// Licensed to the .NET Foundation under one or more agreements. // The .NET Foundation licenses this file to you under the MIT license. // See the LICENSE file in the project root for more information. // using System; using System.Security; using System.Threading; using System.Globalization; using System.Diagnostics; using System.Diagnostics.Contracts; namespace System.Text { [Serializable] public abstract class DecoderFallback { internal bool bIsMicrosoftBestFitFallback = false; private static volatile DecoderFallback replacementFallback; // Default fallback, uses no best fit & "?" private static volatile DecoderFallback exceptionFallback; // Private object for locking instead of locking on a internal type for SQL reliability work. private static Object s_InternalSyncObject; private static Object InternalSyncObject { get { if (s_InternalSyncObject == null) { Object o = new Object(); Interlocked.CompareExchange(ref s_InternalSyncObject, o, null); } return s_InternalSyncObject; } } // Get each of our generic fallbacks. public static DecoderFallback ReplacementFallback { get { if (replacementFallback == null) lock(InternalSyncObject) if (replacementFallback == null) replacementFallback = new DecoderReplacementFallback(); return replacementFallback; } } public static DecoderFallback ExceptionFallback { get { if (exceptionFallback == null) lock(InternalSyncObject) if (exceptionFallback == null) exceptionFallback = new DecoderExceptionFallback(); return exceptionFallback; } } // Fallback // // Return the appropriate unicode string alternative to the character that need to fall back. // Most implimentations will be: // return new MyCustomDecoderFallbackBuffer(this); public abstract DecoderFallbackBuffer CreateFallbackBuffer(); // Maximum number of characters that this instance of this fallback could return public abstract int MaxCharCount { get; } } public abstract class DecoderFallbackBuffer { // Most implimentations will probably need an implimenation-specific constructor // internal methods that cannot be overriden that let us do our fallback thing // These wrap the internal methods so that we can check for people doing stuff that's incorrect public abstract bool Fallback(byte[] bytesUnknown, int index); // Get next character public abstract char GetNextChar(); // Back up a character public abstract bool MovePrevious(); // How many chars left in this fallback? public abstract int Remaining { get; } // Clear the buffer public virtual void Reset() { while (GetNextChar() != (char)0); } // Internal items to help us figure out what we're doing as far as error messages, etc. // These help us with our performance and messages internally internal unsafe byte* byteStart; internal unsafe char* charEnd; // Internal Reset internal unsafe void InternalReset() { byteStart = null; Reset(); } // Set the above values // This can't be part of the constructor because DecoderFallbacks would have to know how to impliment these. internal unsafe void InternalInitialize(byte* byteStart, char* charEnd) { this.byteStart = byteStart; this.charEnd = charEnd; } // Fallback the current byte by sticking it into the remaining char buffer. // This can only be called by our encodings (other have to use the public fallback methods), so // we can use our DecoderNLS here too (except we don't). // Returns true if we are successful, false if we can't fallback the character (no buffer space) // So caller needs to throw buffer space if return false. // Right now this has both bytes and bytes[], since we might have extra bytes, hence the // array, and we might need the index, hence the byte* // Don't touch ref chars unless we succeed internal unsafe virtual bool InternalFallback(byte[] bytes, byte* pBytes, ref char* chars) { // Copy bytes to array (slow, but right now that's what we get to do. // byte[] bytesUnknown = new byte[count]; // for (int i = 0; i < count; i++) // bytesUnknown[i] = *(bytes++); Debug.Assert(byteStart != null, "[DecoderFallback.InternalFallback]Used InternalFallback without calling InternalInitialize"); // See if there's a fallback character and we have an output buffer then copy our string. if (this.Fallback(bytes, (int)(pBytes - byteStart - bytes.Length))) { // Copy the chars to our output char ch; char* charTemp = chars; bool bHighSurrogate = false; while ((ch = GetNextChar()) != 0) { // Make sure no mixed up surrogates if (Char.IsSurrogate(ch)) { if (Char.IsHighSurrogate(ch)) { // High Surrogate if (bHighSurrogate) throw new ArgumentException(Environment.GetResourceString("Argument_InvalidCharSequenceNoIndex")); bHighSurrogate = true; } else { // Low surrogate if (bHighSurrogate == false) throw new ArgumentException(Environment.GetResourceString("Argument_InvalidCharSequenceNoIndex")); bHighSurrogate = false; } } if (charTemp >= charEnd) { // No buffer space return false; } *(charTemp++) = ch; } // Need to make sure that bHighSurrogate isn't true if (bHighSurrogate) throw new ArgumentException(Environment.GetResourceString("Argument_InvalidCharSequenceNoIndex")); // Now we aren't going to be false, so its OK to update chars chars = charTemp; } return true; } // This version just counts the fallback and doesn't actually copy anything. internal unsafe virtual int InternalFallback(byte[] bytes, byte* pBytes) // Right now this has both bytes and bytes[], since we might have extra bytes, hence the // array, and we might need the index, hence the byte* { // Copy bytes to array (slow, but right now that's what we get to do. // byte[] bytesUnknown = new byte[count]; // for (int i = 0; i < count; i++) // bytesUnknown[i] = *(bytes++); Debug.Assert(byteStart != null, "[DecoderFallback.InternalFallback]Used InternalFallback without calling InternalInitialize"); // See if there's a fallback character and we have an output buffer then copy our string. if (this.Fallback(bytes, (int)(pBytes - byteStart - bytes.Length))) { int count = 0; char ch; bool bHighSurrogate = false; while ((ch = GetNextChar()) != 0) { // Make sure no mixed up surrogates if (Char.IsSurrogate(ch)) { if (Char.IsHighSurrogate(ch)) { // High Surrogate if (bHighSurrogate) throw new ArgumentException(Environment.GetResourceString("Argument_InvalidCharSequenceNoIndex")); bHighSurrogate = true; } else { // Low surrogate if (bHighSurrogate == false) throw new ArgumentException(Environment.GetResourceString("Argument_InvalidCharSequenceNoIndex")); bHighSurrogate = false; } } count++; } // Need to make sure that bHighSurrogate isn't true if (bHighSurrogate) throw new ArgumentException(Environment.GetResourceString("Argument_InvalidCharSequenceNoIndex")); return count; } // If no fallback return 0 return 0; } // private helper methods internal void ThrowLastBytesRecursive(byte[] bytesUnknown) { // Create a string representation of our bytes. StringBuilder strBytes = new StringBuilder(bytesUnknown.Length * 3); int i; for (i = 0; i < bytesUnknown.Length && i < 20; i++) { if (strBytes.Length > 0) strBytes.Append(" "); strBytes.Append(String.Format(CultureInfo.InvariantCulture, "\\x{0:X2}", bytesUnknown[i])); } // In case the string's really long if (i == 20) strBytes.Append(" ..."); // Throw it, using our complete bytes throw new ArgumentException( Environment.GetResourceString("Argument_RecursiveFallbackBytes", strBytes.ToString()), nameof(bytesUnknown)); } } }