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// ==++==
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// zlib.h -- interface of the 'zlib' general purpose compression library
// version 1.2.1, November 17th, 2003
//
// Copyright (C) 1995-2003 Jean-loup Gailly and Mark Adler
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
//
//
// ==--==
// Compression engine
using System;
using System.Diagnostics;
using System.Diagnostics.Contracts;
namespace System.IO.Compression {
internal class DeflaterManaged : IDeflater {
private const int MinBlockSize = 256;
private const int MaxHeaderFooterGoo = 120;
private const int CleanCopySize = DeflateStream.DefaultBufferSize - MaxHeaderFooterGoo;
private const double BadCompressionThreshold = 1.0;
private FastEncoder deflateEncoder;
private CopyEncoder copyEncoder;
private DeflateInput input;
private OutputBuffer output;
private DeflaterState processingState;
private DeflateInput inputFromHistory;
internal DeflaterManaged() {
deflateEncoder = new FastEncoder();
copyEncoder = new CopyEncoder();
input = new DeflateInput();
output = new OutputBuffer();
processingState = DeflaterState.NotStarted;
}
private bool NeedsInput() {
// Convenience method to call NeedsInput privately without a cast.
return ((IDeflater) this).NeedsInput();
}
bool IDeflater.NeedsInput() {
return input.Count == 0 && deflateEncoder.BytesInHistory == 0;
}
// Sets the input to compress. The only buffer copy occurs when the input is copied
// to the FastEncoderWindow
void IDeflater.SetInput(byte[] inputBuffer, int startIndex, int count) {
Debug.Assert(input.Count == 0, "We have something left in previous input!");
input.Buffer = inputBuffer;
input.Count = count;
input.StartIndex = startIndex;
if (count > 0 && count < MinBlockSize) {
// user is writing small buffers. If buffer size is below MinBlockSize, we
// need to switch to a small data mode, to avoid block headers and footers
// dominating the output.
switch (processingState) {
case DeflaterState.NotStarted :
case DeflaterState.CheckingForIncompressible:
// clean states, needs a block header first
processingState = DeflaterState.StartingSmallData;
break;
case DeflaterState.CompressThenCheck:
// already has correct block header
processingState = DeflaterState.HandlingSmallData;
break;
}
}
}
int IDeflater.GetDeflateOutput(byte[] outputBuffer) {
Debug.Assert(outputBuffer != null, "Can't pass in a null output buffer!");
Debug.Assert(!NeedsInput(), "GetDeflateOutput should only be called after providing input");
output.UpdateBuffer(outputBuffer);
switch(processingState) {
case DeflaterState.NotStarted: {
// first call. Try to compress but if we get bad compression ratio, switch to uncompressed blocks.
Debug.Assert(deflateEncoder.BytesInHistory == 0, "have leftover bytes in window");
// save these in case we need to switch to uncompressed format
DeflateInput.InputState initialInputState = input.DumpState();
OutputBuffer.BufferState initialOutputState = output.DumpState();
deflateEncoder.GetBlockHeader(output);
deflateEncoder.GetCompressedData(input, output);
if (!UseCompressed(deflateEncoder.LastCompressionRatio)) {
// we're expanding; restore state and switch to uncompressed
input.RestoreState(initialInputState);
output.RestoreState(initialOutputState);
copyEncoder.GetBlock(input, output, false);
FlushInputWindows();
processingState = DeflaterState.CheckingForIncompressible;
}
else {
processingState = DeflaterState.CompressThenCheck;
}
break;
}
case DeflaterState.CompressThenCheck: {
// continue assuming data is compressible. If we reach data that indicates otherwise
// finish off remaining data in history and decide whether to compress on a
// block-by-block basis
deflateEncoder.GetCompressedData(input, output);
if (!UseCompressed(deflateEncoder.LastCompressionRatio)) {
processingState = DeflaterState.SlowDownForIncompressible1;
inputFromHistory = deflateEncoder.UnprocessedInput;
}
break;
}
case DeflaterState.SlowDownForIncompressible1: {
// finish off previous compressed block
deflateEncoder.GetBlockFooter(output);
processingState = DeflaterState.SlowDownForIncompressible2;
goto case DeflaterState.SlowDownForIncompressible2; // yeah I know, but there's no fallthrough
}
case DeflaterState.SlowDownForIncompressible2: {
// clear out data from history, but add them as uncompressed blocks
if (inputFromHistory.Count > 0) {
copyEncoder.GetBlock(inputFromHistory, output, false);
}
if (inputFromHistory.Count == 0) {
// now we're clean
deflateEncoder.FlushInput();
processingState = DeflaterState.CheckingForIncompressible;
}
break;
}
case DeflaterState.CheckingForIncompressible: {
// decide whether to compress on a block-by-block basis
Debug.Assert(deflateEncoder.BytesInHistory == 0, "have leftover bytes in window");
// save these in case we need to store as uncompressed
DeflateInput.InputState initialInputState = input.DumpState();
OutputBuffer.BufferState initialOutputState = output.DumpState();
// enforce max so we can ensure state between calls
deflateEncoder.GetBlock(input, output, CleanCopySize);
if (!UseCompressed(deflateEncoder.LastCompressionRatio)) {
// we're expanding; restore state and switch to uncompressed
input.RestoreState(initialInputState);
output.RestoreState(initialOutputState);
copyEncoder.GetBlock(input, output, false);
FlushInputWindows();
}
break;
}
case DeflaterState.StartingSmallData: {
// add compressed header and data, but not footer. Subsequent calls will keep
// adding compressed data (no header and no footer). We're doing this to
// avoid overhead of header and footer size relative to compressed payload.
deflateEncoder.GetBlockHeader(output);
processingState = DeflaterState.HandlingSmallData;
goto case DeflaterState.HandlingSmallData; // yeah I know, but there's no fallthrough
}
case DeflaterState.HandlingSmallData: {
// continue adding compressed data
deflateEncoder.GetCompressedData(input, output);
break;
}
}
return output.BytesWritten;
}
bool IDeflater.Finish(byte[] outputBuffer, out int bytesRead) {
Debug.Assert(outputBuffer != null, "Can't pass in a null output buffer!");
Debug.Assert(processingState == DeflaterState.NotStarted ||
processingState == DeflaterState.CheckingForIncompressible ||
processingState == DeflaterState.HandlingSmallData ||
processingState == DeflaterState.CompressThenCheck ||
processingState == DeflaterState.SlowDownForIncompressible1,
"got unexpected processing state = " + processingState);
Debug.Assert(NeedsInput());
// no need to add end of block info if we didn't write anything
if (processingState == DeflaterState.NotStarted) {
bytesRead = 0;
return true;
}
output.UpdateBuffer(outputBuffer);
if (processingState == DeflaterState.CompressThenCheck ||
processingState == DeflaterState.HandlingSmallData ||
processingState == DeflaterState.SlowDownForIncompressible1) {
// need to finish off block
deflateEncoder.GetBlockFooter(output);
}
// write final block
WriteFinal();
bytesRead = output.BytesWritten;
return true;
}
void IDisposable.Dispose() { }
protected void Dispose(bool disposing) { }
// Is compression ratio under threshold?
private bool UseCompressed(double ratio) {
return (ratio <= BadCompressionThreshold);
}
private void FlushInputWindows() {
deflateEncoder.FlushInput();
}
private void WriteFinal() {
copyEncoder.GetBlock(null, output, true);
}
// These states allow us to assume that data is compressible and keep compression ratios at least
// as good as historical values, but switch to different handling if that approach may increase the
// data. If we detect we're getting a bad compression ratio, we switch to CheckingForIncompressible
// state and decide to compress on a block by block basis.
//
// If we're getting small data buffers, we want to avoid overhead of excessive header and footer
// info, so we add one header and keep adding blocks as compressed. This means that if the user uses
// small buffers, they won't get the "don't increase size" improvements.
//
// An earlier iteration of this fix handled that data separately by buffering this data until it
// reached a reasonable size, but given that Flush is not implemented on DeflateStream, this meant
// data could be flushed only on Dispose. In the future, it would be reasonable to revisit this, in
// case this isn't breaking.
//
// NotStarted -> CheckingForIncompressible, CompressThenCheck, StartingSmallData
// CompressThenCheck -> SlowDownForIncompressible1
// SlowDownForIncompressible1 -> SlowDownForIncompressible2
// SlowDownForIncompressible2 -> CheckingForIncompressible
// StartingSmallData -> HandlingSmallData
private enum DeflaterState {
// no bytes to write yet
NotStarted,
// transient states
SlowDownForIncompressible1,
SlowDownForIncompressible2,
StartingSmallData,
// stable state: may transition to CheckingForIncompressible (via transient states) if it
// appears we're expanding data
CompressThenCheck,
// sink states
CheckingForIncompressible,
HandlingSmallData
}
} // internal class DeflaterManaged
} // namespace System.IO.Compression
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