#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/StepDumpData.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/StepSkipZoneImageHeaders.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 "Utils/Endianness.h" #include "Utils/Logging/Log.h" #include #include #include #include #include using namespace IW4; namespace fs = std::filesystem; namespace { struct ZoneLoaderInspectionResultIW4 { ZoneLoaderInspectionResult m_generic_result; bool m_is_iw4x; }; std::optional InspectZoneHeaderIw4(const ZoneHeader& header) { if (endianness::FromLittleEndian(header.m_version) == ZoneConstants::ZONE_VERSION_PC) { 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::ZONE_VERSION_IW4x) { return ZoneLoaderInspectionResultIW4{ .m_generic_result = ZoneLoaderInspectionResult{ .m_game_id = GameId::IW4, .m_endianness = GameEndianness::LE, .m_word_size = GameWordSize::ARCH_32, .m_platform = GamePlatform::PC, .m_is_official = false, .m_is_signed = false, .m_is_encrypted = false, }, .m_is_iw4x = true, }; } return std::nullopt; } if (!memcmp(header.m_magic, ZoneConstants::MAGIC_SIGNED_INFINITY_WARD, std::char_traits::length(ZoneConstants::MAGIC_SIGNED_INFINITY_WARD))) { return ZoneLoaderInspectionResultIW4{ .m_generic_result = ZoneLoaderInspectionResult{ .m_game_id = GameId::IW4, .m_endianness = GameEndianness::LE, .m_word_size = GameWordSize::ARCH_32, .m_platform = GamePlatform::PC, .m_is_official = true, .m_is_signed = true, .m_is_encrypted = false, }, .m_is_iw4x = false, }; } if (!memcmp(header.m_magic, ZoneConstants::MAGIC_UNSIGNED, std::char_traits::length(ZoneConstants::MAGIC_UNSIGNED))) { return ZoneLoaderInspectionResultIW4{ .m_generic_result = ZoneLoaderInspectionResult{ .m_game_id = GameId::IW4, .m_endianness = GameEndianness::LE, .m_word_size = GameWordSize::ARCH_32, .m_platform = GamePlatform::PC, .m_is_official = false, .m_is_signed = false, .m_is_encrypted = false, }, .m_is_iw4x = false, }; } } else if (endianness::FromBigEndian(header.m_version) == ZoneConstants::ZONE_VERSION_XENON) { if (!memcmp(header.m_magic, ZoneConstants::MAGIC_UNSIGNED, std::char_traits::length(ZoneConstants::MAGIC_UNSIGNED))) { return ZoneLoaderInspectionResultIW4{ .m_generic_result = ZoneLoaderInspectionResult{ .m_game_id = GameId::IW4, .m_endianness = GameEndianness::BE, .m_word_size = GameWordSize::ARCH_32, .m_platform = GamePlatform::XBOX, .m_is_official = false, .m_is_signed = false, .m_is_encrypted = false, }, .m_is_iw4x = false, }; } if (!memcmp(header.m_magic, ZoneConstants::MAGIC_SIGNED_INFINITY_WARD, std::char_traits::length(ZoneConstants::MAGIC_SIGNED_INFINITY_WARD))) { return ZoneLoaderInspectionResultIW4{ .m_generic_result = ZoneLoaderInspectionResult{ .m_game_id = GameId::IW4, .m_endianness = GameEndianness::BE, .m_word_size = GameWordSize::ARCH_32, .m_platform = GamePlatform::XBOX, .m_is_official = true, .m_is_signed = true, .m_is_encrypted = false, }, .m_is_iw4x = false, }; } } return std::nullopt; } 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, const GamePlatform platform) { if (isOfficial) { auto rsa = cryptography::CreateRsa(cryptography::HashingAlgorithm::RSA_HASH_SHA256, cryptography::RsaPaddingMode::RSA_PADDING_PSS); if (platform == GamePlatform::PC) { if (!rsa->SetKey(ZoneConstants::RSA_PUBLIC_KEY_INFINITY_WARD, sizeof(ZoneConstants::RSA_PUBLIC_KEY_INFINITY_WARD))) { con::error("Invalid public key for signature checking"); return nullptr; } } else if (platform == GamePlatform::XBOX) { if (!rsa->SetKey(ZoneConstants::RSA_PUBLIC_KEY_INFINITY_WARD_XENON, sizeof(ZoneConstants::RSA_PUBLIC_KEY_INFINITY_WARD_XENON))) { con::error("Invalid public key for signature checking"); return nullptr; } } return rsa; } else { assert(false); // TODO: Load custom RSA key here return nullptr; } } void AddAuthHeaderSteps(const ZoneLoaderInspectionResultIW4& inspectResult, ZoneLoader& zoneLoader, const std::string& fileName) { // Unsigned zones do not have an auth header if (!inspectResult.m_generic_result.m_is_signed) return; // If file is signed setup a RSA instance. auto rsa = SetupRsa(inspectResult.m_generic_result.m_is_official, inspectResult.m_generic_result.m_platform); 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::optional ZoneLoaderFactory::InspectZoneHeader(const ZoneHeader& header) const { auto resultIw4 = InspectZoneHeaderIw4(header); if (!resultIw4) return std::nullopt; return resultIw4->m_generic_result; } std::unique_ptr ZoneLoaderFactory::CreateLoaderForHeader(const ZoneHeader& header, const std::string& fileName, std::optional> progressCallback) const { const auto inspectResult = InspectZoneHeaderIw4(header); if (!inspectResult) return nullptr; // Create new zone auto zone = std::make_unique(fileName, 0, GameId::IW4, inspectResult->m_generic_result.m_platform); 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)); if (inspectResult->m_generic_result.m_platform == GamePlatform::XBOX) { zoneLoader->AddLoadingStep(step::CreateStepSkipZoneImageHeaders()); } // Add steps for loading the auth header which also contain the signature of the zone if it is signed. AddAuthHeaderSteps(*inspectResult, *zoneLoader, fileName); zoneLoader->AddLoadingStep(step::CreateStepAddProcessor(processor::CreateProcessorInflate(ZoneConstants::AUTHED_CHUNK_SIZE))); if (inspectResult->m_is_iw4x) // IW4x has one extra byte of padding here for protection purposes { zoneLoader->AddLoadingStep(step::CreateStepAddProcessor(processor::CreateProcessorIW4xDecryption())); zoneLoader->AddLoadingStep(step::CreateStepSkipBytes(1)); } if (inspectResult->m_generic_result.m_endianness == GameEndianness::LE) { // 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(), std::move(progressCallback))); } else { fs::path dumpFileNamePath = fs::path(fileName).filename(); dumpFileNamePath.replace_extension(".dat"); std::string dumpFileName = dumpFileNamePath.string(); con::warn("Dumping xbox assets is not supported, making a full fastfile data dump to {}", dumpFileName); zoneLoader->AddLoadingStep(step::CreateStepDumpData(dumpFileName, 0xFFFFFFFF)); } return zoneLoader; }