414 lines
15 KiB
C#
414 lines
15 KiB
C#
using System;
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namespace fec
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{
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public class ReedSolomon
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{
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private readonly int dataShardCount;
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private readonly int parityShardCount;
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private readonly int totalShardCount;
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private readonly Matrix matrix;
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private readonly CodingLoop codingLoop;
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/**
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* Rows from the matrix for encoding parity, each one as its own
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* byte array to allow for efficient access while encoding.
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*/
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private readonly byte[][] parityRows;
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/**
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* Creates a ReedSolomon codec with the default coding loop.
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*/
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public static ReedSolomon create(int dataShardCount, int parityShardCount)
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{
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return new ReedSolomon(dataShardCount, parityShardCount, new InputOutputByteTableCodingLoop());
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}
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/**
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* Initializes a new encoder/decoder, with a chosen coding loop.
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*/
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public ReedSolomon(int dataShardCount, int parityShardCount, CodingLoop codingLoop)
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{
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// We can have at most 256 shards total, as any more would
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// lead to duplicate rows in the Vandermonde matrix, which
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// would then lead to duplicate rows in the built matrix
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// below. Then any subset of the rows containing the duplicate
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// rows would be singular.
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if (256 < dataShardCount + parityShardCount)
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{
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throw new Exception("too many shards - max is 256");
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}
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this.dataShardCount = dataShardCount;
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this.parityShardCount = parityShardCount;
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this.codingLoop = codingLoop;
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this.totalShardCount = dataShardCount + parityShardCount;
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matrix = buildMatrix(dataShardCount, this.totalShardCount);
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parityRows = new byte [parityShardCount][];
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for (int i = 0; i < parityShardCount; i++)
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{
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parityRows[i] = matrix.getRow(dataShardCount + i);
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}
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}
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/**
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* Returns the number of data shards.
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*/
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public int getDataShardCount()
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{
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return dataShardCount;
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}
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/**
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* Returns the number of parity shards.
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*/
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public int getParityShardCount()
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{
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return parityShardCount;
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}
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/**
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* Returns the total number of shards.
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*/
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public int getTotalShardCount()
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{
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return totalShardCount;
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}
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/**
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* Encodes parity for a set of data shards.
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*
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* @param shards An array containing data shards followed by parity shards.
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* Each shard is a byte array, and they must all be the same
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* size.
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* @param offset The index of the first byte in each shard to encode.
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* @param byteCount The number of bytes to encode in each shard.
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*
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*/
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public void encodeParity(byte[][] shards, int offset, int byteCount)
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{
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// Check arguments.
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checkBuffersAndSizes(shards, offset, byteCount);
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// Build the array of output buffers.
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byte[][] outputs = new byte [parityShardCount][];
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Array.Copy(shards, dataShardCount, outputs, 0, parityShardCount);
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// Do the coding.
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codingLoop.codeSomeShards(
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parityRows,
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shards, dataShardCount,
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outputs, parityShardCount,
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offset, byteCount);
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}
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/**
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* Returns true if the parity shards contain the right data.
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*
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* @param shards An array containing data shards followed by parity shards.
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* Each shard is a byte array, and they must all be the same
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* size.
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* @param firstByte The index of the first byte in each shard to check.
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* @param byteCount The number of bytes to check in each shard.
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*/
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public bool isParityCorrect(byte[][] shards, int firstByte, int byteCount)
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{
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// Check arguments.
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checkBuffersAndSizes(shards, firstByte, byteCount);
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// Build the array of buffers being checked.
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byte[][] toCheck = new byte [parityShardCount][];
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Array.Copy(shards, dataShardCount, toCheck, 0, parityShardCount);
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// Do the checking.
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return codingLoop.checkSomeShards(
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parityRows,
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shards, dataShardCount,
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toCheck, parityShardCount,
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firstByte, byteCount,
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null);
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}
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/**
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* Returns true if the parity shards contain the right data.
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*
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* This method may be significantly faster than the one above that does
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* not use a temporary buffer.
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*
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* @param shards An array containing data shards followed by parity shards.
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* Each shard is a byte array, and they must all be the same
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* size.
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* @param firstByte The index of the first byte in each shard to check.
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* @param byteCount The number of bytes to check in each shard.
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* @param tempBuffer A temporary buffer (the same size as each of the
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* shards) to use when computing parity.
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*/
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public bool isParityCorrect(byte[][] shards, int firstByte, int byteCount, byte[] tempBuffer)
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{
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// Check arguments.
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checkBuffersAndSizes(shards, firstByte, byteCount);
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if (tempBuffer.Length < firstByte + byteCount)
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{
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throw new Exception("tempBuffer is not big enough");
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}
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// Build the array of buffers being checked.
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byte[][] toCheck = new byte [parityShardCount][];
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Array.Copy(shards, dataShardCount, toCheck, 0, parityShardCount);
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// Do the checking.
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return codingLoop.checkSomeShards(
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parityRows,
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shards, dataShardCount,
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toCheck, parityShardCount,
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firstByte, byteCount,
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tempBuffer);
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}
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/**
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* Given a list of shards, some of which contain data, fills in the
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* ones that don't have data.
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*
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* Quickly does nothing if all of the shards are present.
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*
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* If any shards are missing (based on the flags in shardsPresent),
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* the data in those shards is recomputed and filled in.
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*/
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public void decodeMissing(byte[][] shards,
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bool[] shardPresent,
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int offset,
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int byteCount)
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{
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// Check arguments.
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checkBuffersAndSizes(shards, offset, byteCount);
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// Quick check: are all of the shards present? If so, there's
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// nothing to do.
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int numberPresent = 0;
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for (int i = 0; i < totalShardCount; i++)
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{
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if (shardPresent[i])
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{
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numberPresent += 1;
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}
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}
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if (numberPresent == totalShardCount)
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{
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// Cool. All of the shards data data. We don't
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// need to do anything.
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return;
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}
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// More complete sanity check
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if (numberPresent < dataShardCount)
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{
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throw new Exception("Not enough shards present");
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}
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// Pull out the rows of the matrix that correspond to the
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// shards that we have and build a square matrix. This
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// matrix could be used to generate the shards that we have
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// from the original data.
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//
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// Also, pull out an array holding just the shards that
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// correspond to the rows of the submatrix. These shards
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// will be the input to the decoding process that re-creates
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// the missing data shards.
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Matrix subMatrix = new Matrix(dataShardCount, dataShardCount);
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byte[][] subShards = new byte [dataShardCount][];
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{
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int subMatrixRow = 0;
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for (int matrixRow = 0; matrixRow < totalShardCount && subMatrixRow < dataShardCount; matrixRow++)
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{
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if (shardPresent[matrixRow])
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{
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for (int c = 0; c < dataShardCount; c++)
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{
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subMatrix.set(subMatrixRow, c, matrix.get(matrixRow, c));
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}
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subShards[subMatrixRow] = shards[matrixRow];
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subMatrixRow += 1;
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}
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}
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}
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// Invert the matrix, so we can go from the encoded shards
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// back to the original data. Then pull out the row that
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// generates the shard that we want to decode. Note that
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// since this matrix maps back to the orginal data, it can
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// be used to create a data shard, but not a parity shard.
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Matrix dataDecodeMatrix = subMatrix.invert();
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// Re-create any data shards that were missing.
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//
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// The input to the coding is all of the shards we actually
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// have, and the output is the missing data shards. The computation
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// is done using the special decode matrix we just built.
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byte[][] outputs = new byte [parityShardCount][];
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byte[][] matrixRows = new byte [parityShardCount][];
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int outputCount = 0;
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for (int iShard = 0; iShard < dataShardCount; iShard++)
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{
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if (!shardPresent[iShard])
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{
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outputs[outputCount] = shards[iShard];
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matrixRows[outputCount] = dataDecodeMatrix.getRow(iShard);
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outputCount += 1;
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}
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}
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codingLoop.codeSomeShards(
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matrixRows,
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subShards, dataShardCount,
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outputs, outputCount,
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offset, byteCount);
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// Now that we have all of the data shards intact, we can
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// compute any of the parity that is missing.
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//
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// The input to the coding is ALL of the data shards, including
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// any that we just calculated. The output is whichever of the
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// data shards were missing.
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outputCount = 0;
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for (int iShard = dataShardCount; iShard < totalShardCount; iShard++)
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{
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if (!shardPresent[iShard])
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{
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outputs[outputCount] = shards[iShard];
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matrixRows[outputCount] = parityRows[iShard - dataShardCount];
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outputCount += 1;
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}
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}
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codingLoop.codeSomeShards(
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matrixRows,
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shards, dataShardCount,
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outputs, outputCount,
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offset, byteCount);
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}
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/**
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* Checks the consistency of arguments passed to public methods.
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*/
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private void checkBuffersAndSizes(byte[][] shards, int offset, int byteCount)
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{
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// The number of buffers should be equal to the number of
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// data shards plus the number of parity shards.
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if (shards.Length != totalShardCount)
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{
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throw new Exception("wrong number of shards: " + shards.Length);
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}
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// All of the shard buffers should be the same length.
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int shardLength = 0;
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bool allShardIsEmpty = true;
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//int shardLength = shards[0].length;
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for (int i = 1; i < shards.Length; i++)
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{
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if (shards[i] == null)
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continue;
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allShardIsEmpty = false;
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if (shardLength == 0)
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{
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shardLength = shards[i].Length;
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continue;
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}
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if (shards[i].Length != shardLength)
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{
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throw new Exception("Shards are different sizes");
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}
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}
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if (allShardIsEmpty)
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{
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throw new Exception("Shards are empty");
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}
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// The offset and byteCount must be non-negative and fit in the buffers.
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if (offset < 0)
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{
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throw new Exception("offset is negative: " + offset);
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}
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if (byteCount < 0)
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{
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throw new Exception("byteCount is negative: " + byteCount);
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}
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if (shardLength < offset + byteCount)
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{
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throw new Exception("buffers to small: " + byteCount + offset);
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}
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}
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/**
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* Create the matrix to use for encoding, given the number of
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* data shards and the number of total shards.
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*
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* The top square of the matrix is guaranteed to be an identity
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* matrix, which means that the data shards are unchanged after
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* encoding.
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*/
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private static Matrix buildMatrix(int dataShards, int totalShards)
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{
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// Start with a Vandermonde matrix. This matrix would work,
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// in theory, but doesn't have the property that the data
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// shards are unchanged after encoding.
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Matrix matrix = vandermonde(totalShards, dataShards);
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// Multiple by the inverse of the top square of the matrix.
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// This will make the top square be the identity matrix, but
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// preserve the property that any square subset of rows is
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// invertible.
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Matrix top = matrix.submatrix(0, 0, dataShards, dataShards);
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return matrix.times(top.invert());
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}
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/**
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* Create a Vandermonde matrix, which is guaranteed to have the
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* property that any subset of rows that forms a square matrix
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* is invertible.
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*
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* @param rows Number of rows in the result.
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* @param cols Number of columns in the result.
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* @return A Matrix.
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*/
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private static Matrix vandermonde(int rows, int cols)
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{
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Matrix result = new Matrix(rows, cols);
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try
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{
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for (int r = 0; r < rows; r++)
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{
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for (int c = 0; c < cols; c++)
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{
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result.set(r, c, Galois.exp((byte) r, c));
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}
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}
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}
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catch (Exception e)
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{
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Console.WriteLine(e);
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throw;
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}
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return result;
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}
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public int DataShardCount => dataShardCount;
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public int ParityShardCount => parityShardCount;
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public int TotalShardCount => totalShardCount;
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public byte[][] ParityRows => parityRows;
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public Matrix Matrix => matrix;
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}
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} |