r5sdk/r5dev/mathlib/adler32.cpp
Amos d5b2e58dae Code base refactor + major performance and readability improvement. Read description for details.
* 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!).
2021-12-25 22:36:38 +01:00

48 lines
1.1 KiB
C++

#include "core/stdafx.h"
#include "mathlib/adler32.h"
// Mark Adler's compact Adler32 hashing algorithm
// Originally from the public domain stb.h header.
uint32_t adler32::update(uint32_t adler, const void* ptr, size_t buf_len)
{
if (!ptr)
{
return NULL;
}
const uint8_t* buffer = static_cast<const uint8_t*>(ptr);
const unsigned long ADLER_MOD = 65521;
unsigned long s1 = adler & 0xffff, s2 = adler >> 16;
size_t blocklen;
unsigned long i;
blocklen = buf_len % 5552;
while (buf_len)
{
for (i = 0; i + 7 < blocklen; i += 8)
{
s1 += buffer[0], s2 += s1;
s1 += buffer[1], s2 += s1;
s1 += buffer[2], s2 += s1;
s1 += buffer[3], s2 += s1;
s1 += buffer[4], s2 += s1;
s1 += buffer[5], s2 += s1;
s1 += buffer[6], s2 += s1;
s1 += buffer[7], s2 += s1;
buffer += 8;
}
for (; i < blocklen; ++i)
{
s1 += *buffer++, s2 += s1;
}
s1 %= ADLER_MOD, s2 %= ADLER_MOD;
buf_len -= blocklen;
blocklen = 5552;
}
return (s2 << 16) + s1;
}