unreal.js
Version:
A pak reader for games like VALORANT & Fortnite written in Node.JS
126 lines (125 loc) • 5.21 kB
JavaScript
;
var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
Object.defineProperty(o, k2, { enumerable: true, get: function() { return m[k]; } });
}) : (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
o[k2] = m[k];
}));
var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {
Object.defineProperty(o, "default", { enumerable: true, value: v });
}) : function(o, v) {
o["default"] = v;
});
var __importStar = (this && this.__importStar) || function (mod) {
if (mod && mod.__esModule) return mod;
var result = {};
if (mod != null) for (var k in mod) if (k !== "default" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);
__setModuleDefault(result, mod);
return result;
};
var __importDefault = (this && this.__importDefault) || function (mod) {
return (mod && mod.__esModule) ? mod : { "default": mod };
};
Object.defineProperty(exports, "__esModule", { value: true });
exports.Compression = void 0;
const collection_1 = __importDefault(require("@discordjs/collection"));
const assert_1 = __importDefault(require("assert"));
const _Zlib = __importStar(require("zlib"));
const OodleLib = __importStar(require("../oodle/Oodle"));
/**
* Class to handle compression quickly
*/
class Compression {
/**
* Initiates the compression class
* @returns {void}
* @private
* @static
*/
static init() {
// Compression: NONE
class None {
static decompress(dst, dstOff, dstLen, src, srcOff, srcLen) {
assert_1.default(srcLen === dstLen);
src.copy(dst, dstOff, srcOff, srcOff + srcLen);
}
}
this.handlers.set("None", None);
// Compression: Zlib
class Zlib {
static decompress(dst, dstOff, dstLen, src, srcOff, srcLen) {
const content = _Zlib.inflateSync(src);
content.copy(dst, dstOff, srcOff, srcOff + srcLen);
}
}
this.handlers.set("Zlib", Zlib);
// Compression: Gzip
class Gzip {
static decompress(dst, dstOff, dstLen, src, srcOff, srcLen) {
const content = _Zlib.gunzipSync(src);
content.copy(dst, dstOff, srcOff, srcOff + srcLen);
}
}
this.handlers.set("Gzip", Gzip);
// Compression: Oodle
class Oodle {
static decompress(dst, dstOff, dstLen, src, srcOff, srcLen) {
OodleLib.Oodle.decompress(src, dstLen, dst, dstOff, srcOff, srcLen);
}
}
this.handlers.set("Oodle", Oodle);
}
/**
* Uncompresses a buffer
* @param {string} formatName Name of compression to use
* @param {Buffer} compressedBuffer The buffer to decompress
* @param {Buffer} uncompressedSize The size of the uncompress buffer
* @returns {void}
* @public
*/
static uncompress0(formatName, compressedBuffer, uncompressedSize) {
const buffer = Buffer.allocUnsafe(uncompressedSize);
this.uncompress1(formatName, buffer, compressedBuffer);
return buffer;
}
/**
* Uncompresses a buffer
* @param {string} formatName Name of compression to use
* @param {Buffer} compressedBuffer The buffer to decompress
* @param {Buffer} uncompressedBuffer A buffer allocated for the decompressed data
* @returns {void}
* @public
*/
static uncompress1(formatName, compressedBuffer, uncompressedBuffer) {
this.uncompress(formatName, uncompressedBuffer, 0, uncompressedBuffer.length, compressedBuffer, 0, compressedBuffer.length);
}
/**
* Uncompresses a buffer
* @param {string} formatName Name of compression to use
* @param {Buffer} uncompressedBuffer A buffer allocated for the decompressed data
* @param {number} uncompressedBufferOff Offset of the allocated buffer for decompression
* @param {number} uncompressedSize Size of the allocated buffer for decompression
* @param {Buffer} compressedBuffer Buffer to decompress
* @param {number} compressedBufferOff Offset of the compressed buffer
* @param {number} compressedSize Size of the compressed buffer
* @returns {void}
* @public
*/
static uncompress(formatName, uncompressedBuffer, uncompressedBufferOff, uncompressedSize, compressedBuffer, compressedBufferOff, compressedSize) {
if (!this.handlers.size)
this.init();
const handler = this.handlers.get(formatName);
if (!handler)
throw new Error(`Unknown compression method ${formatName}`);
handler.decompress(uncompressedBuffer, uncompressedBufferOff, uncompressedSize, compressedBuffer, compressedBufferOff, compressedSize);
}
}
exports.Compression = Compression;
/**
* Stores compression handlers
* @type {Collection<string, CompressionHandler>}
* @static
* @public
*/
Compression.handlers = new collection_1.default();