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![Merijn Hendriks](/assets/img/avatar_default.png)
## Preface EFT has been reworking the `bsg.componentace.compression.libs.zlib` alot the past versions, including various enhancements and introduced bugs (zero-tail decompression infinite looping). This also includes working towards deprecating `SimpleZlib` and improving `ZOutputStream`'s performance. While working on Haru, @waffle.lord and I have been reworking the zlib code to be much simpler. These changes are compatible with Aki. ## The issue - The current code is complex to understand without experience with the zlib library in question - `Zlib.IsCompressed` has a bug when operating on < 3 bytes. The third statement is reached and thus out of bounds. ## Why fix this - Simplifying the code improves future readability. - Using `ZOutputStream` enables usage of further performance improvements made to `ZOutputStream` by BSG. - `Zlib.IsCompressed` will work again on `byte[2]` and below. ## Why was it like this in the first place? At the time of writing this code, there was poor understanding of how the zlib library worked. The implementation was a best-guess from decompiled code. ## What's affected? Only Zlib utility's internal code. No external libraries are affected. Co-authored-by: Merijn Hendriks <merijn.d.hendriks@gmail.com> Reviewed-on: SPT-AKI/Modules#43 Co-authored-by: Merijn Hendriks <senko-san@noreply.dev.sp-tarkov.com> Co-committed-by: Merijn Hendriks <senko-san@noreply.dev.sp-tarkov.com>
86 lines
2.3 KiB
C#
86 lines
2.3 KiB
C#
using System.IO;
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using ComponentAce.Compression.Libs.zlib;
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namespace Aki.Common.Utils
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{
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public enum ZlibCompression
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{
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Store = 0,
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Fastest = 1,
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Fast = 3,
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Normal = 5,
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Ultra = 7,
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Maximum = 9
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}
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public static class Zlib
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{
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/// <summary>
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/// Check if the file is ZLib compressed
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/// </summary>
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/// <param name="data">Data</param>
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/// <returns>If the file is Zlib compressed</returns>
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public static bool IsCompressed(byte[] data)
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{
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if (data == null || data.Length < 3)
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{
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return false;
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}
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// data[0]: Info (CM/CINFO) Header; must be 0x78
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if (data[0] != 0x78)
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{
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return false;
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}
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// data[1]: Flags (FLG) Header; compression level.
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switch (data[1])
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{
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case 0x01: // [0x78 0x01] level 0-2: fastest
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case 0x5E: // [0x78 0x5E] level 3-4: low
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case 0x9C: // [0x78 0x9C] level 5-6: normal
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case 0xDA: // [0x78 0xDA] level 7-9: max
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return true;
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}
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return false;
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}
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private static byte[] Run(byte[] data, ZlibCompression level)
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{
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// ZOutputStream.Close() flushes itself.
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// ZOutputStream.Flush() flushes the target stream.
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// It's fucking stupid, but whatever.
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// -- Waffle.Lord, 2022-12-01
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using (var ms = new MemoryStream())
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{
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using (var zs = (level > ZlibCompression.Store)
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? new ZOutputStream(ms, (int)level)
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: new ZOutputStream(ms))
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{
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zs.Write(data, 0, data.Length);
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}
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// <-- zs flushes everything here
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return ms.ToArray();
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}
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}
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/// <summary>
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/// Deflate data.
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/// </summary>
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public static byte[] Compress(byte[] data, ZlibCompression level)
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{
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return Run(data, level);
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}
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/// <summary>
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/// Inflate data.
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/// </summary>
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public static byte[] Decompress(byte[] data)
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{
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return Run(data, ZlibCompression.Store);
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}
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}
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} |