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// Copyright Epic Games, Inc. All Rights Reserved.

#include <zencore/base64.h>

namespace zen {

/** The table used to encode a 6 bit value as an ascii character */
static const uint8_t EncodingAlphabet[64] = {'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P',
											 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', 'a', 'b', 'c', 'd', 'e', 'f',
											 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v',
											 'w', 'x', 'y', 'z', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '+', '/'};

/** The table used to convert an ascii character into a 6 bit value */
#if 0
static const uint8_t DecodingAlphabet[256] = {
	0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,	 // 0x00-0x0f
	0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,	 // 0x10-0x1f
	0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x3E, 0xFF, 0xFF, 0xFF, 0x3F,	 // 0x20-0x2f
	0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A, 0x3B, 0x3C, 0x3D, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,	 // 0x30-0x3f
	0xFF, 0x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D, 0x0E,	 // 0x40-0x4f
	0x0F, 0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,	 // 0x50-0x5f
	0xFF, 0x1A, 0x1B, 0x1C, 0x1D, 0x1E, 0x1F, 0x20, 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28,	 // 0x60-0x6f
	0x29, 0x2A, 0x2B, 0x2C, 0x2D, 0x2E, 0x2F, 0x30, 0x31, 0x32, 0x33, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,	 // 0x70-0x7f
	0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,	 // 0x80-0x8f
	0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,	 // 0x90-0x9f
	0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,	 // 0xa0-0xaf
	0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,	 // 0xb0-0xbf
	0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,	 // 0xc0-0xcf
	0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,	 // 0xd0-0xdf
	0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,	 // 0xe0-0xef
	0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF	 // 0xf0-0xff
};
#endif	// 0

template<typename CharType>
uint32_t
Base64::Encode(const uint8_t* Source, uint32_t Length, CharType* Dest)
{
	CharType* EncodedBytes = Dest;

	// Loop through the buffer converting 3 bytes of binary data at a time
	while (Length >= 3)
	{
		uint8_t A = *Source++;
		uint8_t B = *Source++;
		uint8_t C = *Source++;
		Length -= 3;

		// The algorithm takes 24 bits of data (3 bytes) and breaks it into 4 6bit chunks represented as ascii
		uint32_t ByteTriplet = A << 16 | B << 8 | C;

		// Use the 6bit block to find the representation ascii character for it
		EncodedBytes[3] = EncodingAlphabet[ByteTriplet & 0x3F];
		ByteTriplet >>= 6;
		EncodedBytes[2] = EncodingAlphabet[ByteTriplet & 0x3F];
		ByteTriplet >>= 6;
		EncodedBytes[1] = EncodingAlphabet[ByteTriplet & 0x3F];
		ByteTriplet >>= 6;
		EncodedBytes[0] = EncodingAlphabet[ByteTriplet & 0x3F];

		// Now we can append this buffer to our destination string
		EncodedBytes += 4;
	}

	// Since this algorithm operates on blocks, we may need to pad the last chunks
	if (Length > 0)
	{
		uint8_t A = *Source++;
		uint8_t B = 0;
		uint8_t C = 0;
		// Grab the second character if it is a 2 uint8_t finish
		if (Length == 2)
		{
			B = *Source;
		}
		uint32_t ByteTriplet = A << 16 | B << 8 | C;
		// Pad with = to make a 4 uint8_t chunk
		EncodedBytes[3] = '=';
		ByteTriplet >>= 6;
		// If there's only one 1 uint8_t left in the source, then you need 2 pad chars
		if (Length == 1)
		{
			EncodedBytes[2] = '=';
		}
		else
		{
			EncodedBytes[2] = EncodingAlphabet[ByteTriplet & 0x3F];
		}
		// Now encode the remaining bits the same way
		ByteTriplet >>= 6;
		EncodedBytes[1] = EncodingAlphabet[ByteTriplet & 0x3F];
		ByteTriplet >>= 6;
		EncodedBytes[0] = EncodingAlphabet[ByteTriplet & 0x3F];

		EncodedBytes += 4;
	}

	// Add a null terminator
	*EncodedBytes = 0;

	return uint32_t(EncodedBytes - Dest);
}

template uint32_t Base64::Encode<char>(const uint8_t* Source, uint32_t Length, char* Dest);
template uint32_t Base64::Encode<wchar_t>(const uint8_t* Source, uint32_t Length, wchar_t* Dest);

}  // namespace zen