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System.IO.Compression.debug.js
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2168 lines (2087 loc) · 82 KB
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//=============================================================================
// Jocys.com JavaScript.NET Classes (In C# Object Oriented Style)
// Created by Evaldas Jocys <evaldas@jocys.com>
//=============================================================================
/// <reference path="System.debug.js" />
/// <reference path="System.IO.debug.js" />
//=============================================================================
// Namespaces
//-----------------------------------------------------------------------------
// <PropertyGroup>
// <RootNamespace>System.IO.Compression</RootNamespace>
// <PropertyGroup>
//-----------------------------------------------------------------------------
// RFC 1951 raw deflate/inflate for JavaScript
// https://github.com/dankogai/js-deflate
// UNFINISHED! UNFINISHED! UNFINISHED! UNFINISHED! UNFINISHED! UNFINISHED!
// NOTE: System.IO.Compression classes are UNFINISHED! UNFINISHED! UNFINISHED!
// UNFINISHED! UNFINISHED! UNFINISHED! UNFINISHED! UNFINISHED! UNFINISHED!
System.Type.RegisterNamespace("System.IO.Compression");
//=============================================================================
// ENUM: System.IO.Compression.CompressionMode
//-----------------------------------------------------------------------------
System.IO.Compression.CompressionMode = function () {
/// <summary>Specifies whether to compress or decompress the underlying stream.</summary>
/// <field name="Decompress" type="Number">Decompresses the underlying stream</field>
/// <field name="Compress" type="Number">Compresses the underlying stream.</field>
};
System.IO.Compression.CompressionMode.prototype = {
Decompress: 0,
Compress: 1
};
System.Type.RegisterEnum("System.IO.Compression.CompressionMode");
//=============================================================================
// ENUM: System.IO.Compression.DeflaterState
//-----------------------------------------------------------------------------
System.IO.Compression.DeflaterState = function () {
/// <summary></summary>
/// <field name="NotStarted" type="Number"></field>
/// <field name="SlowDownForIncompressible1" type="Number"></field>
/// <field name="SlowDownForIncompressible2" type="Number"></field>
/// <field name="StartingSmallData" type="Number"></field>
/// <field name="CompressThenCheck" type="Number"></field>
/// <field name="CheckingForIncompressible" type="Number"></field>
/// <field name="HandlingSmallData" type="Number"></field>
};
System.IO.Compression.DeflaterState.prototype = {
NotStarted: 0,
SlowDownForIncompressible1: 1,
SlowDownForIncompressible2: 2,
StartingSmallData: 3,
CompressThenCheck: 4,
CheckingForIncompressible: 5,
HandlingSmallData: 6
};
System.Type.RegisterEnum("System.IO.Compression.DeflaterState");
//=============================================================================
// ENUM: System.IO.Compression.MatchState
//-----------------------------------------------------------------------------
System.IO.Compression.MatchState = function () {
/// <summary></summary>
/// <field name="HasMatch" type="Number"></field>
/// <field name="HasSymbol" type="Number"></field>
/// <field name="HasSymbolAndMatch" type="Number"></field>
};
System.IO.Compression.MatchState.prototype = {
HasMatch: 2,
HasSymbol: 1,
HasSymbolAndMatch: 3
};
System.Type.RegisterEnum("System.IO.Compression.MatchState");
//=============================================================================
// ENUM: System.IO.Compression.BlockType
//-----------------------------------------------------------------------------
System.IO.Compression.BlockType = function () {
/// <summary></summary>
/// <field name="Uncompressed" type="Number"></field>
/// <field name="Static" type="Number"></field>
/// <field name="Dynamic" type="Number"></field>
};
System.IO.Compression.BlockType.prototype = {
Uncompressed: 0,
Static: 1,
Dynamic: 2
};
System.Type.RegisterEnum("System.IO.Compression.BlockType");
//=============================================================================
// ENUM: System.IO.Compression.InflaterState
//-----------------------------------------------------------------------------
System.IO.Compression.InflaterState = function () {
/// <summary></summary>
//<field name="DecodeTop" type="Number"></field>
//<field name="DecodingUncompressed" type="Number"></field>
//<field name="Done" type="Number"></field>
//<field name="HaveDistCode" type="Number"></field>
//<field name="HaveFullLength" type="Number"></field>
//<field name="HaveInitialLength" type="Number"></field>
//<field name="ReadingBFinal" type="Number"></field>
//<field name="ReadingBType" type="Number"></field>
//<field name="ReadingCodeLengthCodes" type="Number"></field>
//<field name="ReadingFooter" type="Number"></field>
//<field name="ReadingHeader" type="Number"></field>
//<field name="ReadingNumCodeLengthCodes" type="Number"></field>
//<field name="ReadingNumDistCodes" type="Number"></field>
//<field name="ReadingNumLitCodes" type="Number"></field>
//<field name="ReadingTreeCodesAfter" type="Number"></field>
//<field name="ReadingTreeCodesBefore" type="Number"></field>
//<field name="StartReadingFooter" type="Number"></field>
//<field name="UncompressedAligning" type="Number"></field>
//<field name="UncompressedByte1" type="Number"></field>
//<field name="UncompressedByte2" type="Number"></field>
//<field name="UncompressedByte3" type="Number"></field>
//<field name="UncompressedByte4" type="Number"></field>
//<field name="VerifyingFooter" type="Number"></field>
};
System.IO.Compression.InflaterState.prototype = {
DecodeTop: 10,
DecodingUncompressed: 20,
Done: 0x18,
HaveDistCode: 13,
HaveFullLength: 12,
HaveInitialLength: 11,
ReadingBFinal: 2,
ReadingBType: 3,
ReadingCodeLengthCodes: 7,
ReadingFooter: 0x16,
ReadingHeader: 0,
ReadingNumCodeLengthCodes: 6,
ReadingNumDistCodes: 5,
ReadingNumLitCodes: 4,
ReadingTreeCodesAfter: 9,
ReadingTreeCodesBefore: 8,
StartReadingFooter: 0x15,
UncompressedAligning: 15,
UncompressedByte1: 0x10,
UncompressedByte2: 0x11,
UncompressedByte3: 0x12,
UncompressedByte4: 0x13,
VerifyingFooter: 0x17
};
System.Type.RegisterEnum("System.IO.Compression.InflaterState");
//=============================================================================
// Class: System.IO.Compression.InputState
//-----------------------------------------------------------------------------
System.IO.Compression.InputState = function () {
this.count = 0;
this.startIndex = 0;
};
//=============================================================================
// CLASS: System.IO.Compression.Match
//-----------------------------------------------------------------------------
System.IO.Compression.Match = function () {
this.Length = 0;
this.Position = 0;
this.State = 0; //System.IO.Compression.MatchState
this.Symbol = 0x00;
};
//=============================================================================
// CLASS: System.IO.Compression.DeflateInput
//-----------------------------------------------------------------------------
System.IO.Compression.DeflateInput = function () {
this.Buffer = null;
this.Count = 0;
this.StartIndex = 0;
//---------------------------------------------------------
this.ConsumeBytes = function (n) {
this.StartIndex += n;
this.Count -= n;
};
//---------------------------------------------------------
this.DumpState = function () {
var state = new System.IO.Compression.InputState();
state.count = this.Count;
state.startIndex = this.StartIndex;
return state;
};
//---------------------------------------------------------
this.RestoreState = function (state) {
this.Count = state.count;
this.StartIndex = state.startIndex;
};
};
//=============================================================================
// INTERFACE: System.IO.Compression.IFileFormatWriter
//=============================================================================
System.IO.Compression.IFileFormatWriter = {
GetFooter: function () { }, // byte[]
GetHeader: function () { }, // byte[]
UpdateWithBytesRead: function (buffer, offset, bytesToCopy) { } //byte[] buffer, int offset, int bytesToCopy
};
System.Type.RegisterInterface("System.IO.Compression.IFileFormatWriter");
//=============================================================================
System.IO.Compression.Crc32Helper = function () { };
System.Type.RegisterInterface("System.IO.Compression.Crc32Helper");
System.IO.Compression.Crc32Helper.crcTable = [
0x00000000, 0x77073096, 0xee0e612c, 0x990951ba, 0x076dc419, 0x706af48f, 0xe963a535, 0x9e6495a3, 0x0edb8832, 0x79dcb8a4, 0xe0d5e91e, 0x97d2d988, 0x09b64c2b, 0x7eb17cbd, 0xe7b82d07, 0x90bf1d91,
0x1db71064, 0x6ab020f2, 0xf3b97148, 0x84be41de, 0x1adad47d, 0x6ddde4eb, 0xf4d4b551, 0x83d385c7, 0x136c9856, 0x646ba8c0, 0xfd62f97a, 0x8a65c9ec, 0x14015c4f, 0x63066cd9, 0xfa0f3d63, 0x8d080df5,
0x3b6e20c8, 0x4c69105e, 0xd56041e4, 0xa2677172, 0x3c03e4d1, 0x4b04d447, 0xd20d85fd, 0xa50ab56b, 0x35b5a8fa, 0x42b2986c, 0xdbbbc9d6, 0xacbcf940, 0x32d86ce3, 0x45df5c75, 0xdcd60dcf, 0xabd13d59,
0x26d930ac, 0x51de003a, 0xc8d75180, 0xbfd06116, 0x21b4f4b5, 0x56b3c423, 0xcfba9599, 0xb8bda50f, 0x2802b89e, 0x5f058808, 0xc60cd9b2, 0xb10be924, 0x2f6f7c87, 0x58684c11, 0xc1611dab, 0xb6662d3d,
0x76dc4190, 0x01db7106, 0x98d220bc, 0xefd5102a, 0x71b18589, 0x06b6b51f, 0x9fbfe4a5, 0xe8b8d433, 0x7807c9a2, 0x0f00f934, 0x9609a88e, 0xe10e9818, 0x7f6a0dbb, 0x086d3d2d, 0x91646c97, 0xe6635c01,
0x6b6b51f4, 0x1c6c6162, 0x856530d8, 0xf262004e, 0x6c0695ed, 0x1b01a57b, 0x8208f4c1, 0xf50fc457, 0x65b0d9c6, 0x12b7e950, 0x8bbeb8ea, 0xfcb9887c, 0x62dd1ddf, 0x15da2d49, 0x8cd37cf3, 0xfbd44c65,
0x4db26158, 0x3ab551ce, 0xa3bc0074, 0xd4bb30e2, 0x4adfa541, 0x3dd895d7, 0xa4d1c46d, 0xd3d6f4fb, 0x4369e96a, 0x346ed9fc, 0xad678846, 0xda60b8d0, 0x44042d73, 0x33031de5, 0xaa0a4c5f, 0xdd0d7cc9,
0x5005713c, 0x270241aa, 0xbe0b1010, 0xc90c2086, 0x5768b525, 0x206f85b3, 0xb966d409, 0xce61e49f, 0x5edef90e, 0x29d9c998, 0xb0d09822, 0xc7d7a8b4, 0x59b33d17, 0x2eb40d81, 0xb7bd5c3b, 0xc0ba6cad,
0xedb88320, 0x9abfb3b6, 0x03b6e20c, 0x74b1d29a, 0xead54739, 0x9dd277af, 0x04db2615, 0x73dc1683, 0xe3630b12, 0x94643b84, 0x0d6d6a3e, 0x7a6a5aa8, 0xe40ecf0b, 0x9309ff9d, 0x0a00ae27, 0x7d079eb1,
0xf00f9344, 0x8708a3d2, 0x1e01f268, 0x6906c2fe, 0xf762575d, 0x806567cb, 0x196c3671, 0x6e6b06e7, 0xfed41b76, 0x89d32be0, 0x10da7a5a, 0x67dd4acc, 0xf9b9df6f, 0x8ebeeff9, 0x17b7be43, 0x60b08ed5,
0xd6d6a3e8, 0xa1d1937e, 0x38d8c2c4, 0x4fdff252, 0xd1bb67f1, 0xa6bc5767, 0x3fb506dd, 0x48b2364b, 0xd80d2bda, 0xaf0a1b4c, 0x36034af6, 0x41047a60, 0xdf60efc3, 0xa867df55, 0x316e8eef, 0x4669be79,
0xcb61b38c, 0xbc66831a, 0x256fd2a0, 0x5268e236, 0xcc0c7795, 0xbb0b4703, 0x220216b9, 0x5505262f, 0xc5ba3bbe, 0xb2bd0b28, 0x2bb45a92, 0x5cb36a04, 0xc2d7ffa7, 0xb5d0cf31, 0x2cd99e8b, 0x5bdeae1d,
0x9b64c2b0, 0xec63f226, 0x756aa39c, 0x026d930a, 0x9c0906a9, 0xeb0e363f, 0x72076785, 0x05005713, 0x95bf4a82, 0xe2b87a14, 0x7bb12bae, 0x0cb61b38, 0x92d28e9b, 0xe5d5be0d, 0x7cdcefb7, 0x0bdbdf21,
0x86d3d2d4, 0xf1d4e242, 0x68ddb3f8, 0x1fda836e, 0x81be16cd, 0xf6b9265b, 0x6fb077e1, 0x18b74777, 0x88085ae6, 0xff0f6a70, 0x66063bca, 0x11010b5c, 0x8f659eff, 0xf862ae69, 0x616bffd3, 0x166ccf45,
0xa00ae278, 0xd70dd2ee, 0x4e048354, 0x3903b3c2, 0xa7672661, 0xd06016f7, 0x4969474d, 0x3e6e77db, 0xaed16a4a, 0xd9d65adc, 0x40df0b66, 0x37d83bf0, 0xa9bcae53, 0xdebb9ec5, 0x47b2cf7f, 0x30b5ffe9,
0xbdbdf21c, 0xcabac28a, 0x53b39330, 0x24b4a3a6, 0xbad03605, 0xcdd70693, 0x54de5729, 0x23d967bf, 0xb3667a2e, 0xc4614ab8, 0x5d681b02, 0x2a6f2b94, 0xb40bbe37, 0xc30c8ea1, 0x5a05df1b, 0x2d02ef8d
];
System.IO.Compression.Crc32Helper.UpdateCrc32 = function (crc32, buffer, offset, length) // uint crc32, byte[] buffer, int offset, int length
{
crc32 ^= 0xFFFFFFFF; // uint.MaxValue;
while (--length >= 0) {
crc32 = System.IO.Compression.Crc32Helper.crcTable[(crc32 ^ buffer[offset++]) & 0xff] ^ crc32 >> 8;
}
crc32 ^= 0xFFFFFFFF; //uint.MaxValue;
return crc32;
};
//=============================================================================
// INTERFACE: System.IO.Compression.GZipFormatter
//=============================================================================
// Inherits from System.IO.Compression.IFileFormatWriter
System.IO.Compression.GZipFormatter = function () {
var _crc32 = 0; //uint
var _inputStreamSize = 0; //long
var headerBytes = []; //byte[]
//---------------------------------------------------------
function GZipFormatter(compressionLevel) // int
{
this.headerBytes = [0x1f, 0x8b, 8, 0, 0, 0, 0, 0, 4, 0];
if (compressionLevel === 10) {
this.headerBytes[8] = 2;
}
}
//---------------------------------------------------------
function GetFooter() {
var b = new System.Byte(8);
this.WriteUInt32(b, this._crc32, 0);
this.WriteUInt32(b, this._inputStreamSize, 4); // (uint)this._inputStreamSize
return b;
}
//---------------------------------------------------------
function GetHeader() {
return this.headerBytes;
}
//---------------------------------------------------------
function UpdateWithBytesRead(buffer, offset, bytesToCopy) // byte[] buffer, int offset, int bytesToCopy
{
this._crc32 = System.IO.Compression.Crc32Helper.UpdateCrc32(this._crc32, buffer, offset, bytesToCopy);
var a = this._inputStreamSize + bytesToCopy; // (long) bytesToCopy
if (a > 0x100000000) // Long
{
//Math.DivRem(a, 0x100000000, out a); // Long
a = a % b;
}
this._inputStreamSize = a;
}
//---------------------------------------------------------
function WriteUInt32(b, value, startIndex) //byte[] b, uint value, int startIndex
{
b[startIndex] = value & 0xff; //(byte)
b[startIndex + 1] = value >> 8 & 0xff; //(byte)
b[startIndex + 2] = value >> 0x10 & 0xff; //(byte)
b[startIndex + 3] = value >> 0x18 & 0xff; //(byte)
}
//---------------------------------------------------------
GZipFormatter.apply(this, attributes);
};
//=============================================================================
// Class: System.IO.Compression.HuffmanTree
//=============================================================================
System.IO.Compression.HuffmanTree = function () {
var codeLengthArray = new System.Byte(); // byte[]
var left = new System.Int16(); // short[]
var MaxDistTreeElements = 32;
var MaxLiteralTreeElements = 288;
var NumberOfCodeLengthTreeElements = 19;
var EndOfBlockCode = 256;
var right = new System.Int16(); //short[]
var table = new System.Int16(); // short[]
var tableBits = 0;
var tableMask = 0;
var SR = System.SR;
//---------------------------------------------------------
function HuffmanTree(codeLengths) // byte[]
{
codeLengthArray = codeLengths;
if (codeLengthArray.Length === MaxLiteralTreeElements) {
tableBits = 9;
}
else {
tableBits = 7;
}
tableMask = (1 << tableBits) - 1;
CreateTable.apply(this);
}
//---------------------------------------------------------
function CalculateHuffmanCode() {
var bitLengthCount = new System.UInt32(17);
var i;
for (i = 0; i < codeLengthArray.length; i++) {
var index = codeLengthArray[i];
bitLengthCount[index]++;
}
bitLengthCount[0] = 0;
var nextCode = new System.UInt32(17);
var tempCode = 0;
for (var bits = 1; bits <= 16; bits++) {
tempCode = tempCode + bitLengthCount[bits - 1] << 1;
nextCode[bits] = tempCode;
}
var code = new System.UInt32(MaxLiteralTreeElements);
for (i = 0; i < codeLengthArray.length; i++) {
var len = codeLengthArray[i];
if (len > 0) {
code[i] = BitReverse.apply(this, [nextCode[len], len]);
nextCode[len]++;
}
}
return code;
}
//---------------------------------------------------------
function BitReverse(code, length) //uint code, int length
{
var new_code = 0;
do {
new_code |= code & 1;
new_code <<= 1;
code >>= 1;
} while (--length > 0);
return new_code >> 1;
}
//---------------------------------------------------------
function CreateTable() {
var codeArray = CalculateHuffmanCode.apply(this);
table = new System.Int16(1 << tableBits);
left = new System.Int16(2 * codeLengthArray.length);
right = new System.Int16(2 * codeLengthArray.length);
var avail = codeLengthArray.length;
for (var ch = 0; ch < codeLengthArray.length; ch++) {
var len = codeLengthArray[ch];
if (len > 0) {
var start = codeArray[ch];
if (len <= tableBits) {
var increment = 1 << len;
if (start >= increment) throw new InvalidDataException(SR.GetString("InvalidHuffmanData"));
var locs = 1 << tableBits - len;
for (var j = 0; j < locs; j++) {
table[start] = ch;
start += increment;
}
}
else {
var overflowBits = len - tableBits;
var codeBitMask = 1 << tableBits;
var index = start & (1 << tableBits) - 1;
var array = table;
do {
var value = array[index];
if (value === 0) {
array[index] = -avail;
value = -avail;
avail++;
}
if ((start & codeBitMask) === 0) array = left;
else array = right;
index = -value;
codeBitMask <<= 1;
overflowBits--;
} while (overflowBits !== 0);
array[index] = ch;
}
}
}
}
//---------------------------------------------------------
this.GetNextSymbol = function (input) //InputBuffer input
{
var bitBuffer = input.TryLoad16Bits();
if (input.AvailableBits === 0) return -1;
var symbol = table[bitBuffer & tableMask];
if (symbol < 0) {
var mask = 1 << tableBits; //(uint)
do {
symbol = -symbol;
if ((bitBuffer & mask) === 0) symbol = left[symbol];
else symbol = right[symbol];
mask <<= 1;
} while (symbol < 0);
}
if (codeLengthArray[symbol] > input.AvailableBits) return -1;
input.SkipBits(codeLengthArray[symbol]);
return symbol;
};
//---------------------------------------------------------
HuffmanTree.apply(this, arguments);
};
//---------------------------------------------------------
System.IO.Compression.HuffmanTree.GetStaticDistanceTreeLength = function () {
var buffer = new System.Byte(0x20); // MaxDistTreeElements = 32;
for (var i = 0; i < 0x20; i++) buffer[i] = 5;
return buffer;
};
//---------------------------------------------------------
System.IO.Compression.HuffmanTree.GetStaticLiteralTreeLength = function () {
var buffer = new System.Byte(0x120); // MaxLiteralTreeElements = 288;
for (var i = 0; i <= 0x8f; i++) buffer[i] = 8;
for (var j = 0x90; j <= 0xff; j++) buffer[j] = 9;
for (var k = 0x100; k <= 0x117; k++) buffer[k] = 7;
for (var m = 280; m <= 0x11f; m++) buffer[m] = 8;
return buffer;
};
System.IO.Compression.HuffmanTree._StaticDistanceTree = null;
System.IO.Compression.HuffmanTree.StaticDistanceTree = function () {
if (System.IO.Compression.HuffmanTree._StaticDistanceTree) return System.IO.Compression.HuffmanTree._StaticDistanceTree;
System.IO.Compression.HuffmanTree._StaticDistanceTree = new System.IO.Compression.HuffmanTree(System.IO.Compression.HuffmanTree.GetStaticDistanceTreeLength());
return System.IO.Compression.HuffmanTree._StaticDistanceTree;
};
System.IO.Compression.HuffmanTree._StaticLiteralLengthTree = null;
System.IO.Compression.HuffmanTree.StaticLiteralLengthTree = function () {
if (System.IO.Compression.HuffmanTree._StaticLiteralLengthTree) return System.IO.Compression.HuffmanTree._StaticLiteralLengthTree;
System.IO.Compression.HuffmanTree._StaticLiteralLengthTree = new System.IO.Compression.HuffmanTree(System.IO.Compression.HuffmanTree.GetStaticLiteralTreeLength());
return System.IO.Compression.HuffmanTree._StaticLiteralLengthTree;
};
//=============================================================================
// CLASS: System.IO.Compression.FastEncoderWindow
//-----------------------------------------------------------------------------
System.IO.Compression.FastEncoderWindow = function () {
var bufEnd = 0;
var bufPos = 0;
var FastEncoderHashMask = 0x7ff;
var FastEncoderHashShift = 4;
var FastEncoderHashtableSize = 0x800;
var FastEncoderMatch3DistThreshold = 0x4000;
var FastEncoderWindowMask = 0x1fff;
var FastEncoderWindowSize = 0x2000;
var GoodLength = 4;
var LazyMatchThreshold = 6;
var lookup = [];
var MaxMatch = 0x102;
var MinMatch = 3;
var NiceLength = 0x20;
var prev = [];
var SearchDepth = 0x20;
var window = [];
//---------------------------------------------------------
this.CopyBytes = function (inputBuffer, startIndex, count) {
System.Array.Copy(inputBuffer, startIndex, window, bufEnd, count);
bufEnd += count;
};
//---------------------------------------------------------
function FindMatch(search, matchPosRef, searchDepth, niceLength) {
var matchPos = matchPosRef.Value;
var num = 0;
var num2 = 0;
var num3 = bufPos - 0x2000;
var num4 = window[bufPos];
while (search > num3) {
if (window[search + num] === num4) {
var num5 = 0;
while (num5 < 0x102) {
if (window[bufPos + num5] !== window[search + num5]) {
break;
}
num5++;
}
if (num5 > num) {
num = num5;
num2 = search;
if (num5 > 0x20) {
break;
}
num4 = window[bufPos + num5];
}
}
if (--searchDepth === 0) {
break;
}
search = prev[search & 0x1fff];
}
matchPos = bufPos - num2 - 1;
if (num === 3 && matchPos >= 0x4000) {
return 0;
}
matchPosRef.Value = matchPos;
return num;
}
//---------------------------------------------------------
this.FlushWindow = function () {
this.ResetWindow();
};
//---------------------------------------------------------
this.GetNextSymbolOrMatch = function (match) {
var num2 = 0;
var hash = HashValue(0, window[bufPos]);
hash = HashValue(hash, window[bufPos + 1]);
var matchPos = 0;
var hashRef;
if (bufEnd - bufPos <= 3) {
num2 = 0;
}
else {
hashRef = { Value: hash };
var search = InsertString(hashRef);
hash = hashRef.Value;
if (search !== 0) {
var matchPosRef = { Value: matchPos };
num2 = FindMatch(search, matchPosRef, 0x20, 0x20);
matchPos = matchPosRef.Value;
if (bufPos + num2 > bufEnd) {
num2 = bufEnd - bufPos;
}
}
else {
num2 = 0;
}
}
if (num2 < 3) {
match.State = System.IO.Compression.MatchState.HasSymbol;
match.Symbol = window[bufPos];
bufPos++;
}
else {
bufPos++;
if (num2 <= 6) {
var num5 = 0;
var num6 = 0;
hashRef = { Value: hash };
var num7 = InsertString(hashRef);
hash = hashRef.Value;
if (num7 !== 0) {
var num6Ref = { Value: num6 };
num5 = FindMatch(num7, num6Ref, num2 < 4 ? 0x20 : 8, 0x20);
num6 = num6Ref.Value;
if (bufPos + num5 > bufEnd) {
num5 = bufEnd - bufPos;
}
}
else {
num5 = 0;
}
if (num5 > num2) {
match.State = System.IO.Compression.MatchState.HasSymbolAndMatch;
match.Symbol = window[bufPos - 1];
match.Position = num6;
match.Length = num5;
bufPos++;
num2 = num5;
hashRef = { Value: hash };
InsertStrings(hashRef, num2);
hash = hashRef.Value;
}
else {
match.State = System.IO.Compression.MatchState.HasMatch;
match.Position = matchPos;
match.Length = num2;
num2--;
bufPos++;
hashRef = { Value: hash };
InsertStrings(hashRef, num2);
hash = hashRef.Value;
}
}
else {
match.State = System.IO.Compression.MatchState.HasMatch;
match.Position = matchPos;
match.Length = num2;
hashRef = { Value: hash };
InsertStrings(hashRef, num2);
hash = hashRef.Value;
}
}
if (this.bufPos === 0x4000) {
this.MoveWindows();
}
return true;
};
//---------------------------------------------------------
function HashValue(hash, b) {
return hash << 4 ^ b;
}
//---------------------------------------------------------
function InsertString(hashRef) // ref hash
{
var hash = hashRef.Value;
hash = HashValue(hash, window[bufPos + 2]);
var num = lookup[hash & 0x7ff];
lookup[hash & 0x7ff] = bufPos;
prev[bufPos & 0x1fff] = num;
hashRef.Value = hash;
return num;
}
//---------------------------------------------------------
function InsertStrings(hashRef, matchLen) // ref hash
{
if (bufEnd - bufPos <= matchLen) {
bufPos += matchLen - 1;
}
else {
while (--matchLen > 0) {
InsertString(hashRef);
bufPos++;
}
}
}
//---------------------------------------------------------
this.MoveWindows = function () {
var num;
Array.Copy(window, bufPos - 0x2000, window, 0, 0x2000);
for (num = 0; num < 0x800; num++) {
var num2 = lookup[num] - 0x2000;
if (num2 <= 0) {
lookup[num] = 0;
}
else {
lookup[num] = num2;
}
}
for (num = 0; num < 0x2000; num++) {
var num3 = prev[num] - 0x2000;
if (num3 <= 0) {
prev[num] = 0;
}
else {
prev[num] = num3;
}
}
bufPos = 0x2000;
bufEnd = bufPos;
};
//---------------------------------------------------------
function RecalculateHash(position) {
return (window[position] << 8 ^ window[position + 1] << 4 ^ window[position + 2]) & 0x7ff;
}
//---------------------------------------------------------
this.ResetWindow = function () {
window = new System.Byte(0x4106);
prev = new System.UInt32(0x2102);
lookup = new System.Byte(0x800);
bufPos = 0x2000;
bufEnd = bufPos;
};
//---------------------------------------------------------
//[Conditional("DEBUG")]
function VerifyHashes() {
for (var i = 0; i < 0x800; i++) {
var num3 = 0;
for (var j = lookup[i]; j !== 0 && bufPos - j < 0x2000; j = num3) {
num3 = prev[j & 0x1fff];
if (bufPos - num3 >= 0x2000) {
break;
}
}
}
}
//---------------------------------------------------------
this.BytesAvailable = function () {
return bufEnd - bufPos;
};
//---------------------------------------------------------
this.FreeWindowSpace = function () {
return 0x4000 - bufEnd;
};
//---------------------------------------------------------
this.UnprocessedInput = function () {
var di = new System.IO.Compression.DeflateInput();
di.Buffer = window;
di.StartIndex = bufPos;
di.Count = bufEnd - bufPos;
return di;
};
this.ResetWindow();
};
//=============================================================================
// CLASS: System.IO.Compression.FastEncoder
//-----------------------------------------------------------------------------
System.IO.Compression.FastEncoder = function () {
var currentMatch = new System.IO.Compression.Match();
var inputWindow = new System.IO.Compression.FastEncoderWindow();
var lastCompressionRatio = 0.0;
//---------------------------------------------------------
this.FlushInput = function () {
inputWindow.FlushWindow();
};
//---------------------------------------------------------
this.GetBlock = function (input, output, maxBytesToCopy) {
WriteDeflatePreamble.apply(this, [output]);
this.GetCompressedOutput(input, output, maxBytesToCopy);
this.WriteEndOfBlock(output);
};
//---------------------------------------------------------
this.GetBlockFooter = function (output) {
this.WriteEndOfBlock(output);
};
//---------------------------------------------------------
this.GetBlockHeader = function (output) {
WriteDeflatePreamble.apply(this, [output]);
};
//---------------------------------------------------------
this.GetCompressedData = function (input, output) {
this.GetCompressedOutput(input, output, -1);
};
//---------------------------------------------------------
function GetCompressedOutput_1(output) {
while (inputWindow.BytesAvailable() > 0 && this.SafeToWriteTo(output)) {
inputWindow.GetNextSymbolOrMatch(currentMatch);
if (currentMatch.State === System.IO.Compression.MatchState.HasSymbol) {
WriteChar.apply(this, [currentMatch.Symbol, output]);
}
else if (currentMatch.State === System.IO.Compression.MatchState.HasMatch) {
WriteMatch.apply(this, [currentMatch.Length, currentMatch.Position, output]);
}
else {
WriteChar.apply(this, [currentMatch.Symbol, output]);
WriteMatch.apply(this, [currentMatch.Length, currentMatch.Position, output]);
}
}
}
//---------------------------------------------------------
// maxBytesToCopy limits the number of bytes we can copy from input. Set to any value < 1 if no limit
function GetCompressedOutput_3(input, output, maxBytesToCopy) {
// snapshot for compression ratio stats
var bytesWrittenPre = output.BytesWritten();
var bytesConsumedFromInput = 0;
var inputBytesPre = this.BytesInHistory() + input.Count;
do {
// read more input data into the window if there is space available
var bytesToCopy = input.Count < inputWindow.FreeWindowSpace()
? input.Count : inputWindow.FreeWindowSpace();
if (maxBytesToCopy >= 1) {
bytesToCopy = Math.min(bytesToCopy, maxBytesToCopy - bytesConsumedFromInput);
}
if (bytesToCopy > 0) {
// copy data into history window
inputWindow.CopyBytes(input.Buffer, input.StartIndex, bytesToCopy);
input.ConsumeBytes(bytesToCopy);
bytesConsumedFromInput += bytesToCopy;
}
this.GetCompressedOutput(output);
}
while (this.SafeToWriteTo(output) && this.InputAvailable(input) && (maxBytesToCopy < 1 || bytesConsumedFromInput < maxBytesToCopy));
// determine compression ratio, save
var bytesWrittenPost = output.BytesWritten();
var bytesWritten = bytesWrittenPost - bytesWrittenPre;
var inputBytesPost = this.BytesInHistory() + input.Count;
var totalBytesConsumed = inputBytesPre - inputBytesPost;
if (bytesWrittenPost !== 0) {
lastCompressionRatio = bytesWritten / totalBytesConsumed; // double
}
}
//---------------------------------------------------------
this.GetCompressedOutput = function () {
if (arguments.length === 1) GetCompressedOutput_1.apply(this, arguments);
if (arguments.length === 3) GetCompressedOutput_3.apply(this, arguments);
};
//---------------------------------------------------------
this.InputAvailable = function (input) {
if (input.Count <= 0) return this.BytesInHistory() > 0;
return true;
};
//---------------------------------------------------------
this.SafeToWriteTo = function (output) {
return output.FreeBytes() > 0x10;
};
//---------------------------------------------------------
function WriteChar(b, output) {
var num = System.IO.Compression.FastEncoderStatics.FastEncoderLiteralCodeInfo[b];
output.WriteBits(num & 0x1f, num >> 5);
}
//---------------------------------------------------------
function WriteDeflatePreamble(output) {
output.WriteBytes(System.IO.Compression.FastEncoderStatics.FastEncoderTreeStructureData, 0, System.IO.Compression.FastEncoderStatics.FastEncoderTreeStructureData.length);
output.WriteBits(9, 0x22);
}
//---------------------------------------------------------
this.WriteEndOfBlock = function (output) {
var num = System.IO.Compression.FastEncoderStatics.FastEncoderLiteralCodeInfo[0x100];
var n = num & 0x1f;
output.WriteBits(n, num >> 5);
};
//---------------------------------------------------------
function WriteMatch(matchLen, matchPos, output) {
var num = System.IO.Compression.FastEncoderStatics.FastEncoderLiteralCodeInfo[0xfe + matchLen];
var n = num & 0x1f;
if (n <= 0x10) {
output.WriteBits(n, num >> 5);
}
else {
output.WriteBits(0x10, num >> 5 & 0xffff);
output.WriteBits(n - 0x10, num >> 0x15);
}
num = System.IO.Compression.FastEncoderStatics.FastEncoderDistanceCodeInfo[System.IO.Compression.FastEncoderStatics.GetSlot(matchPos)];
output.WriteBits(num & 15, num >> 8);
var num3 = num >> 4 & 15;
if (num3 !== 0) {
output.WriteBits(num3, matchPos & System.IO.Compression.FastEncoderStatics.BitMask[num3]);
}
}
//---------------------------------------------------------
this.BytesInHistory = function () {
return inputWindow.BytesAvailable();
};
//---------------------------------------------------------
this.LastCompressionRatio = function () {
return lastCompressionRatio;
};
//---------------------------------------------------------
this.UnprocessedInput = function () {
return inputWindow.UnprocessedInput();
};
// Initialize static values.
System.IO.Compression.FastEncoderStatics.FastEncoderStatics();
};
//=============================================================================
// CLASS: System.IO.Compression.CopyEncoder
//-----------------------------------------------------------------------------
System.IO.Compression.CopyEncoder = function () {
var MaxUncompressedBlockSize = 0x10000;
var PaddingSize = 5;
//---------------------------------------------------------
this.GetBlock = function (input, output, isFinal) {
var count = 0;
if (input !== null) {
count = Math.min(input.Count, output.FreeBytes() - 5 - output.BitsInBuffer());
if (count > 0xfffb) {
count = 0xfffb;
}
}
if (isFinal) {
output.WriteBits(3, 1);
}
else {
output.WriteBits(3, 0);
}
output.FlushBits();
this.WriteLenNLen(count & 0xffff, output); // convert count to ushort
if (input !== null && count > 0) {
output.WriteBytes(input.Buffer, input.StartIndex, count);
input.ConsumeBytes(count);
}
};
//---------------------------------------------------------
this.WriteLenNLen = function (len, output) {
output.WriteUInt16(len);
var num = ~len & 0xffff; //ushort
output.WriteUInt16(num);
};
};
//=============================================================================
// CLASS: System.IO.Compression.Deflater
//-----------------------------------------------------------------------------
System.IO.Compression.Deflater = function () {
var BadCompressionThreshold = 1.0;
var CleanCopySize = 0xf88;
var copyEncoder = new System.IO.Compression.CopyEncoder();
var deflateEncoder = new System.IO.Compression.FastEncoder();
var input = new System.IO.Compression.DeflateInput();
var inputFromHistory; //DeflateInput
var MaxHeaderFooterGoo = 120;
var MinBlockSize = 0x100;
var output = new System.IO.Compression.OutputBuffer();
var processingState = System.IO.Compression.DeflaterState.NotStarted;
//---------------------------------------------------------
this.Finish = function (outputBuffer) {
if (processingState === System.IO.Compression.DeflaterState.NotStarted) {
return 0;
}
output.UpdateBuffer(outputBuffer);
if (processingState === System.IO.Compression.DeflaterState.CompressThenCheck || processingState === System.IO.Compression.DeflaterState.HandlingSmallData || processingState === System.IO.Compression.DeflaterState.SlowDownForIncompressible1) {
deflateEncoder.GetBlockFooter(output);
}
WriteFinal.apply(this);
return output.BytesWritten();
};
//---------------------------------------------------------
function FlushInputWindows() {
deflateEncoder.FlushInput();
}
//---------------------------------------------------------
this.GetDeflateOutput = function (outputBuffer) {
output.UpdateBuffer(outputBuffer);
switch (processingState) {
case System.IO.Compression.DeflaterState.NotStarted:
{
var state = input.DumpState();
var state2 = output.DumpState();
deflateEncoder.GetBlockHeader(output);
deflateEncoder.GetCompressedData(input, output);
if (UseCompressed(deflateEncoder.LastCompressionRatio())) {
processingState = System.IO.Compression.DeflaterState.CompressThenCheck;
}
else {
input.RestoreState(state);
output.RestoreState(state2);
copyEncoder.GetBlock(input, output, false);
FlushInputWindows();
processingState = System.IO.Compression.DeflaterState.CheckingForIncompressible;
}
return output.BytesWritten();
}
case System.IO.Compression.DeflaterState.SlowDownForIncompressible1:
deflateEncoder.GetBlockFooter(output);
processingState = System.IO.Compression.DeflaterState.SlowDownForIncompressible2;
break;
case System.IO.Compression.DeflaterState.SlowDownForIncompressible2:
break;
case System.IO.Compression.DeflaterState.StartingSmallData:
deflateEncoder.GetBlockHeader(output);
processingState = System.IO.Compression.DeflaterState.HandlingSmallData;
deflateEncoder.GetCompressedData(input, output);
return output.BytesWritten();
case System.IO.Compression.DeflaterState.CompressThenCheck:
deflateEncoder.GetCompressedData(input, output);
if (!UseCompressed(deflateEncoder.LastCompressionRatio())) {
processingState = System.IO.Compression.DeflaterState.SlowDownForIncompressible1;
inputFromHistory = deflateEncoder.UnprocessedInput();
}
return output.BytesWritten();
case System.IO.Compression.DeflaterState.CheckingForIncompressible:
{
var state3 = input.DumpState();
var state4 = output.DumpState();
deflateEncoder.GetBlock(input, output, 0xf88);
if (!UseCompressed(deflateEncoder.LastCompressionRatio())) {
input.RestoreState(state3);
output.RestoreState(state4);
copyEncoder.GetBlock(input, output, false);
FlushInputWindows();
}
return output.BytesWritten();
}
case System.IO.Compression.DeflaterState.HandlingSmallData:
return output.BytesWritten();
default:
return output.BytesWritten();
}
if (inputFromHistory.Count > 0) {
copyEncoder.GetBlock(inputFromHistory, output, false);
}
if (inputFromHistory.Count === 0) {
deflateEncoder.FlushInput();
processingState = System.IO.Compression.DeflaterState.CheckingForIncompressible;
}
return output.BytesWritten();
};
//---------------------------------------------------------
this.NeedsInput = function () {
return input.Count === 0 && deflateEncoder.BytesInHistory() === 0;
};