private static bool[,] loadArrangement(string input) { if (input.Length != 68) { throw new LoadingArrangementException(); } byte[] byteinput = new byte[input.Length / 2]; for (int i = 0; i < byteinput.Length; i++) { byteinput[i] = CryptSystem.HexToByte(input[2 * i].ToString() + input[2 * i + 1]); } byte[] hashres = new byte[4]; byte[] hash = new byte[4]; for (int i = 0; i < hash.Length; i++) { hash[i] = byteinput[26 + i]; hashres[i] = byteinput[30 + i]; } byte[] bytes = new byte[13]; for (int i = 0; i < 13; i++) { bytes[i] = (byte)(byteinput[2 * i] ^ byteinput[2 * i + 1]); } if (!CryptSystem.CheckHash(bytes, hashres)) { throw new LoadingArrangementException(); } for (int i = 0; i < 13; i++) { bytes[i] = CryptSystem.UnVigenere(byteinput[2 * i], byteinput[2 * i + 1]); } if (!CryptSystem.CheckHash(bytes, hash)) { throw new LoadingArrangementException(); } bool[] scrambled = new bool[104]; for (int i = 0; i < 13; i++) { bool[] tmp = CryptSystem.ByteToBool(bytes[i]); for (int j = 0; j < tmp.Length; j++) { scrambled[i * 8 + j] = tmp[j]; } } bool[] res = CryptSystem.Unscramble(scrambled, 4); return(CryptSystem.Bending <bool>(res, 10, 10)); }
private static Game loadGame(string input) { if (input.Length != 200) { throw new GameLoadingException(); } byte[] bytes = new byte[input.Length / 2]; for (int i = 0; i < input.Length / 2; i++) { bytes[i] = CryptSystem.HexToByte(input[2 * i].ToString() + input[2 * i + 1]); } byte[,] result = new byte[10, 10]; result = CryptSystem.Bending <byte>(bytes, 10, 10); for (int i = 0; i < 10; i++) { byte[] tmp = new byte[6]; for (int j = 0; j < 6; j++) { tmp[j] = result[j, i]; } byte[] hash = new byte[2] { result[8, i], result[9, i] }; if (!CryptSystem.CheckHash(tmp, hash)) { throw new GameLoadingException(); } hash = new byte[2] { result[6, i], result[7, i] }; tmp = new byte[5]; for (int j = 0; j < 5; j++) { tmp[j] = result[j, i]; } tmp = CryptSystem.UnVigenere(tmp, hash); if (!CryptSystem.CheckHash(tmp, hash)) { throw new GameLoadingException(); } for (int j = 0; j < 5; j++) { result[j, i] = tmp[j]; } } GameConfig gc; PlayerRole to; bool[] config = CryptSystem.ByteToBool(result[5, 6]); if (!config[0]) { BotLevels bl = BotLevels.Easy; GameSpeed gs; switch (result[5, 3]) { case 1: bl = BotLevels.Easy; break; case 2: bl = BotLevels.Medium; break; case 3: bl = BotLevels.Hard; break; } gs = config[3] ? config[4] ? GameSpeed.Turtle : GameSpeed.Slow : config[4] ? GameSpeed.Medium : GameSpeed.Fast; to = config[1] ? PlayerRole.Client : PlayerRole.Server; gc = new GameConfig(bl, gs, GameStatus.Pause); } else { GameSpeed gs; byte[] ip = new byte[4]; for (int i = 0; i < 4; i++) { ip[i] = result[5, i]; } int port = BitConverter.ToInt32(new byte[4] { result[5, 4], result[5, 5], 0, 0 }, 0); string connection = ip[0].ToString() + '.' + ip[1].ToString() + '.' + ip[2].ToString() + '.' + ip[3].ToString() + ":" + port.ToString(); gs = config[3] ? config[4] ? GameSpeed.Turtle : GameSpeed.Slow : config[4] ? GameSpeed.Medium : GameSpeed.Fast; gc = new GameConfig(PlayerRole.Server, connection, gs, GameStatus.Pause); to = config[1] ? PlayerRole.Client : PlayerRole.Server; } gc.IsOnline = config[0]; byte[,] map = new byte[5, 10]; for (int i = 0; i < 10; i++) { for (int j = 0; j < 5; j++) { map[j, i] = result[j, i]; } } ShipArrangement[] arrangements = ByteArrayToArrangements(map); Game res = new Game(arrangements[0], arrangements[1], gc, to); return(res); }