forked from Mirrors/freeswitch
290 lines
8.6 KiB
ActionScript
290 lines
8.6 KiB
ActionScript
/*
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Copyright (c) 2008, Adobe Systems Incorporated
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are
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met:
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* Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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* Neither the name of Adobe Systems Incorporated nor the names of its
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contributors may be used to endorse or promote products derived from
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this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
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IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
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THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package com.adobe.crypto
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{
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import com.adobe.utils.IntUtil;
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import flash.utils.ByteArray;
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import mx.utils.Base64Encoder;
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/**
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* US Secure Hash Algorithm 1 (SHA1)
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*
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* Implementation based on algorithm description at
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* http://www.faqs.org/rfcs/rfc3174.html
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*/
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public class SHA1
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{
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public static var digest:ByteArray;
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/**
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* Performs the SHA1 hash algorithm on a string.
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*
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* @param s The string to hash
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* @return A string containing the hash value of s
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* @langversion ActionScript 3.0
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* @playerversion 9.0
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* @tiptext
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*/
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public static function hash( s:String ):String
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{
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var blocks:Array = createBlocksFromString( s );
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var byteArray:ByteArray = hashBlocks( blocks );
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return IntUtil.toHex( byteArray.readInt(), true )
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+ IntUtil.toHex( byteArray.readInt(), true )
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+ IntUtil.toHex( byteArray.readInt(), true )
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+ IntUtil.toHex( byteArray.readInt(), true )
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+ IntUtil.toHex( byteArray.readInt(), true );
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}
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/**
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* Performs the SHA1 hash algorithm on a ByteArray.
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*
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* @param data The ByteArray data to hash
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* @return A string containing the hash value of data
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* @langversion ActionScript 3.0
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* @playerversion 9.0
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*/
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public static function hashBytes( data:ByteArray ):String
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{
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var blocks:Array = SHA1.createBlocksFromByteArray( data );
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var byteArray:ByteArray = hashBlocks(blocks);
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return IntUtil.toHex( byteArray.readInt(), true )
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+ IntUtil.toHex( byteArray.readInt(), true )
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+ IntUtil.toHex( byteArray.readInt(), true )
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+ IntUtil.toHex( byteArray.readInt(), true )
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+ IntUtil.toHex( byteArray.readInt(), true );
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}
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/**
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* Performs the SHA1 hash algorithm on a string, then does
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* Base64 encoding on the result.
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*
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* @param s The string to hash
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* @return The base64 encoded hash value of s
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* @langversion ActionScript 3.0
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* @playerversion 9.0
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* @tiptext
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*/
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public static function hashToBase64( s:String ):String
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{
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var blocks:Array = SHA1.createBlocksFromString( s );
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var byteArray:ByteArray = hashBlocks(blocks);
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// ByteArray.toString() returns the contents as a UTF-8 string,
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// which we can't use because certain byte sequences might trigger
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// a UTF-8 conversion. Instead, we convert the bytes to characters
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// one by one.
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var charsInByteArray:String = "";
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byteArray.position = 0;
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for (var j:int = 0; j < byteArray.length; j++)
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{
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var byte:uint = byteArray.readUnsignedByte();
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charsInByteArray += String.fromCharCode(byte);
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}
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var encoder:Base64Encoder = new Base64Encoder();
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encoder.encode(charsInByteArray);
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return encoder.flush();
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}
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private static function hashBlocks( blocks:Array ):ByteArray
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{
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// initialize the h's
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var h0:int = 0x67452301;
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var h1:int = 0xefcdab89;
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var h2:int = 0x98badcfe;
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var h3:int = 0x10325476;
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var h4:int = 0xc3d2e1f0;
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var len:int = blocks.length;
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var w:Array = new Array( 80 );
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var temp:int;
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// loop over all of the blocks
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for ( var i:int = 0; i < len; i += 16 ) {
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// 6.1.c
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var a:int = h0;
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var b:int = h1;
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var c:int = h2;
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var d:int = h3;
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var e:int = h4;
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// 80 steps to process each block
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var t:int;
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for ( t = 0; t < 20; t++ ) {
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if ( t < 16 ) {
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// 6.1.a
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w[ t ] = blocks[ i + t ];
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} else {
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// 6.1.b
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temp = w[ t - 3 ] ^ w[ t - 8 ] ^ w[ t - 14 ] ^ w[ t - 16 ];
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w[ t ] = ( temp << 1 ) | ( temp >>> 31 )
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}
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// 6.1.d
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temp = ( ( a << 5 ) | ( a >>> 27 ) ) + ( ( b & c ) | ( ~b & d ) ) + e + int( w[ t ] ) + 0x5a827999;
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e = d;
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d = c;
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c = ( b << 30 ) | ( b >>> 2 );
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b = a;
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a = temp;
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}
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for ( ; t < 40; t++ )
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{
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// 6.1.b
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temp = w[ t - 3 ] ^ w[ t - 8 ] ^ w[ t - 14 ] ^ w[ t - 16 ];
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w[ t ] = ( temp << 1 ) | ( temp >>> 31 )
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// 6.1.d
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temp = ( ( a << 5 ) | ( a >>> 27 ) ) + ( b ^ c ^ d ) + e + int( w[ t ] ) + 0x6ed9eba1;
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e = d;
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d = c;
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c = ( b << 30 ) | ( b >>> 2 );
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b = a;
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a = temp;
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}
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for ( ; t < 60; t++ )
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{
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// 6.1.b
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temp = w[ t - 3 ] ^ w[ t - 8 ] ^ w[ t - 14 ] ^ w[ t - 16 ];
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w[ t ] = ( temp << 1 ) | ( temp >>> 31 )
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// 6.1.d
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temp = ( ( a << 5 ) | ( a >>> 27 ) ) + ( ( b & c ) | ( b & d ) | ( c & d ) ) + e + int( w[ t ] ) + 0x8f1bbcdc;
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e = d;
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d = c;
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c = ( b << 30 ) | ( b >>> 2 );
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b = a;
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a = temp;
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}
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for ( ; t < 80; t++ )
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{
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// 6.1.b
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temp = w[ t - 3 ] ^ w[ t - 8 ] ^ w[ t - 14 ] ^ w[ t - 16 ];
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w[ t ] = ( temp << 1 ) | ( temp >>> 31 )
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// 6.1.d
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temp = ( ( a << 5 ) | ( a >>> 27 ) ) + ( b ^ c ^ d ) + e + int( w[ t ] ) + 0xca62c1d6;
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e = d;
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d = c;
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c = ( b << 30 ) | ( b >>> 2 );
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b = a;
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a = temp;
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}
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// 6.1.e
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h0 += a;
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h1 += b;
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h2 += c;
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h3 += d;
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h4 += e;
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}
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var byteArray:ByteArray = new ByteArray();
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byteArray.writeInt(h0);
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byteArray.writeInt(h1);
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byteArray.writeInt(h2);
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byteArray.writeInt(h3);
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byteArray.writeInt(h4);
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byteArray.position = 0;
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digest = new ByteArray();
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digest.writeBytes(byteArray);
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digest.position = 0;
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return byteArray;
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}
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/**
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* Converts a ByteArray to a sequence of 16-word blocks
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* that we'll do the processing on. Appends padding
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* and length in the process.
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*
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* @param data The data to split into blocks
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* @return An array containing the blocks into which data was split
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*/
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private static function createBlocksFromByteArray( data:ByteArray ):Array
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{
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var oldPosition:int = data.position;
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data.position = 0;
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var blocks:Array = new Array();
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var len:int = data.length * 8;
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var mask:int = 0xFF; // ignore hi byte of characters > 0xFF
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for( var i:int = 0; i < len; i += 8 )
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{
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blocks[ i >> 5 ] |= ( data.readByte() & mask ) << ( 24 - i % 32 );
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}
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// append padding and length
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blocks[ len >> 5 ] |= 0x80 << ( 24 - len % 32 );
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blocks[ ( ( ( len + 64 ) >> 9 ) << 4 ) + 15 ] = len;
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data.position = oldPosition;
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return blocks;
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}
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/**
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* Converts a string to a sequence of 16-word blocks
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* that we'll do the processing on. Appends padding
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* and length in the process.
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*
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* @param s The string to split into blocks
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* @return An array containing the blocks that s was split into.
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*/
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private static function createBlocksFromString( s:String ):Array
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{
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var blocks:Array = new Array();
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var len:int = s.length * 8;
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var mask:int = 0xFF; // ignore hi byte of characters > 0xFF
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for( var i:int = 0; i < len; i += 8 ) {
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blocks[ i >> 5 ] |= ( s.charCodeAt( i / 8 ) & mask ) << ( 24 - i % 32 );
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}
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// append padding and length
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blocks[ len >> 5 ] |= 0x80 << ( 24 - len % 32 );
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blocks[ ( ( ( len + 64 ) >> 9 ) << 4 ) + 15 ] = len;
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return blocks;
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}
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}
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}
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