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OpenAssetTools/src/ZoneLoading/Game/IW5/ZoneLoaderFactoryIW5.cpp
2025-10-27 21:01:04 +01:00

207 lines
8.6 KiB
C++

#include "ZoneLoaderFactoryIW5.h"
#include "ContentLoaderIW5.h"
#include "Game/GameLanguage.h"
#include "Game/IW5/GameAssetPoolIW5.h"
#include "Game/IW5/GameIW5.h"
#include "Game/IW5/IW5.h"
#include "Game/IW5/ZoneConstantsIW5.h"
#include "Loading/Processor/ProcessorAuthedBlocks.h"
#include "Loading/Processor/ProcessorCaptureData.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 "Utils/Logging/Log.h"
#include <cassert>
#include <cstring>
#include <iostream>
#include <type_traits>
using namespace IW5;
namespace
{
void SetupBlock(ZoneLoader& zoneLoader)
{
#define XBLOCK_DEF(name, type) std::make_unique<XBlock>(STR(name), name, type)
zoneLoader.AddXBlock(XBLOCK_DEF(XFILE_BLOCK_TEMP, XBlockType::BLOCK_TYPE_TEMP));
zoneLoader.AddXBlock(XBLOCK_DEF(XFILE_BLOCK_PHYSICAL, XBlockType::BLOCK_TYPE_NORMAL));
zoneLoader.AddXBlock(XBLOCK_DEF(XFILE_BLOCK_RUNTIME, XBlockType::BLOCK_TYPE_RUNTIME));
zoneLoader.AddXBlock(XBLOCK_DEF(XFILE_BLOCK_VIRTUAL, XBlockType::BLOCK_TYPE_NORMAL));
zoneLoader.AddXBlock(XBLOCK_DEF(XFILE_BLOCK_LARGE, XBlockType::BLOCK_TYPE_NORMAL));
zoneLoader.AddXBlock(XBLOCK_DEF(XFILE_BLOCK_CALLBACK, XBlockType::BLOCK_TYPE_NORMAL));
zoneLoader.AddXBlock(XBLOCK_DEF(XFILE_BLOCK_VERTEX, XBlockType::BLOCK_TYPE_NORMAL));
zoneLoader.AddXBlock(XBLOCK_DEF(XFILE_BLOCK_INDEX, XBlockType::BLOCK_TYPE_NORMAL));
zoneLoader.AddXBlock(XBLOCK_DEF(XFILE_BLOCK_SCRIPT, XBlockType::BLOCK_TYPE_NORMAL));
#undef XBLOCK_DEF
}
std::unique_ptr<cryptography::IPublicKeyAlgorithm> 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)))
{
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 ZoneLoaderInspectionResult& inspectResult, ZoneLoader& zoneLoader, const std::string& fileName)
{
// Unsigned zones do not have an auth header
if (!inspectResult.m_is_signed)
return;
// If file is signed setup a RSA instance.
auto rsa = SetupRsa(inspectResult.m_is_official);
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<unsigned>(std::extent_v<decltype(DB_AuthSubHeader::masterBlockHashes)>));
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<unsigned>(std::extent_v<decltype(DB_AuthSubHeader::masterBlockHashes)>),
cryptography::CreateSha256(),
masterBlockHashesPtr)));
}
} // namespace
std::optional<ZoneLoaderInspectionResult> ZoneLoaderFactory::InspectZoneHeader(const ZoneHeader& header) const
{
if (header.m_version != ZoneConstants::ZONE_VERSION)
return std::nullopt;
if (!memcmp(header.m_magic, ZoneConstants::MAGIC_SIGNED_INFINITY_WARD, std::char_traits<char>::length(ZoneConstants::MAGIC_SIGNED_INFINITY_WARD)))
{
return ZoneLoaderInspectionResult{
.m_game_id = GameId::IW5,
.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,
};
}
if (!memcmp(header.m_magic, ZoneConstants::MAGIC_UNSIGNED, std::char_traits<char>::length(ZoneConstants::MAGIC_UNSIGNED)))
{
return ZoneLoaderInspectionResult{
.m_game_id = GameId::IW5,
.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,
};
}
return std::nullopt;
}
std::unique_ptr<ZoneLoader> ZoneLoaderFactory::CreateLoaderForHeader(const ZoneHeader& header,
const std::string& fileName,
std::optional<std::unique_ptr<ProgressCallback>> progressCallback) const
{
const auto inspectResult = InspectZoneHeader(header);
if (!inspectResult)
return nullptr;
// Create new zone
auto zone = std::make_unique<Zone>(fileName, 0, GameId::IW5, inspectResult->m_platform);
auto* zonePtr = zone.get();
zone->m_pools = std::make_unique<GameAssetPoolIW5>(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<ZoneLoader>(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(*inspectResult, *zoneLoader, fileName);
zoneLoader->AddLoadingStep(step::CreateStepAddProcessor(processor::CreateProcessorInflate(ZoneConstants::AUTHED_CHUNK_SIZE)));
// 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<ContentLoader>(*zonePtr, stream);
},
32u,
ZoneConstants::OFFSET_BLOCK_BIT_COUNT,
ZoneConstants::INSERT_BLOCK,
zonePtr->Memory(),
std::move(progressCallback)));
return zoneLoader;
}