OpenAssetTools/src/ZoneLoading/Game/IW4/ZoneLoaderFactoryIW4.cpp

242 lines
9.5 KiB
C++

#include "ZoneLoaderFactoryIW4.h"
#include "Game/IW4/IW4.h"
#include "Loading/Steps/StepVerifyMagic.h"
#include "Loading/Steps/StepSkipBytes.h"
#include "Loading/Steps/StepVerifyFileName.h"
#include "Loading/Steps/StepLoadSignature.h"
#include "Loading/Steps/StepVerifySignature.h"
#include "Loading/Steps/StepAddProcessor.h"
#include "Loading/Steps/StepAllocXBlocks.h"
#include "Utils/ClassUtils.h"
#include <cassert>
#include "Loading/Steps/StepLoadZoneContent.h"
#include "ContentLoaderIW4.h"
#include "Game/IW4/GameAssetPoolIW4.h"
#include "Game/IW4/GameIW4.h"
#include "Game/GameLanguage.h"
#include "Loading/Processor/ProcessorAuthedBlocks.h"
#include "Loading/Processor/ProcessorCaptureData.h"
#include "Loading/Processor/ProcessorInflate.h"
#include "Loading/Steps/StepLoadHash.h"
#include "Loading/Steps/StepRemoveProcessor.h"
#include "Loading/Steps/StepVerifyHash.h"
const std::string ZoneLoaderFactoryIW4::MAGIC_SIGNED_INFINITY_WARD = "IWff0100";
const std::string ZoneLoaderFactoryIW4::MAGIC_UNSIGNED = "IWffu100";
const int ZoneLoaderFactoryIW4::VERSION = 276;
const std::string ZoneLoaderFactoryIW4::MAGIC_AUTH_HEADER = "IWffs100";
const uint8_t ZoneLoaderFactoryIW4::RSA_PUBLIC_KEY_INFINITY_WARD[]
{
0x30, 0x82, 0x01, 0x0A, 0x02, 0x82, 0x01, 0x01,
0x00, 0xA5, 0x86, 0xCC, 0x18, 0xA9, 0x12, 0x17,
0x4F, 0x3A, 0xC9, 0x0C, 0xD2, 0x38, 0x5D, 0xDB,
0x67, 0x62, 0xA4, 0xE3, 0xD4, 0x42, 0x05, 0x8A,
0x57, 0x0C, 0x31, 0x4E, 0x19, 0xE4, 0xBA, 0x89,
0x73, 0x13, 0xDB, 0x72, 0x25, 0x63, 0xB1, 0x2F,
0xD7, 0xF1, 0x08, 0x48, 0x34, 0x06, 0xD7, 0x84,
0x5F, 0xC8, 0xCF, 0x2F, 0xB6, 0xA3, 0x5A, 0x8F,
0x7E, 0xAA, 0x9D, 0x51, 0xE7, 0x0F, 0xB9, 0x07,
0xB7, 0x30, 0x91, 0x04, 0x39, 0x9C, 0xDC, 0x1C,
0xF1, 0x16, 0xCB, 0x96, 0x10, 0xEB, 0x38, 0xB1,
0x3B, 0xBA, 0x42, 0xE3, 0xE2, 0x78, 0xBD, 0x77,
0x82, 0x1A, 0x2B, 0x54, 0x27, 0x0A, 0xF7, 0x66,
0x06, 0xAD, 0x46, 0x39, 0xC0, 0xEB, 0xB5, 0xC2,
0x27, 0xDD, 0x2C, 0x08, 0x62, 0x2C, 0x0B, 0xC4,
0x00, 0x0D, 0xCB, 0xAD, 0x22, 0x67, 0x01, 0xA6,
0x92, 0x9C, 0x00, 0xAF, 0x9D, 0x55, 0xCC, 0x68,
0xEC, 0x39, 0x49, 0x85, 0x7E, 0x2C, 0x98, 0xCF,
0x4C, 0x12, 0x8D, 0xED, 0xC7, 0x1D, 0x21, 0x54,
0x9C, 0x2F, 0xC9, 0x54, 0x36, 0x08, 0xA9, 0x67,
0xEE, 0x91, 0xE6, 0xD9, 0xB1, 0xFA, 0xA9, 0x2B,
0x88, 0xAD, 0x2A, 0xD0, 0xAA, 0x28, 0xF9, 0x47,
0xA6, 0x0F, 0xCF, 0x55, 0x4C, 0x9B, 0x26, 0x41,
0x89, 0x76, 0x11, 0xFD, 0x1B, 0x83, 0xE4, 0xE8,
0x8E, 0x7E, 0xB4, 0x03, 0xA3, 0x29, 0xDD, 0x4F,
0xAC, 0x99, 0xBE, 0x7C, 0xD3, 0xFD, 0x14, 0x28,
0x1C, 0x59, 0x69, 0xE0, 0x79, 0x5F, 0x4B, 0xDA,
0x6B, 0xAB, 0x48, 0x4E, 0x28, 0x39, 0x84, 0xC6,
0x2B, 0xC6, 0x20, 0x05, 0xDB, 0x05, 0x21, 0xC3,
0xE1, 0xD4, 0x20, 0x28, 0xDD, 0x3A, 0x4D, 0x51,
0xE7, 0x49, 0x8A, 0x49, 0xEF, 0xF5, 0xDA, 0xDA,
0x7D, 0x5D, 0xA8, 0x0B, 0xA1, 0x77, 0xCD, 0x62,
0x7D, 0x9D, 0x40, 0x26, 0x44, 0x4B, 0x3B, 0x0A,
0x89, 0x02, 0x03, 0x01, 0x00, 0x01
};
const size_t ZoneLoaderFactoryIW4::AUTHED_CHUNK_SIZE = 0x2000;
const size_t ZoneLoaderFactoryIW4::AUTHED_CHUNK_COUNT_PER_GROUP = 256;
const int ZoneLoaderFactoryIW4::OFFSET_BLOCK_BIT_COUNT = 4;
const block_t ZoneLoaderFactoryIW4::INSERT_BLOCK = IW4::XFILE_BLOCK_VIRTUAL;
class ZoneLoaderFactoryIW4::Impl
{
static GameLanguage GetZoneLanguage(std::string& zoneName)
{
return GameLanguage::LANGUAGE_NONE;
}
static bool CanLoad(ZoneHeader& header, bool* isSecure, bool* isOfficial)
{
assert(isSecure != nullptr);
assert(isOfficial != nullptr);
if (header.m_version != VERSION)
{
return false;
}
if (!memcmp(header.m_magic, MAGIC_SIGNED_INFINITY_WARD.c_str(), 8))
{
*isSecure = true;
*isOfficial = true;
return true;
}
if (!memcmp(header.m_magic, MAGIC_UNSIGNED.c_str(), 8))
{
*isSecure = false;
*isOfficial = true;
return true;
}
return false;
}
static void SetupBlock(ZoneLoader* zoneLoader)
{
#define XBLOCK_DEF(name, type) new XBlock(STR(name), name, type)
zoneLoader->AddXBlock(XBLOCK_DEF(IW4::XFILE_BLOCK_TEMP, XBlock::Type::BLOCK_TYPE_TEMP));
zoneLoader->AddXBlock(XBLOCK_DEF(IW4::XFILE_BLOCK_PHYSICAL, XBlock::Type::BLOCK_TYPE_NORMAL));
zoneLoader->AddXBlock(XBLOCK_DEF(IW4::XFILE_BLOCK_RUNTIME, XBlock::Type::BLOCK_TYPE_RUNTIME));
zoneLoader->AddXBlock(XBLOCK_DEF(IW4::XFILE_BLOCK_VIRTUAL, XBlock::Type::BLOCK_TYPE_NORMAL));
zoneLoader->AddXBlock(XBLOCK_DEF(IW4::XFILE_BLOCK_LARGE, XBlock::Type::BLOCK_TYPE_NORMAL));
zoneLoader->AddXBlock(XBLOCK_DEF(IW4::XFILE_BLOCK_CALLBACK, XBlock::Type::BLOCK_TYPE_NORMAL));
zoneLoader->AddXBlock(XBLOCK_DEF(IW4::XFILE_BLOCK_VERTEX, XBlock::Type::BLOCK_TYPE_NORMAL));
zoneLoader->AddXBlock(XBLOCK_DEF(IW4::XFILE_BLOCK_INDEX, XBlock::Type::BLOCK_TYPE_NORMAL));
#undef XBLOCK_DEF
}
static IPublicKeyAlgorithm* SetupRSA(const bool isOfficial)
{
if (isOfficial)
{
auto* rsa = Crypto::CreateRSA(IPublicKeyAlgorithm::HashingAlgorithm::RSA_HASH_SHA256,
Crypto::RSAPaddingMode::RSA_PADDING_PSS);
if (!rsa->SetKey(RSA_PUBLIC_KEY_INFINITY_WARD, sizeof(RSA_PUBLIC_KEY_INFINITY_WARD)))
{
printf("Invalid public key for signature checking\n");
delete rsa;
return nullptr;
}
return rsa;
}
else
{
assert(false);
// TODO: Load custom RSA key here
return nullptr;
}
}
static 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.
IPublicKeyAlgorithm* rsa = SetupRSA(isOfficial);
zoneLoader->AddLoadingStep(new StepVerifyMagic(MAGIC_AUTH_HEADER.c_str()));
zoneLoader->AddLoadingStep(new StepSkipBytes(4)); // Skip reserved
auto* subheaderHash = new StepLoadHash(sizeof IW4::DB_AuthHash::bytes, 1);
zoneLoader->AddLoadingStep(subheaderHash);
auto* subheaderHashSignature = new StepLoadSignature(sizeof IW4::DB_AuthSignature::bytes);
zoneLoader->AddLoadingStep(subheaderHashSignature);
zoneLoader->AddLoadingStep(new StepVerifySignature(rsa, subheaderHashSignature, subheaderHash));
auto* subHeaderCapture = new ProcessorCaptureData(sizeof(IW4::DB_AuthSubHeader));
zoneLoader->AddLoadingStep(new StepAddProcessor(subHeaderCapture));
zoneLoader->AddLoadingStep(new StepVerifyFileName(fileName, sizeof IW4::DB_AuthSubHeader::fastfileName));
zoneLoader->AddLoadingStep(new StepSkipBytes(4)); // Skip reserved
auto* masterBlockHashes = new StepLoadHash(sizeof IW4::DB_AuthHash::bytes,
_countof(IW4::DB_AuthSubHeader::masterBlockHashes));
zoneLoader->AddLoadingStep(masterBlockHashes);
zoneLoader->AddLoadingStep(new StepRemoveProcessor(subHeaderCapture));
zoneLoader->AddLoadingStep(new StepVerifyHash(std::unique_ptr<IHashFunction>(Crypto::CreateSHA256()), 0,
subheaderHash, subHeaderCapture));
// Skip the rest of the first chunk
zoneLoader->AddLoadingStep(new StepSkipBytes(AUTHED_CHUNK_SIZE - sizeof(IW4::DB_AuthHeader)));
zoneLoader->AddLoadingStep(new StepAddProcessor(new ProcessorAuthedBlocks(
AUTHED_CHUNK_COUNT_PER_GROUP, AUTHED_CHUNK_SIZE, _countof(IW4::DB_AuthSubHeader::masterBlockHashes),
std::unique_ptr<IHashFunction>(Crypto::CreateSHA256()),
masterBlockHashes)));
}
public:
static ZoneLoader* CreateLoaderForHeader(ZoneHeader& header, std::string& fileName)
{
bool isSecure;
bool isOfficial;
// Check if this file is a supported IW4 zone.
if (!CanLoad(header, &isSecure, &isOfficial))
return nullptr;
// Create new zone
auto* zone = new Zone(fileName, 0, new GameAssetPoolIW4(0), &g_GameIW4);
zone->m_language = GetZoneLanguage(fileName);
// File is supported. Now setup all required steps for loading this file.
auto* zoneLoader = new ZoneLoader(zone);
SetupBlock(zoneLoader);
// Skip unknown 1 byte field that the game ignores as well
zoneLoader->AddLoadingStep(new StepSkipBytes(1));
// Skip timestamp
zoneLoader->AddLoadingStep(new StepSkipBytes(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(new StepAddProcessor(new ProcessorInflate(AUTHED_CHUNK_SIZE)));
// Start of the XFile struct
zoneLoader->AddLoadingStep(new StepSkipBytes(8));
// Skip size and externalSize fields since they are not interesting for us
zoneLoader->AddLoadingStep(new StepAllocXBlocks());
// Start of the zone content
zoneLoader->AddLoadingStep(
new StepLoadZoneContent(new ContentLoaderIW4(), zone, OFFSET_BLOCK_BIT_COUNT, INSERT_BLOCK));
// Return the fully setup zoneloader
return zoneLoader;
}
};
ZoneLoader* ZoneLoaderFactoryIW4::CreateLoaderForHeader(ZoneHeader& header, std::string& fileName)
{
return Impl::CreateLoaderForHeader(header, fileName);
}