/**************************************************************************/ /* compression.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "compression.h" #include "core/config/project_settings.h" #include "core/io/zip_io.h" #include "thirdparty/misc/fastlz.h" #include <zlib.h> #include <zstd.h> #ifdef BROTLI_ENABLED #include <brotli/decode.h> #endif int Compression::compress(uint8_t *p_dst, const uint8_t *p_src, int p_src_size, Mode p_mode) { … } int Compression::get_max_compressed_buffer_size(int p_src_size, Mode p_mode) { … } int Compression::decompress(uint8_t *p_dst, int p_dst_max_size, const uint8_t *p_src, int p_src_size, Mode p_mode) { … } /** This will handle both Gzip and Deflate streams. It will automatically allocate the output buffer into the provided p_dst_vect Vector. This is required for compressed data whose final uncompressed size is unknown, as is the case for HTTP response bodies. This is much slower however than using Compression::decompress because it may result in multiple full copies of the output buffer. */ int Compression::decompress_dynamic(Vector<uint8_t> *p_dst_vect, int p_max_dst_size, const uint8_t *p_src, int p_src_size, Mode p_mode) { … } int Compression::zlib_level = …; int Compression::gzip_level = …; int Compression::zstd_level = …; bool Compression::zstd_long_distance_matching = …; int Compression::zstd_window_log_size = …; // ZSTD_WINDOWLOG_LIMIT_DEFAULT int Compression::gzip_chunk = …;