private static string saveArrangement(bool[,] input) { bool[] field = CryptSystem.Lining <bool>(input); bool[] scrambled = CryptSystem.Scramble(field, 4); byte[] bytes = new byte[13]; for (int i = 0; i < 13; i++) { bool[] tmp = new bool[8]; for (int j = 0; j < 8; j++) { tmp[j] = scrambled[8 * i + j]; } bytes[i] = CryptSystem.BoolToByte(tmp); } byte[] result = new byte[34]; byte[] hash = CryptSystem.GetHash(bytes); byte[] keys = new byte[13]; random.NextBytes(keys); for (int i = 0; i < 13; i++) { result[2 * i] = CryptSystem.Vigenere(bytes[i], keys[i]); result[2 * i + 1] = keys[i]; bytes[i] = (byte)(result[2 * i] ^ result[2 * i + 1]); } for (int i = 0; i < hash.Length; i++) { result[26 + i] = hash[i]; } hash = CryptSystem.GetHash(bytes); for (int i = 0; i < hash.Length; i++) { result[26 + hash.Length + i] = hash[i]; } string res = ""; for (int i = 0; i < result.Length; i++) { res += CryptSystem.ByteToHex(result[i]); } return(res); }
private static string saveGame(Game g) { byte[,] result = new byte[10, 10]; byte[,] map = ArrangementsToByteArray(g.ServerShipArrangement, g.ClientShipArrangement); for (int i = 0; i < 10; i++) { for (int j = 0; j < 5; j++) { result[j, i] = map[j, i]; } } byte[] bytes = new byte[1]; random.NextBytes(bytes); byte config = bytes[0]; bool[] conf = CryptSystem.ByteToBool(config); conf[0] = g.GameConfig.IsOnline; if (g.GameConfig.IsOnline) // Сохранение онлайн игры { byte[] rand = new byte[3]; random.NextBytes(rand); string[] ip = g.GameConfig.Connection.Split(new char[2] { '.', ':' }); result[5, 0] = byte.Parse(ip[0]); result[5, 1] = byte.Parse(ip[1]); result[5, 2] = byte.Parse(ip[2]); result[5, 3] = byte.Parse(ip[3]); byte[] port = BitConverter.GetBytes(int.Parse(ip[4])); result[5, 4] = port[0]; result[5, 5] = port[1]; conf[0] = g.TurnOwner == PlayerRole.Server; conf[3] = (g.GameConfig.GameSpeed == GameSpeed.Slow) || (g.GameConfig.GameSpeed == GameSpeed.Turtle); conf[4] = (g.GameConfig.GameSpeed == GameSpeed.Medium) || (g.GameConfig.GameSpeed == GameSpeed.Turtle); /*switch (g.GameConfig.GameSpeed) * { * case GameSpeed.Fast: * conf[3] = false; * conf[4] = false; * break; * case GameSpeed.Medium: * conf[3] = false; * conf[4] = true; * break; * case GameSpeed.Slow: * conf[3] = true; * conf[4] = false; * break; * case GameSpeed.Turtle: * conf[3] = true; * conf[4] = true; * break; * }*/ config = CryptSystem.BoolToByte(conf); result[5, 6] = config; result[5, 7] = rand[0]; result[5, 8] = rand[1]; result[5, 9] = rand[2]; } else // Сохранениe оффлайн игры { byte[] rand = new byte[8]; random.NextBytes(rand); result[5, 0] = rand[7]; result[5, 1] = rand[0]; result[5, 2] = rand[1]; switch (g.GameConfig.BotLvl) { case BotLevels.Easy: result[5, 3] = 1; break; case BotLevels.Medium: result[5, 3] = 2; break; case BotLevels.Hard: result[5, 3] = 3; break; } result[5, 4] = rand[2]; result[5, 5] = rand[3]; conf[3] = (g.GameConfig.GameSpeed == GameSpeed.Slow) || (g.GameConfig.GameSpeed == GameSpeed.Turtle); conf[4] = (g.GameConfig.GameSpeed == GameSpeed.Medium) || (g.GameConfig.GameSpeed == GameSpeed.Turtle); /*switch (g.GameConfig.GameSpeed) * { * case GameSpeed.Fast: * conf[3] = false; * conf[4] = false; * break; * case GameSpeed.Medium: * conf[3] = false; * conf[4] = true; * break; * case GameSpeed.Slow: * conf[3] = true; * conf[4] = false; * break; * case GameSpeed.Turtle: * conf[3] = true; * conf[4] = true; * break; * }*/ config = CryptSystem.BoolToByte(conf); result[5, 6] = config; result[5, 7] = rand[4]; result[5, 8] = rand[5]; result[5, 9] = rand[6]; } for (int i = 0; i < 10; i++) { byte[] tmp = new byte[5]; for (int j = 0; j < 5; j++) { tmp[j] = result[j, i]; } byte[] hash = CryptSystem.GetHash(tmp); result[6, i] = hash[0]; result[7, i] = hash[1]; tmp = CryptSystem.Vigenere(tmp, hash); for (int j = 0; j < 5; j++) { result[j, i] = tmp[j]; } tmp = new byte[6]; for (int j = 0; j < 6; j++) { tmp[j] = result[j, i]; } hash = CryptSystem.GetHash(tmp); result[8, i] = hash[0]; result[9, i] = hash[1]; } bytes = CryptSystem.Lining <byte>(result); string res = ""; for (int i = 0; i < bytes.Length; i++) { res += CryptSystem.ByteToHex(bytes[i]); } return(res); }