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72
Unity Studio/7zip/Common/InBuffer.cs
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72
Unity Studio/7zip/Common/InBuffer.cs
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// InBuffer.cs
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namespace SevenZip.Buffer
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{
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public class InBuffer
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{
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byte[] m_Buffer;
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uint m_Pos;
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uint m_Limit;
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uint m_BufferSize;
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System.IO.Stream m_Stream;
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bool m_StreamWasExhausted;
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ulong m_ProcessedSize;
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public InBuffer(uint bufferSize)
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{
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m_Buffer = new byte[bufferSize];
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m_BufferSize = bufferSize;
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}
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public void Init(System.IO.Stream stream)
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{
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m_Stream = stream;
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m_ProcessedSize = 0;
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m_Limit = 0;
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m_Pos = 0;
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m_StreamWasExhausted = false;
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}
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public bool ReadBlock()
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{
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if (m_StreamWasExhausted)
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return false;
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m_ProcessedSize += m_Pos;
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int aNumProcessedBytes = m_Stream.Read(m_Buffer, 0, (int)m_BufferSize);
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m_Pos = 0;
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m_Limit = (uint)aNumProcessedBytes;
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m_StreamWasExhausted = (aNumProcessedBytes == 0);
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return (!m_StreamWasExhausted);
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}
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public void ReleaseStream()
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{
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// m_Stream.Close();
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m_Stream = null;
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}
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public bool ReadByte(byte b) // check it
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{
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if (m_Pos >= m_Limit)
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if (!ReadBlock())
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return false;
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b = m_Buffer[m_Pos++];
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return true;
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}
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public byte ReadByte()
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{
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// return (byte)m_Stream.ReadByte();
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if (m_Pos >= m_Limit)
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if (!ReadBlock())
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return 0xFF;
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return m_Buffer[m_Pos++];
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}
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public ulong GetProcessedSize()
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{
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return m_ProcessedSize + m_Pos;
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}
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}
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}
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