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tidy
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@@ -19,6 +19,7 @@
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#include "Loading/Steps/StepLoadZoneSizes.h"
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#include "Loading/Steps/StepRemoveProcessor.h"
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#include "Loading/Steps/StepSkipBytes.h"
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#include "Loading/Steps/StepSkipZoneImageHeaders.h"
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#include "Loading/Steps/StepVerifyFileName.h"
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#include "Loading/Steps/StepVerifyHash.h"
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#include "Loading/Steps/StepVerifyMagic.h"
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@@ -280,63 +281,7 @@ std::unique_ptr<ZoneLoader> ZoneLoaderFactory::CreateLoaderForHeader(const ZoneH
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if (inspectResult->m_generic_result.m_platform == GamePlatform::XBOX)
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{
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// Xbox fastfiles have additional header data before the auth header:
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// - 4 bytes: language flags bitmask
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// - 4 bytes: image count
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// - sizeof(XAssetStreamFile) * image count (for each language in the bitmask)
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// - 4 bytes: unknown
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// - 4 bytes: unknown
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// struct XAssetStreamFile // sizeof=0xC
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// {
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// unsigned int fileIndex;
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// unsigned int offset;
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// unsigned int offsetEnd;
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// };
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struct SkipXAssetStreamFiles : public ILoadingStep
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{
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void PerformStep(ZoneLoader& zoneLoader, ILoadingStream& stream) override
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{
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uint32_t languageFlags;
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stream.Load(&languageFlags, sizeof(languageFlags));
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languageFlags = endianness::FromBigEndian(languageFlags);
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uint32_t imageCount;
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stream.Load(&imageCount, sizeof(imageCount));
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imageCount = endianness::FromBigEndian(imageCount);
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// Count how many languages are set in the bitmask
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uint32_t languageCount = 0;
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for (int i = 0; i < 15; i++)
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{
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if (languageFlags & (1 << i))
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{
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languageCount++;
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}
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}
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// Skip image stream file data (12 bytes per image per language)
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const size_t imageDataSize = 12 * imageCount * languageCount;
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if (imageDataSize > 0)
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{
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std::vector<uint8_t> tempBuffer(std::min(imageDataSize, size_t(8192)));
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size_t skipped = 0;
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while (skipped < imageDataSize)
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{
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const size_t toSkip = std::min(imageDataSize - skipped, tempBuffer.size());
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stream.Load(tempBuffer.data(), toSkip);
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skipped += toSkip;
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}
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}
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// Skip the final 8 bytes (2 unknown 4-byte values)
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uint8_t finalBytes[8];
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stream.Load(finalBytes, sizeof(finalBytes));
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}
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};
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zoneLoader->AddLoadingStep(std::make_unique<SkipXAssetStreamFiles>());
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zoneLoader->AddLoadingStep(step::CreateStepSkipZoneImageHeaders());
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}
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// Add steps for loading the auth header which also contain the signature of the zone if it is signed.
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