedBlocks = 0;
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int readBytes = 0;
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while (readBytes < inLength)
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{
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#region If 8 blocks are bufferd, write them and reset the buffer
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// we can only buffer 8 blocks at a time.
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if (bufferedBlocks == 8)
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{
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outstream.Write(outbuffer, 0, bufferlength);
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compressedLength += bufferlength;
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// reset the buffer
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outbuffer[0] = 0;
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bufferlength = 1;
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bufferedBlocks = 0;
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}
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#endregion
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// determine if we're dealing with a compressed or raw block.
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// it is a compressed block when the next 3 or more bytes can be copied from
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// somewhere in the set of already compressed bytes.
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int disp;
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int oldLength = Math.Min(readBytes, 0x1001);
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int length = LZUtil.GetOccurrenceLength(instart + readBytes, (int)Math.Min(inLength - readBytes, 0x12),
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instart + readBytes - oldLength, oldLength, out disp);
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// disp = 1 cannot be stored.
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if (disp == 1)
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{
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length = 1;
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}
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// disp = 2 cannot be saved properly. use a too large disp instead.
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// however since I'm not sure if that's actually how that's handled, don't compress instead.
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else if (disp == 2)
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{
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length = 1;
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/*if (readBytes < 0x1001)
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disp = readBytes + 1;
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else
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length = 1;/**/
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}
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// length not 3 or more? next byte is raw data
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if (length < 3)
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{
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outbuffer[bufferlength++] = *(instart + (readBytes++));
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}
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else
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{
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// 3 or more bytes can be copied? next (length) bytes will be compressed into 2 bytes
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readBytes += length;
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// mark the next block as compressed
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outbuffer[0] |= (byte)(1 << (7 - bufferedBlocks));
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outbuffer[bufferlength] = (byte)(((length - 3) << 4) & 0xF0);
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outbuffer[bufferlength] |= (byte)(((disp - 3) >> 8) & 0x0F);
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bufferlength++;
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outbuffer[bufferlength] = (byte)((disp - 3) & 0xFF);
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bufferlength++;
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}
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bufferedBlocks++;
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}
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// copy the remaining blocks to the output
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if (bufferedBlocks > 0)
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{
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outstream.Write(outbuffer, 0, bufferlength);
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compressedLength += bufferlength;
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/*/ make the compressed file 4-byte aligned.
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while ((compressedLength % 4) != 0)
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{
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outstream.WriteByte(0);
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compressedLength++;
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}/**/
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}
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}
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return compressedLength;
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}
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#endregion
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#region Dynamic Programming compression method
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/// <summary>
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/// Variation of the original compression method, making use of Dynamic Programming to 'look ahead'
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/// and determine the optimal 'length' values for the compressed blocks. Is not 100% optimal,
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/// as the flag-bytes are not taken into account.
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/// </summary>
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private unsafe int CompressWithLA(Stream instream, long inLength, Stream outstream)
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{
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// save the input data in an array to prevent having to go back and forth in a file
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byte[] indata = new byte[inLength];
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int numReadBytes = instream.Read(indata, 0, (int)inLength);
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if (numReadBytes != inLength)
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throw new StreamTooShortException();
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int compressedLength = 0;
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fixed (byte* instart = &indata[0])
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{
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// we do need to buffer the output, as the first byte indicates which blocks are compressed.
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// this version does not use a look-ahead, so we do not need to buffer more than 8 blocks at a time.
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byte[] outbuffer = new byte[8 * 2 + 1];
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outbuffer[0] = 0;
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int bufferlength = 1, bufferedBlocks = 0;
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int readBytes = 0;
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// get the optimal choices for len and disp
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int[] lengths, disps;
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this.GetOptimalCompressionLengths(instart, indata.Length, out lengths, out disps);
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int optCompressionLength = this.GetOptimalCompressionPartLength(lengths);
|
|
|
|
while (readBytes < optCompressionLength)
|
|
{
|
|
// we can only buffer 8 blocks at a time.
|
|
if (bufferedBlocks == 8)
|
|
{
|
|
outstream.Write(outbuffer, 0, bufferlength);
|
|
compressedLength += bufferlength;
|
|
// reset the buffer
|
|
outbuffer[0] = 0;
|
|
bufferlength = 1;
|
|
bufferedBlocks = 0;
|
|
}
|
|
|
|
|
|
if (lengths[readBytes] == 1)
|
|
{
|
|
outbuffer[bufferlength++] = *(instart + (readBytes++));
|
|
}
|
|
else
|
|
{
|
|
// mark the next block as compressed
|
|
outbuffer[0] |= (byte)(1 << (7 - bufferedBlocks));
|
|
|
|
outbuffer[bufferlength] = (byte)(((lengths[readBytes] - 3) << 4) & 0xF0);
|
|
outbuffer[bufferlength] |= (byte)(((disps[readBytes] - 3) >> 8) & 0x0F);
|
|
bufferlength++;
|
|
outbuffer[bufferlength] = (byte)((disps[readBytes] - 3) & 0xFF);
|
|
bufferlength++;
|
|
|
|
readBytes += lengths[readBytes];
|
|
}
|
|
|
|
bufferedBlocks++;
|
|
}
|
|
|
|
// copy the remaining blocks to the output
|
|
if (bufferedBlocks > 0)
|
|
{
|
|
outstream.Write(outbuffer, 0, bufferlength);
|
|
compressedLength += bufferlength;
|
|
}
|
|
|
|
while (readBytes < inLength)
|
|
outstream.WriteByte(*(instart + (readBytes++)));
|
|
}
|
|
|
|
return compressedLength;
|
|
}
|
|
#endregion
|
|
|
|
#region DP compression helper method; GetOptimalCompressionLengths
|
|
/// <summary>
|
|
/// Gets the optimal compression lengths for each start of a compressed block using Dynamic Programming.
|
|
/// This takes O(n^2) time.
|
|
/// </summary>
|
|
/// <param name="indata">The data to compress.</param>
|
|
/// <param name="inLength">The length of the data to compress.</param>
|
|
/// <param name="lengths">The optimal 'length' of the compressed blocks. For each byte in the input data,
|
|
/// this value is the optimal 'length' value. If it is 1, the block should not be compressed.</param>
|
|
/// <param name="disps">The 'disp' values of the compressed blocks. May be less than 3, in which case the
|
|
/// corresponding length will never be anything other than 1.</param>
|
|
private unsafe void GetOptimalCompressionLengths(byte* indata, int inLength, out int[] lengths, out int[] disps)
|
|
{
|
|
lengths = new int[inLength];
|
|
disps = new int[inLength];
|
|
int[] minLengths = new int[inLength];
|
|
|
|
for (int i = inLength - 1; i >= 0; i--)
|
|
{
|
|
// first get the compression length when the next byte is not compressed
|
|
minLengths[i] = int.MaxValue;
|
|
lengths[i] = 1;
|
|
if (i + 1 >= inLength)
|
|
minLengths[i] = 1;
|
|
else
|
|
minLengths[i] = 1 + minLengths[i + 1];
|
|
// then the optimal compressed length
|
|
int oldLength = Math.Min(0x1001, i);
|
|
// get the appropriate disp while at it. Takes at most O(n) time if oldLength is considered O(n)
|
|
// be sure to bound the input length with 0x12, as that's the maximum length for LZ-Ovl compressed blocks.
|
|
int maxLen = LZUtil.GetOccurrenceLength(indata + i, Math.Min(inLength - i, 0x12),
|
|
indata + i - oldLength, oldLength, out disps[i]);
|
|
if (disps[i] > i)
|
|
throw new Exception("disp is too large");
|
|
// disp < 3 cannot be stored explicitly.
|
|
if (disps[i] < 3)
|
|
maxLen = 1;
|
|
for (int j = 3; j <= maxLen; j++)
|
|
{
|
|
int newCompLen;
|
|
if (i + j >= inLength)
|
|
newCompLen = 2;
|
|
else
|
|
newCompLen = 2 + minLengths[i + j];
|
|
if (newCompLen < minLengths[i])
|
|
{
|
|
lengths[i] = j;
|
|
minLengths[i] = newCompLen;
|
|
}
|
|
}
|
|
}
|
|
|
|
// we could optimize this further to also optimize it with regard to the flag-bytes, but that would require 8 times
|
|
// more space and time (one for each position in the block) for only a potentially tiny increase in compression ratio.
|
|
}
|
|
#endregion
|
|
|
|
#region DP compression helper method: GetOptimalCompressionPartLength
|
|
/// <summary>
|
|
/// Gets the 'optimal' length of the compressed part of the file.
|
|
/// Or rather: the length in such a way that compressing any more will not
|
|
/// result in a shorter file.
|
|
/// </summary>
|
|
/// <param name="blocklengths">The lengths of the compressed blocks, as gotten from GetOptimalCompressionLengths.</param>
|
|
/// <returns>The 'optimal' length of the compressed part of the file.</returns>
|
|
private int GetOptimalCompressionPartLength(int[] blocklengths)
|
|
{
|
|
// first determine the actual total compressed length using the optimal compression.
|
|
int block8Idx = 0;
|
|
int insideBlockIdx = 0;
|
|
int totalCompLength = 0;
|
|
for (int i = 0; i < blocklengths.Length; )
|
|
{
|
|
if (insideBlockIdx == 8)
|
|
{
|
|
block8Idx++;
|
|
insideBlockIdx = 0;
|
|
totalCompLength++;
|
|
}
|
|
insideBlockIdx++;
|
|
|
|
if (blocklengths[i] >= 3)
|
|
totalCompLength += 2;
|
|
else
|
|
totalCompLength++;
|
|
i += blocklengths[i];
|
|
}
|
|
|
|
int[] actualRestCompLengths = new int[blocklengths.Length];
|
|
block8Idx = 0;
|
|
insideBlockIdx = 0;
|
|
for (int i = 0; i < blocklengths.Length; )
|
|
{
|
|
if (insideBlockIdx == 8)
|
|
{
|
|
block8Idx++;
|
|
insideBlockIdx = 0;
|
|
totalCompLength--;
|
|
}
|
|
if (blocklengths[i] >= 3)
|
|
totalCompLength -= 2;
|
|
else
|
|
totalCompLength--;
|
|
actualRestCompLengths[i] = totalCompLength;
|
|
i += blocklengths[i];
|
|
insideBlockIdx++;
|
|
|
|
if (totalCompLength > (blocklengths.Length - i))
|
|
return i;
|
|
}
|
|
return blocklengths.Length;
|
|
}
|
|
#endregion
|
|
}
|
|
}
|