UltimateZoneBuilder/Source/Core/IO/Lump.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Text;
using System.IO;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.IO
{
public class Lump : IDisposable
{
#region ================== Methods
// Allowed characters in a map lump name
internal const string MAP_LUMP_NAME_CHARS = "ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890_";
#endregion
#region ================== Variables
// Owner
private WAD owner;
// Data stream
private readonly ClippedStream stream;
// Data info
private string name;
private long longname;
private byte[] fixedname;
private readonly int offset;
private readonly int length;
// Disposing
private bool isdisposed;
#endregion
#region ================== Properties
internal WAD Owner { get { return owner; } }
internal string Name { get { return name; } }
internal long LongName { get { return longname; } }
internal byte[] FixedName { get { return fixedname; } }
internal int Offset { get { return offset; } }
internal int Length { get { return length; } }
internal ClippedStream Stream { get { return stream; } }
internal bool IsDisposed { get { return isdisposed; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal Lump(Stream data, WAD owner, byte[] fixedname, int offset, int length)
{
// Initialize
this.stream = new ClippedStream(data, offset, length);
this.owner = owner;
this.fixedname = fixedname;
this.offset = offset;
this.length = length;
// Make name
this.name = MakeNormalName(fixedname, WAD.ENCODING).ToUpperInvariant();
this.fixedname = MakeFixedName(name, WAD.ENCODING);
this.longname = MakeLongName(name, false); //mxd
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
stream.Dispose();
owner = null;
// Done
isdisposed = true;
}
}
#endregion
#region ================== Methods
// This returns the long value for a 8 byte texture name
/*public static unsafe long MakeLongName(string name)
{
long value = 0;
byte[] namebytes = Encoding.ASCII.GetBytes(name.Trim().ToUpper());
uint bytes = (uint)namebytes.Length;
if(bytes > 8) bytes = 8;
fixed(void* bp = namebytes)
{
General.CopyMemory(&value, bp, bytes);
}
return value;
}*/
//mxd. This returns (hopefully) unique hash value for a texture name of any length
public static long MakeLongName(string name)
{
return MakeLongName(name, General.Map != null && General.Map.Config != null && General.Map.Config.UseLongTextureNames);
}
//mxd. This returns (hopefully) unique hash value for a texture name of any length
public static long MakeLongName(string name, bool uselongnames)
{
// biwa. is using ToUpper a good idea? Will result in clashes with same names with different cases
name = name.ToUpper();
if (!uselongnames && name.Length > DataManager.CLASIC_IMAGE_NAME_LENGTH)
{
name = name.Substring(0, DataManager.CLASIC_IMAGE_NAME_LENGTH);
}
return MurmurHash2.Hash(name);
}
// This makes the normal name from fixed name
public static string MakeNormalName(byte[] fixedname, Encoding encoding)
{
int length = 0;
// Figure out the length of the lump name
while((length < fixedname.Length) && (fixedname[length] != 0)) length++;
// Make normal name
return encoding.GetString(fixedname, 0, length).Trim().ToUpper();
}
// This makes the fixed name from normal name
public static byte[] MakeFixedName(string name, Encoding encoding)
{
// Make uppercase name and count bytes
string uppername = name.Trim().ToUpper();
int bytes = encoding.GetByteCount(uppername);
if(bytes < 8) bytes = 8;
// Make 8 bytes, all zeros
byte[] fixedname = new byte[bytes];
// Write the name in bytes
encoding.GetBytes(uppername, 0, uppername.Length, fixedname, 0);
// Return result
return fixedname;
}
// This copies lump data to another lump
internal void CopyTo(Lump lump)
{
// Create a reader
BinaryReader reader = new BinaryReader(stream);
// Copy bytes over
stream.Seek(0, SeekOrigin.Begin);
lump.Stream.Write(reader.ReadBytes((int)stream.Length), 0, (int)stream.Length);
}
// String representation
public override string ToString()
{
return name;
}
// This renames the lump
internal void Rename(string newname)
{
// Make name
this.fixedname = MakeFixedName(newname, WAD.ENCODING);
this.name = MakeNormalName(this.fixedname, WAD.ENCODING).ToUpperInvariant();
this.longname = MakeLongName(newname);
// Write changes
owner.WriteHeaders();
}
// [ZZ] this function is thread safe.
// it produces a MemoryStream with copied contents of Stream.
public Stream GetSafeStream()
{
if (stream == null || stream.BaseStream == null)
return null;
// create new stream. do NOT return the WAD stream. This causes problems with multithreading, and other readers create a MemoryStream.
byte[] data;
lock (stream.BaseStream)
{
stream.Position = 0;
data = stream.ReadAllBytes();
}
MemoryStream ms = new MemoryStream(data);
ms.Position = 0;
return ms;
}
#endregion
}
}