// DeflateStream.cs // ------------------------------------------------------------------ // // Copyright (c) 2009-2010 Dino Chiesa. // All rights reserved. // // This code module is part of DotNetZip, a zipfile class library. // // ------------------------------------------------------------------ // // This code is licensed under the Microsoft Public License. // See the file License.txt for the license details. // More info on: http://dotnetzip.codeplex.com // // ------------------------------------------------------------------ // // last saved (in emacs): // Time-stamp: <2010-February-05 08:49:04> // // ------------------------------------------------------------------ // // This module defines the DeflateStream class, which can be used as a replacement for // the System.IO.Compression.DeflateStream class in the .NET BCL. // // ------------------------------------------------------------------ using System; using System.IO; using System.Text; namespace SharpCompress.Compressors.Deflate { public class DeflateStream : Stream { private readonly ZlibBaseStream _baseStream; private bool _disposed; public DeflateStream(Stream stream, CompressionMode mode, CompressionLevel level = CompressionLevel.Default, Encoding forceEncoding = null) { _baseStream = new ZlibBaseStream(stream, mode, level, ZlibStreamFlavor.DEFLATE, forceEncoding); } #region Zlib properties /// /// This property sets the flush behavior on the stream. /// /// See the ZLIB documentation for the meaning of the flush behavior. /// public virtual FlushType FlushMode { get => (_baseStream._flushMode); set { if (_disposed) { throw new ObjectDisposedException("DeflateStream"); } _baseStream._flushMode = value; } } /// /// The size of the working buffer for the compression codec. /// /// /// /// /// The working buffer is used for all stream operations. The default size is /// 1024 bytes. The minimum size is 128 bytes. You may get better performance /// with a larger buffer. Then again, you might not. You would have to test /// it. /// /// /// /// Set this before the first call to Read() or Write() on the /// stream. If you try to set it afterwards, it will throw. /// /// public int BufferSize { get => _baseStream._bufferSize; set { if (_disposed) { throw new ObjectDisposedException("DeflateStream"); } if (_baseStream._workingBuffer != null) { throw new ZlibException("The working buffer is already set."); } if (value < ZlibConstants.WorkingBufferSizeMin) { throw new ZlibException( String.Format("Don't be silly. {0} bytes?? Use a bigger buffer, at least {1}.", value, ZlibConstants.WorkingBufferSizeMin)); } _baseStream._bufferSize = value; } } /// /// The ZLIB strategy to be used during compression. /// /// /// /// By tweaking this parameter, you may be able to optimize the compression for /// data with particular characteristics. /// public CompressionStrategy Strategy { get => _baseStream.Strategy; set { if (_disposed) { throw new ObjectDisposedException("DeflateStream"); } _baseStream.Strategy = value; } } /// Returns the total number of bytes input so far. public virtual long TotalIn => _baseStream._z.TotalBytesIn; /// Returns the total number of bytes output so far. public virtual long TotalOut => _baseStream._z.TotalBytesOut; #endregion #region System.IO.Stream methods /// /// Indicates whether the stream can be read. /// /// /// The return value depends on whether the captive stream supports reading. /// public override bool CanRead { get { if (_disposed) { throw new ObjectDisposedException("DeflateStream"); } return _baseStream._stream.CanRead; } } /// /// Indicates whether the stream supports Seek operations. /// /// /// Always returns false. /// public override bool CanSeek => false; /// /// Indicates whether the stream can be written. /// /// /// The return value depends on whether the captive stream supports writing. /// public override bool CanWrite { get { if (_disposed) { throw new ObjectDisposedException("DeflateStream"); } return _baseStream._stream.CanWrite; } } /// /// Reading this property always throws a . /// public override long Length => throw new NotSupportedException(); /// /// The position of the stream pointer. /// /// /// /// Setting this property always throws a . Reading will return the total bytes /// written out, if used in writing, or the total bytes read in, if used in /// reading. The count may refer to compressed bytes or uncompressed bytes, /// depending on how you've used the stream. /// public override long Position { get { if (_baseStream._streamMode == ZlibBaseStream.StreamMode.Writer) { return _baseStream._z.TotalBytesOut; } if (_baseStream._streamMode == ZlibBaseStream.StreamMode.Reader) { return _baseStream._z.TotalBytesIn; } return 0; } set => throw new NotSupportedException(); } /// /// Dispose the stream. /// /// /// This may or may not result in a Close() call on the captive stream. /// protected override void Dispose(bool disposing) { try { if (!_disposed) { if (disposing) { _baseStream?.Dispose(); } _disposed = true; } } finally { base.Dispose(disposing); } } /// /// Flush the stream. /// public override void Flush() { if (_disposed) { throw new ObjectDisposedException("DeflateStream"); } _baseStream.Flush(); } /// /// Read data from the stream. /// /// /// /// /// If you wish to use the DeflateStream to compress data while /// reading, you can create a DeflateStream with /// CompressionMode.Compress, providing an uncompressed data stream. /// Then call Read() on that DeflateStream, and the data read will be /// compressed as you read. If you wish to use the DeflateStream to /// decompress data while reading, you can create a DeflateStream with /// CompressionMode.Decompress, providing a readable compressed data /// stream. Then call Read() on that DeflateStream, and the data read /// will be decompressed as you read. /// /// /// /// A DeflateStream can be used for Read() or Write(), but not both. /// /// /// /// The buffer into which the read data should be placed. /// the offset within that data array to put the first byte read. /// the number of bytes to read. /// the number of bytes actually read public override int Read(byte[] buffer, int offset, int count) { if (_disposed) { throw new ObjectDisposedException("DeflateStream"); } return _baseStream.Read(buffer, offset, count); } public override int ReadByte() { if (_disposed) { throw new ObjectDisposedException("DeflateStream"); } return _baseStream.ReadByte(); } /// /// Calling this method always throws a . /// /// this is irrelevant, since it will always throw! /// this is irrelevant, since it will always throw! /// irrelevant! public override long Seek(long offset, SeekOrigin origin) { throw new NotSupportedException(); } /// /// Calling this method always throws a . /// /// this is irrelevant, since it will always throw! public override void SetLength(long value) { throw new NotSupportedException(); } /// /// Write data to the stream. /// /// /// /// /// If you wish to use the DeflateStream to compress data while /// writing, you can create a DeflateStream with /// CompressionMode.Compress, and a writable output stream. Then call /// Write() on that DeflateStream, providing uncompressed data /// as input. The data sent to the output stream will be the compressed form /// of the data written. If you wish to use the DeflateStream to /// decompress data while writing, you can create a DeflateStream with /// CompressionMode.Decompress, and a writable output stream. Then /// call Write() on that stream, providing previously compressed /// data. The data sent to the output stream will be the decompressed form of /// the data written. /// /// /// /// A DeflateStream can be used for Read() or Write(), /// but not both. /// /// /// /// /// The buffer holding data to write to the stream. /// the offset within that data array to find the first byte to write. /// the number of bytes to write. public override void Write(byte[] buffer, int offset, int count) { if (_disposed) { throw new ObjectDisposedException("DeflateStream"); } _baseStream.Write(buffer, offset, count); } public override void WriteByte(byte value) { if (_disposed) { throw new ObjectDisposedException("DeflateStream"); } _baseStream.WriteByte(value); } #endregion public MemoryStream InputBuffer => new MemoryStream(_baseStream._z.InputBuffer, _baseStream._z.NextIn, _baseStream._z.AvailableBytesIn); } }