Exemplo n.º 1
0
        }                                // window write pointer

        internal void Reset(ZStream z, long[] c)
        {
            if (c != null)
            {
                c[0] = this.check;
            }

            if (this.mode == BTREE || this.mode == DTREE)
            {
                this.blens = null;
            }

            if (this.mode == CODES)
            {
                InfCodes.Free();
            }

            this.mode = TYPE;
            this.Bitk = 0;
            this.Bitb = 0;
            this.Read = this.Write = 0;

            if (this.checkfn != null)
            {
                z.Adler = this.check = Adler32.SeedValue;
            }
        }
Exemplo n.º 2
0
        internal CompressionState Proc(ZStream z, CompressionState r)
        {
            int t; // temporary storage
            int b; // bit buffer
            int k; // bits in bit buffer
            int p; // input data pointer
            int n; // bytes available there
            int q; // output window write pointer
            int m; // bytes to end of window or read pointer

            // copy input/output information to locals (UPDATE macro restores)
            {
                p = z.NextInIndex;
                n = z.AvailIn;
                b = this.Bitb;
                k = this.Bitk;
            }

            {
                q = this.Write;
                m = q < this.Read ? this.Read - q - 1 : this.End - q;
            }

            // process input based on current state
            while (true)
            {
                switch (this.mode)
                {
                case TYPE:

                    while (k < 3)
                    {
                        if (n != 0)
                        {
                            r = CompressionState.ZOK;
                        }
                        else
                        {
                            this.Bitb     = b;
                            this.Bitk     = k;
                            z.AvailIn     = n;
                            z.TotalIn    += p - z.NextInIndex;
                            z.NextInIndex = p;
                            this.Write    = q;
                            return(this.Inflate_flush(z, r));
                        }

                        n--;
                        b |= (z.INextIn[p++] & 0xff) << k;
                        k += 8;
                    }

                    t         = b & 7;
                    this.last = t & 1;

                    switch (t >> 1)
                    {
                    case 0:         // stored
                    {
                        b >>= 3;
                        k  -= 3;
                    }

                        t = k & 7;     // go to byte boundary
                        {
                            b >>= t;
                            k  -= t;
                        }

                        this.mode = LENS;     // get length of stored block
                        break;

                    case 1:         // fixed
                    {
                        var bl = new int[1];
                        var bd = new int[1];
                        var tl = new int[1][];
                        var td = new int[1][];

                        _          = InfTree.Inflate_trees_fixed(bl, bd, tl, td);
                        this.codes = new InfCodes(bl[0], bd[0], tl[0], td[0]);
                    }

                        {
                            b >>= 3;
                            k  -= 3;
                        }

                        this.mode = CODES;
                        break;

                    case 2:         // dynamic
                    {
                        b >>= 3;
                        k  -= 3;
                    }

                        this.mode = TABLE;
                        break;

                    case 3:         // illegal
                    {
                        b >>= 3;
                        k  -= 3;
                    }

                        this.mode = BAD;
                        z.Msg     = "invalid block type";
                        r         = CompressionState.ZDATAERROR;

                        this.Bitb  = b; this.Bitk = k;
                        z.AvailIn  = n; z.TotalIn += p - z.NextInIndex; z.NextInIndex = p;
                        this.Write = q;
                        return(this.Inflate_flush(z, r));
                    }

                    break;

                case LENS:

                    while (k < 32)
                    {
                        if (n != 0)
                        {
                            r = CompressionState.ZOK;
                        }
                        else
                        {
                            this.Bitb     = b;
                            this.Bitk     = k;
                            z.AvailIn     = n;
                            z.TotalIn    += p - z.NextInIndex;
                            z.NextInIndex = p;
                            this.Write    = q;
                            return(this.Inflate_flush(z, r));
                        }

                        n--;
                        b |= (z.INextIn[p++] & 0xff) << k;
                        k += 8;
                    }

                    if (((~b >> 16) & 0xffff) != (b & 0xffff))
                    {
                        this.mode = BAD;
                        z.Msg     = "invalid stored block lengths";
                        r         = CompressionState.ZDATAERROR;

                        this.Bitb     = b;
                        this.Bitk     = k;
                        z.AvailIn     = n;
                        z.TotalIn    += p - z.NextInIndex;
                        z.NextInIndex = p;
                        this.Write    = q;
                        return(this.Inflate_flush(z, r));
                    }

                    this.left = b & 0xffff;
                    b         = k = 0; // dump bits
                    this.mode = this.left != 0 ? STORED : (this.last != 0 ? DRY : TYPE);
                    break;

                case STORED:
                    if (n == 0)
                    {
                        this.Bitb     = b;
                        this.Bitk     = k;
                        z.AvailIn     = n;
                        z.TotalIn    += p - z.NextInIndex;
                        z.NextInIndex = p;
                        this.Write    = q;
                        return(this.Inflate_flush(z, r));
                    }

                    if (m == 0)
                    {
                        if (q == this.End && this.Read != 0)
                        {
                            q = 0;
                            m = q < this.Read ? this.Read - q - 1 : this.End - q;
                        }

                        if (m == 0)
                        {
                            this.Write = q;
                            r          = this.Inflate_flush(z, r);
                            q          = this.Write;
                            m          = q < this.Read ? this.Read - q - 1 : this.End - q;
                            if (q == this.End && this.Read != 0)
                            {
                                q = 0;
                                m = q < this.Read ? this.Read - q - 1 : this.End - q;
                            }

                            if (m == 0)
                            {
                                this.Bitb     = b;
                                this.Bitk     = k;
                                z.AvailIn     = n;
                                z.TotalIn    += p - z.NextInIndex;
                                z.NextInIndex = p;
                                this.Write    = q;
                                return(this.Inflate_flush(z, r));
                            }
                        }
                    }

                    r = CompressionState.ZOK;

                    t = this.left;
                    if (t > n)
                    {
                        t = n;
                    }

                    if (t > m)
                    {
                        t = m;
                    }

                    Buffer.BlockCopy(z.INextIn, p, this.Window, q, t);
                    p += t; n -= t;
                    q += t; m -= t;
                    if ((this.left -= t) != 0)
                    {
                        break;
                    }

                    this.mode = this.last != 0 ? DRY : TYPE;
                    break;

                case TABLE:

                    while (k < 14)
                    {
                        if (n != 0)
                        {
                            r = CompressionState.ZOK;
                        }
                        else
                        {
                            this.Bitb     = b;
                            this.Bitk     = k;
                            z.AvailIn     = n;
                            z.TotalIn    += p - z.NextInIndex;
                            z.NextInIndex = p;
                            this.Write    = q;
                            return(this.Inflate_flush(z, r));
                        }

                        n--;
                        b |= (z.INextIn[p++] & 0xff) << k;
                        k += 8;
                    }

                    this.table = t = b & 0x3fff;
                    if ((t & 0x1f) > 29 || ((t >> 5) & 0x1f) > 29)
                    {
                        this.mode = BAD;
                        z.Msg     = "too many length or distance symbols";
                        r         = CompressionState.ZDATAERROR;

                        this.Bitb     = b;
                        this.Bitk     = k;
                        z.AvailIn     = n;
                        z.TotalIn    += p - z.NextInIndex;
                        z.NextInIndex = p;
                        this.Write    = q;
                        return(this.Inflate_flush(z, r));
                    }

                    t          = 258 + (t & 0x1f) + ((t >> 5) & 0x1f);
                    this.blens = new int[t];
                    {
                        b >>= 14;
                        k  -= 14;
                    }

                    this.index = 0;
                    this.mode  = BTREE;
                    goto case BTREE;

                case BTREE:
                    while (this.index < 4 + (this.table >> 10))
                    {
                        while (k < 3)
                        {
                            if (n != 0)
                            {
                                r = CompressionState.ZOK;
                            }
                            else
                            {
                                this.Bitb     = b;
                                this.Bitk     = k;
                                z.AvailIn     = n;
                                z.TotalIn    += p - z.NextInIndex;
                                z.NextInIndex = p;
                                this.Write    = q;
                                return(this.Inflate_flush(z, r));
                            }

                            n--;
                            b |= (z.INextIn[p++] & 0xff) << k;
                            k += 8;
                        }

                        this.blens[Border[this.index++]] = b & 7;
                        {
                            b >>= 3;
                            k  -= 3;
                        }
                    }

                    while (this.index < 19)
                    {
                        this.blens[Border[this.index++]] = 0;
                    }

                    this.bb[0] = 7;
                    t          = (int)InfTree.Inflate_trees_bits(this.blens, this.bb, this.tb, this.hufts, z);
                    if (t != (int)CompressionState.ZOK)
                    {
                        r = (CompressionState)t;
                        if (r == CompressionState.ZDATAERROR)
                        {
                            this.blens = null;
                            this.mode  = BAD;
                        }

                        this.Bitb     = b;
                        this.Bitk     = k;
                        z.AvailIn     = n;
                        z.TotalIn    += p - z.NextInIndex;
                        z.NextInIndex = p;
                        this.Write    = q;
                        return(this.Inflate_flush(z, r));
                    }

                    this.index = 0;
                    this.mode  = DTREE;
                    goto case DTREE;

                case DTREE:
                    while (true)
                    {
                        t = this.table;
                        if (!(this.index < 258 + (t & 0x1f) + ((t >> 5) & 0x1f)))
                        {
                            break;
                        }

                        int i, j, c;

                        t = this.bb[0];

                        while (k < t)
                        {
                            if (n != 0)
                            {
                                r = CompressionState.ZOK;
                            }
                            else
                            {
                                this.Bitb     = b;
                                this.Bitk     = k;
                                z.AvailIn     = n;
                                z.TotalIn    += p - z.NextInIndex;
                                z.NextInIndex = p;
                                this.Write    = q;
                                return(this.Inflate_flush(z, r));
                            }

                            n--;
                            b |= (z.INextIn[p++] & 0xff) << k;
                            k += 8;
                        }

                        if (this.tb[0] == -1)
                        {
                            // System.err.println("null...");
                        }

                        t = this.hufts[((this.tb[0] + (b & InflateMask[t])) * 3) + 1];
                        c = this.hufts[((this.tb[0] + (b & InflateMask[t])) * 3) + 2];

                        if (c < 16)
                        {
                            b >>= t;
                            k  -= t;
                            this.blens[this.index++] = c;
                        }
                        else
                        {
                            // c == 16..18
                            i = c == 18 ? 7 : c - 14;
                            j = c == 18 ? 11 : 3;

                            while (k < (t + i))
                            {
                                if (n != 0)
                                {
                                    r = CompressionState.ZOK;
                                }
                                else
                                {
                                    this.Bitb     = b;
                                    this.Bitk     = k;
                                    z.AvailIn     = n;
                                    z.TotalIn    += p - z.NextInIndex;
                                    z.NextInIndex = p;
                                    this.Write    = q;
                                    return(this.Inflate_flush(z, r));
                                }

                                n--;
                                b |= (z.INextIn[p++] & 0xff) << k;
                                k += 8;
                            }

                            b >>= t;
                            k  -= t;

                            j += b & InflateMask[i];

                            b >>= i;
                            k  -= i;

                            i = this.index;
                            t = this.table;
                            if (i + j > 258 + (t & 0x1f) + ((t >> 5) & 0x1f) || (c == 16 && i < 1))
                            {
                                this.blens = null;
                                this.mode  = BAD;
                                z.Msg      = "invalid bit length repeat";
                                r          = CompressionState.ZDATAERROR;

                                this.Bitb     = b;
                                this.Bitk     = k;
                                z.AvailIn     = n;
                                z.TotalIn    += p - z.NextInIndex;
                                z.NextInIndex = p;
                                this.Write    = q;
                                return(this.Inflate_flush(z, r));
                            }

                            c = c == 16 ? this.blens[i - 1] : 0;
                            do
                            {
                                this.blens[i++] = c;
                            }while (--j != 0);
                            this.index = i;
                        }
                    }

                    this.tb[0] = -1;
                    {
                        var bl = new int[1];
                        var bd = new int[1];
                        var tl = new int[1];
                        var td = new int[1];

                        bl[0] = 9;     // must be <= 9 for lookahead assumptions
                        bd[0] = 6;     // must be <= 9 for lookahead assumptions
                        t     = this.table;
                        t     = (int)InfTree.Inflate_trees_dynamic(257 + (t & 0x1f), 1 + ((t >> 5) & 0x1f), this.blens, bl, bd, tl, td, this.hufts, z);
                        if (t != (int)CompressionState.ZOK)
                        {
                            if (t == (int)CompressionState.ZDATAERROR)
                            {
                                this.blens = null;
                                this.mode  = BAD;
                            }

                            r = (CompressionState)t;

                            this.Bitb     = b;
                            this.Bitk     = k;
                            z.AvailIn     = n;
                            z.TotalIn    += p - z.NextInIndex;
                            z.NextInIndex = p;
                            this.Write    = q;
                            return(this.Inflate_flush(z, r));
                        }

                        this.codes = new InfCodes(bl[0], bd[0], this.hufts, tl[0], this.hufts, td[0]);
                    }

                    this.blens = null;
                    this.mode  = CODES;
                    goto case CODES;

                case CODES:
                    this.Bitb  = b; this.Bitk = k;
                    z.AvailIn  = n; z.TotalIn += p - z.NextInIndex; z.NextInIndex = p;
                    this.Write = q;

                    if ((r = this.codes.Proc(this, z, r)) != CompressionState.ZSTREAMEND)
                    {
                        return(this.Inflate_flush(z, r));
                    }

                    r = CompressionState.ZOK;
                    InfCodes.Free();

                    p = z.NextInIndex; n = z.AvailIn; b = this.Bitb; k = this.Bitk;
                    q = this.Write; m = q < this.Read ? this.Read - q - 1 : this.End - q;

                    if (this.last == 0)
                    {
                        this.mode = TYPE;
                        break;
                    }

                    this.mode = DRY;
                    goto case DRY;

                case DRY:
                    this.Write = q;
                    r          = this.Inflate_flush(z, r);
                    q          = this.Write; m = q < this.Read ? this.Read - q - 1 : this.End - q;
                    if (this.Read != this.Write)
                    {
                        this.Bitb     = b;
                        this.Bitk     = k;
                        z.AvailIn     = n;
                        z.TotalIn    += p - z.NextInIndex;
                        z.NextInIndex = p;
                        this.Write    = q;
                        return(this.Inflate_flush(z, r));
                    }

                    this.mode = DONE;
                    goto case DONE;

                case DONE:
                    r = CompressionState.ZSTREAMEND;

                    this.Bitb  = b; this.Bitk = k;
                    z.AvailIn  = n; z.TotalIn += p - z.NextInIndex; z.NextInIndex = p;
                    this.Write = q;
                    return(this.Inflate_flush(z, r));

                case BAD:
                    r = CompressionState.ZDATAERROR;

                    this.Bitb  = b; this.Bitk = k;
                    z.AvailIn  = n; z.TotalIn += p - z.NextInIndex; z.NextInIndex = p;
                    this.Write = q;
                    return(this.Inflate_flush(z, r));

                default:
                    r = CompressionState.ZSTREAMERROR;

                    this.Bitb  = b; this.Bitk = k;
                    z.AvailIn  = n; z.TotalIn += p - z.NextInIndex; z.NextInIndex = p;
                    this.Write = q;
                    return(this.Inflate_flush(z, r));
                }
            }
        }