199 lines
6.0 KiB
C#
199 lines
6.0 KiB
C#
//
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// © Copyright Henrik Ravn 2004
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//
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// Use, modification and distribution are subject to the Boost Software License, Version 1.0.
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// (See accompanying file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)
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//
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using System;
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using System.Runtime.InteropServices;
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namespace DotZLib
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{
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/// <summary>
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/// Implements the common functionality needed for all <see cref="Codec"/>s
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/// </summary>
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public abstract class CodecBase : Codec, IDisposable
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{
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#region Data members
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/// <summary>
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/// Instance of the internal zlib buffer structure that is
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/// passed to all functions in the zlib dll
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/// </summary>
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internal ZStream _ztream = new ZStream();
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/// <summary>
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/// True if the object instance has been disposed, false otherwise
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/// </summary>
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protected bool _isDisposed = false;
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/// <summary>
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/// The size of the internal buffers
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/// </summary>
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protected const int kBufferSize = 16384;
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private byte[] _outBuffer = new byte[kBufferSize];
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private byte[] _inBuffer = new byte[kBufferSize];
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private GCHandle _hInput;
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private GCHandle _hOutput;
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private uint _checksum = 0;
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#endregion
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/// <summary>
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/// Initializes a new instance of the <c>CodeBase</c> class.
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/// </summary>
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public CodecBase()
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{
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try
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{
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_hInput = GCHandle.Alloc(_inBuffer, GCHandleType.Pinned);
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_hOutput = GCHandle.Alloc(_outBuffer, GCHandleType.Pinned);
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}
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catch (Exception)
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{
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CleanUp(false);
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throw;
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}
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}
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#region Codec Members
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/// <summary>
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/// Occurs when more processed data are available.
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/// </summary>
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public event DataAvailableHandler DataAvailable;
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/// <summary>
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/// Fires the <see cref="DataAvailable"/> event
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/// </summary>
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protected void OnDataAvailable()
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{
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if (_ztream.total_out > 0)
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{
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if (DataAvailable != null)
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DataAvailable( _outBuffer, 0, (int)_ztream.total_out);
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resetOutput();
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}
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}
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/// <summary>
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/// Adds more data to the codec to be processed.
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/// </summary>
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/// <param name="data">Byte array containing the data to be added to the codec</param>
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/// <remarks>Adding data may, or may not, raise the <c>DataAvailable</c> event</remarks>
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public void Add(byte[] data)
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{
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Add(data,0,data.Length);
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}
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/// <summary>
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/// Adds more data to the codec to be processed.
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/// </summary>
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/// <param name="data">Byte array containing the data to be added to the codec</param>
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/// <param name="offset">The index of the first byte to add from <c>data</c></param>
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/// <param name="count">The number of bytes to add</param>
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/// <remarks>Adding data may, or may not, raise the <c>DataAvailable</c> event</remarks>
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/// <remarks>This must be implemented by a derived class</remarks>
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public abstract void Add(byte[] data, int offset, int count);
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/// <summary>
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/// Finishes up any pending data that needs to be processed and handled.
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/// </summary>
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/// <remarks>This must be implemented by a derived class</remarks>
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public abstract void Finish();
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/// <summary>
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/// Gets the checksum of the data that has been added so far
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/// </summary>
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public uint Checksum { get { return _checksum; } }
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#endregion
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#region Destructor & IDisposable stuff
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/// <summary>
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/// Destroys this instance
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/// </summary>
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~CodecBase()
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{
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CleanUp(false);
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}
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/// <summary>
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/// Releases any unmanaged resources and calls the <see cref="CleanUp()"/> method of the derived class
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/// </summary>
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public void Dispose()
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{
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CleanUp(true);
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}
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/// <summary>
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/// Performs any codec specific cleanup
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/// </summary>
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/// <remarks>This must be implemented by a derived class</remarks>
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protected abstract void CleanUp();
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// performs the release of the handles and calls the dereived CleanUp()
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private void CleanUp(bool isDisposing)
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{
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if (!_isDisposed)
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{
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CleanUp();
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if (_hInput.IsAllocated)
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_hInput.Free();
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if (_hOutput.IsAllocated)
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_hOutput.Free();
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_isDisposed = true;
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}
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}
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#endregion
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#region Helper methods
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/// <summary>
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/// Copies a number of bytes to the internal codec buffer - ready for proccesing
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/// </summary>
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/// <param name="data">The byte array that contains the data to copy</param>
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/// <param name="startIndex">The index of the first byte to copy</param>
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/// <param name="count">The number of bytes to copy from <c>data</c></param>
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protected void copyInput(byte[] data, int startIndex, int count)
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{
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Array.Copy(data, startIndex, _inBuffer,0, count);
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_ztream.next_in = _hInput.AddrOfPinnedObject();
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_ztream.total_in = 0;
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_ztream.avail_in = (uint)count;
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}
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/// <summary>
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/// Resets the internal output buffers to a known state - ready for processing
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/// </summary>
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protected void resetOutput()
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{
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_ztream.total_out = 0;
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_ztream.avail_out = kBufferSize;
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_ztream.next_out = _hOutput.AddrOfPinnedObject();
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}
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/// <summary>
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/// Updates the running checksum property
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/// </summary>
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/// <param name="newSum">The new checksum value</param>
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protected void setChecksum(uint newSum)
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{
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_checksum = newSum;
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}
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#endregion
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}
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}
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