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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-12-27 12:31:50 +00:00

add a step to skip xasset stream files

This commit is contained in:
Michael Oliver
2025-12-21 20:59:38 +00:00
parent e1e4846386
commit 47bb1493ed

View File

@@ -278,9 +278,65 @@ std::unique_ptr<ZoneLoader> ZoneLoaderFactory::CreateLoaderForHeader(const ZoneH
// Skip timestamp
zoneLoader->AddLoadingStep(step::CreateStepSkipBytes(8));
if (inspectResult->m_generic_result.m_platform == GamePlatform::XBOX) // TODO: find out what this is
if (inspectResult->m_generic_result.m_platform == GamePlatform::XBOX)
{
zoneLoader->AddLoadingStep(step::CreateStepSkipBytes(16));
// Xbox fastfiles have additional header data before the auth header:
// - 4 bytes: language flags bitmask
// - 4 bytes: image count
// - sizeof(XAssetStreamFile) * image count (for each language in the bitmask)
// - 4 bytes: unknown
// - 4 bytes: unknown
// struct XAssetStreamFile // sizeof=0xC
// {
// unsigned int fileIndex;
// unsigned int offset;
// unsigned int offsetEnd;
// };
struct SkipXAssetStreamFiles : public ILoadingStep
{
void PerformStep(ZoneLoader& zoneLoader, ILoadingStream& stream) override
{
uint32_t languageFlags;
stream.Load(&languageFlags, sizeof(languageFlags));
languageFlags = endianness::FromBigEndian(languageFlags);
uint32_t imageCount;
stream.Load(&imageCount, sizeof(imageCount));
imageCount = endianness::FromBigEndian(imageCount);
// Count how many languages are set in the bitmask
uint32_t languageCount = 0;
for (int i = 0; i < 15; i++)
{
if (languageFlags & (1 << i))
{
languageCount++;
}
}
// Skip image stream file data (12 bytes per image per language)
const size_t imageDataSize = 12 * imageCount * languageCount;
if (imageDataSize > 0)
{
std::vector<uint8_t> tempBuffer(std::min(imageDataSize, size_t(8192)));
size_t skipped = 0;
while (skipped < imageDataSize)
{
const size_t toSkip = std::min(imageDataSize - skipped, tempBuffer.size());
stream.Load(tempBuffer.data(), toSkip);
skipped += toSkip;
}
}
// Skip the final 8 bytes (2 unknown 4-byte values)
uint8_t finalBytes[8];
stream.Load(finalBytes, sizeof(finalBytes));
}
};
zoneLoader->AddLoadingStep(std::make_unique<SkipXAssetStreamFiles>());
}
// Add steps for loading the auth header which also contain the signature of the zone if it is signed.