【Unity】CRC値の計算

DEVELOP, Unity

データの差異を調べる時によく使うCRC値。そのヘルパークラスです。

using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;
public static class CRCHelper
{
    // CRCテーブル
    static readonly uint[] crcTable = new uint[256]
    {
        0x00000000u, 0x77073096u, 0xee0e612cu, 0x990951bau, 0x076dc419u,
        0x706af48fu, 0xe963a535u, 0x9e6495a3u, 0x0edb8832u, 0x79dcb8a4u,
        0xe0d5e91eu, 0x97d2d988u, 0x09b64c2bu, 0x7eb17cbdu, 0xe7b82d07u,
        0x90bf1d91u, 0x1db71064u, 0x6ab020f2u, 0xf3b97148u, 0x84be41deu,
        0x1adad47du, 0x6ddde4ebu, 0xf4d4b551u, 0x83d385c7u, 0x136c9856u,
        0x646ba8c0u, 0xfd62f97au, 0x8a65c9ecu, 0x14015c4fu, 0x63066cd9u,
        0xfa0f3d63u, 0x8d080df5u, 0x3b6e20c8u, 0x4c69105eu, 0xd56041e4u,
        0xa2677172u, 0x3c03e4d1u, 0x4b04d447u, 0xd20d85fdu, 0xa50ab56bu,
        0x35b5a8fau, 0x42b2986cu, 0xdbbbc9d6u, 0xacbcf940u, 0x32d86ce3u,
        0x45df5c75u, 0xdcd60dcfu, 0xabd13d59u, 0x26d930acu, 0x51de003au,
        0xc8d75180u, 0xbfd06116u, 0x21b4f4b5u, 0x56b3c423u, 0xcfba9599u,
        0xb8bda50fu, 0x2802b89eu, 0x5f058808u, 0xc60cd9b2u, 0xb10be924u,
        0x2f6f7c87u, 0x58684c11u, 0xc1611dabu, 0xb6662d3du, 0x76dc4190u,
        0x01db7106u, 0x98d220bcu, 0xefd5102au, 0x71b18589u, 0x06b6b51fu,
        0x9fbfe4a5u, 0xe8b8d433u, 0x7807c9a2u, 0x0f00f934u, 0x9609a88eu,
        0xe10e9818u, 0x7f6a0dbbu, 0x086d3d2du, 0x91646c97u, 0xe6635c01u,
        0x6b6b51f4u, 0x1c6c6162u, 0x856530d8u, 0xf262004eu, 0x6c0695edu,
        0x1b01a57bu, 0x8208f4c1u, 0xf50fc457u, 0x65b0d9c6u, 0x12b7e950u,
        0x8bbeb8eau, 0xfcb9887cu, 0x62dd1ddfu, 0x15da2d49u, 0x8cd37cf3u,
        0xfbd44c65u, 0x4db26158u, 0x3ab551ceu, 0xa3bc0074u, 0xd4bb30e2u,
        0x4adfa541u, 0x3dd895d7u, 0xa4d1c46du, 0xd3d6f4fbu, 0x4369e96au,
        0x346ed9fcu, 0xad678846u, 0xda60b8d0u, 0x44042d73u, 0x33031de5u,
        0xaa0a4c5fu, 0xdd0d7cc9u, 0x5005713cu, 0x270241aau, 0xbe0b1010u,
        0xc90c2086u, 0x5768b525u, 0x206f85b3u, 0xb966d409u, 0xce61e49fu,
        0x5edef90eu, 0x29d9c998u, 0xb0d09822u, 0xc7d7a8b4u, 0x59b33d17u,
        0x2eb40d81u, 0xb7bd5c3bu, 0xc0ba6cadu, 0xedb88320u, 0x9abfb3b6u,
        0x03b6e20cu, 0x74b1d29au, 0xead54739u, 0x9dd277afu, 0x04db2615u,
        0x73dc1683u, 0xe3630b12u, 0x94643b84u, 0x0d6d6a3eu, 0x7a6a5aa8u,
        0xe40ecf0bu, 0x9309ff9du, 0x0a00ae27u, 0x7d079eb1u, 0xf00f9344u,
        0x8708a3d2u, 0x1e01f268u, 0x6906c2feu, 0xf762575du, 0x806567cbu,
        0x196c3671u, 0x6e6b06e7u, 0xfed41b76u, 0x89d32be0u, 0x10da7a5au,
        0x67dd4accu, 0xf9b9df6fu, 0x8ebeeff9u, 0x17b7be43u, 0x60b08ed5u,
        0xd6d6a3e8u, 0xa1d1937eu, 0x38d8c2c4u, 0x4fdff252u, 0xd1bb67f1u,
        0xa6bc5767u, 0x3fb506ddu, 0x48b2364bu, 0xd80d2bdau, 0xaf0a1b4cu,
        0x36034af6u, 0x41047a60u, 0xdf60efc3u, 0xa867df55u, 0x316e8eefu,
        0x4669be79u, 0xcb61b38cu, 0xbc66831au, 0x256fd2a0u, 0x5268e236u,
        0xcc0c7795u, 0xbb0b4703u, 0x220216b9u, 0x5505262fu, 0xc5ba3bbeu,
        0xb2bd0b28u, 0x2bb45a92u, 0x5cb36a04u, 0xc2d7ffa7u, 0xb5d0cf31u,
        0x2cd99e8bu, 0x5bdeae1du, 0x9b64c2b0u, 0xec63f226u, 0x756aa39cu,
        0x026d930au, 0x9c0906a9u, 0xeb0e363fu, 0x72076785u, 0x05005713u,
        0x95bf4a82u, 0xe2b87a14u, 0x7bb12baeu, 0x0cb61b38u, 0x92d28e9bu,
        0xe5d5be0du, 0x7cdcefb7u, 0x0bdbdf21u, 0x86d3d2d4u, 0xf1d4e242u,
        0x68ddb3f8u, 0x1fda836eu, 0x81be16cdu, 0xf6b9265bu, 0x6fb077e1u,
        0x18b74777u, 0x88085ae6u, 0xff0f6a70u, 0x66063bcau, 0x11010b5cu,
        0x8f659effu, 0xf862ae69u, 0x616bffd3u, 0x166ccf45u, 0xa00ae278u,
        0xd70dd2eeu, 0x4e048354u, 0x3903b3c2u, 0xa7672661u, 0xd06016f7u,
        0x4969474du, 0x3e6e77dbu, 0xaed16a4au, 0xd9d65adcu, 0x40df0b66u,
        0x37d83bf0u, 0xa9bcae53u, 0xdebb9ec5u, 0x47b2cf7fu, 0x30b5ffe9u,
        0xbdbdf21cu, 0xcabac28au, 0x53b39330u, 0x24b4a3a6u, 0xbad03605u,
        0xcdd70693u, 0x54de5729u, 0x23d967bfu, 0xb3667a2eu, 0xc4614ab8u,
        0x5d681b02u, 0x2a6f2b94u, 0xb40bbe37u, 0xc30c8ea1u, 0x5a05df1bu,
        0x2d02ef8du
    };
    /// <summary>
    /// CRC更新
    /// </summary>
    static private uint CalculateCRC32(uint crc32, byte[] buffer, int offset, int length)
    {
        Debug.Assert((buffer != null) && (offset >= 0) && (length >= 0)
        && (offset <= buffer.Length - length), "check the caller");
        crc32 ^= 0xffffffffU;
        while (--length >= 0)
        {
            crc32 = crcTable[(crc32 ^ buffer[offset++]) & 0xFF] ^ (crc32 >> 8);
        }
        crc32 ^= 0xffffffffU;
        return crc32;
    }
    /// <summary>
    /// CRC値を求める(対象がSerializableされている必要があります)
    /// </summary>
    public static uint CalcCRC(this object _source, uint _crc = 0)
    {
#if UNITY_IOS
        System.Environment.SetEnvironmentVariable("MONO_REFLECTION_SERIALIZER", "yes");
#endif
        var formatter = new BinaryFormatter();
        using (var stream = new MemoryStream())
        {
            formatter.Serialize(stream, _source);
            stream.Position = 0;
            var bytes = stream.ToArray();
            return CalculateCRC32(_crc, bytes, 0, bytes.Length);
            return 0;
        }
    }
}

GitHub:
https://github.com/stepism/UnityExample/blob/master/Assets/CalculateCRC/Scripts/CRCHelper.cs

使い方

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestCRC : MonoBehaviour
{
    [System.Serializable]
    public class Weapon
    {
        public int type;
        public int power;
    }
    // Start is called before the first frame update
    void Start()
    {
        // 同じ結果が返るかテスト
        {
            var weapon = new Weapon
            {
                type = 5,
                power = 10,
            };
            var crcA = weapon.CalcCRC();
            var crcB= weapon.CalcCRC();
            Debug.Assert(crcA == crcB);
        }
        // 異なる結果が返るかテスト
        {
            var weapon = new Weapon
            {
                type = 5,
                power = 10,
            };
            var crcA = weapon.CalcCRC();
            // 中身を書き換えてCRC値算出
            weapon.type = 10;
            weapon.power = 20;
            var crcB = weapon.CalcCRC();
            Debug.Assert(crcA != crcB);
        }
    }
}

ゲーム作ってたらどこでも使うはず。例えばセーブデータの中身が変わったか?チェックをして保存する・しないを判断する等いろいろと使い道がありますね。

Posted by kazupon