Write null memory at end of t6 fastfiles like the original linker does because the game's reader needs it for some reason

This commit is contained in:
Jan
2021-03-22 09:49:42 +01:00
parent d99eb0ab24
commit 1058ee7881
8 changed files with 91 additions and 10 deletions

View File

@ -12,7 +12,10 @@
#include "Zone/XChunk/XChunkProcessorDeflate.h"
#include "Zone/XChunk/XChunkProcessorSalsa20Encryption.h"
#include "Writing/Steps/StepAddOutputProcessor.h"
#include "Writing/Steps/StepAlign.h"
#include "Writing/Steps/StepRemoveOutputProcessor.h"
#include "Writing/Steps/StepWriteXBlockSizes.h"
#include "Writing/Steps/StepWriteZero.h"
#include "Writing/Steps/StepWriteZoneContentToFile.h"
#include "Writing/Steps/StepWriteZoneContentToMemory.h"
#include "Writing/Steps/StepWriteZoneHeader.h"
@ -71,10 +74,11 @@ public:
return header;
}
ICapturedDataProvider* AddXChunkProcessor(const bool isEncrypted)
void AddXChunkProcessor(const bool isEncrypted, ICapturedDataProvider** dataToSignProviderPtr, OutputProcessorXChunks** xChunkProcessorPtr) const
{
ICapturedDataProvider* result = nullptr;
auto xChunkProcessor = std::make_unique<OutputProcessorXChunks>(ZoneConstants::STREAM_COUNT, ZoneConstants::XCHUNK_SIZE, ZoneConstants::XCHUNK_MAX_WRITE_SIZE, ZoneConstants::VANILLA_BUFFER_SIZE);
if (xChunkProcessorPtr)
*xChunkProcessorPtr = xChunkProcessor.get();
// Decompress the chunks using zlib
xChunkProcessor->AddChunkProcessor(std::make_unique<XChunkProcessorDeflate>());
@ -84,14 +88,16 @@ public:
// If zone is encrypted, the decryption is applied before the decompression. T6 Zones always use Salsa20.
auto chunkProcessorSalsa20 = std::make_unique<XChunkProcessorSalsa20Encryption>(ZoneConstants::STREAM_COUNT, m_zone->m_name, ZoneConstants::SALSA20_KEY_TREYARCH,
sizeof(ZoneConstants::SALSA20_KEY_TREYARCH));
result = chunkProcessorSalsa20.get();
// If there is encryption, the signed data of the zone is the final hash blocks provided by the Salsa20 IV adaption algorithm
if (dataToSignProviderPtr)
*dataToSignProviderPtr = chunkProcessorSalsa20.get();
xChunkProcessor->AddChunkProcessor(std::move(chunkProcessorSalsa20));
}
m_writer->AddWritingStep(std::make_unique<StepAddOutputProcessor>(std::move(xChunkProcessor)));
// If there is encryption, the signed data of the zone is the final hash blocks provided by the Salsa20 IV adaption algorithm
return result;
}
std::unique_ptr<ZoneWriter> CreateWriter()
@ -110,7 +116,9 @@ public:
m_writer->AddWritingStep(std::make_unique<StepWriteZoneHeader>(CreateHeaderForParams(isSecure, false, isEncrypted)));
// Setup loading XChunks from the zone from this point on.
auto* signatureDataProvider = AddXChunkProcessor(isEncrypted);
ICapturedDataProvider* dataToSignProvider;
OutputProcessorXChunks* xChunksProcessor;
AddXChunkProcessor(isEncrypted, &dataToSignProvider, &xChunksProcessor);
// Start of the XFile struct
//m_writer->AddWritingStep(std::make_unique<StepSkipBytes>(8)); // Skip size and externalSize fields since they are not interesting for us
@ -120,6 +128,14 @@ public:
// Start of the zone content
m_writer->AddWritingStep(std::make_unique<StepWriteZoneContentToFile>(contentInMemoryPtr));
// Stop writing in XChunks
m_writer->AddWritingStep(std::make_unique<StepRemoveOutputProcessor>(xChunksProcessor));
// Pad ending with zeros like the original linker does it. The game's reader needs it for some reason.
// From my observations this is most likely the logic behind the amount of bytes: At least 0x40 bytes and aligned to the next 0x40
m_writer->AddWritingStep(std::make_unique<StepWriteZero>(ZoneConstants::FILE_SUFFIX_ZERO_MIN_SIZE));
m_writer->AddWritingStep(std::make_unique<StepAlign>(ZoneConstants::FILE_SUFFIX_ZERO_ALIGN, '\0'));
// Return the fully setup zoneloader
return std::move(m_writer);
}