using Ionic.Zlib;
namespace MinecraftClient.Protocol.Handlers
{
///
/// Quick Zlib compression handling for network packet compression.
/// Note: Underlying compression handling is taken from the DotNetZip Library.
/// This library is open source and provided under the Microsoft Public License.
/// More info about DotNetZip at dotnetzip.codeplex.com.
///
public static class ZlibUtils
{
///
/// Compress a byte array into another bytes array using Zlib compression
///
/// Data to compress
/// Compressed data as a byte array
public static byte[] Compress(byte[] to_compress)
{
byte[] data;
using (System.IO.MemoryStream memstream = new())
{
using (ZlibStream stream = new(memstream, CompressionMode.Compress))
{
stream.Write(to_compress, 0, to_compress.Length);
}
data = memstream.ToArray();
}
return data;
}
///
/// Decompress a byte array into another byte array of the specified size
///
/// Data to decompress
/// Size of the data once decompressed
/// Decompressed data as a byte array
public static byte[] Decompress(byte[] to_decompress, int size_uncompressed)
{
ZlibStream stream = new(new System.IO.MemoryStream(to_decompress, false), CompressionMode.Decompress);
byte[] packetData_decompressed = new byte[size_uncompressed];
stream.Read(packetData_decompressed, 0, size_uncompressed);
stream.Close();
return packetData_decompressed;
}
///
/// Decompress a byte array into another byte array of a potentially unlimited size (!)
///
/// Data to decompress
/// Decompressed data as byte array
public static byte[] Decompress(byte[] to_decompress)
{
ZlibStream stream = new(new System.IO.MemoryStream(to_decompress, false), CompressionMode.Decompress);
byte[] buffer = new byte[16 * 1024];
using System.IO.MemoryStream decompressedBuffer = new();
int read;
while ((read = stream.Read(buffer, 0, buffer.Length)) > 0)
decompressedBuffer.Write(buffer, 0, read);
return decompressedBuffer.ToArray();
}
}
}