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Switch-Toolbox/Switch_Toolbox_Library/Security/Cryptography/crc32.cs
KillzXGaming 42f6b670e0 Some fixes.
Fix zlib compression corrupting the file.
Fix sarc and msbt format descriptions.
Adjust when a file  in an IArchiveFile gets saved.
Porgress on MTA 0X50 compression type. not finished atm.
Start on ICompressionFormat interface. Will soon be the way compression formats are all handled.
2019-07-01 15:44:19 -04:00

87 lines
2.6 KiB
C#

// Copyright(c) 2014 Mads Breusch Klinkby. All rights reserved.
// Licensed under the MIT License; you may not use this file except in compliance with the License.
// You may obtain a copy of the License at https://opensource.org/licenses/MIT
// Published at https://github.com/klinkby/klinkby.checksum
using System.Text;
namespace System.Security.Cryptography
{
/// <summary>
/// Computes a CRC32 checksum.
/// </summary>
/// <remarks>Based on <see cref="http://sanity-free.org/12/crc32_implementation_in_csharp.html"/></remarks>
public static class Crc32
{
readonly static uint[] Table = CreateTable();
static Crc32()
{ }
/// <summary>
/// Compute the checksum of a UTF8 text.
/// </summary>
/// <param name="text">Text to calculate</param>
/// <returns>Checksum</returns>
public static uint Compute(string text)
{
return Compute(text, Encoding.UTF8);
}
/// <summary>
/// Compute the checksum of a text using a specific encoding.
/// </summary>
/// <param name="text">Text to calculate</param>
/// <param name="encoding">Text encoding</param>
/// <returns>Checksum</returns>
public static uint Compute(string text, Encoding encoding)
{
if (string.IsNullOrEmpty(text)) return 0;
byte[] bytes = encoding.GetBytes(text);
return Compute(bytes);
}
/// <summary>
/// Compute the checksum of a binary buffer.
/// </summary>
/// <param name="bytes">Buffer to calculate</param>
/// <returns></returns>
public static uint Compute(byte[] bytes)
{
uint crc = 0xffffffff;
for (int i = 0; i < bytes.Length; ++i)
{
byte index = (byte)(((crc) & 0xff) ^ bytes[i]);
crc = (crc >> 8) ^ Table[index];
}
return unchecked((~crc));
}
static uint[] CreateTable()
{
const uint poly = 0xedb88320;
var table = new uint[256];
uint temp = 0;
for (uint i = 0; i < table.Length; ++i)
{
temp = i;
for (int j = 8; j > 0; --j)
{
if ((temp & 1) == 1)
{
temp = (uint)((temp >> 1) ^ poly);
}
else
{
temp >>= 1;
}
}
table[i] = temp;
}
return table;
}
}
}