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diff --git a/src/LevelPack.cpp b/src/LevelPack.cpp
index 2c80fbc..4489a2f 100644
--- a/src/LevelPack.cpp
+++ b/src/LevelPack.cpp
@@ -1,607 +1,638 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "LevelPack.h"
#include "Functions.h"
#include "FileManager.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "MD5.h"
+#include <string.h>
#include <string>
#include <vector>
#include <fstream>
#include <algorithm>
#include <iostream>
using namespace std;
+//This is a special TreeStorageNode which only load node name/value and attributes, early exists when meeting any subnodes.
+//This is used for fast loading of levels during game startup.
+class LoadAttributesOnlyTreeStorageNode : public TreeStorageNode {
+public:
+ virtual ITreeStorageBuilder* newNode() override {
+ //Early exit.
+ return NULL;
+ }
+};
+
LevelPack::LevelPack():currentLevel(0),loaded(false),levels(),customTheme(false){
//We need to set the pointer to the dictionaryManager to NULL.
dictionaryManager=NULL;
//The type of levelpack is determined in the loadLevels method, but 'fallback' is CUSTOM.
type=CUSTOM;
}
LevelPack::~LevelPack(){
//We call clear, since that already takes care of the deletion, including the dictionaryManager.
clear();
}
void LevelPack::clear(){
currentLevel=0;
loaded=false;
levels.clear();
levelpackDescription.clear();
levelpackPath.clear();
levelProgressFile.clear();
congratulationText.clear();
levelpackMusicList.clear();
//Also delete the dictionaryManager if it isn't null.
if(dictionaryManager){
delete dictionaryManager;
dictionaryManager=NULL;
}
}
bool LevelPack::loadLevels(const std::string& levelListFile){
//We're going to load a new levellist so first clean any existing levels.
clear();
//If the levelListFile is empty we have nothing to load so we return false.
if(levelListFile.empty()){
cerr<<"ERROR: No levellist file given."<<endl;
return false;
}
//Determine the levelpack type.
if(levelListFile.find(getDataPath())==0){
type=MAIN;
}else if(levelListFile.find(getUserPath(USER_DATA)+"levelpacks/")==0){
type=ADDON;
}else{
type=CUSTOM;
}
//Process the levelListFile, create a new string since lecelListFile is constant.
string levelListNew=levelListFile;
levelpackPath=pathFromFileName(levelListNew);
//Create two input streams, one for the levellist file and one for the levelprogress.
ifstream level(levelListNew.c_str());
if(!level){
cerr<<"ERROR: Can't load level list "<<levelListNew<<endl;
return false;
}
//Load the level list file.
TreeStorageNode obj;
{
POASerializer objSerializer;
if(!objSerializer.readNode(level,&obj,true)){
cerr<<"ERROR: Invalid file format of level list "<<levelListNew<<endl;
return false;
}
}
//Check for folders inside the levelpack folder.
{
//Get all the sub directories.
vector<string> v;
v=enumAllDirs(pathFromFileName(levelListNew),false);
//Check if there's a locale folder containing translations.
if(std::find(v.begin(),v.end(),"locale")!=v.end()){
//Folder is present so configure the levelDictionaryManager.
dictionaryManager=new tinygettext::DictionaryManager();
dictionaryManager->add_directory(pathFromFileName(levelListNew)+"locale/");
dictionaryManager->set_charset("UTF-8");
dictionaryManager->set_language(tinygettext::Language::from_name(language));
}else{
dictionaryManager=NULL;
}
//Check for a theme folder.
if(std::find(v.begin(),v.end(),"theme")!=v.end()){
customTheme=true;
}
}
//Look for the name.
{
vector<string> &v=obj.attributes["name"];
if(!v.empty()){
levelpackName=v[0];
}else{
//Name is not defined so take the folder name.
levelpackName=pathFromFileName(levelListFile);
//Remove the last character '/'
levelpackName=levelpackName.substr(0,levelpackName.size()-1);
levelpackName=fileNameFromPath(levelpackName);
}
}
//Look for the description.
{
vector<string> &v=obj.attributes["description"];
if(!v.empty())
levelpackDescription=v[0];
}
//Look for the congratulation text.
{
vector<string> &v=obj.attributes["congratulations"];
if(!v.empty())
congratulationText=v[0];
}
//Look for the music list.
{
vector<string> &v=obj.attributes["musiclist"];
if(!v.empty())
levelpackMusicList=v[0];
}
//Loop through the level list entries.
for(unsigned int i=0;i<obj.subNodes.size();i++){
TreeStorageNode* obj1=obj.subNodes[i];
if(obj1==NULL)
continue;
if(!obj1->value.empty() && obj1->name=="levelfile"){
Level level;
level.file=obj1->value[0];
level.targetTime=0;
level.targetRecordings=0;
+ memset(level.md5Digest, 0, sizeof(level.md5Digest));
//The path to the file to open.
- string levelFile;
- if(type!=COLLECTION)
- levelFile=levelpackPath+level.file;
- else
- levelFile=level.file;
+ //NOTE: In this function we are always loading levels from a level pack, so levelpackPath is always used.
+ string levelFile=levelpackPath+level.file;
//Open the level file to retrieve the name and target time/recordings.
- TreeStorageNode obj;
+ LoadAttributesOnlyTreeStorageNode obj;
POASerializer objSerializer;
if(objSerializer.loadNodeFromFile(levelFile.c_str(),&obj,true)){
- //Calc the MD5 FIRST because query obj.attributes will modify internal structure.
- obj.name.clear();
- obj.calcMD5(level.md5Digest);
-
//Get the name of the level.
vector<string>& v=obj.attributes["name"];
if(!v.empty())
level.name=v[0];
//If the name is empty then we set it to the file name.
if(level.name.empty())
level.name=fileNameFromPath(level.file);
//Get the target time of the level.
v=obj.attributes["time"];
if(!v.empty())
level.targetTime=atoi(v[0].c_str());
else
level.targetTime=-1;
//Get the target recordings of the level.
v=obj.attributes["recordings"];
if(!v.empty())
level.targetRecordings=atoi(v[0].c_str());
else
level.targetRecordings=-1;
}
//The default for locked is true, unless it's the first one.
level.locked=!levels.empty();
level.won=false;
level.time=-1;
level.recordings=-1;
//Add the level to the levels.
levels.push_back(level);
}
}
loaded=true;
return true;
}
void LevelPack::loadProgress(){
//Make sure that a levelProgressFile is set.
if(levelProgressFile.empty()){
levelProgressFile=getLevelProgressPath();
}
//Open the file.
ifstream levelProgress;
levelProgress.open(processFileName(this->levelProgressFile).c_str());
//Check if the file exists.
if(levelProgress){
//Now load the progress/statistics.
TreeStorageNode obj;
{
POASerializer objSerializer;
if(!objSerializer.readNode(levelProgress,&obj,true)){
cerr<<"ERROR: Invalid file format of level progress file."<<endl;
}
}
//Loop through the entries.
for(unsigned int i=0;i<obj.subNodes.size();i++){
TreeStorageNode* obj1=obj.subNodes[i];
if(obj1==NULL)
continue;
if(!obj1->value.empty() && obj1->name=="level"){
//We've found an entry for a level, now search the correct level.
Level* level=NULL;
for(unsigned int o=0;o<levels.size();o++){
if(obj1->value[0]==levels[o].file){
level=&levels[o];
break;
}
}
//Check if we found the level.
if(!level)
continue;
//Get the progress/statistics.
for(map<string,vector<string> >::iterator i=obj1->attributes.begin();i!=obj1->attributes.end();++i){
if(i->first=="locked"){
level->locked=(i->second[0]=="1");
}
if(i->first=="won"){
level->won=(i->second[0]=="1");
}
if(i->first=="time"){
level->time=(atoi(i->second[0].c_str()));
}
if(i->first=="recordings"){
level->recordings=(atoi(i->second[0].c_str()));
}
}
}
}
}
}
void LevelPack::saveLevels(const std::string& levelListFile){
//Get the fileName.
string levelListNew=levelListFile;
//Open an output stream.
ofstream level(levelListNew.c_str());
//Check if we can use the file.
if(!level){
cerr<<"ERROR: Can't save level list "<<levelListNew<<endl;
return;
}
//Storage node that will contain the data that should be written.
TreeStorageNode obj;
//Also store the name of the levelpack.
if(!levelpackName.empty())
obj.attributes["name"].push_back(levelpackName);
//Make sure that there's a description.
if(!levelpackDescription.empty())
obj.attributes["description"].push_back(levelpackDescription);
//Make sure that there's a congratulation text.
if(!congratulationText.empty())
obj.attributes["congratulations"].push_back(congratulationText);
//Make sure that there's a music list.
if (!levelpackMusicList.empty())
obj.attributes["musiclist"].push_back(levelpackMusicList);
//Add the levels to the file.
for(unsigned int i=0;i<levels.size();i++){
TreeStorageNode* obj1=new TreeStorageNode;
obj1->name="levelfile";
obj1->value.push_back(fileNameFromPath(levels[i].file));
obj1->value.push_back(levels[i].name);
obj.subNodes.push_back(obj1);
}
//Write the it away.
POASerializer objSerializer;
objSerializer.writeNode(&obj,level,false,true);
}
void LevelPack::updateLanguage(){
if(dictionaryManager!=NULL)
dictionaryManager->set_language(tinygettext::Language::from_name(language));
}
void LevelPack::addLevel(const string& levelFileName,int levelno){
//Fill in the details.
Level level;
if(type!=COLLECTION && !levelpackPath.empty() && levelFileName.compare(0,levelpackPath.length(),levelpackPath)==0){
level.file=fileNameFromPath(levelFileName);
}else{
level.file=levelFileName;
}
level.targetTime=0;
level.targetRecordings=0;
-
+ memset(level.md5Digest, 0, sizeof(level.md5Digest));
+
//Get the name of the level.
- TreeStorageNode obj;
+ LoadAttributesOnlyTreeStorageNode obj;
POASerializer objSerializer;
if(objSerializer.loadNodeFromFile(levelFileName.c_str(),&obj,true)){
- //Calc the MD5 FIRST because query obj.attributes will modify internal structure.
- obj.name.clear();
- obj.calcMD5(level.md5Digest);
-
//Get the name of the level.
vector<string>& v=obj.attributes["name"];
if(!v.empty())
level.name=v[0];
//If the name is empty then we set it to the file name.
if(level.name.empty())
level.name=fileNameFromPath(levelFileName);
//Get the target time of the level.
v=obj.attributes["time"];
if(!v.empty())
level.targetTime=atoi(v[0].c_str());
else
level.targetTime=-1;
//Get the target recordings of the level.
v=obj.attributes["recordings"];
if(!v.empty())
level.targetRecordings=atoi(v[0].c_str());
else
level.targetRecordings=-1;
}
//Set if it should be locked or not.
level.won=false;
level.time=-1;
level.recordings=-1;
level.locked=levels.empty()?false:true;
//Check if the level should be at the end or somewhere in the middle.
if(levelno<0 || levelno>=int(levels.size())){
levels.push_back(level);
}else{
levels.insert(levels.begin()+levelno,level);
}
//NOTE: We set loaded to true.
loaded=true;
}
void LevelPack::moveLevel(unsigned int level1,unsigned int level2){
if(level1>=levels.size())
return;
if(level2>=levels.size())
return;
if(level1==level2)
return;
levels.insert(levels.begin()+level2,levels[level1]);
if(level2<=level1)
levels.erase(levels.begin()+level1+1);
else
levels.erase(levels.begin()+level1);
}
void LevelPack::saveLevelProgress(){
//Check if the levels are loaded and a progress file is given.
if(!loaded || levelProgressFile.empty())
return;
//Open the progress file.
ofstream levelProgress(processFileName(levelProgressFile).c_str());
if(!levelProgress)
return;
//Open an output stream.
TreeStorageNode node;
//Loop through the levels.
for(unsigned int o=0;o<levels.size();o++){
TreeStorageNode* obj=new TreeStorageNode;
node.subNodes.push_back(obj);
char s[64];
//Set the name of the node.
obj->name="level";
obj->value.push_back(levels[o].file);
//Set the values.
obj->attributes["locked"].push_back(levels[o].locked?"1":"0");
obj->attributes["won"].push_back(levels[o].won?"1":"0");
sprintf(s,"%d",levels[o].time);
obj->attributes["time"].push_back(s);
sprintf(s,"%d",levels[o].recordings);
obj->attributes["recordings"].push_back(s);
}
//Create a POASerializer and write away the leve node.
POASerializer objSerializer;
objSerializer.writeNode(&node,levelProgress,true,true);
}
const string& LevelPack::getLevelName(int level){
if(level<0)
level=currentLevel;
return levels[level].name;
}
const unsigned char* LevelPack::getLevelMD5(int level){
if(level<0)
level=currentLevel;
+
+ //Check if the md5Digest is not initialized.
+ bool notInitialized = true;
+ for (int i = 0; i < 16; i++) {
+ if (levels[level].md5Digest[i]) {
+ notInitialized = false;
+ break;
+ }
+ }
+
+ //Calculate md5Digest if needed.
+ if (notInitialized) {
+ string levelFile = getLevelFile(level);
+
+ TreeStorageNode obj;
+ POASerializer objSerializer;
+ if (objSerializer.loadNodeFromFile(levelFile.c_str(), &obj, true)) {
+ obj.name.clear();
+ obj.calcMD5(levels[level].md5Digest);
+ } else {
+ cerr << "ERROR: Failed to load file '" << levelFile << "' for calculating MD5" << endl;
+
+ //Fill in a fake MD5
+ for (int i = 0; i < 16; i++) {
+ levels[level].md5Digest[i] = 0xCC;
+ }
+ }
+ }
+
return levels[level].md5Digest;
}
void LevelPack::getLevelAutoSaveRecordPath(int level,std::string &bestTimeFilePath,std::string &bestRecordingFilePath,bool createPath){
if(level<0)
level=currentLevel;
bestTimeFilePath.clear();
bestRecordingFilePath.clear();
//get level pack path.
string levelpackPath=LevelPack::levelpackPath;
string s=levels[level].file;
//process level pack name
for(;;){
string::size_type lps=levelpackPath.find_last_of("/\\");
if(lps==string::npos){
break;
}else if(lps==levelpackPath.size()-1){
levelpackPath.resize(lps);
}else{
levelpackPath=levelpackPath.substr(lps+1);
break;
}
}
//profess file name
{
string::size_type lps=s.find_last_of("/\\");
if(lps!=string::npos) s=s.substr(lps+1);
}
//check if it's custom level
{
string path="%USER%/records/autosave/";
if(!levelpackPath.empty()){
path+=levelpackPath;
path+='/';
}
path=processFileName(path);
if(createPath) createDirectory(path.c_str());
s=path+s;
}
//calculate MD5
s+='-';
- s+=Md5::toString(levels[level].md5Digest);
+ s += Md5::toString(getLevelMD5(level));
//over
bestTimeFilePath=s+"-best-time.mnmsrec";
bestRecordingFilePath=s+"-best-recordings.mnmsrec";
}
string LevelPack::getLevelProgressPath(){
if(levelProgressFile.empty()){
levelProgressFile="%USER%/progress/";
//Use the levelpack folder name instead of the levelpack name.
//NOTE: Remove the trailing slash.
string folderName=levelpackPath.substr(0,levelpackPath.size()-1);
folderName=fileNameFromPath(folderName);
//Depending on the levelpack type add a folder.
switch(type){
case MAIN:
levelProgressFile+="main/";
levelProgressFile+=folderName+".progress";
break;
case ADDON:
levelProgressFile+="addon/";
levelProgressFile+=folderName+".progress";
break;
case CUSTOM:
levelProgressFile+="custom/";
levelProgressFile+=folderName+".progress";
break;
case COLLECTION:
//NOTE: For collections we use their name since they don't have a folder.
//FIXME: Make sure the name contains legal characters.
levelProgressFile+=levelpackName+".progress";
break;
}
}
return levelProgressFile;
}
void LevelPack::setLevelName(unsigned int level,const std::string& name){
if(level<levels.size())
levels[level].name=name;
}
const string LevelPack::getLevelFile(int level){
if(level<0)
level=currentLevel;
string levelFile;
if(type!=COLLECTION)
levelFile=levelpackPath+levels[level].file;
else
levelFile=levels[level].file;
return levelFile;
}
const string& LevelPack::getLevelpackPath(){
return levelpackPath;
}
struct LevelPack::Level* LevelPack::getLevel(int level){
if(level<0)
return &levels[currentLevel];
return &levels[level];
}
void LevelPack::resetLevel(int level){
if(level<0)
level=currentLevel;
//Set back to default.
levels[level].locked=(level!=0);
levels[level].won=false;
levels[level].time=-1;
levels[level].recordings=-1;
}
void LevelPack::nextLevel(){
currentLevel++;
}
bool LevelPack::getLocked(unsigned int level){
return levels[level].locked;
}
void LevelPack::setCurrentLevel(unsigned int level){
currentLevel=level;
}
void LevelPack::setLocked(unsigned int level,bool locked){
levels[level].locked=locked;
}
void LevelPack::swapLevel(unsigned int level1,unsigned int level2){
if(level1<levels.size()&&level2<levels.size()){
swap(levels[level1],levels[level2]);
}
}
void LevelPack::removeLevel(unsigned int level){
if(level<levels.size()){
levels.erase(levels.begin()+level);
}
}
diff --git a/src/MD5.cpp b/src/MD5.cpp
index b6e50b2..69cd451 100644
--- a/src/MD5.cpp
+++ b/src/MD5.cpp
@@ -1,438 +1,438 @@
/*
* Copyright (C) 2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include <string.h>
#include "MD5.h"
#ifdef WIN32
#include <windows.h>
typedef struct MD5_CTX {
ULONG i[2];
ULONG buf[4];
unsigned char in[64];
unsigned char digest[16];
} MD5_CTX;
typedef void (WINAPI* F_MD5Init)(MD5_CTX *context);
typedef void (WINAPI* F_MD5Update)(MD5_CTX *context, const unsigned char *input, unsigned int inlen);
typedef void (WINAPI* F_MD5Final)(MD5_CTX *context);
//first time calling API will be redirect to these functions
static void WINAPI myMD5Init(MD5_CTX *context);
static void WINAPI myMD5Update(MD5_CTX *context, const unsigned char *input, unsigned int inlen);
static void WINAPI myMD5Final(MD5_CTX *context);
static F_MD5Init MD5Init=myMD5Init;
static F_MD5Update MD5Update=myMD5Update;
static F_MD5Final MD5Final=myMD5Final;
#else
/*
* NOTE: This code is used for both Android and Unix based systems.
* The code is based on the md5 code of md5deep (http://sourceforge.net/projects/md5deep/), which is released under the public domain.
*/
#include <stdint.h>
typedef struct {
uint32_t buf[4];
uint32_t bits[2];
unsigned char in[64];
} context_md5_t;
// This is needed to make RSAREF happy on some MS-DOS compilers
typedef context_md5_t MD5_CTX;
static void byteReverse(unsigned char *buf, unsigned longs)
{
uint32_t t;
do {
t = (uint32_t) ((unsigned) buf[3] << 8 | buf[2]) << 16 |
((unsigned) buf[1] << 8 | buf[0]);
*(uint32_t *) buf = t;
buf += 4;
} while (--longs);
}
/* The four core functions - F1 is optimized somewhat */
/* #define F1(x, y, z) (x & y | ~x & z) */
#define F1(x, y, z) (z ^ (x & (y ^ z)))
#define F2(x, y, z) F1(z, x, y)
#define F3(x, y, z) (x ^ y ^ z)
#define F4(x, y, z) (y ^ (x | ~z))
/* This is the central step in the MD5 algorithm. */
#define MD5STEP(f, w, x, y, z, data, s) \
( w += f(x, y, z) + data, w = w<<s | w>>(32-s), w += x )
/*
* The core of the MD5 algorithm, this alters an existing MD5 hash to
* reflect the addition of 16 longwords of new data. MD5Update blocks
* the data and converts bytes into longwords for this routine.
*/
static void MD5_Transform(uint32_t buf[4], uint32_t const in[16])
{
register uint32_t a, b, c, d;
a = buf[0];
b = buf[1];
c = buf[2];
d = buf[3];
MD5STEP(F1, a, b, c, d, in[0] + 0xd76aa478, 7);
MD5STEP(F1, d, a, b, c, in[1] + 0xe8c7b756, 12);
MD5STEP(F1, c, d, a, b, in[2] + 0x242070db, 17);
MD5STEP(F1, b, c, d, a, in[3] + 0xc1bdceee, 22);
MD5STEP(F1, a, b, c, d, in[4] + 0xf57c0faf, 7);
MD5STEP(F1, d, a, b, c, in[5] + 0x4787c62a, 12);
MD5STEP(F1, c, d, a, b, in[6] + 0xa8304613, 17);
MD5STEP(F1, b, c, d, a, in[7] + 0xfd469501, 22);
MD5STEP(F1, a, b, c, d, in[8] + 0x698098d8, 7);
MD5STEP(F1, d, a, b, c, in[9] + 0x8b44f7af, 12);
MD5STEP(F1, c, d, a, b, in[10] + 0xffff5bb1, 17);
MD5STEP(F1, b, c, d, a, in[11] + 0x895cd7be, 22);
MD5STEP(F1, a, b, c, d, in[12] + 0x6b901122, 7);
MD5STEP(F1, d, a, b, c, in[13] + 0xfd987193, 12);
MD5STEP(F1, c, d, a, b, in[14] + 0xa679438e, 17);
MD5STEP(F1, b, c, d, a, in[15] + 0x49b40821, 22);
MD5STEP(F2, a, b, c, d, in[1] + 0xf61e2562, 5);
MD5STEP(F2, d, a, b, c, in[6] + 0xc040b340, 9);
MD5STEP(F2, c, d, a, b, in[11] + 0x265e5a51, 14);
MD5STEP(F2, b, c, d, a, in[0] + 0xe9b6c7aa, 20);
MD5STEP(F2, a, b, c, d, in[5] + 0xd62f105d, 5);
MD5STEP(F2, d, a, b, c, in[10] + 0x02441453, 9);
MD5STEP(F2, c, d, a, b, in[15] + 0xd8a1e681, 14);
MD5STEP(F2, b, c, d, a, in[4] + 0xe7d3fbc8, 20);
MD5STEP(F2, a, b, c, d, in[9] + 0x21e1cde6, 5);
MD5STEP(F2, d, a, b, c, in[14] + 0xc33707d6, 9);
MD5STEP(F2, c, d, a, b, in[3] + 0xf4d50d87, 14);
MD5STEP(F2, b, c, d, a, in[8] + 0x455a14ed, 20);
MD5STEP(F2, a, b, c, d, in[13] + 0xa9e3e905, 5);
MD5STEP(F2, d, a, b, c, in[2] + 0xfcefa3f8, 9);
MD5STEP(F2, c, d, a, b, in[7] + 0x676f02d9, 14);
MD5STEP(F2, b, c, d, a, in[12] + 0x8d2a4c8a, 20);
MD5STEP(F3, a, b, c, d, in[5] + 0xfffa3942, 4);
MD5STEP(F3, d, a, b, c, in[8] + 0x8771f681, 11);
MD5STEP(F3, c, d, a, b, in[11] + 0x6d9d6122, 16);
MD5STEP(F3, b, c, d, a, in[14] + 0xfde5380c, 23);
MD5STEP(F3, a, b, c, d, in[1] + 0xa4beea44, 4);
MD5STEP(F3, d, a, b, c, in[4] + 0x4bdecfa9, 11);
MD5STEP(F3, c, d, a, b, in[7] + 0xf6bb4b60, 16);
MD5STEP(F3, b, c, d, a, in[10] + 0xbebfbc70, 23);
MD5STEP(F3, a, b, c, d, in[13] + 0x289b7ec6, 4);
MD5STEP(F3, d, a, b, c, in[0] + 0xeaa127fa, 11);
MD5STEP(F3, c, d, a, b, in[3] + 0xd4ef3085, 16);
MD5STEP(F3, b, c, d, a, in[6] + 0x04881d05, 23);
MD5STEP(F3, a, b, c, d, in[9] + 0xd9d4d039, 4);
MD5STEP(F3, d, a, b, c, in[12] + 0xe6db99e5, 11);
MD5STEP(F3, c, d, a, b, in[15] + 0x1fa27cf8, 16);
MD5STEP(F3, b, c, d, a, in[2] + 0xc4ac5665, 23);
MD5STEP(F4, a, b, c, d, in[0] + 0xf4292244, 6);
MD5STEP(F4, d, a, b, c, in[7] + 0x432aff97, 10);
MD5STEP(F4, c, d, a, b, in[14] + 0xab9423a7, 15);
MD5STEP(F4, b, c, d, a, in[5] + 0xfc93a039, 21);
MD5STEP(F4, a, b, c, d, in[12] + 0x655b59c3, 6);
MD5STEP(F4, d, a, b, c, in[3] + 0x8f0ccc92, 10);
MD5STEP(F4, c, d, a, b, in[10] + 0xffeff47d, 15);
MD5STEP(F4, b, c, d, a, in[1] + 0x85845dd1, 21);
MD5STEP(F4, a, b, c, d, in[8] + 0x6fa87e4f, 6);
MD5STEP(F4, d, a, b, c, in[15] + 0xfe2ce6e0, 10);
MD5STEP(F4, c, d, a, b, in[6] + 0xa3014314, 15);
MD5STEP(F4, b, c, d, a, in[13] + 0x4e0811a1, 21);
MD5STEP(F4, a, b, c, d, in[4] + 0xf7537e82, 6);
MD5STEP(F4, d, a, b, c, in[11] + 0xbd3af235, 10);
MD5STEP(F4, c, d, a, b, in[2] + 0x2ad7d2bb, 15);
MD5STEP(F4, b, c, d, a, in[9] + 0xeb86d391, 21);
buf[0] += a;
buf[1] += b;
buf[2] += c;
buf[3] += d;
}
/*
* Start MD5 accumulation. Set bit count to 0 and buffer to mysterious
* initialization constants.
*/
static void MD5_Init(context_md5_t *ctx)
{
ctx->buf[0] = 0x67452301;
ctx->buf[1] = 0xefcdab89;
ctx->buf[2] = 0x98badcfe;
ctx->buf[3] = 0x10325476;
ctx->bits[0] = 0;
ctx->bits[1] = 0;
}
/*
* Update context to reflect the concatenation of another buffer full
* of bytes.
*/
static void MD5_Update(context_md5_t *ctx, const unsigned char *buf, size_t len)
{
uint32_t t;
/* Update bitcount */
t = ctx->bits[0];
if ((ctx->bits[0] = t + ((uint32_t) len << 3)) < t)
ctx->bits[1]++; /* Carry from low to high */
ctx->bits[1] += len >> 29;
t = (t >> 3) & 0x3f; /* Bytes already in shsInfo->data */
/* Handle any leading odd-sized chunks */
if (t) {
unsigned char *p = (unsigned char *) ctx->in + t;
t = 64 - t;
if (len < t) {
memcpy(p, buf, len);
return;
}
memcpy(p, buf, t);
byteReverse(ctx->in, 16);
MD5_Transform(ctx->buf, (uint32_t *) ctx->in);
buf += t;
len -= t;
}
/* Process data in 64-byte chunks */
while (len >= 64) {
memcpy(ctx->in, buf, 64);
byteReverse(ctx->in, 16);
MD5_Transform(ctx->buf, (uint32_t *) ctx->in);
buf += 64;
len -= 64;
}
/* Handle any remaining bytes of data. */
memcpy(ctx->in, buf, len);
}
/*
* Final wrapup - pad to 64-byte boundary with the bit pattern
* 1 0* (64-bit count of bits processed, MSB-first)
*/
static void MD5_Final(unsigned char digest[16], context_md5_t *ctx)
{
unsigned count;
unsigned char *p;
/* Compute number of bytes mod 64 */
count = (ctx->bits[0] >> 3) & 0x3F;
/* Set the first char of padding to 0x80. This is safe since there is
always at least one byte free */
p = ctx->in + count;
*p++ = 0x80;
/* Bytes of padding needed to make 64 bytes */
count = 64 - 1 - count;
/* Pad out to 56 mod 64 */
if (count < 8) {
/* Two lots of padding: Pad the first block to 64 bytes */
memset(p, 0, count);
byteReverse(ctx->in, 16);
MD5_Transform(ctx->buf, (uint32_t *) ctx->in);
/* Now fill the next block with 56 bytes */
memset(ctx->in, 0, 56);
} else {
/* Pad block to 56 bytes */
memset(p, 0, count - 8);
}
byteReverse(ctx->in, 14);
/* Append length in bits and transform */
// the two lines below generated this error:
// "md5.c:147:5: warning: dereferencing type-punned pointer will break strict-aliasing rules [-Wstrict-aliasing]"
//((uint32_t *) ctx->in)[14] = ctx->bits[0];
//((uint32_t *) ctx->in)[15] = ctx->bits[1];
// We will manually expand the cast into two statements to make
// the compiler happy...
uint32_t *ctxin = (uint32_t *)ctx->in;
ctxin[14] = ctx->bits[0];
ctxin[15] = ctx->bits[1];
MD5_Transform(ctx->buf, (uint32_t *) ctx->in);
byteReverse((unsigned char *) ctx->buf, 4);
memcpy(digest, ctx->buf, 16);
memset(ctx, 0, sizeof(* ctx)); /* In case it's sensitive */
/* The original version of this code omitted the asterisk. In
effect, only the first part of ctx was wiped with zeros, not
the whole thing. Bug found by Derek Jones. Original line: */
// memset(ctx, 0, sizeof(ctx)); /* In case it's sensitive */
}
static unsigned char* MD5(const unsigned char* d,unsigned long n,unsigned char* md){
static unsigned char result[16];
MD5_CTX context;
MD5_Init(&context);
MD5_Update(&context,d,n);
MD5_Final(result,&context);
if(md){
memcpy(md,result,16);
return md;
}else{
return result;
}
}
#endif
#include <assert.h>
#ifdef WIN32
static void loadMD5Functions(){
HMODULE h;
h=LoadLibraryA("cryptdll.dll");
if(h!=NULL){
MD5Init=(F_MD5Init)GetProcAddress(h,"MD5Init");
MD5Update=(F_MD5Update)GetProcAddress(h,"MD5Update");
MD5Final=(F_MD5Final)GetProcAddress(h,"MD5Final");
if(MD5Init==NULL || MD5Update==NULL || MD5Final==NULL) FreeLibrary(h);
else return;
}
h=LoadLibraryA("advapi32.dll");
if(h!=NULL){
MD5Init=(F_MD5Init)GetProcAddress(h,"MD5Init");
MD5Update=(F_MD5Update)GetProcAddress(h,"MD5Update");
MD5Final=(F_MD5Final)GetProcAddress(h,"MD5Final");
if(MD5Init==NULL || MD5Update==NULL || MD5Final==NULL) FreeLibrary(h);
else return;
}
FatalAppExitA(-1,"Can't find MD5 functions!!!");
}
static void WINAPI myMD5Init(MD5_CTX *context){
loadMD5Functions();
MD5Init(context);
}
static void WINAPI myMD5Update(MD5_CTX *context, const unsigned char *input, unsigned int inlen){
loadMD5Functions();
MD5Update(context,input,inlen);
}
static void WINAPI myMD5Final(MD5_CTX *context){
loadMD5Functions();
MD5Final(context);
}
#endif
//compute the MD5 message digest of the n bytes at d and place it in md
//(which must have space for 16 bytes of output). If md is NULL,
//the digest is placed in a static array.
unsigned char *Md5::calc(const void *d, unsigned long n, unsigned char *md){
#ifdef WIN32
static MD5_CTX ctx;
MD5Init(&ctx);
MD5Update(&ctx,(const unsigned char*)d,n);
MD5Final(&ctx);
if(md){
memcpy(md,ctx.digest,16);
return md;
}else{
return ctx.digest;
}
#else
return MD5((const unsigned char*)d,n,md);
#endif
}
-char *Md5::toString(unsigned char *md){
+char *Md5::toString(const unsigned char *md){
static char s[40];
const char* hex="0123456789abcdef";
for(int i=0;i<16;i++){
s[i*2]=hex[(md[i]&0xF0)>>4];
s[i*2+1]=hex[md[i]&0xF];
}
s[32]='\0';
return s;
}
//initializes the class for calculating MD5.
void Md5::init(){
//First check the size
assert(sizeof(MD5_CTX)<=MD5_CTX_SIZE);
#ifdef WIN32
MD5Init((MD5_CTX*)md5_ctx);
#else
MD5_Init((MD5_CTX*)md5_ctx);
#endif
}
//add chunks of the message to be hashed (len bytes at data).
void Md5::update(const void *data, unsigned long len){
//First check the size
assert(sizeof(MD5_CTX)<=MD5_CTX_SIZE);
#ifdef WIN32
MD5Update((MD5_CTX*)md5_ctx,(const unsigned char*)data,len);
#else
MD5_Update((MD5_CTX*)md5_ctx,(const unsigned char*)data,len);
#endif
}
//finished the caluclation, places the message digest in md,
//which must have space for 16 bytes of output (or NULL).
unsigned char *Md5::final(unsigned char *md){
static unsigned char digest[16];
//First check the size
assert(sizeof(MD5_CTX)<=MD5_CTX_SIZE);
#ifdef WIN32
MD5_CTX *ctx=(MD5_CTX*)md5_ctx;
MD5Final(ctx);
if(md==NULL) md=digest;
memcpy(md,ctx->digest,16);
return md;
#else
if(md==NULL) md=digest;
MD5_Final(md,(MD5_CTX*)md5_ctx);
return md;
#endif
}
diff --git a/src/MD5.h b/src/MD5.h
index 8c3037f..20d05cb 100644
--- a/src/MD5.h
+++ b/src/MD5.h
@@ -1,50 +1,50 @@
/*
* Copyright (C) 2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef MD5_H
#define MD5_H
#define MD5_CTX_SIZE 128
class Md5{
public:
//compute the MD5 message digest of the n bytes at d and place it in md
//(which must have space for 16 bytes of output). If md is NULL,
//the digest is placed in a static array.
static unsigned char *calc(const void *d, unsigned long n, unsigned char *md);
//convert a 16-byte digest to string representation.
//the return value is in a static array.
- static char *toString(unsigned char *md);
+ static char *toString(const unsigned char *md);
//Following are lower-level functions.
//initializes the class for calculating MD5.
void init();
//add chunks of the message to be hashed (len bytes at data).
void update(const void *data, unsigned long len);
//finished the caluclation, places the message digest in md,
//which must have space for 16 bytes of output (or NULL).
unsigned char *final(unsigned char *md);
private:
//byte array, should be large enough to holding MD5_CTX.
char md5_ctx[MD5_CTX_SIZE];
};
#endif
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