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// Zlib.cs// ------------------------------------------------------------------//// Copyright (c) 2009-2011 Dino Chiesa and Microsoft Corporation.// 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: <2011-August-03 19:52:28>//// ------------------------------------------------------------------//// This module defines classes for ZLIB compression and// decompression. This code is derived from the jzlib implementation of// zlib, but significantly modified.  The object model is not the same,// and many of the behaviors are new or different.  Nonetheless, in// keeping with the license for jzlib, the copyright to that code is// included below.//// ------------------------------------------------------------------//// The following notice applies to jzlib://// Copyright (c) 2000,2001,2002,2003 ymnk, JCraft,Inc. All rights reserved.//// Redistribution and use in source and binary forms, with or without// modification, are permitted provided that the following conditions are met://// 1. Redistributions of source code must retain the above copyright notice,// this list of conditions and the following disclaimer.//// 2. Redistributions in binary form must reproduce the above copyright// notice, this list of conditions and the following disclaimer in// the documentation and/or other materials provided with the distribution.//// 3. The names of the authors may not be used to endorse or promote products// derived from this software without specific prior written permission.//// THIS SOFTWARE IS PROVIDED ``AS IS'' AND ANY EXPRESSED OR IMPLIED WARRANTIES,// INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JCRAFT,// INC. OR ANY CONTRIBUTORS TO THIS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT,// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA,// OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF// LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,// EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.//// -----------------------------------------------------------------------//// jzlib is based on zlib-1.1.3.//// The following notice applies to zlib://// -----------------------------------------------------------------------//// Copyright (C) 1995-2004 Jean-loup Gailly and Mark Adler////   The ZLIB 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.////   Jean-loup Gailly jloup@gzip.org//   Mark Adler madler@alumni.caltech.edu//// -----------------------------------------------------------------------  using Interop=System.Runtime.InteropServices; namespace Ionic.Zlib{     /// <summary>    /// Describes how to flush the current deflate operation.    /// </summary>    /// <remarks>    /// The different FlushType values are useful when using a Deflate in a streaming application.    /// </remarks>    internal enum FlushType    {        /// <summary>No flush at all.</summary>        None = 0,         /// <summary>Closes the current block, but doesn't flush it to        /// the output. Used internally only in hypothetical        /// scenarios.  This was supposed to be removed by Zlib, but it is        /// still in use in some edge cases.        /// </summary>        Partial,         /// <summary>        /// Use this during compression to specify that all pending output should be        /// flushed to the output buffer and the output should be aligned on a byte        /// boundary.  You might use this in a streaming communication scenario, so that        /// the decompressor can get all input data available so far.  When using this        /// with a ZlibCodec, <c>AvailableBytesIn</c> will be zero after the call if        /// enough output space has been provided before the call.  Flushing will        /// degrade compression and so it should be used only when necessary.        /// </summary>        Sync,         /// <summary>        /// Use this during compression to specify that all output should be flushed, as        /// with <c>FlushType.Sync</c>, but also, the compression state should be reset        /// so that decompression can restart from this point if previous compressed        /// data has been damaged or if random access is desired.  Using        /// <c>FlushType.Full</c> too often can significantly degrade the compression.        /// </summary>        Full,         /// <summary>Signals the end of the compression/decompression stream.</summary>        Finish,    }      /// <summary>    /// The compression level to be used when using a DeflateStream or ZlibStream with CompressionMode.Compress.    /// </summary>    internal enum CompressionLevel    {        /// <summary>        /// None means that the data will be simply stored, with no change at all.        /// If you are producing ZIPs for use on Mac OSX, be aware that archives produced with CompressionLevel.None        /// cannot be opened with the default zip reader. Use a different CompressionLevel.        /// </summary>        None= 0,        /// <summary>        /// Same as None.        /// </summary>        Level0 = 0,         /// <summary>        /// The fastest but least effective compression.        /// </summary>        BestSpeed = 1,         /// <summary>        /// A synonym for BestSpeed.        /// </summary>        Level1 = 1,         /// <summary>        /// A little slower, but better, than level 1.        /// </summary>        Level2 = 2,         /// <summary>        /// A little slower, but better, than level 2.        /// </summary>        Level3 = 3,         /// <summary>        /// A little slower, but better, than level 3.        /// </summary>        Level4 = 4,         /// <summary>        /// A little slower than level 4, but with better compression.        /// </summary>        Level5 = 5,         /// <summary>        /// The default compression level, with a good balance of speed and compression efficiency.        /// </summary>        Default = 6,        /// <summary>        /// A synonym for Default.        /// </summary>        Level6 = 6,         /// <summary>        /// Pretty good compression!        /// </summary>        Level7 = 7,         /// <summary>        ///  Better compression than Level7!        /// </summary>        Level8 = 8,         /// <summary>        /// The "best" compression, where best means greatest reduction in size of the input data stream.        /// This is also the slowest compression.        /// </summary>        BestCompression = 9,         /// <summary>        /// A synonym for BestCompression.        /// </summary>        Level9 = 9,    }     /// <summary>    /// Describes options for how the compression algorithm is executed.  Different strategies    /// work better on different sorts of data.  The strategy parameter can affect the compression    /// ratio and the speed of compression but not the correctness of the compresssion.    /// </summary>    internal enum CompressionStrategy    {        /// <summary>        /// The default strategy is probably the best for normal data.        /// </summary>        Default = 0,         /// <summary>        /// The <c>Filtered</c> strategy is intended to be used most effectively with data produced by a        /// filter or predictor.  By this definition, filtered data consists mostly of small        /// values with a somewhat random distribution.  In this case, the compression algorithm        /// is tuned to compress them better.  The effect of <c>Filtered</c> is to force more Huffman        /// coding and less string matching; it is a half-step between <c>Default</c> and <c>HuffmanOnly</c>.        /// </summary>        Filtered = 1,         /// <summary>        /// Using <c>HuffmanOnly</c> will force the compressor to do Huffman encoding only, with no        /// string matching.        /// </summary>        HuffmanOnly = 2,    }      /// <summary>    /// An enum to specify the direction of transcoding - whether to compress or decompress.    /// </summary>    internal enum CompressionMode    {        /// <summary>        /// Used to specify that the stream should compress the data.        /// </summary>        Compress= 0,        /// <summary>        /// Used to specify that the stream should decompress the data.        /// </summary>        Decompress = 1,    }      /// <summary>    /// A general purpose exception class for exceptions in the Zlib library.    /// </summary>#if !PCL    [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Usage", "CA2237:MarkISerializableTypesWithSerializable")]    [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Design", "CA1064:ExceptionsShouldBePublic")]    [Interop.GuidAttribute("ebc25cf6-9120-4283-b972-0e5520d0000E")]#endif    internal class ZlibException : System.Exception    {        /// <summary>        /// The ZlibException class captures exception information generated        /// by the Zlib library.        /// </summary>        public ZlibException()            : base()        {        }         /// <summary>        /// This ctor collects a message attached to the exception.        /// </summary>        /// <param name="s">the message for the exception.</param>        public ZlibException(System.String s)            : base(s)        {        }    }      internal class SharedUtils    {        /// <summary>        /// Performs an unsigned bitwise right shift with the specified number        /// </summary>        /// <param name="number">Number to operate on</param>        /// <param name="bits">Ammount of bits to shift</param>        /// <returns>The resulting number from the shift operation</returns>        public static int URShift(int number, int bits)        {            return (int)((uint)number >> bits);        } #if NOT        /// <summary>        /// Performs an unsigned bitwise right shift with the specified number        /// </summary>        /// <param name="number">Number to operate on</param>        /// <param name="bits">Ammount of bits to shift</param>        /// <returns>The resulting number from the shift operation</returns>        public static long URShift(long number, int bits)        {            return (long) ((UInt64)number >> bits);        }#endif         /// <summary>        ///   Reads a number of characters from the current source TextReader and writes        ///   the data to the target array at the specified index.        /// </summary>        ///        /// <param name="sourceTextReader">The source TextReader to read from</param>        /// <param name="target">Contains the array of characteres read from the source TextReader.</param>        /// <param name="start">The starting index of the target array.</param>        /// <param name="count">The maximum number of characters to read from the source TextReader.</param>        ///        /// <returns>        ///   The number of characters read. The number will be less than or equal to        ///   count depending on the data available in the source TextReader. Returns -1        ///   if the end of the stream is reached.        /// </returns>        public static System.Int32 ReadInput(System.IO.TextReader sourceTextReader, byte[] target, int start, int count)        {            // Returns 0 bytes if not enough space in target            if (target.Length == 0) return 0;             char[] charArray = new char[target.Length];            int bytesRead = sourceTextReader.Read(charArray, start, count);             // Returns -1 if EOF            if (bytesRead == 0) return -1;             for (int index = start; index < start + bytesRead; index++)                target[index] = (byte)charArray[index];             return bytesRead;        }          internal static byte[] ToByteArray(System.String sourceString)        {            return System.Text.UTF8Encoding.UTF8.GetBytes(sourceString);        }          internal static char[] ToCharArray(byte[] byteArray)        {            return System.Text.UTF8Encoding.UTF8.GetChars(byteArray);        }    }     internal static class InternalConstants    {        internal static readonly int MAX_BITS     = 15;        internal static readonly int BL_CODES     = 19;        internal static readonly int D_CODES      = 30;        internal static readonly int LITERALS     = 256;        internal static readonly int LENGTH_CODES = 29;        internal static readonly int L_CODES      = (LITERALS + 1 + LENGTH_CODES);         // Bit length codes must not exceed MAX_BL_BITS bits        internal static readonly int MAX_BL_BITS  = 7;         // repeat previous bit length 3-6 times (2 bits of repeat count)        internal static readonly int REP_3_6      = 16;         // repeat a zero length 3-10 times  (3 bits of repeat count)        internal static readonly int REPZ_3_10    = 17;         // repeat a zero length 11-138 times  (7 bits of repeat count)        internal static readonly int REPZ_11_138  = 18;     }     internal sealed class StaticTree    {        internal static readonly short[] lengthAndLiteralsTreeCodes = new short[] {            12, 8, 140, 8, 76, 8, 204, 8, 44, 8, 172, 8, 108, 8, 236, 8,            28, 8, 156, 8, 92, 8, 220, 8, 60, 8, 188, 8, 124, 8, 252, 8,             2, 8, 130, 8, 66, 8, 194, 8, 34, 8, 162, 8, 98, 8, 226, 8,            18, 8, 146, 8, 82, 8, 210, 8, 50, 8, 178, 8, 114, 8, 242, 8,            10, 8, 138, 8, 74, 8, 202, 8, 42, 8, 170, 8, 106, 8, 234, 8,            26, 8, 154, 8, 90, 8, 218, 8, 58, 8, 186, 8, 122, 8, 250, 8,             6, 8, 134, 8, 70, 8, 198, 8, 38, 8, 166, 8, 102, 8, 230, 8,            22, 8, 150, 8, 86, 8, 214, 8, 54, 8, 182, 8, 118, 8, 246, 8,            14, 8, 142, 8, 78, 8, 206, 8, 46, 8, 174, 8, 110, 8, 238, 8,            30, 8, 158, 8, 94, 8, 222, 8, 62, 8, 190, 8, 126, 8, 254, 8,             1, 8, 129, 8, 65, 8, 193, 8, 33, 8, 161, 8, 97, 8, 225, 8,            17, 8, 145, 8, 81, 8, 209, 8, 49, 8, 177, 8, 113, 8, 241, 8,             9, 8, 137, 8, 73, 8, 201, 8, 41, 8, 169, 8, 105, 8, 233, 8,            25, 8, 153, 8, 89, 8, 217, 8, 57, 8, 185, 8, 121, 8, 249, 8,             5, 8, 133, 8, 69, 8, 197, 8, 37, 8, 165, 8, 101, 8, 229, 8,            21, 8, 149, 8, 85, 8, 213, 8, 53, 8, 181, 8, 117, 8, 245, 8,            13, 8, 141, 8, 77, 8, 205, 8, 45, 8, 173, 8, 109, 8, 237, 8,            29, 8, 157, 8, 93, 8, 221, 8, 61, 8, 189, 8, 125, 8, 253, 8,            19, 9, 275, 9, 147, 9, 403, 9, 83, 9, 339, 9, 211, 9, 467, 9,            51, 9, 307, 9, 179, 9, 435, 9, 115, 9, 371, 9, 243, 9, 499, 9,            11, 9, 267, 9, 139, 9, 395, 9, 75, 9, 331, 9, 203, 9, 459, 9,            43, 9, 299, 9, 171, 9, 427, 9, 107, 9, 363, 9, 235, 9, 491, 9,            27, 9, 283, 9, 155, 9, 411, 9, 91, 9, 347, 9, 219, 9, 475, 9,            59, 9, 315, 9, 187, 9, 443, 9, 123, 9, 379, 9, 251, 9, 507, 9,             7, 9, 263, 9, 135, 9, 391, 9, 71, 9, 327, 9, 199, 9, 455, 9,            39, 9, 295, 9, 167, 9, 423, 9, 103, 9, 359, 9, 231, 9, 487, 9,            23, 9, 279, 9, 151, 9, 407, 9, 87, 9, 343, 9, 215, 9, 471, 9,            55, 9, 311, 9, 183, 9, 439, 9, 119, 9, 375, 9, 247, 9, 503, 9,            15, 9, 271, 9, 143, 9, 399, 9, 79, 9, 335, 9, 207, 9, 463, 9,            47, 9, 303, 9, 175, 9, 431, 9, 111, 9, 367, 9, 239, 9, 495, 9,            31, 9, 287, 9, 159, 9, 415, 9, 95, 9, 351, 9, 223, 9, 479, 9,            63, 9, 319, 9, 191, 9, 447, 9, 127, 9, 383, 9, 255, 9, 511, 9,             0, 7, 64, 7, 32, 7, 96, 7, 16, 7, 80, 7, 48, 7, 112, 7,             8, 7, 72, 7, 40, 7, 104, 7, 24, 7, 88, 7, 56, 7, 120, 7,             4, 7, 68, 7, 36, 7, 100, 7, 20, 7, 84, 7, 52, 7, 116, 7,             3, 8, 131, 8, 67, 8, 195, 8, 35, 8, 163, 8, 99, 8, 227, 8        };         internal static readonly short[] distTreeCodes = new short[] {            0, 5, 16, 5, 8, 5, 24, 5, 4, 5, 20, 5, 12, 5, 28, 5,            2, 5, 18, 5, 10, 5, 26, 5, 6, 5, 22, 5, 14, 5, 30, 5,            1, 5, 17, 5, 9, 5, 25, 5, 5, 5, 21, 5, 13, 5, 29, 5,            3, 5, 19, 5, 11, 5, 27, 5, 7, 5, 23, 5 };         internal static readonly StaticTree Literals;        internal static readonly StaticTree Distances;        internal static readonly StaticTree BitLengths;         internal short[] treeCodes; // static tree or null        internal int[] extraBits;   // extra bits for each code or null        internal int extraBase;     // base index for extra_bits        internal int elems;         // max number of elements in the tree        internal int maxLength;     // max bit length for the codes         private StaticTree(short[] treeCodes, int[] extraBits, int extraBase, int elems, int maxLength)        {            this.treeCodes = treeCodes;            this.extraBits = extraBits;            this.extraBase = extraBase;            this.elems = elems;            this.maxLength = maxLength;        }        static StaticTree()        {            Literals = new StaticTree(lengthAndLiteralsTreeCodes, Tree.ExtraLengthBits, InternalConstants.LITERALS + 1, InternalConstants.L_CODES, InternalConstants.MAX_BITS);            Distances = new StaticTree(distTreeCodes, Tree.ExtraDistanceBits, 0, InternalConstants.D_CODES, InternalConstants.MAX_BITS);            BitLengths = new StaticTree(null, Tree.extra_blbits, 0, InternalConstants.BL_CODES, InternalConstants.MAX_BL_BITS);        }    }       /// <summary>    /// Computes an Adler-32 checksum.    /// </summary>    /// <remarks>    /// The Adler checksum is similar to a CRC checksum, but faster to compute, though less    /// reliable.  It is used in producing RFC1950 compressed streams.  The Adler checksum    /// is a required part of the "ZLIB" standard.  Applications will almost never need to    /// use this class directly.    /// </remarks>    ///    /// <exclude/>    internal sealed class Adler    {        // largest prime smaller than 65536        private static readonly uint BASE = 65521;        // NMAX is the largest n such that 255n(n+1)/2 + (n+1)(BASE-1) <= 2^32-1        private static readonly int NMAX = 5552;  #pragma warning disable 3001#pragma warning disable 3002         /// <summary>        ///   Calculates the Adler32 checksum.        /// </summary>        /// <remarks>        ///   <para>        ///     This is used within ZLIB.  You probably don't need to use this directly.        ///   </para>        /// </remarks>        /// <example>        ///    To compute an Adler32 checksum on a byte array:        ///  <code>        ///    var adler = Adler.Adler32(0, null, 0, 0);        ///    adler = Adler.Adler32(adler, buffer, index, length);        ///  </code>        /// </example>        public static uint Adler32(uint adler, byte[] buf, int index, int len)        {            if (buf == null)                return 1; 

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