546 lines
21 KiB
C#
546 lines
21 KiB
C#
// Zlib.cs
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// ------------------------------------------------------------------
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//
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// Copyright (c) 2009-2011 Dino Chiesa and Microsoft Corporation.
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// All rights reserved.
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//
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// This code module is part of DotNetZip, a zipfile class library.
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//
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// ------------------------------------------------------------------
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//
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// This code is licensed under the Microsoft Public License.
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// See the file License.txt for the license details.
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// More info on: http://dotnetzip.codeplex.com
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//
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// ------------------------------------------------------------------
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//
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// Last Saved: <2011-August-03 19:52:28>
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//
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// ------------------------------------------------------------------
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//
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// This module defines classes for ZLIB compression and
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// decompression. This code is derived from the jzlib implementation of
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// zlib, but significantly modified. The object model is not the same,
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// and many of the behaviors are new or different. Nonetheless, in
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// keeping with the license for jzlib, the copyright to that code is
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// included below.
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//
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// ------------------------------------------------------------------
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//
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// The following notice applies to jzlib:
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//
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// Copyright (c) 2000,2001,2002,2003 ymnk, JCraft,Inc. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in
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// the documentation and/or other materials provided with the distribution.
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//
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// 3. The names of the authors may not be used to endorse or promote products
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// derived from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED ``AS IS'' AND ANY EXPRESSED OR IMPLIED WARRANTIES,
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// INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JCRAFT,
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// INC. OR ANY CONTRIBUTORS TO THIS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT,
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// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA,
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// OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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// LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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// EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// -----------------------------------------------------------------------
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//
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// jzlib is based on zlib-1.1.3.
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//
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// The following notice applies to zlib:
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//
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// -----------------------------------------------------------------------
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//
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// Copyright (C) 1995-2004 Jean-loup Gailly and Mark Adler
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//
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// The ZLIB software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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// 3. This notice may not be removed or altered from any source distribution.
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//
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// Jean-loup Gailly jloup@gzip.org
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// Mark Adler madler@alumni.caltech.edu
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//
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// -----------------------------------------------------------------------
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using System;
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using Interop=System.Runtime.InteropServices;
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namespace Ionic.Zlib
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{
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/// <summary>
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/// Describes how to flush the current deflate operation.
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/// </summary>
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/// <remarks>
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/// The different FlushType values are useful when using a Deflate in a streaming application.
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/// </remarks>
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public enum FlushType
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{
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/// <summary>No flush at all.</summary>
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None = 0,
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/// <summary>Closes the current block, but doesn't flush it to
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/// the output. Used internally only in hypothetical
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/// scenarios. This was supposed to be removed by Zlib, but it is
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/// still in use in some edge cases.
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/// </summary>
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Partial,
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/// <summary>
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/// Use this during compression to specify that all pending output should be
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/// flushed to the output buffer and the output should be aligned on a byte
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/// boundary. You might use this in a streaming communication scenario, so that
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/// the decompressor can get all input data available so far. When using this
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/// with a ZlibCodec, <c>AvailableBytesIn</c> will be zero after the call if
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/// enough output space has been provided before the call. Flushing will
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/// degrade compression and so it should be used only when necessary.
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/// </summary>
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Sync,
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/// <summary>
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/// Use this during compression to specify that all output should be flushed, as
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/// with <c>FlushType.Sync</c>, but also, the compression state should be reset
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/// so that decompression can restart from this point if previous compressed
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/// data has been damaged or if random access is desired. Using
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/// <c>FlushType.Full</c> too often can significantly degrade the compression.
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/// </summary>
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Full,
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/// <summary>Signals the end of the compression/decompression stream.</summary>
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Finish,
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}
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/// <summary>
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/// The compression level to be used when using a DeflateStream or ZlibStream with CompressionMode.Compress.
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/// </summary>
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public enum CompressionLevel
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{
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/// <summary>
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/// None means that the data will be simply stored, with no change at all.
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/// If you are producing ZIPs for use on Mac OSX, be aware that archives produced with CompressionLevel.None
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/// cannot be opened with the default zip reader. Use a different CompressionLevel.
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/// </summary>
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None= 0,
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/// <summary>
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/// Same as None.
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/// </summary>
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Level0 = 0,
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/// <summary>
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/// The fastest but least effective compression.
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/// </summary>
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BestSpeed = 1,
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/// <summary>
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/// A synonym for BestSpeed.
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/// </summary>
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Level1 = 1,
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/// <summary>
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/// A little slower, but better, than level 1.
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/// </summary>
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Level2 = 2,
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/// <summary>
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/// A little slower, but better, than level 2.
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/// </summary>
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Level3 = 3,
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/// <summary>
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/// A little slower, but better, than level 3.
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/// </summary>
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Level4 = 4,
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/// <summary>
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/// A little slower than level 4, but with better compression.
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/// </summary>
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Level5 = 5,
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/// <summary>
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/// The default compression level, with a good balance of speed and compression efficiency.
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/// </summary>
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Default = 6,
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/// <summary>
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/// A synonym for Default.
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/// </summary>
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Level6 = 6,
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/// <summary>
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/// Pretty good compression!
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/// </summary>
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Level7 = 7,
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/// <summary>
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/// Better compression than Level7!
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/// </summary>
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Level8 = 8,
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/// <summary>
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/// The "best" compression, where best means greatest reduction in size of the input data stream.
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/// This is also the slowest compression.
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/// </summary>
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BestCompression = 9,
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/// <summary>
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/// A synonym for BestCompression.
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/// </summary>
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Level9 = 9,
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}
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/// <summary>
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/// Describes options for how the compression algorithm is executed. Different strategies
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/// work better on different sorts of data. The strategy parameter can affect the compression
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/// ratio and the speed of compression but not the correctness of the compresssion.
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/// </summary>
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public enum CompressionStrategy
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{
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/// <summary>
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/// The default strategy is probably the best for normal data.
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/// </summary>
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Default = 0,
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/// <summary>
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/// The <c>Filtered</c> strategy is intended to be used most effectively with data produced by a
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/// filter or predictor. By this definition, filtered data consists mostly of small
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/// values with a somewhat random distribution. In this case, the compression algorithm
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/// is tuned to compress them better. The effect of <c>Filtered</c> is to force more Huffman
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/// coding and less string matching; it is a half-step between <c>Default</c> and <c>HuffmanOnly</c>.
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/// </summary>
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Filtered = 1,
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/// <summary>
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/// Using <c>HuffmanOnly</c> will force the compressor to do Huffman encoding only, with no
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/// string matching.
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/// </summary>
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HuffmanOnly = 2,
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}
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/// <summary>
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/// An enum to specify the direction of transcoding - whether to compress or decompress.
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/// </summary>
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public enum CompressionMode
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{
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/// <summary>
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/// Used to specify that the stream should compress the data.
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/// </summary>
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Compress= 0,
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/// <summary>
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/// Used to specify that the stream should decompress the data.
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/// </summary>
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Decompress = 1,
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}
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/// <summary>
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/// A general purpose exception class for exceptions in the Zlib library.
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/// </summary>
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[Interop.GuidAttribute("ebc25cf6-9120-4283-b972-0e5520d0000E")]
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public class ZlibException : System.Exception
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{
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/// <summary>
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/// The ZlibException class captures exception information generated
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/// by the Zlib library.
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/// </summary>
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public ZlibException()
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: base()
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{
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}
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/// <summary>
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/// This ctor collects a message attached to the exception.
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/// </summary>
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/// <param name="s">the message for the exception.</param>
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public ZlibException(System.String s)
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: base(s)
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{
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}
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}
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internal class SharedUtils
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{
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/// <summary>
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/// Performs an unsigned bitwise right shift with the specified number
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/// </summary>
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/// <param name="number">Number to operate on</param>
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/// <param name="bits">Ammount of bits to shift</param>
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/// <returns>The resulting number from the shift operation</returns>
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public static int URShift(int number, int bits)
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{
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return (int)((uint)number >> bits);
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}
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#if NOT
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/// <summary>
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/// Performs an unsigned bitwise right shift with the specified number
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/// </summary>
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/// <param name="number">Number to operate on</param>
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/// <param name="bits">Ammount of bits to shift</param>
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/// <returns>The resulting number from the shift operation</returns>
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public static long URShift(long number, int bits)
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{
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return (long) ((UInt64)number >> bits);
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}
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#endif
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/// <summary>
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/// Reads a number of characters from the current source TextReader and writes
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/// the data to the target array at the specified index.
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/// </summary>
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///
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/// <param name="sourceTextReader">The source TextReader to read from</param>
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/// <param name="target">Contains the array of characteres read from the source TextReader.</param>
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/// <param name="start">The starting index of the target array.</param>
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/// <param name="count">The maximum number of characters to read from the source TextReader.</param>
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///
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/// <returns>
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/// The number of characters read. The number will be less than or equal to
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/// count depending on the data available in the source TextReader. Returns -1
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/// if the end of the stream is reached.
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/// </returns>
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public static System.Int32 ReadInput(System.IO.TextReader sourceTextReader, byte[] target, int start, int count)
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{
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// Returns 0 bytes if not enough space in target
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if (target.Length == 0) return 0;
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char[] charArray = new char[target.Length];
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int bytesRead = sourceTextReader.Read(charArray, start, count);
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// Returns -1 if EOF
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if (bytesRead == 0) return -1;
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for (int index = start; index < start + bytesRead; index++)
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target[index] = (byte)charArray[index];
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return bytesRead;
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}
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internal static byte[] ToByteArray(System.String sourceString)
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{
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return System.Text.UTF8Encoding.UTF8.GetBytes(sourceString);
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}
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internal static char[] ToCharArray(byte[] byteArray)
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{
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return System.Text.UTF8Encoding.UTF8.GetChars(byteArray);
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}
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}
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internal static class InternalConstants
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{
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internal static readonly int MAX_BITS = 15;
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internal static readonly int BL_CODES = 19;
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internal static readonly int D_CODES = 30;
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internal static readonly int LITERALS = 256;
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internal static readonly int LENGTH_CODES = 29;
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internal static readonly int L_CODES = (LITERALS + 1 + LENGTH_CODES);
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// Bit length codes must not exceed MAX_BL_BITS bits
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internal static readonly int MAX_BL_BITS = 7;
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// repeat previous bit length 3-6 times (2 bits of repeat count)
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internal static readonly int REP_3_6 = 16;
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// repeat a zero length 3-10 times (3 bits of repeat count)
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internal static readonly int REPZ_3_10 = 17;
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// repeat a zero length 11-138 times (7 bits of repeat count)
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internal static readonly int REPZ_11_138 = 18;
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}
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internal sealed class StaticTree
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{
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internal static readonly short[] lengthAndLiteralsTreeCodes = new short[] {
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12, 8, 140, 8, 76, 8, 204, 8, 44, 8, 172, 8, 108, 8, 236, 8,
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28, 8, 156, 8, 92, 8, 220, 8, 60, 8, 188, 8, 124, 8, 252, 8,
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2, 8, 130, 8, 66, 8, 194, 8, 34, 8, 162, 8, 98, 8, 226, 8,
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18, 8, 146, 8, 82, 8, 210, 8, 50, 8, 178, 8, 114, 8, 242, 8,
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10, 8, 138, 8, 74, 8, 202, 8, 42, 8, 170, 8, 106, 8, 234, 8,
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26, 8, 154, 8, 90, 8, 218, 8, 58, 8, 186, 8, 122, 8, 250, 8,
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6, 8, 134, 8, 70, 8, 198, 8, 38, 8, 166, 8, 102, 8, 230, 8,
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22, 8, 150, 8, 86, 8, 214, 8, 54, 8, 182, 8, 118, 8, 246, 8,
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14, 8, 142, 8, 78, 8, 206, 8, 46, 8, 174, 8, 110, 8, 238, 8,
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30, 8, 158, 8, 94, 8, 222, 8, 62, 8, 190, 8, 126, 8, 254, 8,
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1, 8, 129, 8, 65, 8, 193, 8, 33, 8, 161, 8, 97, 8, 225, 8,
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17, 8, 145, 8, 81, 8, 209, 8, 49, 8, 177, 8, 113, 8, 241, 8,
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9, 8, 137, 8, 73, 8, 201, 8, 41, 8, 169, 8, 105, 8, 233, 8,
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25, 8, 153, 8, 89, 8, 217, 8, 57, 8, 185, 8, 121, 8, 249, 8,
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5, 8, 133, 8, 69, 8, 197, 8, 37, 8, 165, 8, 101, 8, 229, 8,
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21, 8, 149, 8, 85, 8, 213, 8, 53, 8, 181, 8, 117, 8, 245, 8,
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13, 8, 141, 8, 77, 8, 205, 8, 45, 8, 173, 8, 109, 8, 237, 8,
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29, 8, 157, 8, 93, 8, 221, 8, 61, 8, 189, 8, 125, 8, 253, 8,
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19, 9, 275, 9, 147, 9, 403, 9, 83, 9, 339, 9, 211, 9, 467, 9,
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51, 9, 307, 9, 179, 9, 435, 9, 115, 9, 371, 9, 243, 9, 499, 9,
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11, 9, 267, 9, 139, 9, 395, 9, 75, 9, 331, 9, 203, 9, 459, 9,
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43, 9, 299, 9, 171, 9, 427, 9, 107, 9, 363, 9, 235, 9, 491, 9,
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27, 9, 283, 9, 155, 9, 411, 9, 91, 9, 347, 9, 219, 9, 475, 9,
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59, 9, 315, 9, 187, 9, 443, 9, 123, 9, 379, 9, 251, 9, 507, 9,
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7, 9, 263, 9, 135, 9, 391, 9, 71, 9, 327, 9, 199, 9, 455, 9,
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39, 9, 295, 9, 167, 9, 423, 9, 103, 9, 359, 9, 231, 9, 487, 9,
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23, 9, 279, 9, 151, 9, 407, 9, 87, 9, 343, 9, 215, 9, 471, 9,
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55, 9, 311, 9, 183, 9, 439, 9, 119, 9, 375, 9, 247, 9, 503, 9,
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15, 9, 271, 9, 143, 9, 399, 9, 79, 9, 335, 9, 207, 9, 463, 9,
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47, 9, 303, 9, 175, 9, 431, 9, 111, 9, 367, 9, 239, 9, 495, 9,
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31, 9, 287, 9, 159, 9, 415, 9, 95, 9, 351, 9, 223, 9, 479, 9,
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63, 9, 319, 9, 191, 9, 447, 9, 127, 9, 383, 9, 255, 9, 511, 9,
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0, 7, 64, 7, 32, 7, 96, 7, 16, 7, 80, 7, 48, 7, 112, 7,
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8, 7, 72, 7, 40, 7, 104, 7, 24, 7, 88, 7, 56, 7, 120, 7,
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4, 7, 68, 7, 36, 7, 100, 7, 20, 7, 84, 7, 52, 7, 116, 7,
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3, 8, 131, 8, 67, 8, 195, 8, 35, 8, 163, 8, 99, 8, 227, 8
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};
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internal static readonly short[] distTreeCodes = new short[] {
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0, 5, 16, 5, 8, 5, 24, 5, 4, 5, 20, 5, 12, 5, 28, 5,
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2, 5, 18, 5, 10, 5, 26, 5, 6, 5, 22, 5, 14, 5, 30, 5,
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1, 5, 17, 5, 9, 5, 25, 5, 5, 5, 21, 5, 13, 5, 29, 5,
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3, 5, 19, 5, 11, 5, 27, 5, 7, 5, 23, 5 };
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internal static readonly StaticTree Literals;
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internal static readonly StaticTree Distances;
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internal static readonly StaticTree BitLengths;
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internal short[] treeCodes; // static tree or null
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internal int[] extraBits; // extra bits for each code or null
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internal int extraBase; // base index for extra_bits
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internal int elems; // max number of elements in the tree
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internal int maxLength; // max bit length for the codes
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private StaticTree(short[] treeCodes, int[] extraBits, int extraBase, int elems, int maxLength)
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{
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this.treeCodes = treeCodes;
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this.extraBits = extraBits;
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this.extraBase = extraBase;
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this.elems = elems;
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this.maxLength = maxLength;
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}
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static StaticTree()
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{
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Literals = new StaticTree(lengthAndLiteralsTreeCodes, Tree.ExtraLengthBits, InternalConstants.LITERALS + 1, InternalConstants.L_CODES, InternalConstants.MAX_BITS);
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Distances = new StaticTree(distTreeCodes, Tree.ExtraDistanceBits, 0, InternalConstants.D_CODES, InternalConstants.MAX_BITS);
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BitLengths = new StaticTree(null, Tree.extra_blbits, 0, InternalConstants.BL_CODES, InternalConstants.MAX_BL_BITS);
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}
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}
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/// <summary>
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/// Computes an Adler-32 checksum.
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/// </summary>
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/// <remarks>
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/// The Adler checksum is similar to a CRC checksum, but faster to compute, though less
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/// reliable. It is used in producing RFC1950 compressed streams. The Adler checksum
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/// is a required part of the "ZLIB" standard. Applications will almost never need to
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/// use this class directly.
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/// </remarks>
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///
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/// <exclude/>
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public sealed class Adler
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{
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// largest prime smaller than 65536
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private static readonly uint BASE = 65521;
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// NMAX is the largest n such that 255n(n+1)/2 + (n+1)(BASE-1) <= 2^32-1
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private static readonly int NMAX = 5552;
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#pragma warning disable 3001
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#pragma warning disable 3002
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/// <summary>
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/// Calculates the Adler32 checksum.
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/// </summary>
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/// <remarks>
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/// <para>
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/// This is used within ZLIB. You probably don't need to use this directly.
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/// </para>
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/// </remarks>
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/// <example>
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/// To compute an Adler32 checksum on a byte array:
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/// <code>
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/// var adler = Adler.Adler32(0, null, 0, 0);
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/// adler = Adler.Adler32(adler, buffer, index, length);
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/// </code>
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/// </example>
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public static uint Adler32(uint adler, byte[] buf, int index, int len)
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{
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if (buf == null)
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return 1;
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uint s1 = (uint) (adler & 0xffff);
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uint s2 = (uint) ((adler >> 16) & 0xffff);
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while (len > 0)
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{
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int k = len < NMAX ? len : NMAX;
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len -= k;
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while (k >= 16)
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{
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//s1 += (buf[index++] & 0xff); s2 += s1;
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s1 += buf[index++]; s2 += s1;
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s1 += buf[index++]; s2 += s1;
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s1 += buf[index++]; s2 += s1;
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s1 += buf[index++]; s2 += s1;
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s1 += buf[index++]; s2 += s1;
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s1 += buf[index++]; s2 += s1;
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s1 += buf[index++]; s2 += s1;
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s1 += buf[index++]; s2 += s1;
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s1 += buf[index++]; s2 += s1;
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s1 += buf[index++]; s2 += s1;
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s1 += buf[index++]; s2 += s1;
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s1 += buf[index++]; s2 += s1;
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s1 += buf[index++]; s2 += s1;
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s1 += buf[index++]; s2 += s1;
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s1 += buf[index++]; s2 += s1;
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s1 += buf[index++]; s2 += s1;
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k -= 16;
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}
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if (k != 0)
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{
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do
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{
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s1 += buf[index++];
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s2 += s1;
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}
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while (--k != 0);
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}
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s1 %= BASE;
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s2 %= BASE;
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}
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return (uint)((s2 << 16) | s1);
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}
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#pragma warning restore 3001
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#pragma warning restore 3002
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}
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} |