#nullable disable using System; using System.IO; using System.IO.Compression; using System.Text; namespace StardewModdingAPI.Web.Framework.Compression { /// Handles GZip compression logic. internal class GzipHelper : IGzipHelper { /********* ** Fields *********/ /// The first bytes in a valid zip file. /// See . private const uint GzipLeadBytes = 0x8b1f; /********* ** Public methods *********/ /// Compress a string. /// The text to compress. /// Derived from . public string CompressString(string text) { // get raw bytes byte[] buffer = Encoding.UTF8.GetBytes(text); // compressed byte[] compressedData; using (MemoryStream stream = new()) { using (GZipStream zipStream = new(stream, CompressionLevel.Optimal, leaveOpen: true)) zipStream.Write(buffer, 0, buffer.Length); stream.Position = 0; compressedData = new byte[stream.Length]; stream.Read(compressedData, 0, compressedData.Length); } // prefix length byte[] zipBuffer = new byte[compressedData.Length + 4]; Buffer.BlockCopy(compressedData, 0, zipBuffer, 4, compressedData.Length); Buffer.BlockCopy(BitConverter.GetBytes(buffer.Length), 0, zipBuffer, 0, 4); // return string representation return Convert.ToBase64String(zipBuffer); } /// Decompress a string. /// The compressed text. /// Derived from . public string DecompressString(string rawText) { // get raw bytes byte[] zipBuffer; try { zipBuffer = Convert.FromBase64String(rawText); } catch { return rawText; // not valid base64, wasn't compressed by the log parser } // skip if not gzip if (BitConverter.ToUInt16(zipBuffer, 4) != GzipHelper.GzipLeadBytes) return rawText; // decompress using MemoryStream memoryStream = new(); { // read length prefix int dataLength = BitConverter.ToInt32(zipBuffer, 0); memoryStream.Write(zipBuffer, 4, zipBuffer.Length - 4); // read data byte[] buffer = new byte[dataLength]; memoryStream.Position = 0; using (GZipStream gZipStream = new(memoryStream, CompressionMode.Decompress)) gZipStream.Read(buffer, 0, buffer.Length); // return original string return Encoding.UTF8.GetString(buffer); } } } }