mirror of
https://github.com/Laupetin/OpenAssetTools.git
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227 lines
9.7 KiB
C++
227 lines
9.7 KiB
C++
#include "ZoneLoaderFactoryIW3.h"
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#include "ContentLoaderIW3.h"
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#include "Game/GameLanguage.h"
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#include "Game/IW3/GameIW3.h"
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#include "Game/IW3/IW3.h"
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#include "Game/IW3/ZoneConstantsIW3.h"
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#include "Loading/Processor/ProcessorAuthedBlocks.h"
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#include "Loading/Processor/ProcessorCaptureData.h"
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#include "Loading/Processor/ProcessorInflate.h"
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#include "Loading/Steps/StepAddProcessor.h"
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#include "Loading/Steps/StepAllocXBlocks.h"
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#include "Loading/Steps/StepDumpData.h"
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#include "Loading/Steps/StepLoadHash.h"
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#include "Loading/Steps/StepLoadSignature.h"
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#include "Loading/Steps/StepLoadZoneContent.h"
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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/StepVerifyFileName.h"
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#include "Loading/Steps/StepVerifyHash.h"
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#include "Loading/Steps/StepVerifyMagic.h"
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#include "Loading/Steps/StepVerifySignature.h"
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#include "Utils/ClassUtils.h"
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#include "Utils/Endianness.h"
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#include "Utils/Logging/Log.h"
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#include <cassert>
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#include <cstring>
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#include <filesystem>
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#include <type_traits>
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using namespace IW3;
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namespace fs = std::filesystem;
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namespace
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{
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void SetupBlock(ZoneMemory& zoneMemory)
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{
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#define XBLOCK_DEF(name, type) std::make_unique<XBlock>(STR(name), name, type)
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zoneMemory.AddBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_TEMP, XBlockType::BLOCK_TYPE_TEMP));
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zoneMemory.AddBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_RUNTIME, XBlockType::BLOCK_TYPE_RUNTIME));
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zoneMemory.AddBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_LARGE_RUNTIME, XBlockType::BLOCK_TYPE_RUNTIME));
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zoneMemory.AddBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_PHYSICAL_RUNTIME, XBlockType::BLOCK_TYPE_RUNTIME));
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zoneMemory.AddBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_VIRTUAL, XBlockType::BLOCK_TYPE_NORMAL));
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zoneMemory.AddBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_LARGE, XBlockType::BLOCK_TYPE_NORMAL));
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zoneMemory.AddBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_PHYSICAL, XBlockType::BLOCK_TYPE_NORMAL));
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zoneMemory.AddBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_VERTEX, XBlockType::BLOCK_TYPE_NORMAL));
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zoneMemory.AddBlock(XBLOCK_DEF(IW3::XFILE_BLOCK_INDEX, XBlockType::BLOCK_TYPE_NORMAL));
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#undef XBLOCK_DEF
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}
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std::unique_ptr<cryptography::IPublicKeyAlgorithm> SetupRsa(const bool isOfficial)
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{
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if (isOfficial)
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{
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auto rsa = cryptography::CreateRsa(cryptography::HashingAlgorithm::RSA_HASH_SHA256, cryptography::RsaPaddingMode::RSA_PADDING_PSS);
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if (!rsa->SetKey(ZoneConstants::RSA_PUBLIC_KEY_INFINITY_WARD, sizeof(ZoneConstants::RSA_PUBLIC_KEY_INFINITY_WARD)))
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{
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con::error("Invalid public key for signature checking");
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return nullptr;
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}
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return rsa;
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}
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else
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{
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assert(false);
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// TODO: Load custom RSA key here
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return nullptr;
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}
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}
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void AddAuthHeaderSteps(const ZoneLoaderInspectionResult& inspectResult, ZoneLoader& zoneLoader, const std::string& fileName)
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{
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// Unsigned zones do not have an auth header
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if (!inspectResult.m_is_signed)
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return;
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// If file is signed setup a RSA instance.
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auto rsa = SetupRsa(inspectResult.m_is_official);
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zoneLoader.AddLoadingStep(step::CreateStepVerifyMagic(ZoneConstants::MAGIC_AUTH_HEADER));
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zoneLoader.AddLoadingStep(step::CreateStepSkipBytes(4)); // Skip reserved
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auto subHeaderHash = step::CreateStepLoadHash(sizeof(DB_AuthHash::bytes), 1);
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auto* subHeaderHashPtr = subHeaderHash.get();
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zoneLoader.AddLoadingStep(std::move(subHeaderHash));
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auto subHeaderHashSignature = step::CreateStepLoadSignature(sizeof(DB_AuthSignature::bytes));
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auto* subHeaderHashSignaturePtr = subHeaderHashSignature.get();
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zoneLoader.AddLoadingStep(std::move(subHeaderHashSignature));
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zoneLoader.AddLoadingStep(step::CreateStepVerifySignature(std::move(rsa), subHeaderHashSignaturePtr, subHeaderHashPtr));
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auto subHeaderCapture = processor::CreateProcessorCaptureData(sizeof(DB_AuthSubHeader));
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auto* subHeaderCapturePtr = subHeaderCapture.get();
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zoneLoader.AddLoadingStep(step::CreateStepAddProcessor(std::move(subHeaderCapture)));
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zoneLoader.AddLoadingStep(step::CreateStepVerifyFileName(fileName, sizeof(DB_AuthSubHeader::fastfileName)));
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zoneLoader.AddLoadingStep(step::CreateStepSkipBytes(4)); // Skip reserved
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auto masterBlockHashes =
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step::CreateStepLoadHash(sizeof(DB_AuthHash::bytes), static_cast<unsigned>(std::extent_v<decltype(DB_AuthSubHeader::masterBlockHashes)>));
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auto* masterBlockHashesPtr = masterBlockHashes.get();
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zoneLoader.AddLoadingStep(std::move(masterBlockHashes));
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zoneLoader.AddLoadingStep(step::CreateStepVerifyHash(cryptography::CreateSha256(), 0, subHeaderHashPtr, subHeaderCapturePtr));
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zoneLoader.AddLoadingStep(step::CreateStepRemoveProcessor(subHeaderCapturePtr));
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// Skip the rest of the first chunk
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zoneLoader.AddLoadingStep(step::CreateStepSkipBytes(ZoneConstants::AUTHED_CHUNK_SIZE - sizeof(DB_AuthHeader)));
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zoneLoader.AddLoadingStep(step::CreateStepAddProcessor(
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processor::CreateProcessorAuthedBlocks(ZoneConstants::AUTHED_CHUNK_COUNT_PER_GROUP,
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ZoneConstants::AUTHED_CHUNK_SIZE,
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static_cast<unsigned>(std::extent_v<decltype(DB_AuthSubHeader::masterBlockHashes)>),
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cryptography::CreateSha256(),
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masterBlockHashesPtr)));
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}
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} // namespace
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std::optional<ZoneLoaderInspectionResult> ZoneLoaderFactory::InspectZoneHeader(ZoneDataPeeking& filePeek) const
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{
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const auto& header = filePeek.PeekStruct<ZoneHeader>();
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if (endianness::FromLittleEndian(header.m_version) == ZoneConstants::ZONE_VERSION_PC)
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{
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if (!memcmp(header.m_magic, ZoneConstants::MAGIC_UNSIGNED, std::char_traits<char>::length(ZoneConstants::MAGIC_UNSIGNED)))
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{
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return ZoneLoaderInspectionResult{
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.m_game_id = GameId::IW3,
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.m_variant_id = GameVariantId::IW3_PC,
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.m_is_official = true,
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.m_is_signed = false,
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.m_is_encrypted = false,
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};
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}
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}
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else if (endianness::FromBigEndian(header.m_version) == ZoneConstants::ZONE_VERSION_XENON)
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{
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if (!memcmp(header.m_magic, ZoneConstants::MAGIC_UNSIGNED, std::char_traits<char>::length(ZoneConstants::MAGIC_UNSIGNED)))
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{
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return ZoneLoaderInspectionResult{
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.m_game_id = GameId::IW3,
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.m_variant_id = GameVariantId::IW3_XBOX,
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.m_is_official = true,
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.m_is_signed = false,
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.m_is_encrypted = false,
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};
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}
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if (!memcmp(header.m_magic, ZoneConstants::MAGIC_SIGNED, std::char_traits<char>::length(ZoneConstants::MAGIC_SIGNED)))
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{
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return ZoneLoaderInspectionResult{
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.m_game_id = GameId::IW3,
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.m_variant_id = GameVariantId::IW3_XBOX,
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.m_is_official = true,
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.m_is_signed = true,
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.m_is_encrypted = false,
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};
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}
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}
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return std::nullopt;
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}
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std::unique_ptr<ZoneLoader> ZoneLoaderFactory::CreateLoaderForHeader(ZoneDataPeeking& filePeek,
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const std::string& fileName,
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std::optional<std::unique_ptr<ProgressCallback>> progressCallback) const
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{
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const auto inspectResult = InspectZoneHeader(filePeek);
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if (!inspectResult)
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return nullptr;
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const auto variant = IGameVariant::GetVariantById(inspectResult->m_variant_id);
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// Create new zone
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auto zone = std::make_unique<Zone>(fileName, 0, inspectResult->m_variant_id);
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auto* zonePtr = zone.get();
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zone->m_language = GameLanguage::LANGUAGE_NONE;
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// File is supported. Now setup all required steps for loading this file.
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auto zoneLoader = std::make_unique<ZoneLoader>(std::move(zone));
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SetupBlock(zonePtr->Memory());
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// Skip the initial header that we peeked at before
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zoneLoader->AddLoadingStep(step::CreateStepSkipBytes(sizeof(ZoneHeader)));
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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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AddAuthHeaderSteps(*inspectResult, *zoneLoader, fileName);
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zoneLoader->AddLoadingStep(step::CreateStepAddProcessor(processor::CreateProcessorInflate(ZoneConstants::AUTHED_CHUNK_SIZE)));
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if (variant->GetEndianness() == GameEndianness::LE)
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{
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// Start of the XFile struct
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zoneLoader->AddLoadingStep(step::CreateStepLoadZoneSizes());
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zoneLoader->AddLoadingStep(step::CreateStepAllocXBlocks(zonePtr));
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// Start of the zone content
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zoneLoader->AddLoadingStep(step::CreateStepLoadZoneContent(
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[zonePtr](ZoneInputStream& stream)
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{
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return std::make_unique<ContentLoader>(*zonePtr, stream);
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},
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32u,
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ZoneConstants::OFFSET_BLOCK_BIT_COUNT,
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ZoneConstants::INSERT_BLOCK,
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zonePtr,
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std::move(progressCallback)));
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}
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else
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{
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fs::path dumpFileNamePath = fs::path(fileName).filename();
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dumpFileNamePath.replace_extension(".dat");
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std::string dumpFileName = dumpFileNamePath.string();
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con::warn("Dumping xbox assets is not supported, making a full fastfile data dump to {}", dumpFileName);
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zoneLoader->AddLoadingStep(step::CreateStepDumpData(dumpFileName, 0xFFFFFFFF));
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}
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return zoneLoader;
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}
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