mirror of
https://github.com/MCCTeam/Minecraft-Console-Client
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Add support for creating replay mod capture files (#1246)
* Add test replay handler * Fix incorrect built raw packet * Fix incorrect built raw packet * Add filter * Add not working zip lib * Add dotNetZip lib and complete basic function * Update ReplayHandler.cs * Complete Replay handler Without client player handling * Complete replay mod - New ChatBot OnNetworkPacket event * Add auto-backup and command for Replay Mod * Add ReplayMod description to readme * Small naming changes, fix compile error on .NET4.0 * ReplayHandler slight optimizations Use Path.Combine to automatically use Windows '\' or Linux '/' Move re-usable common parts outside the Replay handler Small optimizations in building JSON strings Co-authored-by: ORelio <oreliogitantispam.l0gin@spamgourmet.com>
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parent
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47 changed files with 32732 additions and 21 deletions
740
MinecraftClient/Protocol/Handlers/Compression/DeflateStream.cs
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MinecraftClient/Protocol/Handlers/Compression/DeflateStream.cs
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// DeflateStream.cs
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// ------------------------------------------------------------------
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//
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// Copyright (c) 2009-2010 Dino Chiesa.
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// All rights reserved.
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//
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// This code module is part of DotNetZip, a zipfile class library.
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//
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// ------------------------------------------------------------------
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//
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// This code is licensed under the Microsoft Public License.
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// See the file License.txt for the license details.
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// More info on: http://dotnetzip.codeplex.com
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//
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// ------------------------------------------------------------------
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//
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// last saved (in emacs):
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// Time-stamp: <2011-July-31 14:48:11>
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//
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// ------------------------------------------------------------------
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//
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// This module defines the DeflateStream class, which can be used as a replacement for
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// the System.IO.Compression.DeflateStream class in the .NET BCL.
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//
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// ------------------------------------------------------------------
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using System;
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namespace Ionic.Zlib
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{
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/// <summary>
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/// A class for compressing and decompressing streams using the Deflate algorithm.
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/// </summary>
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///
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/// <remarks>
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///
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/// <para>
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/// The DeflateStream is a <see
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/// href="http://en.wikipedia.org/wiki/Decorator_pattern">Decorator</see> on a <see
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/// cref="System.IO.Stream"/>. It adds DEFLATE compression or decompression to any
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/// stream.
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/// </para>
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///
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/// <para>
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/// Using this stream, applications can compress or decompress data via stream
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/// <c>Read</c> and <c>Write</c> operations. Either compresssion or decompression
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/// can occur through either reading or writing. The compression format used is
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/// DEFLATE, which is documented in <see
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/// href="http://www.ietf.org/rfc/rfc1951.txt">IETF RFC 1951</see>, "DEFLATE
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/// Compressed Data Format Specification version 1.3.".
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/// </para>
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///
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/// <para>
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/// This class is similar to <see cref="ZlibStream"/>, except that
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/// <c>ZlibStream</c> adds the <see href="http://www.ietf.org/rfc/rfc1950.txt">RFC
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/// 1950 - ZLIB</see> framing bytes to a compressed stream when compressing, or
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/// expects the RFC1950 framing bytes when decompressing. The <c>DeflateStream</c>
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/// does not.
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/// </para>
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///
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/// </remarks>
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///
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/// <seealso cref="ZlibStream" />
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/// <seealso cref="GZipStream" />
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public class DeflateStream : System.IO.Stream
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{
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internal ZlibBaseStream _baseStream;
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internal System.IO.Stream _innerStream;
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bool _disposed;
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/// <summary>
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/// Create a DeflateStream using the specified CompressionMode.
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/// </summary>
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///
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/// <remarks>
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/// When mode is <c>CompressionMode.Compress</c>, the DeflateStream will use
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/// the default compression level. The "captive" stream will be closed when
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/// the DeflateStream is closed.
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/// </remarks>
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///
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/// <example>
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/// This example uses a DeflateStream to compress data from a file, and writes
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/// the compressed data to another file.
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/// <code>
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/// using (System.IO.Stream input = System.IO.File.OpenRead(fileToCompress))
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/// {
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/// using (var raw = System.IO.File.Create(fileToCompress + ".deflated"))
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/// {
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/// using (Stream compressor = new DeflateStream(raw, CompressionMode.Compress))
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/// {
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/// byte[] buffer = new byte[WORKING_BUFFER_SIZE];
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/// int n;
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/// while ((n= input.Read(buffer, 0, buffer.Length)) != 0)
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/// {
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/// compressor.Write(buffer, 0, n);
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/// }
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/// }
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/// }
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/// }
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/// </code>
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///
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/// <code lang="VB">
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/// Using input As Stream = File.OpenRead(fileToCompress)
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/// Using raw As FileStream = File.Create(fileToCompress & ".deflated")
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/// Using compressor As Stream = New DeflateStream(raw, CompressionMode.Compress)
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/// Dim buffer As Byte() = New Byte(4096) {}
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/// Dim n As Integer = -1
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/// Do While (n <> 0)
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/// If (n > 0) Then
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/// compressor.Write(buffer, 0, n)
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/// End If
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/// n = input.Read(buffer, 0, buffer.Length)
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/// Loop
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/// End Using
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/// End Using
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/// End Using
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/// </code>
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/// </example>
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/// <param name="stream">The stream which will be read or written.</param>
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/// <param name="mode">Indicates whether the DeflateStream will compress or decompress.</param>
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public DeflateStream(System.IO.Stream stream, CompressionMode mode)
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: this(stream, mode, CompressionLevel.Default, false)
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{
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}
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/// <summary>
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/// Create a DeflateStream using the specified CompressionMode and the specified CompressionLevel.
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/// </summary>
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///
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/// <remarks>
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///
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/// <para>
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/// When mode is <c>CompressionMode.Decompress</c>, the level parameter is
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/// ignored. The "captive" stream will be closed when the DeflateStream is
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/// closed.
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/// </para>
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///
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/// </remarks>
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///
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/// <example>
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///
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/// This example uses a DeflateStream to compress data from a file, and writes
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/// the compressed data to another file.
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///
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/// <code>
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/// using (System.IO.Stream input = System.IO.File.OpenRead(fileToCompress))
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/// {
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/// using (var raw = System.IO.File.Create(fileToCompress + ".deflated"))
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/// {
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/// using (Stream compressor = new DeflateStream(raw,
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/// CompressionMode.Compress,
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/// CompressionLevel.BestCompression))
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/// {
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/// byte[] buffer = new byte[WORKING_BUFFER_SIZE];
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/// int n= -1;
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/// while (n != 0)
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/// {
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/// if (n > 0)
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/// compressor.Write(buffer, 0, n);
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/// n= input.Read(buffer, 0, buffer.Length);
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/// }
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/// }
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/// }
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/// }
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/// </code>
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///
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/// <code lang="VB">
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/// Using input As Stream = File.OpenRead(fileToCompress)
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/// Using raw As FileStream = File.Create(fileToCompress & ".deflated")
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/// Using compressor As Stream = New DeflateStream(raw, CompressionMode.Compress, CompressionLevel.BestCompression)
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/// Dim buffer As Byte() = New Byte(4096) {}
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/// Dim n As Integer = -1
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/// Do While (n <> 0)
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/// If (n > 0) Then
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/// compressor.Write(buffer, 0, n)
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/// End If
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/// n = input.Read(buffer, 0, buffer.Length)
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/// Loop
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/// End Using
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/// End Using
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/// End Using
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/// </code>
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/// </example>
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/// <param name="stream">The stream to be read or written while deflating or inflating.</param>
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/// <param name="mode">Indicates whether the <c>DeflateStream</c> will compress or decompress.</param>
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/// <param name="level">A tuning knob to trade speed for effectiveness.</param>
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public DeflateStream(System.IO.Stream stream, CompressionMode mode, CompressionLevel level)
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: this(stream, mode, level, false)
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{
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}
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/// <summary>
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/// Create a <c>DeflateStream</c> using the specified
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/// <c>CompressionMode</c>, and explicitly specify whether the
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/// stream should be left open after Deflation or Inflation.
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/// </summary>
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///
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/// <remarks>
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///
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/// <para>
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/// This constructor allows the application to request that the captive stream
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/// remain open after the deflation or inflation occurs. By default, after
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/// <c>Close()</c> is called on the stream, the captive stream is also
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/// closed. In some cases this is not desired, for example if the stream is a
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/// memory stream that will be re-read after compression. Specify true for
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/// the <paramref name="leaveOpen"/> parameter to leave the stream open.
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/// </para>
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///
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/// <para>
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/// The <c>DeflateStream</c> will use the default compression level.
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/// </para>
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///
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/// <para>
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/// See the other overloads of this constructor for example code.
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/// </para>
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/// </remarks>
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///
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/// <param name="stream">
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/// The stream which will be read or written. This is called the
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/// "captive" stream in other places in this documentation.
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/// </param>
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///
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/// <param name="mode">
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/// Indicates whether the <c>DeflateStream</c> will compress or decompress.
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/// </param>
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///
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/// <param name="leaveOpen">true if the application would like the stream to
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/// remain open after inflation/deflation.</param>
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public DeflateStream(System.IO.Stream stream, CompressionMode mode, bool leaveOpen)
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: this(stream, mode, CompressionLevel.Default, leaveOpen)
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{
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}
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/// <summary>
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/// Create a <c>DeflateStream</c> using the specified <c>CompressionMode</c>
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/// and the specified <c>CompressionLevel</c>, and explicitly specify whether
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/// the stream should be left open after Deflation or Inflation.
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/// </summary>
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///
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/// <remarks>
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///
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/// <para>
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/// When mode is <c>CompressionMode.Decompress</c>, the level parameter is ignored.
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/// </para>
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///
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/// <para>
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/// This constructor allows the application to request that the captive stream
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/// remain open after the deflation or inflation occurs. By default, after
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/// <c>Close()</c> is called on the stream, the captive stream is also
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/// closed. In some cases this is not desired, for example if the stream is a
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/// <see cref="System.IO.MemoryStream"/> that will be re-read after
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/// compression. Specify true for the <paramref name="leaveOpen"/> parameter
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/// to leave the stream open.
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/// </para>
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///
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/// </remarks>
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///
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/// <example>
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///
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/// This example shows how to use a <c>DeflateStream</c> to compress data from
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/// a file, and store the compressed data into another file.
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///
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/// <code>
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/// using (var output = System.IO.File.Create(fileToCompress + ".deflated"))
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/// {
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/// using (System.IO.Stream input = System.IO.File.OpenRead(fileToCompress))
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/// {
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/// using (Stream compressor = new DeflateStream(output, CompressionMode.Compress, CompressionLevel.BestCompression, true))
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/// {
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/// byte[] buffer = new byte[WORKING_BUFFER_SIZE];
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/// int n= -1;
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/// while (n != 0)
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/// {
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/// if (n > 0)
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/// compressor.Write(buffer, 0, n);
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/// n= input.Read(buffer, 0, buffer.Length);
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/// }
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/// }
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/// }
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/// // can write additional data to the output stream here
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/// }
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/// </code>
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///
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/// <code lang="VB">
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/// Using output As FileStream = File.Create(fileToCompress & ".deflated")
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/// Using input As Stream = File.OpenRead(fileToCompress)
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/// Using compressor As Stream = New DeflateStream(output, CompressionMode.Compress, CompressionLevel.BestCompression, True)
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/// Dim buffer As Byte() = New Byte(4096) {}
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/// Dim n As Integer = -1
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/// Do While (n <> 0)
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/// If (n > 0) Then
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/// compressor.Write(buffer, 0, n)
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/// End If
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/// n = input.Read(buffer, 0, buffer.Length)
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/// Loop
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/// End Using
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/// End Using
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/// ' can write additional data to the output stream here.
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/// End Using
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/// </code>
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/// </example>
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/// <param name="stream">The stream which will be read or written.</param>
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/// <param name="mode">Indicates whether the DeflateStream will compress or decompress.</param>
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/// <param name="leaveOpen">true if the application would like the stream to remain open after inflation/deflation.</param>
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/// <param name="level">A tuning knob to trade speed for effectiveness.</param>
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public DeflateStream(System.IO.Stream stream, CompressionMode mode, CompressionLevel level, bool leaveOpen)
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{
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_innerStream = stream;
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_baseStream = new ZlibBaseStream(stream, mode, level, ZlibStreamFlavor.DEFLATE, leaveOpen);
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}
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#region Zlib properties
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/// <summary>
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/// This property sets the flush behavior on the stream.
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/// </summary>
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/// <remarks> See the ZLIB documentation for the meaning of the flush behavior.
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/// </remarks>
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virtual public FlushType FlushMode
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{
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get { return (this._baseStream._flushMode); }
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set
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{
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if (_disposed) throw new ObjectDisposedException("DeflateStream");
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this._baseStream._flushMode = value;
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}
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}
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/// <summary>
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/// The size of the working buffer for the compression codec.
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/// </summary>
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///
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/// <remarks>
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/// <para>
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/// The working buffer is used for all stream operations. The default size is
|
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/// 1024 bytes. The minimum size is 128 bytes. You may get better performance
|
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/// with a larger buffer. Then again, you might not. You would have to test
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/// it.
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/// </para>
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///
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/// <para>
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/// Set this before the first call to <c>Read()</c> or <c>Write()</c> on the
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/// stream. If you try to set it afterwards, it will throw.
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/// </para>
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/// </remarks>
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public int BufferSize
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{
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get
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{
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return this._baseStream._bufferSize;
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}
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set
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{
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if (_disposed) throw new ObjectDisposedException("DeflateStream");
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if (this._baseStream._workingBuffer != null)
|
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throw new ZlibException("The working buffer is already set.");
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if (value < ZlibConstants.WorkingBufferSizeMin)
|
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throw new ZlibException(String.Format("Don't be silly. {0} bytes?? Use a bigger buffer, at least {1}.", value, ZlibConstants.WorkingBufferSizeMin));
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this._baseStream._bufferSize = value;
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}
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}
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/// <summary>
|
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/// The ZLIB strategy to be used during compression.
|
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/// </summary>
|
||||
///
|
||||
/// <remarks>
|
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/// By tweaking this parameter, you may be able to optimize the compression for
|
||||
/// data with particular characteristics.
|
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/// </remarks>
|
||||
public CompressionStrategy Strategy
|
||||
{
|
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get
|
||||
{
|
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return this._baseStream.Strategy;
|
||||
}
|
||||
set
|
||||
{
|
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if (_disposed) throw new ObjectDisposedException("DeflateStream");
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this._baseStream.Strategy = value;
|
||||
}
|
||||
}
|
||||
|
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/// <summary> Returns the total number of bytes input so far.</summary>
|
||||
virtual public long TotalIn
|
||||
{
|
||||
get
|
||||
{
|
||||
return this._baseStream._z.TotalBytesIn;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary> Returns the total number of bytes output so far.</summary>
|
||||
virtual public long TotalOut
|
||||
{
|
||||
get
|
||||
{
|
||||
return this._baseStream._z.TotalBytesOut;
|
||||
}
|
||||
}
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||||
|
||||
#endregion
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||||
|
||||
#region System.IO.Stream methods
|
||||
/// <summary>
|
||||
/// Dispose the stream.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <para>
|
||||
/// This may or may not result in a <c>Close()</c> call on the captive
|
||||
/// stream. See the constructors that have a <c>leaveOpen</c> parameter
|
||||
/// for more information.
|
||||
/// </para>
|
||||
/// <para>
|
||||
/// Application code won't call this code directly. This method may be
|
||||
/// invoked in two distinct scenarios. If disposing == true, the method
|
||||
/// has been called directly or indirectly by a user's code, for example
|
||||
/// via the public Dispose() method. In this case, both managed and
|
||||
/// unmanaged resources can be referenced and disposed. If disposing ==
|
||||
/// false, the method has been called by the runtime from inside the
|
||||
/// object finalizer and this method should not reference other objects;
|
||||
/// in that case only unmanaged resources must be referenced or
|
||||
/// disposed.
|
||||
/// </para>
|
||||
/// </remarks>
|
||||
/// <param name="disposing">
|
||||
/// true if the Dispose method was invoked by user code.
|
||||
/// </param>
|
||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (!_disposed)
|
||||
{
|
||||
if (disposing && (this._baseStream != null))
|
||||
this._baseStream.Close();
|
||||
_disposed = true;
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
base.Dispose(disposing);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Indicates whether the stream can be read.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The return value depends on whether the captive stream supports reading.
|
||||
/// </remarks>
|
||||
public override bool CanRead
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_disposed) throw new ObjectDisposedException("DeflateStream");
|
||||
return _baseStream._stream.CanRead;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Indicates whether the stream supports Seek operations.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Always returns false.
|
||||
/// </remarks>
|
||||
public override bool CanSeek
|
||||
{
|
||||
get { return false; }
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Indicates whether the stream can be written.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The return value depends on whether the captive stream supports writing.
|
||||
/// </remarks>
|
||||
public override bool CanWrite
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_disposed) throw new ObjectDisposedException("DeflateStream");
|
||||
return _baseStream._stream.CanWrite;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Flush the stream.
|
||||
/// </summary>
|
||||
public override void Flush()
|
||||
{
|
||||
if (_disposed) throw new ObjectDisposedException("DeflateStream");
|
||||
_baseStream.Flush();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reading this property always throws a <see cref="NotImplementedException"/>.
|
||||
/// </summary>
|
||||
public override long Length
|
||||
{
|
||||
get { throw new NotImplementedException(); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The position of the stream pointer.
|
||||
/// </summary>
|
||||
///
|
||||
/// <remarks>
|
||||
/// Setting this property always throws a <see
|
||||
/// cref="NotImplementedException"/>. Reading will return the total bytes
|
||||
/// written out, if used in writing, or the total bytes read in, if used in
|
||||
/// reading. The count may refer to compressed bytes or uncompressed bytes,
|
||||
/// depending on how you've used the stream.
|
||||
/// </remarks>
|
||||
public override long Position
|
||||
{
|
||||
get
|
||||
{
|
||||
if (this._baseStream._streamMode == Ionic.Zlib.ZlibBaseStream.StreamMode.Writer)
|
||||
return this._baseStream._z.TotalBytesOut;
|
||||
if (this._baseStream._streamMode == Ionic.Zlib.ZlibBaseStream.StreamMode.Reader)
|
||||
return this._baseStream._z.TotalBytesIn;
|
||||
return 0;
|
||||
}
|
||||
set { throw new NotImplementedException(); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Read data from the stream.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
///
|
||||
/// <para>
|
||||
/// If you wish to use the <c>DeflateStream</c> to compress data while
|
||||
/// reading, you can create a <c>DeflateStream</c> with
|
||||
/// <c>CompressionMode.Compress</c>, providing an uncompressed data stream.
|
||||
/// Then call Read() on that <c>DeflateStream</c>, and the data read will be
|
||||
/// compressed as you read. If you wish to use the <c>DeflateStream</c> to
|
||||
/// decompress data while reading, you can create a <c>DeflateStream</c> with
|
||||
/// <c>CompressionMode.Decompress</c>, providing a readable compressed data
|
||||
/// stream. Then call Read() on that <c>DeflateStream</c>, and the data read
|
||||
/// will be decompressed as you read.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// A <c>DeflateStream</c> can be used for <c>Read()</c> or <c>Write()</c>, but not both.
|
||||
/// </para>
|
||||
///
|
||||
/// </remarks>
|
||||
/// <param name="buffer">The buffer into which the read data should be placed.</param>
|
||||
/// <param name="offset">the offset within that data array to put the first byte read.</param>
|
||||
/// <param name="count">the number of bytes to read.</param>
|
||||
/// <returns>the number of bytes actually read</returns>
|
||||
public override int Read(byte[] buffer, int offset, int count)
|
||||
{
|
||||
if (_disposed) throw new ObjectDisposedException("DeflateStream");
|
||||
return _baseStream.Read(buffer, offset, count);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Calling this method always throws a <see cref="NotImplementedException"/>.
|
||||
/// </summary>
|
||||
/// <param name="offset">this is irrelevant, since it will always throw!</param>
|
||||
/// <param name="origin">this is irrelevant, since it will always throw!</param>
|
||||
/// <returns>irrelevant!</returns>
|
||||
public override long Seek(long offset, System.IO.SeekOrigin origin)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calling this method always throws a <see cref="NotImplementedException"/>.
|
||||
/// </summary>
|
||||
/// <param name="value">this is irrelevant, since it will always throw!</param>
|
||||
public override void SetLength(long value)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Write data to the stream.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
///
|
||||
/// <para>
|
||||
/// If you wish to use the <c>DeflateStream</c> to compress data while
|
||||
/// writing, you can create a <c>DeflateStream</c> with
|
||||
/// <c>CompressionMode.Compress</c>, and a writable output stream. Then call
|
||||
/// <c>Write()</c> on that <c>DeflateStream</c>, providing uncompressed data
|
||||
/// as input. The data sent to the output stream will be the compressed form
|
||||
/// of the data written. If you wish to use the <c>DeflateStream</c> to
|
||||
/// decompress data while writing, you can create a <c>DeflateStream</c> with
|
||||
/// <c>CompressionMode.Decompress</c>, and a writable output stream. Then
|
||||
/// call <c>Write()</c> on that stream, providing previously compressed
|
||||
/// data. The data sent to the output stream will be the decompressed form of
|
||||
/// the data written.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// A <c>DeflateStream</c> can be used for <c>Read()</c> or <c>Write()</c>,
|
||||
/// but not both.
|
||||
/// </para>
|
||||
///
|
||||
/// </remarks>
|
||||
///
|
||||
/// <param name="buffer">The buffer holding data to write to the stream.</param>
|
||||
/// <param name="offset">the offset within that data array to find the first byte to write.</param>
|
||||
/// <param name="count">the number of bytes to write.</param>
|
||||
public override void Write(byte[] buffer, int offset, int count)
|
||||
{
|
||||
if (_disposed) throw new ObjectDisposedException("DeflateStream");
|
||||
_baseStream.Write(buffer, offset, count);
|
||||
}
|
||||
#endregion
|
||||
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Compress a string into a byte array using DEFLATE (RFC 1951).
|
||||
/// </summary>
|
||||
///
|
||||
/// <remarks>
|
||||
/// Uncompress it with <see cref="DeflateStream.UncompressString(byte[])"/>.
|
||||
/// </remarks>
|
||||
///
|
||||
/// <seealso cref="DeflateStream.UncompressString(byte[])">DeflateStream.UncompressString(byte[])</seealso>
|
||||
/// <seealso cref="DeflateStream.CompressBuffer(byte[])">DeflateStream.CompressBuffer(byte[])</seealso>
|
||||
/// <seealso cref="GZipStream.CompressString(string)">GZipStream.CompressString(string)</seealso>
|
||||
/// <seealso cref="ZlibStream.CompressString(string)">ZlibStream.CompressString(string)</seealso>
|
||||
///
|
||||
/// <param name="s">
|
||||
/// A string to compress. The string will first be encoded
|
||||
/// using UTF8, then compressed.
|
||||
/// </param>
|
||||
///
|
||||
/// <returns>The string in compressed form</returns>
|
||||
public static byte[] CompressString(String s)
|
||||
{
|
||||
using (var ms = new System.IO.MemoryStream())
|
||||
{
|
||||
System.IO.Stream compressor =
|
||||
new DeflateStream(ms, CompressionMode.Compress, CompressionLevel.BestCompression);
|
||||
ZlibBaseStream.CompressString(s, compressor);
|
||||
return ms.ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Compress a byte array into a new byte array using DEFLATE.
|
||||
/// </summary>
|
||||
///
|
||||
/// <remarks>
|
||||
/// Uncompress it with <see cref="DeflateStream.UncompressBuffer(byte[])"/>.
|
||||
/// </remarks>
|
||||
///
|
||||
/// <seealso cref="DeflateStream.CompressString(string)">DeflateStream.CompressString(string)</seealso>
|
||||
/// <seealso cref="DeflateStream.UncompressBuffer(byte[])">DeflateStream.UncompressBuffer(byte[])</seealso>
|
||||
/// <seealso cref="GZipStream.CompressBuffer(byte[])">GZipStream.CompressBuffer(byte[])</seealso>
|
||||
/// <seealso cref="ZlibStream.CompressBuffer(byte[])">ZlibStream.CompressBuffer(byte[])</seealso>
|
||||
///
|
||||
/// <param name="b">
|
||||
/// A buffer to compress.
|
||||
/// </param>
|
||||
///
|
||||
/// <returns>The data in compressed form</returns>
|
||||
public static byte[] CompressBuffer(byte[] b)
|
||||
{
|
||||
using (var ms = new System.IO.MemoryStream())
|
||||
{
|
||||
System.IO.Stream compressor =
|
||||
new DeflateStream( ms, CompressionMode.Compress, CompressionLevel.BestCompression );
|
||||
|
||||
ZlibBaseStream.CompressBuffer(b, compressor);
|
||||
return ms.ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Uncompress a DEFLATE'd byte array into a single string.
|
||||
/// </summary>
|
||||
///
|
||||
/// <seealso cref="DeflateStream.CompressString(String)">DeflateStream.CompressString(String)</seealso>
|
||||
/// <seealso cref="DeflateStream.UncompressBuffer(byte[])">DeflateStream.UncompressBuffer(byte[])</seealso>
|
||||
/// <seealso cref="GZipStream.UncompressString(byte[])">GZipStream.UncompressString(byte[])</seealso>
|
||||
/// <seealso cref="ZlibStream.UncompressString(byte[])">ZlibStream.UncompressString(byte[])</seealso>
|
||||
///
|
||||
/// <param name="compressed">
|
||||
/// A buffer containing DEFLATE-compressed data.
|
||||
/// </param>
|
||||
///
|
||||
/// <returns>The uncompressed string</returns>
|
||||
public static String UncompressString(byte[] compressed)
|
||||
{
|
||||
using (var input = new System.IO.MemoryStream(compressed))
|
||||
{
|
||||
System.IO.Stream decompressor =
|
||||
new DeflateStream(input, CompressionMode.Decompress);
|
||||
|
||||
return ZlibBaseStream.UncompressString(compressed, decompressor);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Uncompress a DEFLATE'd byte array into a byte array.
|
||||
/// </summary>
|
||||
///
|
||||
/// <seealso cref="DeflateStream.CompressBuffer(byte[])">DeflateStream.CompressBuffer(byte[])</seealso>
|
||||
/// <seealso cref="DeflateStream.UncompressString(byte[])">DeflateStream.UncompressString(byte[])</seealso>
|
||||
/// <seealso cref="GZipStream.UncompressBuffer(byte[])">GZipStream.UncompressBuffer(byte[])</seealso>
|
||||
/// <seealso cref="ZlibStream.UncompressBuffer(byte[])">ZlibStream.UncompressBuffer(byte[])</seealso>
|
||||
///
|
||||
/// <param name="compressed">
|
||||
/// A buffer containing data that has been compressed with DEFLATE.
|
||||
/// </param>
|
||||
///
|
||||
/// <returns>The data in uncompressed form</returns>
|
||||
public static byte[] UncompressBuffer(byte[] compressed)
|
||||
{
|
||||
using (var input = new System.IO.MemoryStream(compressed))
|
||||
{
|
||||
System.IO.Stream decompressor =
|
||||
new DeflateStream( input, CompressionMode.Decompress );
|
||||
|
||||
return ZlibBaseStream.UncompressBuffer(compressed, decompressor);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue