source: code/Website/open-flash-chart/com/adobe/crypto/SHA1.as

Last change on this file was 7849, checked in by dennisw, 15 years ago
File size: 8.2 KB
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1/*
2Adobe Systems Incorporated(r) Source Code License Agreement
3Copyright(c) 2005 Adobe Systems Incorporated. All rights reserved.
4
5Please read this Source Code License Agreement carefully before using
6the source code.
7
8Adobe Systems Incorporated grants to you a perpetual, worldwide, non-exclusive,
9no-charge, royalty-free, irrevocable copyright license, to reproduce,
10prepare derivative works of, publicly display, publicly perform, and
11distribute this source code and such derivative works in source or
12object code form without any attribution requirements.
13
14The name "Adobe Systems Incorporated" must not be used to endorse or promote products
15derived from the source code without prior written permission.
16
17You agree to indemnify, hold harmless and defend Adobe Systems Incorporated from and
18against any loss, damage, claims or lawsuits, including attorney's
19fees that arise or result from your use or distribution of the source
20code.
21
22THIS SOURCE CODE IS PROVIDED "AS IS" AND "WITH ALL FAULTS", WITHOUT
23ANY TECHNICAL SUPPORT OR ANY EXPRESSED OR IMPLIED WARRANTIES, INCLUDING,
24BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
25FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ALSO, THERE IS NO WARRANTY OF
26NON-INFRINGEMENT, TITLE OR QUIET ENJOYMENT. IN NO EVENT SHALL MACROMEDIA
27OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
28EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
29PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
30OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
31WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
32OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOURCE CODE, EVEN IF
33ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
34*/
35
36package com.adobe.crypto
37{
38 import com.adobe.utils.IntUtil;
39 import flash.utils.ByteArray;
40 import mx.utils.Base64Encoder;
41
42 /**
43 * US Secure Hash Algorithm 1 (SHA1)
44 *
45 * Implementation based on algorithm description at
46 * http://www.faqs.org/rfcs/rfc3174.html
47 */
48 public class SHA1
49 {
50 /**
51 * Performs the SHA1 hash algorithm on a string.
52 *
53 * @param s The string to hash
54 * @return A string containing the hash value of s
55 * @langversion ActionScript 3.0
56 * @playerversion 9.0
57 * @tiptext
58 */
59 public static function hash( s:String ):String
60 {
61 var blocks:Array = createBlocksFromString( s );
62 var byteArray:ByteArray = hashBlocks( blocks );
63
64 return IntUtil.toHex( byteArray.readInt(), true )
65 + IntUtil.toHex( byteArray.readInt(), true )
66 + IntUtil.toHex( byteArray.readInt(), true )
67 + IntUtil.toHex( byteArray.readInt(), true )
68 + IntUtil.toHex( byteArray.readInt(), true );
69 }
70
71 /**
72 * Performs the SHA1 hash algorithm on a ByteArray.
73 *
74 * @param data The ByteArray data to hash
75 * @return A string containing the hash value of data
76 * @langversion ActionScript 3.0
77 * @playerversion 9.0
78 */
79 public static function hashBytes( data:ByteArray ):String
80 {
81 var blocks:Array = SHA1.createBlocksFromByteArray( data );
82 var byteArray:ByteArray = hashBlocks(blocks);
83
84 return IntUtil.toHex( byteArray.readInt(), true )
85 + IntUtil.toHex( byteArray.readInt(), true )
86 + IntUtil.toHex( byteArray.readInt(), true )
87 + IntUtil.toHex( byteArray.readInt(), true )
88 + IntUtil.toHex( byteArray.readInt(), true );
89 }
90
91 /**
92 * Performs the SHA1 hash algorithm on a string, then does
93 * Base64 encoding on the result.
94 *
95 * @param s The string to hash
96 * @return The base64 encoded hash value of s
97 * @langversion ActionScript 3.0
98 * @playerversion 9.0
99 * @tiptext
100 */
101 public static function hashToBase64( s:String ):String
102 {
103 var blocks:Array = SHA1.createBlocksFromString( s );
104 var byteArray:ByteArray = hashBlocks(blocks);
105
106 // ByteArray.toString() returns the contents as a UTF-8 string,
107 // which we can't use because certain byte sequences might trigger
108 // a UTF-8 conversion. Instead, we convert the bytes to characters
109 // one by one.
110 var charsInByteArray:String = "";
111 byteArray.position = 0;
112 for (var j:int = 0; j < byteArray.length; j++)
113 {
114 var byte:uint = byteArray.readUnsignedByte();
115 charsInByteArray += String.fromCharCode(byte);
116 }
117
118 var encoder:Base64Encoder = new Base64Encoder();
119 encoder.encode(charsInByteArray);
120 return encoder.flush();
121 }
122
123 private static function hashBlocks( blocks:Array ):ByteArray
124 {
125 // initialize the h's
126 var h0:int = 0x67452301;
127 var h1:int = 0xefcdab89;
128 var h2:int = 0x98badcfe;
129 var h3:int = 0x10325476;
130 var h4:int = 0xc3d2e1f0;
131
132 var len:int = blocks.length;
133 var w:Array = new Array( 80 );
134
135 // loop over all of the blocks
136 for ( var i:int = 0; i < len; i += 16 ) {
137
138 // 6.1.c
139 var a:int = h0;
140 var b:int = h1;
141 var c:int = h2;
142 var d:int = h3;
143 var e:int = h4;
144
145 // 80 steps to process each block
146 // TODO: unroll for faster execution, or 4 loops of
147 // 20 each to avoid the k and f function calls
148 for ( var t:int = 0; t < 80; t++ ) {
149
150 if ( t < 16 ) {
151 // 6.1.a
152 w[ t ] = blocks[ i + t ];
153 } else {
154 // 6.1.b
155 w[ t ] = IntUtil.rol( w[ t - 3 ] ^ w[ t - 8 ] ^ w[ t - 14 ] ^ w[ t - 16 ], 1 );
156 }
157
158 // 6.1.d
159 var temp:int = IntUtil.rol( a, 5 ) + f( t, b, c, d ) + e + int( w[ t ] ) + k( t );
160
161 e = d;
162 d = c;
163 c = IntUtil.rol( b, 30 );
164 b = a;
165 a = temp;
166 }
167
168 // 6.1.e
169 h0 += a;
170 h1 += b;
171 h2 += c;
172 h3 += d;
173 h4 += e;
174 }
175
176 var byteArray:ByteArray = new ByteArray();
177 byteArray.writeInt(h0);
178 byteArray.writeInt(h1);
179 byteArray.writeInt(h2);
180 byteArray.writeInt(h3);
181 byteArray.writeInt(h4);
182 byteArray.position = 0;
183 return byteArray;
184 }
185
186 /**
187 * Performs the logical function based on t
188 */
189 private static function f( t:int, b:int, c:int, d:int ):int {
190 if ( t < 20 ) {
191 return ( b & c ) | ( ~b & d );
192 } else if ( t < 40 ) {
193 return b ^ c ^ d;
194 } else if ( t < 60 ) {
195 return ( b & c ) | ( b & d ) | ( c & d );
196 }
197 return b ^ c ^ d;
198 }
199
200 /**
201 * Determines the constant value based on t
202 */
203 private static function k( t:int ):int {
204 if ( t < 20 ) {
205 return 0x5a827999;
206 } else if ( t < 40 ) {
207 return 0x6ed9eba1;
208 } else if ( t < 60 ) {
209 return 0x8f1bbcdc;
210 }
211 return 0xca62c1d6;
212 }
213
214 /**
215 * Converts a ByteArray to a sequence of 16-word blocks
216 * that we'll do the processing on. Appends padding
217 * and length in the process.
218 *
219 * @param data The data to split into blocks
220 * @return An array containing the blocks into which data was split
221 */
222 private static function createBlocksFromByteArray( data:ByteArray ):Array
223 {
224 var oldPosition:int = data.position;
225 data.position = 0;
226
227 var blocks:Array = new Array();
228 var len:int = data.length * 8;
229 var mask:int = 0xFF; // ignore hi byte of characters > 0xFF
230 for( var i:int = 0; i < len; i += 8 )
231 {
232 blocks[ i >> 5 ] |= ( data.readByte() & mask ) << ( 24 - i % 32 );
233 }
234
235 // append padding and length
236 blocks[ len >> 5 ] |= 0x80 << ( 24 - len % 32 );
237 blocks[ ( ( ( len + 64 ) >> 9 ) << 4 ) + 15 ] = len;
238
239 data.position = oldPosition;
240
241 return blocks;
242 }
243
244 /**
245 * Converts a string to a sequence of 16-word blocks
246 * that we'll do the processing on. Appends padding
247 * and length in the process.
248 *
249 * @param s The string to split into blocks
250 * @return An array containing the blocks that s was split into.
251 */
252 private static function createBlocksFromString( s:String ):Array
253 {
254 var blocks:Array = new Array();
255 var len:int = s.length * 8;
256 var mask:int = 0xFF; // ignore hi byte of characters > 0xFF
257 for( var i:int = 0; i < len; i += 8 ) {
258 blocks[ i >> 5 ] |= ( s.charCodeAt( i / 8 ) & mask ) << ( 24 - i % 32 );
259 }
260
261 // append padding and length
262 blocks[ len >> 5 ] |= 0x80 << ( 24 - len % 32 );
263 blocks[ ( ( ( len + 64 ) >> 9 ) << 4 ) + 15 ] = len;
264 return blocks;
265 }
266
267 }
268}
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