#include "ZoneLoaderFactoryT4.h" #include "ContentLoaderT4.h" #include "Game/GameLanguage.h" #include "Game/T4/GameT4.h" #include "Game/T4/T4.h" #include "Game/T4/ZoneConstantsT4.h" #include "Loading/Processor/ProcessorInflate.h" #include "Loading/Steps/StepAddProcessor.h" #include "Loading/Steps/StepAllocXBlocks.h" #include "Loading/Steps/StepLoadZoneContent.h" #include "Loading/Steps/StepLoadZoneSizes.h" #include "Loading/Steps/StepSkipBytes.h" #include "Utils/ClassUtils.h" #include "Utils/Endianness.h" #include using namespace T4; namespace { void SetupBlock(ZoneMemory& zoneMemory) { #define XBLOCK_DEF(name, type) std::make_unique(STR(name), name, type) zoneMemory.AddBlock(XBLOCK_DEF(T4::XFILE_BLOCK_TEMP, XBlockType::BLOCK_TYPE_TEMP)); zoneMemory.AddBlock(XBLOCK_DEF(T4::XFILE_BLOCK_RUNTIME, XBlockType::BLOCK_TYPE_RUNTIME)); zoneMemory.AddBlock(XBLOCK_DEF(T4::XFILE_BLOCK_LARGE_RUNTIME, XBlockType::BLOCK_TYPE_RUNTIME)); zoneMemory.AddBlock(XBLOCK_DEF(T4::XFILE_BLOCK_PHYSICAL_RUNTIME, XBlockType::BLOCK_TYPE_RUNTIME)); zoneMemory.AddBlock(XBLOCK_DEF(T4::XFILE_BLOCK_VIRTUAL, XBlockType::BLOCK_TYPE_NORMAL)); zoneMemory.AddBlock(XBLOCK_DEF(T4::XFILE_BLOCK_LARGE, XBlockType::BLOCK_TYPE_NORMAL)); zoneMemory.AddBlock(XBLOCK_DEF(T4::XFILE_BLOCK_PHYSICAL, XBlockType::BLOCK_TYPE_NORMAL)); #undef XBLOCK_DEF } } // namespace std::optional ZoneLoaderFactory::InspectZoneHeader(ZoneDataPeeking& filePeek) const { const auto& header = filePeek.PeekStruct(); if (endianness::FromLittleEndian(header.m_version) == ZoneConstants::ZONE_VERSION_PC && !memcmp(header.m_magic, ZoneConstants::MAGIC_UNSIGNED, std::char_traits::length(ZoneConstants::MAGIC_UNSIGNED))) { return ZoneLoaderInspectionResult{ .m_game_id = GameId::T4, .m_variant_id = GameVariantId::T4_PC, // There is no way to know whether unsigned zones are official. .m_is_official = false, .m_is_signed = false, .m_is_encrypted = false, }; } return std::nullopt; } std::unique_ptr ZoneLoaderFactory::CreateLoaderForHeader(ZoneDataPeeking& filePeek, const std::string& fileName, std::optional> progressCallback) const { const auto inspectResult = InspectZoneHeader(filePeek); if (!inspectResult) return nullptr; // Create new zone auto zone = std::make_unique(fileName, 0, inspectResult->m_variant_id); auto* zonePtr = zone.get(); zone->m_language = GameLanguage::LANGUAGE_NONE; // File is supported. Now setup all required steps for loading this file. auto zoneLoader = std::make_unique(std::move(zone)); SetupBlock(zonePtr->Memory()); // Skip the initial header that we peeked at before zoneLoader->AddLoadingStep(step::CreateStepSkipBytes(sizeof(ZoneHeader))); zoneLoader->AddLoadingStep(step::CreateStepAddProcessor(processor::CreateProcessorInflate(ZoneConstants::AUTHED_CHUNK_SIZE))); zoneLoader->AddLoadingStep(step::CreateStepLoadZoneSizes()); zoneLoader->AddLoadingStep(step::CreateStepAllocXBlocks(zonePtr)); zoneLoader->AddLoadingStep(step::CreateStepLoadZoneContent( [zonePtr](ZoneInputStream& stream) { return std::make_unique(*zonePtr, stream); }, 32u, ZoneConstants::ZONE_POINTER_OFFSET_BIT_COUNT, ZoneConstants::ZONE_POINTER_BLOCK_BIT_COUNT, ZoneConstants::INSERT_BLOCK, zonePtr, std::move(progressCallback))); return zoneLoader; }