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authorCash Costello <cash.costello@gmail.com>2010-10-24 21:08:27 +0000
committerCash Costello <cash.costello@gmail.com>2010-10-24 21:08:27 +0000
commitda1493b95a2f0b5000a487ae373c9318c58d0b2d (patch)
treea339b053ade9fb15a1717bdf248a59afc9b3d239 /vendors/uploadify/com/adobe/crypto/SHA1.as
parent5161b1c8fdc8ff69005f864a89127fc18db6d4ed (diff)
downloadelgg-da1493b95a2f0b5000a487ae373c9318c58d0b2d.tar.gz
elgg-da1493b95a2f0b5000a487ae373c9318c58d0b2d.tar.bz2
partial implementation of flash uploader
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+/*
+ Copyright (c) 2008, Adobe Systems Incorporated
+ All rights reserved.
+
+ Redistribution and use in source and binary forms, with or without
+ modification, are permitted provided that the following conditions are
+ met:
+
+ * Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+
+ * Redistributions in binary form must reproduce the above copyright
+ notice, this list of conditions and the following disclaimer in the
+ documentation and/or other materials provided with the distribution.
+
+ * Neither the name of Adobe Systems Incorporated nor the names of its
+ contributors may be used to endorse or promote products derived from
+ this software without specific prior written permission.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
+ IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
+ THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*/
+
+package com.adobe.crypto
+{
+ import com.adobe.utils.IntUtil;
+ import flash.utils.ByteArray;
+ import mx.utils.Base64Encoder;
+
+ /**
+ * US Secure Hash Algorithm 1 (SHA1)
+ *
+ * Implementation based on algorithm description at
+ * http://www.faqs.org/rfcs/rfc3174.html
+ */
+ public class SHA1
+ {
+ public static var digest:ByteArray;
+
+ /**
+ * Performs the SHA1 hash algorithm on a string.
+ *
+ * @param s The string to hash
+ * @return A string containing the hash value of s
+ * @langversion ActionScript 3.0
+ * @playerversion 9.0
+ * @tiptext
+ */
+ public static function hash( s:String ):String
+ {
+ var blocks:Array = createBlocksFromString( s );
+ var byteArray:ByteArray = hashBlocks( blocks );
+
+ return IntUtil.toHex( byteArray.readInt(), true )
+ + IntUtil.toHex( byteArray.readInt(), true )
+ + IntUtil.toHex( byteArray.readInt(), true )
+ + IntUtil.toHex( byteArray.readInt(), true )
+ + IntUtil.toHex( byteArray.readInt(), true );
+ }
+
+ /**
+ * Performs the SHA1 hash algorithm on a ByteArray.
+ *
+ * @param data The ByteArray data to hash
+ * @return A string containing the hash value of data
+ * @langversion ActionScript 3.0
+ * @playerversion 9.0
+ */
+ public static function hashBytes( data:ByteArray ):String
+ {
+ var blocks:Array = SHA1.createBlocksFromByteArray( data );
+ var byteArray:ByteArray = hashBlocks(blocks);
+
+ return IntUtil.toHex( byteArray.readInt(), true )
+ + IntUtil.toHex( byteArray.readInt(), true )
+ + IntUtil.toHex( byteArray.readInt(), true )
+ + IntUtil.toHex( byteArray.readInt(), true )
+ + IntUtil.toHex( byteArray.readInt(), true );
+ }
+
+ /**
+ * Performs the SHA1 hash algorithm on a string, then does
+ * Base64 encoding on the result.
+ *
+ * @param s The string to hash
+ * @return The base64 encoded hash value of s
+ * @langversion ActionScript 3.0
+ * @playerversion 9.0
+ * @tiptext
+ */
+ public static function hashToBase64( s:String ):String
+ {
+ var blocks:Array = SHA1.createBlocksFromString( s );
+ var byteArray:ByteArray = hashBlocks(blocks);
+
+ // ByteArray.toString() returns the contents as a UTF-8 string,
+ // which we can't use because certain byte sequences might trigger
+ // a UTF-8 conversion. Instead, we convert the bytes to characters
+ // one by one.
+ var charsInByteArray:String = "";
+ byteArray.position = 0;
+ for (var j:int = 0; j < byteArray.length; j++)
+ {
+ var byte:uint = byteArray.readUnsignedByte();
+ charsInByteArray += String.fromCharCode(byte);
+ }
+
+ var encoder:Base64Encoder = new Base64Encoder();
+ encoder.encode(charsInByteArray);
+ return encoder.flush();
+ }
+
+ private static function hashBlocks( blocks:Array ):ByteArray
+ {
+ // initialize the h's
+ var h0:int = 0x67452301;
+ var h1:int = 0xefcdab89;
+ var h2:int = 0x98badcfe;
+ var h3:int = 0x10325476;
+ var h4:int = 0xc3d2e1f0;
+
+ var len:int = blocks.length;
+ var w:Array = new Array( 80 );
+
+ // loop over all of the blocks
+ for ( var i:int = 0; i < len; i += 16 ) {
+
+ // 6.1.c
+ var a:int = h0;
+ var b:int = h1;
+ var c:int = h2;
+ var d:int = h3;
+ var e:int = h4;
+
+ // 80 steps to process each block
+ // TODO: unroll for faster execution, or 4 loops of
+ // 20 each to avoid the k and f function calls
+ for ( var t:int = 0; t < 80; t++ ) {
+
+ if ( t < 16 ) {
+ // 6.1.a
+ w[ t ] = blocks[ i + t ];
+ } else {
+ // 6.1.b
+ w[ t ] = IntUtil.rol( w[ t - 3 ] ^ w[ t - 8 ] ^ w[ t - 14 ] ^ w[ t - 16 ], 1 );
+ }
+
+ // 6.1.d
+ var temp:int = IntUtil.rol( a, 5 ) + f( t, b, c, d ) + e + int( w[ t ] ) + k( t );
+
+ e = d;
+ d = c;
+ c = IntUtil.rol( b, 30 );
+ b = a;
+ a = temp;
+ }
+
+ // 6.1.e
+ h0 += a;
+ h1 += b;
+ h2 += c;
+ h3 += d;
+ h4 += e;
+ }
+
+ var byteArray:ByteArray = new ByteArray();
+ byteArray.writeInt(h0);
+ byteArray.writeInt(h1);
+ byteArray.writeInt(h2);
+ byteArray.writeInt(h3);
+ byteArray.writeInt(h4);
+ byteArray.position = 0;
+
+ digest = new ByteArray();
+ digest.writeBytes(byteArray);
+ digest.position = 0;
+ return byteArray;
+ }
+
+ /**
+ * Performs the logical function based on t
+ */
+ private static function f( t:int, b:int, c:int, d:int ):int {
+ if ( t < 20 ) {
+ return ( b & c ) | ( ~b & d );
+ } else if ( t < 40 ) {
+ return b ^ c ^ d;
+ } else if ( t < 60 ) {
+ return ( b & c ) | ( b & d ) | ( c & d );
+ }
+ return b ^ c ^ d;
+ }
+
+ /**
+ * Determines the constant value based on t
+ */
+ private static function k( t:int ):int {
+ if ( t < 20 ) {
+ return 0x5a827999;
+ } else if ( t < 40 ) {
+ return 0x6ed9eba1;
+ } else if ( t < 60 ) {
+ return 0x8f1bbcdc;
+ }
+ return 0xca62c1d6;
+ }
+
+ /**
+ * Converts a ByteArray to a sequence of 16-word blocks
+ * that we'll do the processing on. Appends padding
+ * and length in the process.
+ *
+ * @param data The data to split into blocks
+ * @return An array containing the blocks into which data was split
+ */
+ private static function createBlocksFromByteArray( data:ByteArray ):Array
+ {
+ var oldPosition:int = data.position;
+ data.position = 0;
+
+ var blocks:Array = new Array();
+ var len:int = data.length * 8;
+ var mask:int = 0xFF; // ignore hi byte of characters > 0xFF
+ for( var i:int = 0; i < len; i += 8 )
+ {
+ blocks[ i >> 5 ] |= ( data.readByte() & mask ) << ( 24 - i % 32 );
+ }
+
+ // append padding and length
+ blocks[ len >> 5 ] |= 0x80 << ( 24 - len % 32 );
+ blocks[ ( ( ( len + 64 ) >> 9 ) << 4 ) + 15 ] = len;
+
+ data.position = oldPosition;
+
+ return blocks;
+ }
+
+ /**
+ * Converts a string to a sequence of 16-word blocks
+ * that we'll do the processing on. Appends padding
+ * and length in the process.
+ *
+ * @param s The string to split into blocks
+ * @return An array containing the blocks that s was split into.
+ */
+ private static function createBlocksFromString( s:String ):Array
+ {
+ var blocks:Array = new Array();
+ var len:int = s.length * 8;
+ var mask:int = 0xFF; // ignore hi byte of characters > 0xFF
+ for( var i:int = 0; i < len; i += 8 ) {
+ blocks[ i >> 5 ] |= ( s.charCodeAt( i / 8 ) & mask ) << ( 24 - i % 32 );
+ }
+
+ // append padding and length
+ blocks[ len >> 5 ] |= 0x80 << ( 24 - len % 32 );
+ blocks[ ( ( ( len + 64 ) >> 9 ) << 4 ) + 15 ] = len;
+ return blocks;
+ }
+
+ }
+}