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/* sha1.cpp

Copyright (c) 2005 Michael D. Leonhard

http://tamale.net/

Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

*/

#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <assert.h>

#include "sha1.h"

// print out memory in hexadecimal
void SHA1::hexPrinter( unsigned char* c, int l )
{
	assert( c );
	assert( l > 0 );
	while( l > 0 )
	{
		printf( " %02x", *c );
		l--;
		c++;
	}
}

// circular left bit rotation.  MSB wraps around to LSB
Uint32 SHA1::lrot( Uint32 x, int bits )
{
	return (x<<bits) | (x>>(32 - bits));
};

// Save a 32-bit unsigned integer to memory, in big-endian order
void SHA1::storeBigEndianUint32( unsigned char* byte, Uint32 num )
{
	assert( byte );
	byte[0] = (unsigned char)(num>>24);
	byte[1] = (unsigned char)(num>>16);
	byte[2] = (unsigned char)(num>>8);
	byte[3] = (unsigned char)num;
}


// Constructor *******************************************************
SHA1::SHA1()
{
	// make sure that the data type is the right size
	assert( sizeof( Uint32 ) * 5 == 20 );
	
	// initialize
	H0 = 0x67452301;
	H1 = 0xefcdab89;
	H2 = 0x98badcfe;
	H3 = 0x10325476;
	H4 = 0xc3d2e1f0;
	unprocessedBytes = 0;
	size = 0;
}

// Destructor ********************************************************
SHA1::~SHA1()
{
	// erase data
	H0 = H1 = H2 = H3 = H4 = 0;
	for( int c = 0; c < 64; c++ ) bytes[c] = 0;
	unprocessedBytes = size = 0;
}

// process ***********************************************************
void SHA1::process()
{
	assert( unprocessedBytes == 64 );
	//printf( "process: " ); hexPrinter( bytes, 64 ); printf( "\n" );
	int t;
	Uint32 a, b, c, d, e, K, f, W[80];
	// starting values
	a = H0;
	b = H1;
	c = H2;
	d = H3;
	e = H4;
	// copy and expand the message block
	for( t = 0; t < 16; t++ ) W[t] = (bytes[t*4] << 24)
									+(bytes[t*4 + 1] << 16)
									+(bytes[t*4 + 2] << 8)
									+ bytes[t*4 + 3];
	for(; t< 80; t++ ) W[t] = lrot( W[t-3]^W[t-8]^W[t-14]^W[t-16], 1 );
	
	/* main loop */
	Uint32 temp;
	for( t = 0; t < 80; t++ )
	{
		if( t < 20 ) {
			K = 0x5a827999;
			f = (b & c) | ((b ^ 0xFFFFFFFF) & d);//TODO: try using ~
		} else if( t < 40 ) {
			K = 0x6ed9eba1;
			f = b ^ c ^ d;
		} else if( t < 60 ) {
			K = 0x8f1bbcdc;
			f = (b & c) | (b & d) | (c & d);
		} else {
			K = 0xca62c1d6;
			f = b ^ c ^ d;
		}
		temp = lrot(a,5) + f + e + W[t] + K;
		e = d;
		d = c;
		c = lrot(b,30);
		b = a;
		a = temp;
		//printf( "t=%d %08x %08x %08x %08x %08x\n",t,a,b,c,d,e );
	}
	/* add variables */
	H0 += a;
	H1 += b;
	H2 += c;
	H3 += d;
	H4 += e;
	//printf( "Current: %08x %08x %08x %08x %08x\n",H0,H1,H2,H3,H4 );
	/* all bytes have been processed */
	unprocessedBytes = 0;
}

// addBytes **********************************************************
void SHA1::addBytes( const char* data, int num )
{
	assert( data );
	assert( num > 0 );
	// add these bytes to the running total
	size += num;
	// repeat until all data is processed
	while( num > 0 )
	{
		// number of bytes required to complete block
		int needed = 64 - unprocessedBytes;
		assert( needed > 0 );
		// number of bytes to copy (use smaller of two)
		int toCopy = (num < needed) ? num : needed;
		// Copy the bytes
		memcpy( bytes + unprocessedBytes, data, toCopy );
		// Bytes have been copied
		num -= toCopy;
		data += toCopy;
		unprocessedBytes += toCopy;
		
		// there is a full block
		if( unprocessedBytes == 64 ) process();
	}
}

// digest ************************************************************
unsigned char* SHA1::getDigest()
{
	// save the message size
	Uint32 totalBitsL = size << 3;
	Uint32 totalBitsH = size >> 29;
	// add 0x80 to the message
	addBytes( "\x80", 1 );
	
	unsigned char footer[64] = {
		0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
		0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
		0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
		0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
	// block has no room for 8-byte filesize, so finish it
	if( unprocessedBytes > 56 )
		addBytes( (char*)footer, 64 - unprocessedBytes);
	assert( unprocessedBytes <= 56 );
	// how many zeros do we need
	int neededZeros = 56 - unprocessedBytes;
	// store file size (in bits) in big-endian format
	storeBigEndianUint32( footer + neededZeros    , totalBitsH );
	storeBigEndianUint32( footer + neededZeros + 4, totalBitsL );
	// finish the final block
	addBytes( (char*)footer, neededZeros + 8 );
	// allocate memory for the digest bytes
	unsigned char* digest = (unsigned char*)malloc( 20 );
	// copy the digest bytes
	storeBigEndianUint32( digest, H0 );
	storeBigEndianUint32( digest + 4, H1 );
	storeBigEndianUint32( digest + 8, H2 );
	storeBigEndianUint32( digest + 12, H3 );
	storeBigEndianUint32( digest + 16, H4 );
	// return the digest
	return digest;
}
">deleteList(listname); reportInventoryChange(L, ref); lua_pushboolean(L, true); return 1; } InventoryList *list = inv->getList(listname); if(list){ list->setSize(newsize); } else { list = inv->addList(listname, newsize); if (!list) { lua_pushboolean(L, false); return 1; } } reportInventoryChange(L, ref); lua_pushboolean(L, true); return 1; } // set_width(self, listname, size) int InvRef::l_set_width(lua_State *L) { NO_MAP_LOCK_REQUIRED; InvRef *ref = checkobject(L, 1); const char *listname = luaL_checkstring(L, 2); int newwidth = luaL_checknumber(L, 3); Inventory *inv = getinv(L, ref); if(inv == NULL){ return 0; } InventoryList *list = inv->getList(listname); if(list){ list->setWidth(newwidth); } else { return 0; } reportInventoryChange(L, ref); return 0; } // get_stack(self, listname, i) -> itemstack int InvRef::l_get_stack(lua_State *L) { NO_MAP_LOCK_REQUIRED; InvRef *ref = checkobject(L, 1); const char *listname = luaL_checkstring(L, 2); int i = luaL_checknumber(L, 3) - 1; InventoryList *list = getlist(L, ref, listname); ItemStack item; if(list != NULL && i >= 0 && i < (int) list->getSize()) item = list->getItem(i); LuaItemStack::create(L, item); return 1; } // set_stack(self, listname, i, stack) -> true/false int InvRef::l_set_stack(lua_State *L) { NO_MAP_LOCK_REQUIRED; InvRef *ref = checkobject(L, 1); const char *listname = luaL_checkstring(L, 2); int i = luaL_checknumber(L, 3) - 1; ItemStack newitem = read_item(L, 4, getServer(L)->idef()); InventoryList *list = getlist(L, ref, listname); if(list != NULL && i >= 0 && i < (int) list->getSize()){ list->changeItem(i, newitem); reportInventoryChange(L, ref); lua_pushboolean(L, true); } else { lua_pushboolean(L, false); } return 1; } // get_list(self, listname) -> list or nil int InvRef::l_get_list(lua_State *L) { NO_MAP_LOCK_REQUIRED; InvRef *ref = checkobject(L, 1); const char *listname = luaL_checkstring(L, 2); Inventory *inv = getinv(L, ref); if(inv){ push_inventory_list(L, inv, listname); } else { lua_pushnil(L); } return 1; } // set_list(self, listname, list) int InvRef::l_set_list(lua_State *L) { NO_MAP_LOCK_REQUIRED; InvRef *ref = checkobject(L, 1); const char *listname = luaL_checkstring(L, 2); Inventory *inv = getinv(L, ref); if(inv == NULL){ return 0; } InventoryList *list = inv->getList(listname); if(list) read_inventory_list(L, 3, inv, listname, getServer(L), list->getSize()); else read_inventory_list(L, 3, inv, listname, getServer(L)); reportInventoryChange(L, ref); return 0; } // get_lists(self) -> list of InventoryLists int InvRef::l_get_lists(lua_State *L) { NO_MAP_LOCK_REQUIRED; InvRef *ref = checkobject(L, 1); Inventory *inv = getinv(L, ref); if (!inv) { return 0; } std::vector<const InventoryList*> lists = inv->getLists(); std::vector<const InventoryList*>::iterator iter = lists.begin(); lua_createtable(L, 0, lists.size()); for (; iter != lists.end(); iter++) { const char* name = (*iter)->getName().c_str(); lua_pushstring(L, name); push_inventory_list(L, inv, name); lua_rawset(L, -3); } return 1; } // set_lists(self, lists) int InvRef::l_set_lists(lua_State *L) { NO_MAP_LOCK_REQUIRED; InvRef *ref = checkobject(L, 1); Inventory *inv = getinv(L, ref); if (!inv) { return 0; } // Make a temporary inventory in case reading fails Inventory *tempInv(inv); tempInv->clear(); Server *server = getServer(L); lua_pushnil(L); luaL_checktype(L, 2, LUA_TTABLE); while (lua_next(L, 2)) { const char *listname = lua_tostring(L, -2); read_inventory_list(L, -1, tempInv, listname, server); lua_pop(L, 1); } inv = tempInv; return 0; } // add_item(self, listname, itemstack or itemstring or table or nil) -> itemstack // Returns the leftover stack int InvRef::l_add_item(lua_State *L) { NO_MAP_LOCK_REQUIRED; InvRef *ref = checkobject(L, 1); const char *listname = luaL_checkstring(L, 2); ItemStack item = read_item(L, 3, getServer(L)->idef()); InventoryList *list = getlist(L, ref, listname); if(list){ ItemStack leftover = list->addItem(item); if(leftover.count != item.count) reportInventoryChange(L, ref); LuaItemStack::create(L, leftover); } else { LuaItemStack::create(L, item); } return 1; } // room_for_item(self, listname, itemstack or itemstring or table or nil) -> true/false // Returns true if the item completely fits into the list int InvRef::l_room_for_item(lua_State *L) { NO_MAP_LOCK_REQUIRED; InvRef *ref = checkobject(L, 1); const char *listname = luaL_checkstring(L, 2); ItemStack item = read_item(L, 3, getServer(L)->idef()); InventoryList *list = getlist(L, ref, listname); if(list){ lua_pushboolean(L, list->roomForItem(item)); } else { lua_pushboolean(L, false); } return 1; } // contains_item(self, listname, itemstack or itemstring or table or nil, [match_meta]) -> true/false // Returns true if the list contains the given count of the given item int InvRef::l_contains_item(lua_State *L) { NO_MAP_LOCK_REQUIRED; InvRef *ref = checkobject(L, 1); const char *listname = luaL_checkstring(L, 2); ItemStack item = read_item(L, 3, getServer(L)->idef()); InventoryList *list = getlist(L, ref, listname); bool match_meta = false; if (lua_isboolean(L, 4)) match_meta = readParam<bool>(L, 4); if (list) { lua_pushboolean(L, list->containsItem(item, match_meta)); } else { lua_pushboolean(L, false); } return 1; } // remove_item(self, listname, itemstack or itemstring or table or nil) -> itemstack // Returns the items that were actually removed int InvRef::l_remove_item(lua_State *L) { NO_MAP_LOCK_REQUIRED; InvRef *ref = checkobject(L, 1); const char *listname = luaL_checkstring(L, 2); ItemStack item = read_item(L, 3, getServer(L)->idef()); InventoryList *list = getlist(L, ref, listname); if(list){ ItemStack removed = list->removeItem(item); if(!removed.empty()) reportInventoryChange(L, ref); LuaItemStack::create(L, removed); } else { LuaItemStack::create(L, ItemStack()); } return 1; } // get_location() -> location (like get_inventory(location)) int InvRef::l_get_location(lua_State *L) { NO_MAP_LOCK_REQUIRED; InvRef *ref = checkobject(L, 1); const InventoryLocation &loc = ref->m_loc; switch(loc.type){ case InventoryLocation::PLAYER: lua_newtable(L); lua_pushstring(L, "player"); lua_setfield(L, -2, "type"); lua_pushstring(L, loc.name.c_str()); lua_setfield(L, -2, "name"); return 1; case InventoryLocation::NODEMETA: lua_newtable(L); lua_pushstring(L, "node"); lua_setfield(L, -2, "type"); push_v3s16(L, loc.p); lua_setfield(L, -2, "pos"); return 1; case InventoryLocation::DETACHED: lua_newtable(L); lua_pushstring(L, "detached"); lua_setfield(L, -2, "type"); lua_pushstring(L, loc.name.c_str()); lua_setfield(L, -2, "name"); return 1; case InventoryLocation::UNDEFINED: case InventoryLocation::CURRENT_PLAYER: break; } lua_newtable(L); lua_pushstring(L, "undefined"); lua_setfield(L, -2, "type"); return 1; } InvRef::InvRef(const InventoryLocation &loc): m_loc(loc) { } // Creates an InvRef and leaves it on top of stack // Not callable from Lua; all references are created on the C side. void InvRef::create(lua_State *L, const InventoryLocation &loc) { NO_MAP_LOCK_REQUIRED; InvRef *o = new InvRef(loc); *(void **)(lua_newuserdata(L, sizeof(void *))) = o; luaL_getmetatable(L, className); lua_setmetatable(L, -2); } void InvRef::Register(lua_State *L) { lua_newtable(L); int methodtable = lua_gettop(L); luaL_newmetatable(L, className); int metatable = lua_gettop(L); lua_pushliteral(L, "__metatable"); lua_pushvalue(L, methodtable); lua_settable(L, metatable); // hide metatable from Lua getmetatable() lua_pushliteral(L, "__index"); lua_pushvalue(L, methodtable); lua_settable(L, metatable); lua_pushliteral(L, "__gc"); lua_pushcfunction(L, gc_object); lua_settable(L, metatable); lua_pop(L, 1); // drop metatable luaL_register(L, nullptr, methods); // fill methodtable lua_pop(L, 1); // drop methodtable // Cannot be created from Lua //lua_register(L, className, create_object); } const char InvRef::className[] = "InvRef"; const luaL_Reg InvRef::methods[] = { luamethod(InvRef, is_empty), luamethod(InvRef, get_size), luamethod(InvRef, set_size), luamethod(InvRef, get_width), luamethod(InvRef, set_width), luamethod(InvRef, get_stack), luamethod(InvRef, set_stack), luamethod(InvRef, get_list), luamethod(InvRef, set_list), luamethod(InvRef, get_lists), luamethod(InvRef, set_lists), luamethod(InvRef, add_item), luamethod(InvRef, room_for_item), luamethod(InvRef, contains_item), luamethod(InvRef, remove_item), luamethod(InvRef, get_location), {0,0} }; // get_inventory(location) int ModApiInventory::l_get_inventory(lua_State *L) { InventoryLocation loc; lua_getfield(L, 1, "type"); std::string type = luaL_checkstring(L, -1); lua_pop(L, 1); if(type == "node"){ MAP_LOCK_REQUIRED; lua_getfield(L, 1, "pos"); v3s16 pos = check_v3s16(L, -1); loc.setNodeMeta(pos); if (getServerInventoryMgr(L)->getInventory(loc) != NULL) InvRef::create(L, loc); else lua_pushnil(L); return 1; } NO_MAP_LOCK_REQUIRED; if (type == "player") { lua_getfield(L, 1, "name"); loc.setPlayer(luaL_checkstring(L, -1)); lua_pop(L, 1); } else if (type == "detached") { lua_getfield(L, 1, "name"); loc.setDetached(luaL_checkstring(L, -1)); lua_pop(L, 1); } if (getServerInventoryMgr(L)->getInventory(loc) != NULL) InvRef::create(L, loc); else lua_pushnil(L); return 1; // END NO_MAP_LOCK_REQUIRED; } // create_detached_inventory_raw(name, [player_name]) int ModApiInventory::l_create_detached_inventory_raw(lua_State *L) { NO_MAP_LOCK_REQUIRED; const char *name = luaL_checkstring(L, 1); std::string player = readParam<std::string>(L, 2, ""); if (getServerInventoryMgr(L)->createDetachedInventory(name, getServer(L)->idef(), player) != NULL) { InventoryLocation loc; loc.setDetached(name); InvRef::create(L, loc); } else { lua_pushnil(L); } return 1; } // remove_detached_inventory_raw(name) int ModApiInventory::l_remove_detached_inventory_raw(lua_State *L) { NO_MAP_LOCK_REQUIRED; const std::string &name = luaL_checkstring(L, 1); lua_pushboolean(L, getServerInventoryMgr(L)->removeDetachedInventory(name)); return 1; } void ModApiInventory::Initialize(lua_State *L, int top) { API_FCT(create_detached_inventory_raw); API_FCT(remove_detached_inventory_raw); API_FCT(get_inventory); }