namespace Unity.IO.Compression
{
	/// <summary>
	///     NOTE: this is a hacked in replacement for the SR class
	///     Unity games don't care about localized exception messages, so we just hacked these in the best we could
	/// </summary>
	internal class SR
	{
		public const string ArgumentOutOfRange_Enum = "Argument out of range";
		public const string CorruptedGZipHeader = "Corrupted gzip header";
		public const string CannotReadFromDeflateStream = "Cannot read from deflate stream";
		public const string CannotWriteToDeflateStream = "Cannot write to deflate stream";
		public const string GenericInvalidData = "Invalid data";
		public const string InvalidCRC = "Invalid CRC";
		public const string InvalidStreamSize = "Invalid stream size";
		public const string InvalidHuffmanData = "Invalid Huffman data";
		public const string InvalidBeginCall = "Invalid begin call";
		public const string InvalidEndCall = "Invalid end call";
		public const string InvalidBlockLength = "Invalid block length";
		public const string InvalidArgumentOffsetCount = "Invalid argument offset count";
		public const string NotSupported = "Not supported";
		public const string NotWriteableStream = "Not a writeable stream";
		public const string NotReadableStream = "Not a readable stream";
		public const string ObjectDisposed_StreamClosed = "Object disposed";
		public const string UnknownState = "Unknown state";
		public const string UnknownCompressionMode = "Unknown compression mode";
		public const string UnknownBlockType = "Unknown block type";

		private SR()
		{
		}

		internal static string GetString(string p)
		{
			//HACK: just return the string passed in, not doing localization
			return p;
		}
	}
}