using System.Security.Cryptography;
using System.Text;
// ReSharper disable InconsistentNaming
namespace Fantasy.Helper
{
///
/// HashCode算法帮助类
///
public static partial class HashCodeHelper
{
private static readonly SHA256 Sha256Hash = SHA256.Create();
///
/// 计算两个字符串的HashCode
///
///
///
///
public static int GetHashCode(string a, string b)
{
var hash = 17;
hash = hash * 31 + a.GetHashCode();
hash = hash * 31 + b.GetHashCode();
return hash;
}
#if FANTASY_NET || !FANTASY_WEBGL
///
/// 使用bkdr算法生成一个long的值
///
///
///
public static unsafe long GetBKDRHashCode(string str)
{
ulong hash = 0;
// 如果要修改这个种子、建议选择一个质数来做种子
const uint seed = 13131; // 31 131 1313 13131 131313 etc..
fixed (char* p = str)
{
for (var i = 0; i < str.Length; i++)
{
var c = p[i];
var high = (byte)(c >> 8);
var low = (byte)(c & byte.MaxValue);
hash = hash * seed + high;
hash = hash * seed + low;
}
}
return (long)hash;
}
///
/// 使用MurmurHash3算法生成一个uint的值
///
///
///
public static unsafe uint MurmurHash3(string str)
{
const uint seed = 0xc58f1a7b;
uint hash = seed;
uint c1 = 0xcc9e2d51;
uint c2 = 0x1b873593;
fixed (char* p = str)
{
var current = p;
for (var i = 0; i < str.Length; i++)
{
var k1 = (uint)(*current);
k1 *= c1;
k1 = (k1 << 15) | (k1 >> (32 - 15));
k1 *= c2;
hash ^= k1;
hash = (hash << 13) | (hash >> (32 - 13));
hash = hash * 5 + 0xe6546b64;
current++;
}
}
hash ^= (uint)str.Length;
hash ^= hash >> 16;
hash *= 0x85ebca6b;
hash ^= hash >> 13;
hash *= 0xc2b2ae35;
hash ^= hash >> 16;
return hash;
}
///
/// 使用MurmurHash3算法生成一个long的值
///
///
///
public static unsafe long ComputeHash64(string str)
{
const ulong seed = 0xc58f1a7bc58f1a7bUL; // 64-bit seed
var hash = seed;
var c1 = 0x87c37b91114253d5UL;
var c2 = 0x4cf5ad432745937fUL;
fixed (char* p = str)
{
var current = p;
for (var i = 0; i < str.Length; i++)
{
var k1 = (ulong)(*current);
k1 *= c1;
k1 = (k1 << 31) | (k1 >> (64 - 31));
k1 *= c2;
hash ^= k1;
hash = (hash << 27) | (hash >> (64 - 27));
hash = hash * 5 + 0x52dce729;
current++;
}
}
hash ^= (ulong)str.Length;
hash ^= hash >> 33;
hash *= 0xff51afd7ed558ccdUL;
hash ^= hash >> 33;
hash *= 0xc4ceb9fe1a85ec53UL;
hash ^= hash >> 33;
return (long)hash;
}
#endif
#if FANTASY_WEBGL
///
/// 使用bkdr算法生成一个long的值
///
///
///
public static long GetBKDRHashCode(string str)
{
long hash = 0;
// 如果要修改这个种子、建议选择一个质数来做种子
const uint seed = 13131; // 31 131 1313 13131 131313 etc..
foreach (var c in str)
{
var high = (byte)(c >> 8);
var low = (byte)(c & byte.MaxValue);
hash = hash * seed + high;
hash = hash * seed + low;
}
return hash;
}
///
/// 使用MurmurHash3算法生成一个uint的值
///
///
///
public static uint MurmurHash3(string str)
{
const uint seed = 0xc58f1a7b;
uint hash = seed;
uint c1 = 0xcc9e2d51;
uint c2 = 0x1b873593;
foreach (var t in str)
{
var k1 = (uint)(t);
k1 *= c1;
k1 = (k1 << 15) | (k1 >> (32 - 15));
k1 *= c2;
hash ^= k1;
hash = (hash << 13) | (hash >> (32 - 13));
hash = hash * 5 + 0xe6546b64;
}
hash ^= (uint)str.Length;
hash ^= hash >> 16;
hash *= 0x85ebca6b;
hash ^= hash >> 13;
hash *= 0xc2b2ae35;
hash ^= hash >> 16;
return hash;
}
///
/// 使用MurmurHash3算法生成一个long的值
///
///
///
public static long ComputeHash64(string str)
{
const ulong seed = 0xc58f1a7bc58f1a7bUL; // 64-bit seed
var hash = seed;
var c1 = 0x87c37b91114253d5UL;
var c2 = 0x4cf5ad432745937fUL;
foreach (var t in str)
{
var k1 = (ulong)(t);
k1 *= c1;
k1 = (k1 << 31) | (k1 >> (64 - 31));
k1 *= c2;
hash ^= k1;
hash = (hash << 27) | (hash >> (64 - 27));
hash = hash * 5 + 0x52dce729;
}
hash ^= (ulong)str.Length;
hash ^= hash >> 33;
hash *= 0xff51afd7ed558ccdUL;
hash ^= hash >> 33;
hash *= 0xc4ceb9fe1a85ec53UL;
hash ^= hash >> 33;
return (long)hash;
}
#endif
///
/// 根据字符串计算一个Hash值
///
///
///
public static int ComputeSha256HashAsInt(string rawData)
{
var bytes = Sha256Hash.ComputeHash(Encoding.UTF8.GetBytes(rawData));
return (bytes[0] << 24) | (bytes[1] << 16) | (bytes[2] << 8) | bytes[3];
}
}
}