using Unity.Collections; namespace Unity.Networking.Transport { public static class SHA256 { internal unsafe struct SHA256State { public fixed uint state[8]; public fixed byte buffer[64]; private ulong count; public static SHA256State Create() { var result = new SHA256State(); result.state[0] = 0x6a09e667; result.state[1] = 0xbb67ae85; result.state[2] = 0x3c6ef372; result.state[3] = 0xa54ff53a; result.state[4] = 0x510e527f; result.state[5] = 0x9b05688c; result.state[6] = 0x1f83d9ab; result.state[7] = 0x5be0cd19; return result; } public void Update(byte* data, int length) { var curBufferPos = count & 0x3F; while (length > 0) { buffer[curBufferPos++] = *data++; count++; length--; if (curBufferPos == 64) { curBufferPos = 0; WriteByteBlock(); } } } public void Final(byte* dest) { var lenInBits = count << 3; var curBufferPos = (uint)(count & 0x3F); buffer[curBufferPos++] = 0x80; while (curBufferPos != 64 - 8) { curBufferPos &= 0x3F; if (curBufferPos == 0) WriteByteBlock(); buffer[curBufferPos++] = 0; } for (var i = 0; i < 8; i++) { buffer[curBufferPos++] = (byte)(lenInBits >> 56); lenInBits <<= 8; } WriteByteBlock(); for (var i = 0; i < 8; i++) { *dest++ = (byte)(state[i] >> 24); *dest++ = (byte)(state[i] >> 16); *dest++ = (byte)(state[i] >> 8); *dest++ = (byte)state[i]; } } private void WriteByteBlock() { var data32 = stackalloc uint[16]; for (var i = 0; i < 16; i++) data32[i] = ((uint)buffer[i * 4 ] << 24) + ((uint)buffer[i * 4 + 1] << 16) + ((uint)buffer[i * 4 + 2] << 8) + (uint)buffer[i * 4 + 3]; Transform(data32); } static readonly uint[] K = { 0x428a2f98, 0x71374491, 0xb5c0fbcf, 0xe9b5dba5, 0x3956c25b, 0x59f111f1, 0x923f82a4, 0xab1c5ed5, 0xd807aa98, 0x12835b01, 0x243185be, 0x550c7dc3, 0x72be5d74, 0x80deb1fe, 0x9bdc06a7, 0xc19bf174, 0xe49b69c1, 0xefbe4786, 0x0fc19dc6, 0x240ca1cc, 0x2de92c6f, 0x4a7484aa, 0x5cb0a9dc, 0x76f988da, 0x983e5152, 0xa831c66d, 0xb00327c8, 0xbf597fc7, 0xc6e00bf3, 0xd5a79147, 0x06ca6351, 0x14292967, 0x27b70a85, 0x2e1b2138, 0x4d2c6dfc, 0x53380d13, 0x650a7354, 0x766a0abb, 0x81c2c92e, 0x92722c85, 0xa2bfe8a1, 0xa81a664b, 0xc24b8b70, 0xc76c51a3, 0xd192e819, 0xd6990624, 0xf40e3585, 0x106aa070, 0x19a4c116, 0x1e376c08, 0x2748774c, 0x34b0bcb5, 0x391c0cb3, 0x4ed8aa4a, 0x5b9cca4f, 0x682e6ff3, 0x748f82ee, 0x78a5636f, 0x84c87814, 0x8cc70208, 0x90befffa, 0xa4506ceb, 0xbef9a3f7, 0xc67178f2 }; private void Transform(uint* data) { var W = stackalloc uint[16]; var T = stackalloc uint[8]; for (var j = 0; j < 8; j++) T[j] = state[j]; for (var j = 0; j < 64; j += 16) { for (var i = 0; i < 16; i++) { T[(7-i)&7] += S1(T[(4-i)&7]) + Ch(T[(4-i)&7],T[(5-i)&7],T[(6-i)&7]) + K[i+j] + (j != 0 ? W[i&15] += s1(W[(i-2)&15]) + W[(i-7)&15] + s0(W[(i-15)&15]) : W[i] = data[i]); T[(3-i)&7] += T[(7-i)&7]; T[(7-i)&7] += S0(T[(0-i)&7]) + Maj(T[(0-i)&7], T[(1-i)&7], T[(2-i)&7]); } } for (var j = 0; j < 8; j++) state[j] += T[j]; static uint ROTR32(uint x, byte n) => (x << (32 - n)) | (x >> n); static uint S0(uint x) => ROTR32(x, 2) ^ ROTR32(x, 13) ^ ROTR32(x, 22); static uint S1(uint x) => ROTR32(x, 6) ^ ROTR32(x,11) ^ ROTR32(x, 25); static uint s0(uint x) => ROTR32(x, 7) ^ ROTR32(x,18) ^ (x >> 3); static uint s1(uint x) => ROTR32(x,17) ^ ROTR32(x,19) ^ (x >> 10); static uint Ch(uint x, uint y, uint z) => z^(x&(y^z)); static uint Maj(uint x, uint y, uint z) => (x&y)|(z&(x|y)); } } } }