{
  "WorkItem": {
    "AffectedComponent": {
      "Name": "",
      "DisplayName": ""
    },
    "ClosedComment": "",
    "ClosedDate": null,
    "CommentCount": 0,
    "Custom": null,
    "Description": "I've created a map editor that saves, and loads tiles and maps that are stored in zip files, the archives are password protected because I have royalty free music that requires the files are inaccessible to users (to stop other people using the files without paying), and as such I extract the files to the temporary files location of the system, load it into memory and then delete the originals. \nThe editor works fine on windows, but on osx, Ionic throws this error when trying to extract an archive, the archive was created in Ionic itself (albeit under windows):\n \nbash-3.2$ mono Game.exe\n \nUnhandled Exception: Ionic.Zip.ZipException: Cannot read that as a ZipFile ---> Ionic.Zip.BadReadException:   Bad signature (0x00000000) at position 0xB921FFFC\n  at Ionic.Zip.ZipEntry.ReadDirEntry (Ionic.Zip.ZipFile zf, System.Collections.Generic.Dictionary`2 previouslySeen) [0x00000] in <filename unknown>:0 \n  at Ionic.Zip.ZipFile.ReadCentralDirectory (Ionic.Zip.ZipFile zf) [0x00000] in <filename unknown>:0 \n  at Ionic.Zip.ZipFile.ReadIntoInstance (Ionic.Zip.ZipFile zf) [0x00000] in <filename unknown>:0 \n  --- End of inner exception stack trace ---\n  at Ionic.Zip.ZipFile.ReadIntoInstance (Ionic.Zip.ZipFile zf) [0x00000] in <filename unknown>:0 \n  at Ionic.Zip.ZipFile.Read (System.String fileName, System.IO.TextWriter statusMessageWriter, System.Text.Encoding encoding, System.EventHandler`1 readProgress) [0x00000] in <filename unknown>:0 \n  at Ionic.Zip.ZipFile.Read (System.String fileName) [0x00000] in <filename unknown>:0 \n  at Game.ArchiveAccess.Extract (System.String Archive, System.String Destination) [0x00000] in <filename unknown>:0 \n  at Game.Tile..ctor (System.String Tile, Game.Engine Eng) [0x00000] in <filename unknown>:0 \n  at Game.TileEditor.Load (Game.Engine Eng) [0x00000] in <filename unknown>:0 \n  at Game.Engine.Run () [0x00000] in <filename unknown>:0 \n  at Game.Start.Main (System.String[] args) [0x00000] in <filename unknown>:0\n \nCode:\n \nPublic Overloads Sub Extract(ByVal Archive As String, ByVal Destination As String)\nUsing zip as ZipFile = ZipFile.Read(Archive)\n \nDim e as ZipEntry\nFor Each e In zip\ne.ExtractWithPassword(Destination, ExtractExistingFileAction.OverWriteSilently, \"MyPassword\")\nNext\nEnd Using\nEnd Sub\n \nThe zips are not corrupted as i can extract them with normal means under OSX just fine, And they where created with the DotNetZip Library, so i'm not sure why it would throw an error.\nAny help with this would be greatly appreciated :)",
    "LastUpdatedDate": "2013-02-21T18:42:57.76-08:00",
    "PlannedForRelease": "",
    "ReleaseVisibleToPublic": false,
    "Priority": {
      "Name": "Low",
      "Severity": 50,
      "Id": 1
    },
    "ProjectName": "DotNetZip",
    "ReportedDate": "2012-01-09T13:56:24.513-08:00",
    "Status": {
      "Name": "Proposed",
      "Id": 1
    },
    "ReasonClosed": {
      "Name": "Unassigned"
    },
    "Summary": "Mono + Latest DotNetZip Extraction Error",
    "Type": {
      "Name": "Issue",
      "Id": 3
    },
    "VoteCount": 1,
    "Id": 14625
  },
  "FileAttachments": [],
  "Comments": []
}