#include "ZoneLoaderFactoryIW4.h" #include "ContentLoaderIW4.h" #include "Game/GameLanguage.h" #include "Game/IW4/GameAssetPoolIW4.h" #include "Game/IW4/GameIW4.h" #include "Game/IW4/IW4.h" #include "Game/IW4/ZoneConstantsIW4.h" #include "Loading/Processor/ProcessorAuthedBlocks.h" #include "Loading/Processor/ProcessorCaptureData.h" #include "Loading/Processor/ProcessorIW4xDecryption.h" #include "Loading/Processor/ProcessorInflate.h" #include "Loading/Steps/StepAddProcessor.h" #include "Loading/Steps/StepAllocXBlocks.h" #include "Loading/Steps/StepLoadHash.h" #include "Loading/Steps/StepLoadSignature.h" #include "Loading/Steps/StepLoadZoneContent.h" #include "Loading/Steps/StepLoadZoneSizes.h" #include "Loading/Steps/StepRemoveProcessor.h" #include "Loading/Steps/StepSkipBytes.h" #include "Loading/Steps/StepVerifyFileName.h" #include "Loading/Steps/StepVerifyHash.h" #include "Loading/Steps/StepVerifyMagic.h" #include "Loading/Steps/StepVerifySignature.h" #include "Utils/ClassUtils.h" #include #include #include #include using namespace IW4; namespace { bool CanLoad(ZoneHeader& header, bool* isSecure, bool* isOfficial, bool* isIw4x) { assert(isSecure != nullptr); assert(isOfficial != nullptr); assert(isIw4x != nullptr); if (header.m_version != ZoneConstants::ZONE_VERSION) { return false; } if (!memcmp(header.m_magic, ZoneConstants::MAGIC_IW4X, std::char_traits::length(ZoneConstants::MAGIC_IW4X))) { if (*reinterpret_cast(&header.m_magic[std::char_traits::length(ZoneConstants::MAGIC_IW4X)]) == ZoneConstants::IW4X_ZONE_VERSION) { *isSecure = false; *isOfficial = false; *isIw4x = true; return true; } return false; } if (!memcmp(header.m_magic, ZoneConstants::MAGIC_SIGNED_INFINITY_WARD, std::char_traits::length(ZoneConstants::MAGIC_SIGNED_INFINITY_WARD))) { *isSecure = true; *isOfficial = true; *isIw4x = false; return true; } if (!memcmp(header.m_magic, ZoneConstants::MAGIC_UNSIGNED, std::char_traits::length(ZoneConstants::MAGIC_UNSIGNED))) { *isSecure = false; *isOfficial = true; *isIw4x = false; return true; } return false; } void SetupBlock(ZoneLoader& zoneLoader) { #define XBLOCK_DEF(name, type) std::make_unique(STR(name), name, type) zoneLoader.AddXBlock(XBLOCK_DEF(IW4::XFILE_BLOCK_TEMP, XBlockType::BLOCK_TYPE_TEMP)); zoneLoader.AddXBlock(XBLOCK_DEF(IW4::XFILE_BLOCK_PHYSICAL, XBlockType::BLOCK_TYPE_NORMAL)); zoneLoader.AddXBlock(XBLOCK_DEF(IW4::XFILE_BLOCK_RUNTIME, XBlockType::BLOCK_TYPE_RUNTIME)); zoneLoader.AddXBlock(XBLOCK_DEF(IW4::XFILE_BLOCK_VIRTUAL, XBlockType::BLOCK_TYPE_NORMAL)); zoneLoader.AddXBlock(XBLOCK_DEF(IW4::XFILE_BLOCK_LARGE, XBlockType::BLOCK_TYPE_NORMAL)); zoneLoader.AddXBlock(XBLOCK_DEF(IW4::XFILE_BLOCK_CALLBACK, XBlockType::BLOCK_TYPE_NORMAL)); zoneLoader.AddXBlock(XBLOCK_DEF(IW4::XFILE_BLOCK_VERTEX, XBlockType::BLOCK_TYPE_NORMAL)); zoneLoader.AddXBlock(XBLOCK_DEF(IW4::XFILE_BLOCK_INDEX, XBlockType::BLOCK_TYPE_NORMAL)); #undef XBLOCK_DEF } std::unique_ptr SetupRsa(const bool isOfficial) { if (isOfficial) { auto rsa = cryptography::CreateRsa(cryptography::HashingAlgorithm::RSA_HASH_SHA256, cryptography::RsaPaddingMode::RSA_PADDING_PSS); if (!rsa->SetKey(ZoneConstants::RSA_PUBLIC_KEY_INFINITY_WARD, sizeof(ZoneConstants::RSA_PUBLIC_KEY_INFINITY_WARD))) { std::cerr << "Invalid public key for signature checking\n"; return nullptr; } return rsa; } else { assert(false); // TODO: Load custom RSA key here return nullptr; } } void AddAuthHeaderSteps(const bool isSecure, const bool isOfficial, ZoneLoader& zoneLoader, std::string& fileName) { // Unsigned zones do not have an auth header if (!isSecure) return; // If file is signed setup a RSA instance. auto rsa = SetupRsa(isOfficial); zoneLoader.AddLoadingStep(step::CreateStepVerifyMagic(ZoneConstants::MAGIC_AUTH_HEADER)); zoneLoader.AddLoadingStep(step::CreateStepSkipBytes(4)); // Skip reserved auto subHeaderHash = step::CreateStepLoadHash(sizeof(DB_AuthHash::bytes), 1); auto* subHeaderHashPtr = subHeaderHash.get(); zoneLoader.AddLoadingStep(std::move(subHeaderHash)); auto subHeaderHashSignature = step::CreateStepLoadSignature(sizeof(DB_AuthSignature::bytes)); auto* subHeaderHashSignaturePtr = subHeaderHashSignature.get(); zoneLoader.AddLoadingStep(std::move(subHeaderHashSignature)); zoneLoader.AddLoadingStep(step::CreateStepVerifySignature(std::move(rsa), subHeaderHashSignaturePtr, subHeaderHashPtr)); auto subHeaderCapture = processor::CreateProcessorCaptureData(sizeof(DB_AuthSubHeader)); auto* subHeaderCapturePtr = subHeaderCapture.get(); zoneLoader.AddLoadingStep(step::CreateStepAddProcessor(std::move(subHeaderCapture))); zoneLoader.AddLoadingStep(step::CreateStepVerifyFileName(fileName, sizeof(DB_AuthSubHeader::fastfileName))); zoneLoader.AddLoadingStep(step::CreateStepSkipBytes(4)); // Skip reserved auto masterBlockHashes = step::CreateStepLoadHash(sizeof(DB_AuthHash::bytes), static_cast(std::extent_v)); auto* masterBlockHashesPtr = masterBlockHashes.get(); zoneLoader.AddLoadingStep(std::move(masterBlockHashes)); zoneLoader.AddLoadingStep(step::CreateStepVerifyHash(cryptography::CreateSha256(), 0, subHeaderHashPtr, subHeaderCapturePtr)); zoneLoader.AddLoadingStep(step::CreateStepRemoveProcessor(subHeaderCapturePtr)); // Skip the rest of the first chunk zoneLoader.AddLoadingStep(step::CreateStepSkipBytes(ZoneConstants::AUTHED_CHUNK_SIZE - sizeof(DB_AuthHeader))); zoneLoader.AddLoadingStep(step::CreateStepAddProcessor( processor::CreateProcessorAuthedBlocks(ZoneConstants::AUTHED_CHUNK_COUNT_PER_GROUP, ZoneConstants::AUTHED_CHUNK_SIZE, static_cast(std::extent_v), cryptography::CreateSha256(), masterBlockHashesPtr))); } } // namespace std::unique_ptr ZoneLoaderFactory::CreateLoaderForHeader(ZoneHeader& header, std::string& fileName) const { bool isSecure; bool isOfficial; bool isIw4x; // Check if this file is a supported IW4 zone. if (!CanLoad(header, &isSecure, &isOfficial, &isIw4x)) return nullptr; // Create new zone auto zone = std::make_unique(fileName, 0, IGame::GetGameById(GameId::IW4)); auto* zonePtr = zone.get(); zone->m_pools = std::make_unique(zonePtr, 0); 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(*zoneLoader); // Skip unknown 1 byte field that the game ignores as well zoneLoader->AddLoadingStep(step::CreateStepSkipBytes(1)); // Skip timestamp zoneLoader->AddLoadingStep(step::CreateStepSkipBytes(8)); // Add steps for loading the auth header which also contain the signature of the zone if it is signed. AddAuthHeaderSteps(isSecure, isOfficial, *zoneLoader, fileName); zoneLoader->AddLoadingStep(step::CreateStepAddProcessor(processor::CreateProcessorInflate(ZoneConstants::AUTHED_CHUNK_SIZE))); if (isIw4x) // IW4x has one extra byte of padding here for protection purposes { zoneLoader->AddLoadingStep(step::CreateStepAddProcessor(processor::CreateProcessorIW4xDecryption())); zoneLoader->AddLoadingStep(step::CreateStepSkipBytes(1)); } // Start of the XFile struct zoneLoader->AddLoadingStep(step::CreateStepLoadZoneSizes()); zoneLoader->AddLoadingStep(step::CreateStepAllocXBlocks()); // Start of the zone content zoneLoader->AddLoadingStep(step::CreateStepLoadZoneContent( [&zonePtr](ZoneInputStream& stream) { return std::make_unique(*zonePtr, stream); }, 32u, ZoneConstants::OFFSET_BLOCK_BIT_COUNT, ZoneConstants::INSERT_BLOCK, zonePtr->Memory())); return zoneLoader; }