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master ... v1.2

Author SHA1 Message Date
Li 5b18f3a0a7 Add UGP.dll code 2022-06-26 22:17:59 +12:00
70 changed files with 53585 additions and 1 deletions

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Subproject commit d4bc191fed7b91c9859920e2e1b13974a2e6e7ce

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 16
VisualStudioVersion = 16.0.31229.75
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DownloadModules", "DownloadModules\DownloadModules.csproj", "{0E6EE240-2E74-4408-A256-2EEE45DCFFF1}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{0E6EE240-2E74-4408-A256-2EEE45DCFFF1}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{0E6EE240-2E74-4408-A256-2EEE45DCFFF1}.Debug|Any CPU.Build.0 = Debug|Any CPU
{0E6EE240-2E74-4408-A256-2EEE45DCFFF1}.Release|Any CPU.ActiveCfg = Release|Any CPU
{0E6EE240-2E74-4408-A256-2EEE45DCFFF1}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {1AFA50AC-0335-4463-AC99-6645819D74FC}
EndGlobalSection
EndGlobal

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using HtmlAgilityPack;
using Org.BouncyCastle.Crypto.Digests;
using System;
using System.Collections.Generic;
using System.IO;
using System.Net;
using System.Net.Cache;
using System.Text;
using System.Windows.Forms;
namespace GMTools
{
class CDNUrls
{
//GMS14
public const String GMS14 = "http://store.yoyogames.com/downloads/gm-studio/update-studio.rss";
public const String GMS14EA = "https://pastebin.com/raw/XN4gPX4u";
//GMS2
public const String GMS2 = "http://gms.yoyogames.com/Zeus-Runtime.rss";
public const String GMS2Beta = "http://gms.yoyogames.com/Zeus-Runtime-Beta.rss";
public static String FromIndex(int cdnIndex)
{
switch (cdnIndex)
{
case 1:
return CDNUrls.GMS14;
case 2:
return CDNUrls.GMS14EA;
case 3:
return CDNUrls.GMS2;
case 4:
return CDNUrls.GMS2Beta;
}
return "NF";
}
}
class CDN
{
private static string xmlData = "";
private static string bypassAuthentication(string url)
{
if (url.StartsWith("https://updater.yoyogames.com") && !url.Contains("original"))
{
return "http://updatecdn.yoyogames.com/" + Path.GetFileName(url);
}
else
{
return url;
}
}
private static string getOriginalUrl(string version)
{
if (version.StartsWith("1."))
{
return "https://updater.yoyogames.com/api/download/original?filename=Original-" + version + ".zip";
}
else if (version.StartsWith("2."))
{
var doc = new HtmlAgilityPack.HtmlDocument();
doc.LoadHtml(xmlData);
var versions = doc.DocumentNode.SelectNodes("/rss/channel/item/enclosure");
foreach (HtmlNode ver in versions)
{
string verName = ver.GetAttributeValue("sparkle:version", "0.0.0.0");
if (verName == version)
{
return ver.GetAttributeValue("url", "http://example.com/").ToString();
}
}
}
return "NF";
}
public static void UseCDN(String CDN)
{
try
{
WebClient wc = new WebClient();
wc.CachePolicy = new RequestCachePolicy(RequestCacheLevel.NoCacheNoStore);
xmlData = wc.DownloadString(CDN);
}
catch (Exception)
{
MessageBox.Show("Could not connect to: " + CDN, "Connection Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
}
}
public static String GetModuleForVersion(String Version, String Module)
{
Module = Module.ToLower();
if (Module == "original")
return getOriginalUrl(Version);
var doc = new HtmlAgilityPack.HtmlDocument();
doc.LoadHtml(xmlData);
var versions = doc.DocumentNode.SelectNodes("/rss/channel/item/enclosure");
foreach (HtmlNode version in versions)
{
string verName = version.GetAttributeValue("sparkle:version", "0.0.0.0");
if (verName == Version)
{
var modules = version.Elements("module");
foreach (var module in modules)
{
string moduleName = module.GetAttributeValue("name", "Original").ToLower();
string moduleUrl = module.GetAttributeValue("url", "http://127.0.0.1");
if (moduleName.ToLower() == Module.ToLower())
{
return bypassAuthentication(moduleUrl);
}
}
}
}
return "NF"; // Not Found
}
public static String[] GetVersions(String Filter = "")
{
var doc = new HtmlAgilityPack.HtmlDocument();
doc.LoadHtml(xmlData);
var versions = doc.DocumentNode.SelectNodes("/rss/channel/item/enclosure");
List<string> verList = new List<string>();
foreach (HtmlNode version in versions)
{
string versionName = version.GetAttributeValue("sparkle:version", "0.0.0.0");
if (Filter == "")
{
verList.Add(versionName);
}
else
{
if (GetModuleForVersion(versionName, Filter) != "NF")
{
verList.Add(versionName);
}
}
}
return verList.ToArray();
}
public static String GetPassword(String ZipName)
{
if (ZipName.ToLower().StartsWith("original") || ZipName.ToLower().StartsWith("gmstudio"))
{
return "12#_p@o3w$ir_ADD-_$#";
}
MD5Digest md5Digest = new MD5Digest();
byte[] array = new byte[16];
byte[] bytes = Encoding.UTF8.GetBytes("MRJA" + Path.GetFileName(ZipName) + "PHMD");
md5Digest.Reset();
md5Digest.BlockUpdate(bytes, 0, bytes.Length);
md5Digest.Finish();
md5Digest.DoFinal(array, 0);
string password = Convert.ToBase64String(array);
return password;
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{0E6EE240-2E74-4408-A256-2EEE45DCFFF1}</ProjectGuid>
<OutputType>WinExe</OutputType>
<RootNamespace>DownloadModules</RootNamespace>
<AssemblyName>DownloadModules</AssemblyName>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="BouncyCastle.Crypto">
<HintPath>..\..\..\..\AppData\Roaming\GameMaker-Studio\BouncyCastle.Crypto.dll</HintPath>
</Reference>
<Reference Include="HtmlAgilityPack, Version=1.11.33.0, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\packages\HtmlAgilityPack.1.11.33\lib\Net35\HtmlAgilityPack.dll</HintPath>
</Reference>
<Reference Include="Ionic.Zip, Version=1.9.1.8, Culture=neutral, PublicKeyToken=edbe51ad942a3f5c, processorArchitecture=MSIL">
<HintPath>..\packages\DotNetZip.1.9.1.8\lib\net20\Ionic.Zip.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="System.Data" />
<Reference Include="System.Deployment" />
<Reference Include="System.Drawing" />
<Reference Include="System.Windows.Forms" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="CDN.cs" />
<Compile Include="downloadForm.cs">
<SubType>Form</SubType>
</Compile>
<Compile Include="Form1.Designer.cs">
<DependentUpon>downloadForm.cs</DependentUpon>
</Compile>
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<EmbeddedResource Include="Form1.resx">
<DependentUpon>downloadForm.cs</DependentUpon>
</EmbeddedResource>
<EmbeddedResource Include="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
<SubType>Designer</SubType>
</EmbeddedResource>
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
<None Include="packages.config" />
<None Include="Properties\Settings.settings">
<Generator>SettingsSingleFileGenerator</Generator>
<LastGenOutput>Settings.Designer.cs</LastGenOutput>
</None>
<Compile Include="Properties\Settings.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Settings.settings</DependentUpon>
<DesignTimeSharedInput>True</DesignTimeSharedInput>
</Compile>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>

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namespace DownloadModules
{
partial class downloadForm
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
System.ComponentModel.ComponentResourceManager resources = new System.ComponentModel.ComponentResourceManager(typeof(downloadForm));
this.downloadProgress = new System.Windows.Forms.ProgressBar();
this.downloadStatus = new System.Windows.Forms.Label();
this.SuspendLayout();
//
// downloadProgress
//
this.downloadProgress.Anchor = ((System.Windows.Forms.AnchorStyles)(((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Left)
| System.Windows.Forms.AnchorStyles.Right)));
this.downloadProgress.Location = new System.Drawing.Point(12, 25);
this.downloadProgress.Name = "downloadProgress";
this.downloadProgress.Size = new System.Drawing.Size(828, 23);
this.downloadProgress.TabIndex = 0;
//
// downloadStatus
//
this.downloadStatus.AutoSize = true;
this.downloadStatus.Location = new System.Drawing.Point(12, 9);
this.downloadStatus.Name = "downloadStatus";
this.downloadStatus.Size = new System.Drawing.Size(104, 13);
this.downloadStatus.TabIndex = 1;
this.downloadStatus.Text = "Reading license.plist";
//
// downloadForm
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(852, 62);
this.Controls.Add(this.downloadStatus);
this.Controls.Add(this.downloadProgress);
this.Icon = ((System.Drawing.Icon)(resources.GetObject("$this.Icon")));
this.Name = "downloadForm";
this.Text = "GameMaker Exports Downloader";
this.Load += new System.EventHandler(this.downloadForm_Load);
this.ResumeLayout(false);
this.PerformLayout();
}
#endregion
private System.Windows.Forms.ProgressBar downloadProgress;
private System.Windows.Forms.Label downloadStatus;
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Windows.Forms;
namespace DownloadModules
{
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new downloadForm());
}
}
}

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("DownloadModules")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("DownloadModules")]
[assembly: AssemblyCopyright("Copyright © 2021")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("0e6ee240-2e74-4408-a256-2eee45dcfff1")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace DownloadModules.Properties
{
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources
{
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources()
{
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager
{
get
{
if ((resourceMan == null))
{
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("DownloadModules.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture
{
get
{
return resourceCulture;
}
set
{
resourceCulture = value;
}
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace DownloadModules.Properties
{
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")]
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase
{
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
public static Settings Default
{
get
{
return defaultInstance;
}
}
}
}

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<?xml version='1.0' encoding='utf-8'?>
<SettingsFile xmlns="http://schemas.microsoft.com/VisualStudio/2004/01/settings" CurrentProfile="(Default)">
<Profiles>
<Profile Name="(Default)" />
</Profiles>
<Settings />
</SettingsFile>

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using GMTools;
using Ionic.Zip;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.IO;
using System.Net;
using System.Reflection;
using System.Text;
using System.Threading;
using System.Windows.Forms;
using System.Xml;
namespace DownloadModules
{
public partial class downloadForm : Form
{
public downloadForm()
{
InitializeComponent();
}
public List<string> Urls = new List<string>();
public List<string> Modules = new List<string>();
public WebClient wc = new WebClient();
public string CurrentFile;
public string DownloadLocation;
int fileCount;
int filesToDownload;
public static Dictionary<string, string> ConvertPlistToDictionary(string _file)
{
XmlDocument xmlDocument = new XmlDocument();
xmlDocument.XmlResolver = null;
xmlDocument.LoadXml(_file);
Dictionary<string, string> dictionary = new Dictionary<string, string>();
XmlNode xmlNode = xmlDocument.SelectSingleNode("plist/dict");
for (int i = 0; i < xmlNode.ChildNodes.Count; i += 2)
{
if (xmlNode.ChildNodes[i].Name == "key")
{
dictionary.Add(xmlNode.ChildNodes[i].InnerText, xmlNode.ChildNodes[i + 1].InnerText);
}
}
return dictionary;
}
private string pop()
{
fileCount++;
string url = Urls[0];
Urls.RemoveAt(0);
return url;
}
private void downloadForm_Load(object sender, EventArgs e)
{
string licenseFile = Path.Combine(Path.Combine(Environment.GetEnvironmentVariable("LOCALAPPDATA"), "GameMaker-Studio"), "license.plist");
if(File.Exists(licenseFile))
{
byte[] plistFileBytes = File.ReadAllBytes(licenseFile);
string plistFile = Encoding.UTF8.GetString(plistFileBytes);
Dictionary<string, string> dictionary = ConvertPlistToDictionary(plistFile);
string[] addonsArray = dictionary["Addons"].Split('.');
foreach (string addon in addonsArray)
{
switch (addon.ToLowerInvariant())
{
case "winphone8":
Modules.Add("windowsphone");
continue;
case "free":
case "windows":
case "androidtest":
case "windows8rt":
case "yycompiler":
continue;
default:
Modules.Add(addon.ToLowerInvariant());
break;
}
}
Version version = Assembly.LoadFile(Path.Combine(Path.Combine(Environment.GetEnvironmentVariable("APPDATA"), "GameMaker-Studio"), "GameMaker-Studio.exe")).GetName().Version;
string cdnVersion = string.Format("{0}.{1}.{2}", version.Major, version.Minor, version.Build);
CDN.UseCDN(CDNUrls.GMS14);
foreach(string module in Modules)
{
string moduleUrl = CDN.GetModuleForVersion(cdnVersion, module);
if (moduleUrl == "NF")
continue;
Urls.Add(moduleUrl);
}
if(Urls.Count > 0)
{
filesToDownload = Urls.Count;
CurrentFile = pop();
DownloadLocation = Path.Combine(Path.Combine(Path.Combine(Environment.GetEnvironmentVariable("LOCALAPPDATA"), "GameMaker-Studio"), "UpgradeZip"), Path.GetFileName(CurrentFile));
Directory.CreateDirectory(Path.GetDirectoryName(DownloadLocation));
wc.DownloadProgressChanged += Wc_DownloadProgressChanged;
wc.DownloadFileCompleted += Wc_DownloadFileCompleted;
wc.DownloadFileAsync(new Uri(CurrentFile), DownloadLocation);
}
}
else
{
MessageBox.Show("Cannot find license.plist.", "ERROR");
Application.Exit();
}
}
private void Wc_DownloadFileCompleted(object sender, AsyncCompletedEventArgs e)
{
string zipPassword = CDN.GetPassword(Path.GetFileName(CurrentFile));
string gmsFolder = Path.Combine(Environment.GetEnvironmentVariable("APPDATA"), "GameMaker-Studio");
downloadStatus.Text = "Extracting: " + Path.GetFileName(CurrentFile);
Thread extractThread = new Thread(() =>
{
using (ZipFile archive = new ZipFile(DownloadLocation))
{
archive.Password = zipPassword;
archive.Encryption = EncryptionAlgorithm.PkzipWeak;
archive.ExtractAll(gmsFolder, ExtractExistingFileAction.OverwriteSilently);
archive.Dispose();
}
try
{
File.Delete(DownloadLocation);
}
catch (Exception) { };
});
extractThread.Start();
while (extractThread.IsAlive)
Application.DoEvents();
if (Urls.Count > 0)
{
CurrentFile = pop();
DownloadLocation = Path.Combine(Path.Combine(Path.Combine(Environment.GetEnvironmentVariable("LOCALAPPDATA"), "GameMaker-Studio"), "UpgradeZip"), Path.GetFileName(CurrentFile));
wc.DownloadFileAsync(new Uri(CurrentFile), DownloadLocation);
}
else
{
Application.Exit();
}
}
private void Wc_DownloadProgressChanged(object sender, DownloadProgressChangedEventArgs e)
{
downloadProgress.Value = e.ProgressPercentage;
downloadStatus.Text = "Downloading: (File "+fileCount.ToString()+"/"+filesToDownload.ToString()+") "+Path.GetFileName(CurrentFile)+" "+e.BytesReceived.ToString()+"/"+e.TotalBytesToReceive.ToString()+" "+e.ProgressPercentage.ToString()+"%";
Application.DoEvents();
}
}
}

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@ -0,0 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="DotNetZip" version="1.9.1.8" targetFramework="net35" />
<package id="HtmlAgilityPack" version="1.11.33" targetFramework="net35" />
</packages>

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@ -0,0 +1,21 @@
MIT License
Copyright (c) 2021 Bluzume
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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@ -0,0 +1,15 @@
# GameMaker-Module-Downloader
Minimalistic program to download gamemaker export modules
Q) Why?
A) Because gamemaker updater is very shit and keeps failing to download
and modding the updater got annoying fast so i just made my own program for it ;d
Q) Can i pirate with this?
A) This progrma only downloads whats set in "Addons" from license.plist.
even if you edit the code to download everything, its not enough.
because the 5piceIDE will check if you own the exports before enabling them
Q) Where does it download from?
A) directly from YoYo Games Server.

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,47 @@
{
"runtimeTarget": {
"name": ".NETStandard,Version=v2.0/",
"signature": ""
},
"compilationOptions": {},
"targets": {
".NETStandard,Version=v2.0": {},
".NETStandard,Version=v2.0/": {
"HtmlAgilityPack/1.11.33": {
"dependencies": {
"NETStandard.Library": "2.0.3"
},
"runtime": {
"HtmlAgilityPack.dll": {}
}
},
"Microsoft.NETCore.Platforms/1.1.0": {},
"NETStandard.Library/2.0.3": {
"dependencies": {
"Microsoft.NETCore.Platforms": "1.1.0"
}
}
}
},
"libraries": {
"HtmlAgilityPack/1.11.33": {
"type": "project",
"serviceable": false,
"sha512": ""
},
"Microsoft.NETCore.Platforms/1.1.0": {
"type": "package",
"serviceable": true,
"sha512": "sha512-kz0PEW2lhqygehI/d6XsPCQzD7ff7gUJaVGPVETX611eadGsA3A877GdSlU0LRVMCTH/+P3o2iDTak+S08V2+A==",
"path": "microsoft.netcore.platforms/1.1.0",
"hashPath": "microsoft.netcore.platforms.1.1.0.nupkg.sha512"
},
"NETStandard.Library/2.0.3": {
"type": "package",
"serviceable": true,
"sha512": "sha512-st47PosZSHrjECdjeIzZQbzivYBJFv6P2nv4cj2ypdI204DO+vZ7l5raGMiX4eXMJ53RfOIg+/s4DHVZ54Nu2A==",
"path": "netstandard.library/2.0.3",
"hashPath": "netstandard.library.2.0.3.nupkg.sha512"
}
}
}

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@ -0,0 +1,35 @@
// Test.cpp : This file contains the 'main' function. Program execution begins and ends there.
//
#include <windows.h>
#include <iostream>
char* GetMachineGuid()
{
HKEY hk;
DWORD dwType = REG_SZ;
static BYTE guid[0x1028];
memset(guid, 0x00, 0x1028);
DWORD sz = 0x1028;
DWORD error = RegOpenKeyExW(HKEY_LOCAL_MACHINE, L"SOFTWARE\\Microsoft\\Cryptography", 0, KEY_QUERY_VALUE | KEY_WOW64_64KEY, &hk);
error = RegQueryValueExW(hk, L"MachineGuid", NULL, &dwType, guid, &sz);
RegCloseKey(hk);
return (char*)guid;
}
int main()
{
printf("Hello World!");
GetMachineGuid();
}
// Run program: Ctrl + F5 or Debug > Start Without Debugging menu
// Debug program: F5 or Debug > Start Debugging menu
// Tips for Getting Started:
// 1. Use the Solution Explorer window to add/manage files
// 2. Use the Team Explorer window to connect to source control
// 3. Use the Output window to see build output and other messages
// 4. Use the Error List window to view errors
// 5. Go to Project > Add New Item to create new code files, or Project > Add Existing Item to add existing code files to the project
// 6. In the future, to open this project again, go to File > Open > Project and select the .sln file

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@ -0,0 +1,148 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ProjectConfiguration Include="Debug|Win32">
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<ProjectConfiguration Include="Debug|x64">
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<ProjectConfiguration Include="Release|x64">
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<VCProjectVersion>16.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
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<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeaderFile />
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
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<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
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<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
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</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="Test.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
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</Project>

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@ -0,0 +1,22 @@
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
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@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup />
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@ -0,0 +1,39 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 16
VisualStudioVersion = 16.0.31229.75
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "UniversalGameMakerPatcher", "UniversalGameMakerPatcher.dll\UniversalGameMakerPatcher.dll.vcxproj", "{F1AB918F-7AF0-4536-A779-286A3A709558}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Test", "Test\Test.vcxproj", "{3B3E009B-BCEF-4259-AAAC-B7CD9DEEFD86}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{F1AB918F-7AF0-4536-A779-286A3A709558}.Debug|x64.Build.0 = Debug|x64
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@ -0,0 +1,168 @@
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@ -0,0 +1,33 @@
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@ -0,0 +1,6 @@
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</PropertyGroup>
</Project>

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// dllmain.cpp : Defines the entry point for the DLL application.
#include <windows.h>
#include "md5.h"
#define GMSTR __declspec(dllexport) char* __cdecl
#define GMREAL __declspec(dllexport) double __cdecl
static char md5str[33];
static BYTE guid[0x1028];
GMSTR GetMachineGuid(void)
{
HKEY hk;
DWORD dwType = REG_SZ;
memset(guid, 0x00, 0x1028);
DWORD sz = 0x1028;
DWORD error = RegOpenKeyExA(HKEY_LOCAL_MACHINE, "SOFTWARE\\Microsoft\\Cryptography", 0, KEY_QUERY_VALUE | KEY_WOW64_64KEY, &hk);
error = RegQueryValueExA(hk, "MachineGuid", NULL, &dwType, guid, &sz);
RegCloseKey(hk);
return (char*)guid;
}
uint8_t* datahex(char* string) {
if (string == NULL)
return NULL;
size_t slength = strlen(string);
if ((slength % 2) != 0) // must be even
return NULL;
size_t dlength = slength / 2;
uint8_t* data = malloc(dlength);
memset(data, 0, dlength);
size_t index = 0;
while (index < slength) {
char c = string[index];
int value = 0;
if (c >= '0' && c <= '9')
value = (c - '0');
else if (c >= 'A' && c <= 'F')
value = (10 + (c - 'A'));
else if (c >= 'a' && c <= 'f')
value = (10 + (c - 'a'));
else {
free(data);
return NULL;
}
data[(index / 2)] += value << (((index + 1) % 2) * 4);
index++;
}
return data;
}
GMREAL SetBinKey(char* path, char* key, char* hexstr)
{
BYTE* binData = (BYTE*)datahex(hexstr);
HKEY hk;
DWORD dwType = REG_BINARY;
DWORD sz = strlen(hexstr) / 2;
DWORD error = RegOpenKeyExA(HKEY_CURRENT_USER, path, 0, KEY_SET_VALUE | KEY_CREATE_SUB_KEY | KEY_WOW64_64KEY, &hk);
error = RegSetValueExA(hk, key, NULL, dwType, binData, sz);
RegCloseKey(hk);
return (double)error;
}
GMSTR MD5(char* input)
{
MD5Context ctx;
md5Init(&ctx);
md5Update(&ctx, input, strlen(input));
md5Finalize(&ctx);
MD5Context ctx2;
md5Init(&ctx2);
md5Update(&ctx2, ctx.digest, 16);
md5Finalize(&ctx2);
memset(md5str, 0x00, 33);
snprintf(md5str, 33, "%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", ctx2.digest[0], ctx2.digest[1], ctx2.digest[2], ctx2.digest[3], ctx2.digest[4], ctx2.digest[5], ctx2.digest[6], ctx2.digest[7], ctx2.digest[8], ctx2.digest[9], ctx2.digest[10], ctx2.digest[11], ctx2.digest[12], ctx2.digest[13], ctx2.digest[14], ctx2.digest[15]);
return (char*)md5str;
}
BOOL APIENTRY DllMain( HMODULE hModule,
DWORD ul_reason_for_call,
LPVOID lpReserved
)
{
switch (ul_reason_for_call)
{
case DLL_PROCESS_ATTACH:
case DLL_THREAD_ATTACH:
case DLL_THREAD_DETACH:
case DLL_PROCESS_DETACH:
break;
}
return TRUE;
}

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#pragma once
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
// Windows Header Files
#include <windows.h>

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/*
* Derived from the RSA Data Security, Inc. MD5 Message-Digest Algorithm
* and modified slightly to be functionally identical but condensed into control structures.
*/
#include "md5.h"
/*
* Constants defined by the MD5 algorithm
*/
#define A 0x67452301
#define B 0xefcdab89
#define C 0x98badcfe
#define D 0x10325476
static uint32_t S[] = { 7, 12, 17, 22, 7, 12, 17, 22, 7, 12, 17, 22, 7, 12, 17, 22,
5, 9, 14, 20, 5, 9, 14, 20, 5, 9, 14, 20, 5, 9, 14, 20,
4, 11, 16, 23, 4, 11, 16, 23, 4, 11, 16, 23, 4, 11, 16, 23,
6, 10, 15, 21, 6, 10, 15, 21, 6, 10, 15, 21, 6, 10, 15, 21 };
static uint32_t K[] = { 0xd76aa478, 0xe8c7b756, 0x242070db, 0xc1bdceee,
0xf57c0faf, 0x4787c62a, 0xa8304613, 0xfd469501,
0x698098d8, 0x8b44f7af, 0xffff5bb1, 0x895cd7be,
0x6b901122, 0xfd987193, 0xa679438e, 0x49b40821,
0xf61e2562, 0xc040b340, 0x265e5a51, 0xe9b6c7aa,
0xd62f105d, 0x02441453, 0xd8a1e681, 0xe7d3fbc8,
0x21e1cde6, 0xc33707d6, 0xf4d50d87, 0x455a14ed,
0xa9e3e905, 0xfcefa3f8, 0x676f02d9, 0x8d2a4c8a,
0xfffa3942, 0x8771f681, 0x6d9d6122, 0xfde5380c,
0xa4beea44, 0x4bdecfa9, 0xf6bb4b60, 0xbebfbc70,
0x289b7ec6, 0xeaa127fa, 0xd4ef3085, 0x04881d05,
0xd9d4d039, 0xe6db99e5, 0x1fa27cf8, 0xc4ac5665,
0xf4292244, 0x432aff97, 0xab9423a7, 0xfc93a039,
0x655b59c3, 0x8f0ccc92, 0xffeff47d, 0x85845dd1,
0x6fa87e4f, 0xfe2ce6e0, 0xa3014314, 0x4e0811a1,
0xf7537e82, 0xbd3af235, 0x2ad7d2bb, 0xeb86d391 };
/*
* Padding used to make the size (in bits) of the input congruent to 448 mod 512
*/
static uint8_t PADDING[] = { 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 };
/*
* Initialize a context
*/
void md5Init(MD5Context* ctx) {
ctx->size = (uint64_t)0;
ctx->buffer[0] = (uint32_t)A;
ctx->buffer[1] = (uint32_t)B;
ctx->buffer[2] = (uint32_t)C;
ctx->buffer[3] = (uint32_t)D;
}
/*
* Add some amount of input to the context
*
* If the input fills out a block of 512 bits, apply the algorithm (md5Step)
* and save the result in the buffer. Also updates the overall size.
*/
void md5Update(MD5Context* ctx, uint8_t* input_buffer, size_t input_len) {
uint32_t input[16];
unsigned int offset = ctx->size % 64;
ctx->size += (uint64_t)input_len;
// Copy each byte in input_buffer into the next space in our context input
for (unsigned int i = 0; i < input_len; ++i) {
ctx->input[offset++] = (uint8_t) * (input_buffer + i);
// If we've filled our context input, copy it into our local array input
// then reset the offset to 0 and fill in a new buffer
// The local array input is a list of 16 32-bit words for use in the algorithm
if (offset % 64 == 0) {
for (unsigned int j = 0; j < 16; ++j) {
// Convert to little-endian
input[j] = (uint32_t)(ctx->input[(j * 4) + 3]) << 24 |
(uint32_t)(ctx->input[(j * 4) + 2]) << 16 |
(uint32_t)(ctx->input[(j * 4) + 1]) << 8 |
(uint32_t)(ctx->input[(j * 4)]);
}
md5Step(ctx->buffer, input);
offset = 0;
}
}
}
/*
* Pad the current input to get to 448 bytes, append the size in bits to the very end,
* and save the result of the final iteration into digest.
*/
void md5Finalize(MD5Context* ctx) {
uint32_t input[16];
unsigned int offset = ctx->size % 64;
unsigned int padding_length = offset < 56 ? 56 - offset : (56 + 64) - offset;
// Fill in the padding andndo the changes to size that resulted from the update
md5Update(ctx, PADDING, padding_length);
ctx->size -= (uint64_t)padding_length;
// Do a final update (internal to this function)
// Last two 32-bit words are the two halves of the size (converted from bytes to bits)
for (unsigned int j = 0; j < 14; ++j) {
input[j] = (uint32_t)(ctx->input[(j * 4) + 3]) << 24 |
(uint32_t)(ctx->input[(j * 4) + 2]) << 16 |
(uint32_t)(ctx->input[(j * 4) + 1]) << 8 |
(uint32_t)(ctx->input[(j * 4)]);
}
input[14] = (uint32_t)(ctx->size * 8);
input[15] = (uint32_t)((ctx->size * 8) >> 32);
md5Step(ctx->buffer, input);
// Move the result into digest
// (Convert from little-endian)
for (unsigned int i = 0; i < 4; ++i) {
ctx->digest[(i * 4) + 0] = (uint8_t)((ctx->buffer[i] & 0x000000FF));
ctx->digest[(i * 4) + 1] = (uint8_t)((ctx->buffer[i] & 0x0000FF00) >> 8);
ctx->digest[(i * 4) + 2] = (uint8_t)((ctx->buffer[i] & 0x00FF0000) >> 16);
ctx->digest[(i * 4) + 3] = (uint8_t)((ctx->buffer[i] & 0xFF000000) >> 24);
}
}
/*
* Step on 512 bits of input with the main MD5 algorithm.
*/
void md5Step(uint32_t* buffer, uint32_t* input) {
uint32_t AA = buffer[0];
uint32_t BB = buffer[1];
uint32_t CC = buffer[2];
uint32_t DD = buffer[3];
uint32_t E;
unsigned int j;
for (unsigned int i = 0; i < 64; ++i) {
switch (i / 16) {
case 0:
E = F(BB, CC, DD);
j = i;
break;
case 1:
E = G(BB, CC, DD);
j = ((i * 5) + 1) % 16;
break;
case 2:
E = H(BB, CC, DD);
j = ((i * 3) + 5) % 16;
break;
default:
E = I(BB, CC, DD);
j = (i * 7) % 16;
break;
}
uint32_t temp = DD;
DD = CC;
CC = BB;
BB = BB + rotate_left(AA + E + K[i] + input[j], S[i]);
AA = temp;
}
buffer[0] += AA;
buffer[1] += BB;
buffer[2] += CC;
buffer[3] += DD;
}
/*
* Functions that will return a pointer to the hash of the provided input
*/
uint8_t* md5String(char* input) {
MD5Context ctx;
md5Init(&ctx);
md5Update(&ctx, (uint8_t*)input, strlen(input));
md5Finalize(&ctx);
uint8_t* result = malloc(16);
memcpy(result, ctx.digest, 16);
return result;
}
uint8_t* md5File(FILE* file) {
char* input_buffer = malloc(1024);
size_t input_size = 0;
MD5Context ctx;
md5Init(&ctx);
while ((input_size = fread(input_buffer, 1, 1024, file)) > 0) {
md5Update(&ctx, (uint8_t*)input_buffer, input_size);
}
md5Finalize(&ctx);
free(input_buffer);
uint8_t* result = malloc(16);
memcpy(result, ctx.digest, 16);
return result;
}
/*
* Bit-manipulation functions defined by the MD5 algorithm
*/
uint32_t F(uint32_t X, uint32_t Y, uint32_t Z) {
return (X & Y) | (~X & Z);
}
uint32_t G(uint32_t X, uint32_t Y, uint32_t Z) {
return (X & Z) | (Y & ~Z);
}
uint32_t H(uint32_t X, uint32_t Y, uint32_t Z) {
return X ^ Y ^ Z;
}
uint32_t I(uint32_t X, uint32_t Y, uint32_t Z) {
return Y ^ (X | ~Z);
}
/*
* Rotates a 32-bit word left by n bits
*/
uint32_t rotate_left(uint32_t x, uint32_t n) {
return (x << n) | (x >> (32 - n));
}
/*
* Printing bytes from buffers or the hash
*/
void print_bytes(void* p, size_t length) {
uint8_t* pp = (uint8_t*)p;
for (unsigned int i = 0; i < length; ++i) {
if (i && !(i % 16)) {
printf("\n");
}
printf("%02X ", pp[i]);
}
printf("\n");
}
void print_hash(uint8_t* p) {
for (unsigned int i = 0; i < 16; ++i) {
printf("%02x", p[i]);
}
printf("\n");
}

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#include <stdio.h>
#include <stdint.h>
#include <string.h>
#include <stdlib.h>
typedef struct {
uint64_t size; // Size of input in bytes
uint32_t buffer[4]; // Current accumulation of hash
uint8_t input[64]; // Input to be used in the next step
uint8_t digest[16]; // Result of algorithm
}MD5Context;
void md5Init(MD5Context* ctx);
void md5Update(MD5Context* ctx, uint8_t* input, size_t input_len);
void md5Finalize(MD5Context* ctx);
void md5Step(uint32_t* buffer, uint32_t* input);
uint8_t* md5String(char* input);
uint8_t* md5File(FILE* file);
uint32_t F(uint32_t X, uint32_t Y, uint32_t Z);
uint32_t G(uint32_t X, uint32_t Y, uint32_t Z);
uint32_t H(uint32_t X, uint32_t Y, uint32_t Z);
uint32_t I(uint32_t X, uint32_t Y, uint32_t Z);
uint32_t rotate_left(uint32_t x, uint32_t n);
void print_bytes(void* p, size_t length);
void print_hash(uint8_t * p);
#pragma once