mirror of
https://github.com/Mauler125/r5sdk.git
synced 2025-02-09 19:15:03 +01:00
* Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
63 lines
2.0 KiB
C++
63 lines
2.0 KiB
C++
// Purpose: Header file for the C++ ICE encryption class.
|
|
// Taken from public domain code, as written by Matthew Kwan - July 1996
|
|
// http://www.darkside.com.au/ice/
|
|
|
|
#ifndef _IceKey_H
|
|
#define _IceKey_H
|
|
|
|
/*
|
|
The IceKey class is used for encrypting and decrypting 64-bit blocks of data
|
|
with the ICE (Information Concealment Engine) encryption algorithm.
|
|
|
|
The constructor creates a new IceKey object that can be used to encrypt and decrypt data.
|
|
The level of encryption determines the size of the key, and hence its speed.
|
|
Level 0 uses the Thin-ICE variant, which is an 8-round cipher taking an 8-byte key.
|
|
This is the fastest option, and is generally considered to be at least as secure as DES,
|
|
although it is not yet certain whether it is as secure as its key size.
|
|
|
|
For levels n greater than zero, a 16n-round cipher is used, taking 8n-byte keys.
|
|
Although not as fast as level 0, these are very very secure.
|
|
|
|
Before an IceKey can be used to encrypt data, its key schedule must be set with the set() member function.
|
|
The length of the key required is determined by the level, as described above.
|
|
|
|
The member functions encrypt() and decrypt() encrypt and decrypt respectively data
|
|
in blocks of eight chracters, using the specified key.
|
|
|
|
Two functions keySize() and blockSize() are provided
|
|
which return the key and block size respectively, measured in bytes.
|
|
The key size is determined by the level, while the block size is always 8.
|
|
|
|
The destructor zeroes out and frees up all memory associated with the key.
|
|
*/
|
|
|
|
class IceSubkey;
|
|
|
|
class IceKey {
|
|
public:
|
|
IceKey (int n);
|
|
~IceKey ();
|
|
|
|
void set (const unsigned char *key);
|
|
|
|
void encrypt (const unsigned char *plaintext,
|
|
unsigned char *ciphertext) const;
|
|
|
|
void decrypt (const unsigned char *ciphertext,
|
|
unsigned char *plaintext) const;
|
|
|
|
int keySize () const;
|
|
|
|
int blockSize () const;
|
|
|
|
private:
|
|
void scheduleBuild (unsigned short *k, int n,
|
|
const int *keyrot);
|
|
|
|
int _size;
|
|
int _rounds;
|
|
IceSubkey *_keysched;
|
|
};
|
|
|
|
#endif
|