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https://github.com/Barubary/dsdecmp.git
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417 lines
18 KiB
C#
417 lines
18 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.Nitro
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{
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/// <summary>
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/// Compressor and decompressor for the LZ-0x10 format used in many of the games for the
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/// newer Nintendo consoles and handhelds.
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/// </summary>
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public class LZ10 : NitroCFormat
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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-10 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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public LZ10() : base(0x10) { }
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#region 'Original' Decompression method
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/// <summary>
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/// Decompress a stream that is compressed in the LZ-10 format.
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/// </summary>
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/// <param name="instream">The compressed stream.</param>
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/// <param name="inLength">The length of the input stream.</param>
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/// <param name="outstream">The output stream, where the decompressed data is written to.</param>
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public override long Decompress(Stream instream, long inLength,
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Stream outstream)
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{
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#region format definition form GBATEK/NDSTEK
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/* Data header (32bit)
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Bit 0-3 Reserved
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Bit 4-7 Compressed type (must be 1 for LZ77)
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Bit 8-31 Size of decompressed data
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Repeat below. Each Flag Byte followed by eight Blocks.
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Flag data (8bit)
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Bit 0-7 Type Flags for next 8 Blocks, MSB first
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Block Type 0 - Uncompressed - Copy 1 Byte from Source to Dest
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Bit 0-7 One data byte to be copied to dest
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Block Type 1 - Compressed - Copy N+3 Bytes from Dest-Disp-1 to Dest
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Bit 0-3 Disp MSBs
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Bit 4-7 Number of bytes to copy (minus 3)
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Bit 8-15 Disp LSBs
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*/
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#endregion
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long readBytes = 0;
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byte type = (byte)instream.ReadByte();
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if (type != base.magicByte)
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throw new InvalidDataException("The provided stream is not a valid LZ-0x10 "
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+ "compressed stream (invalid type 0x" + type.ToString("X") + ")");
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byte[] sizeBytes = new byte[3];
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instream.Read(sizeBytes, 0, 3);
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int decompressedSize = base.Bytes2Size(sizeBytes);
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readBytes += 4;
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if (decompressedSize == 0)
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{
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sizeBytes = new byte[4];
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instream.Read(sizeBytes, 0, 4);
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decompressedSize = base.Bytes2Size(sizeBytes);
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readBytes += 4;
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}
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// the maximum 'DISP-1' is 0xFFF.
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int bufferLength = 0x1000;
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byte[] buffer = new byte[bufferLength];
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int bufferOffset = 0;
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int currentOutSize = 0;
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int flags = 0, mask = 1;
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while (currentOutSize < decompressedSize)
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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 >= inLength)
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throw new NotEnoughDataException(currentOutSize, decompressedSize);
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flags = instream.ReadByte(); readBytes++;
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if (flags < 0)
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throw new StreamTooShortException();
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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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// make sure the stream is at the end
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if (readBytes < inLength)
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{
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instream.ReadByte(); readBytes++;
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}
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throw new NotEnoughDataException(currentOutSize, decompressedSize);
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}
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int byte1 = instream.ReadByte(); readBytes++;
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int byte2 = instream.ReadByte(); readBytes++;
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if (byte2 < 0)
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throw new StreamTooShortException();
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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 += 1;
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if (disp > currentOutSize)
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throw new InvalidDataException("Cannot go back more than already written. "
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+ "DISP = 0x" + disp.ToString("X") + ", #written bytes = 0x" + currentOutSize.ToString("X")
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+ " at 0x" + instream.Position.ToString("X"));
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#endregion
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int bufIdx = bufferOffset + bufferLength - disp;
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for (int i = 0; i < length; i++)
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{
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byte next = buffer[bufIdx % bufferLength];
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bufIdx++;
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outstream.WriteByte(next);
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buffer[bufferOffset] = next;
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bufferOffset = (bufferOffset + 1) % bufferLength;
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}
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currentOutSize += length;
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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, decompressedSize);
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int next = instream.ReadByte(); readBytes++;
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if (next < 0)
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throw new StreamTooShortException();
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currentOutSize++;
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outstream.WriteByte((byte)next);
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buffer[bufferOffset] = (byte)next;
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bufferOffset = (bufferOffset + 1) % bufferLength;
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}
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outstream.Flush();
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}
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if (readBytes < inLength)
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{
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// the input may be 4-byte aligned.
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if ((readBytes ^ (readBytes & 3)) + 4 < inLength)
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throw new TooMuchInputException(readBytes, inLength);
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}
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return decompressedSize;
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}
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#endregion
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#region Original Compress method
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public unsafe override int Compress(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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// write the compression header first
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outstream.WriteByte(this.magicByte);
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outstream.WriteByte((byte)(inLength & 0xFF));
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outstream.WriteByte((byte)((inLength >> 8) & 0xFF));
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outstream.WriteByte((byte)((inLength >> 16) & 0xFF));
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int compressedLength = 4;
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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, 0x1000);
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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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// 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 - 1) >> 8) & 0x0F);
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bufferlength++;
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outbuffer[bufferlength] = (byte)((disp - 1) & 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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// write the compression header first
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outstream.WriteByte(this.magicByte);
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outstream.WriteByte((byte)(inLength & 0xFF));
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outstream.WriteByte((byte)((inLength >> 8) & 0xFF));
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outstream.WriteByte((byte)((inLength >> 16) & 0xFF));
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int compressedLength = 4;
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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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while (readBytes < inLength)
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{
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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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if (lengths[readBytes] == 1)
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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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// mark the next block as compressed
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outbuffer[0] |= (byte)(1 << (7 - bufferedBlocks));
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outbuffer[bufferlength] = (byte)(((lengths[readBytes] - 3) << 4) & 0xF0);
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outbuffer[bufferlength] |= (byte)(((disps[readBytes] - 1) >> 8) & 0x0F);
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bufferlength++;
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outbuffer[bufferlength] = (byte)((disps[readBytes] - 1) & 0xFF);
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bufferlength++;
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readBytes += lengths[readBytes];
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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 DP compression helper method; GetOptimalCompressionLengths
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/// <summary>
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/// Gets the optimal compression lengths for each start of a compressed block using Dynamic Programming.
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/// This takes O(n^2) time.
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/// </summary>
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/// <param name="indata">The data to compress.</param>
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/// <param name="inLength">The length of the data to compress.</param>
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/// <param name="lengths">The optimal 'length' of the compressed blocks. For each byte in the input data,
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/// this value is the optimal 'length' value. If it is 1, the block should not be compressed.</param>
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/// <param name="disps">The 'disp' values of the compressed blocks. May be 0, in which case the
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/// corresponding length will never be anything other than 1.</param>
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private unsafe void GetOptimalCompressionLengths(byte* indata, int inLength, out int[] lengths, out int[] disps)
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{
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lengths = new int[inLength];
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disps = new int[inLength];
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int[] minLengths = new int[inLength];
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for (int i = inLength - 1; i >= 0; i--)
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{
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// first get the compression length when the next byte is not compressed
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minLengths[i] = int.MaxValue;
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lengths[i] = 1;
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if (i + 1 >= inLength)
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minLengths[i] = 1;
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else
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minLengths[i] = 1 + minLengths[i + 1];
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// then the optimal compressed length
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int oldLength = Math.Min(0x1000, i);
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// get the appropriate disp while at it. Takes at most O(n) time if oldLength is considered O(n)
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// be sure to bound the input length with 0x12, as that's the maximum length for LZ-10 compressed blocks.
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int maxLen = LZUtil.GetOccurrenceLength(indata + i, Math.Min(inLength - i, 0x12),
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indata + i - oldLength, oldLength, out disps[i]);
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if (disps[i] > i)
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throw new Exception("disp is too large");
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for (int j = 3; j <= maxLen; j++)
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{
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int newCompLen;
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if (i + j >= inLength)
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newCompLen = 2;
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else
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newCompLen = 2 + minLengths[i + j];
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if (newCompLen < minLengths[i])
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{
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lengths[i] = j;
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minLengths[i] = newCompLen;
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}
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}
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}
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// we could optimize this further to also optimize it with regard to the flag-bytes, but that would require 8 times
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// more space and time (one for each position in the block) for only a potentially tiny increase in compression ratio.
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}
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#endregion
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}
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}
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