Files
OpenAssetTools/src/ZoneWriting/Game/T6/ZoneWriterFactoryT6.cpp

154 lines
6.4 KiB
C++

#include "ZoneWriterFactoryT6.h"
#include <cassert>
#include <cstring>
#include "ContentWriterT6.h"
#include "Utils/ICapturedDataProvider.h"
#include "Game/T6/T6.h"
#include "Game/T6/GameT6.h"
#include "Game/T6/ZoneConstantsT6.h"
#include "Writing/Processor/OutputProcessorXChunks.h"
#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"
#include "Writing/Steps/StepWriteZoneSizes.h"
using namespace T6;
class ZoneWriterFactory::Impl
{
Zone* m_zone;
std::unique_ptr<ZoneWriter> m_writer;
public:
explicit Impl(Zone* zone)
: m_zone(zone),
m_writer(std::make_unique<ZoneWriter>())
{
}
void SetupBlocks() const
{
#define XBLOCK_DEF(name, type) std::make_unique<XBlock>(STR(name), name, type)
m_writer->AddXBlock(XBLOCK_DEF(T6::XFILE_BLOCK_TEMP, XBlock::Type::BLOCK_TYPE_TEMP));
m_writer->AddXBlock(XBLOCK_DEF(T6::XFILE_BLOCK_RUNTIME_VIRTUAL, XBlock::Type::BLOCK_TYPE_RUNTIME));
m_writer->AddXBlock(XBLOCK_DEF(T6::XFILE_BLOCK_RUNTIME_PHYSICAL, XBlock::Type::BLOCK_TYPE_RUNTIME));
m_writer->AddXBlock(XBLOCK_DEF(T6::XFILE_BLOCK_DELAY_VIRTUAL, XBlock::Type::BLOCK_TYPE_DELAY));
m_writer->AddXBlock(XBLOCK_DEF(T6::XFILE_BLOCK_DELAY_PHYSICAL, XBlock::Type::BLOCK_TYPE_DELAY));
m_writer->AddXBlock(XBLOCK_DEF(T6::XFILE_BLOCK_VIRTUAL, XBlock::Type::BLOCK_TYPE_NORMAL));
m_writer->AddXBlock(XBLOCK_DEF(T6::XFILE_BLOCK_PHYSICAL, XBlock::Type::BLOCK_TYPE_NORMAL));
m_writer->AddXBlock(XBLOCK_DEF(T6::XFILE_BLOCK_STREAMER_RESERVE, XBlock::Type::BLOCK_TYPE_NORMAL));
#undef XBLOCK_DEF
}
static ZoneHeader CreateHeaderForParams(const bool isSecure, const bool isOfficial, const bool isEncrypted)
{
ZoneHeader header{};
header.m_version = ZoneConstants::ZONE_VERSION;
if(isSecure)
{
if (isOfficial)
memcpy(header.m_magic, ZoneConstants::MAGIC_SIGNED_TREYARCH, sizeof(ZoneHeader::m_magic));
else
memcpy(header.m_magic, ZoneConstants::MAGIC_SIGNED_OAT, sizeof(ZoneHeader::m_magic));
}
else
{
if (isEncrypted)
memcpy(header.m_magic, ZoneConstants::MAGIC_UNSIGNED, sizeof(ZoneHeader::m_magic));
else
memcpy(header.m_magic, ZoneConstants::MAGIC_UNSIGNED_SERVER, sizeof(ZoneHeader::m_magic));
}
return header;
}
void AddXChunkProcessor(const bool isEncrypted, ICapturedDataProvider** dataToSignProviderPtr, OutputProcessorXChunks** xChunkProcessorPtr) const
{
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>());
if (isEncrypted)
{
// 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));
// 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)));
}
std::unique_ptr<ZoneWriter> CreateWriter()
{
// TODO Support signed fastfiles
bool isSecure = false;
bool isEncrypted = true;
SetupBlocks();
auto contentInMemory = std::make_unique<StepWriteZoneContentToMemory>(std::make_unique<ContentWriter>(), m_zone, ZoneConstants::OFFSET_BLOCK_BIT_COUNT, ZoneConstants::INSERT_BLOCK);
auto* contentInMemoryPtr = contentInMemory.get();
m_writer->AddWritingStep(std::move(contentInMemory));
// Write zone header
m_writer->AddWritingStep(std::make_unique<StepWriteZoneHeader>(CreateHeaderForParams(isSecure, false, isEncrypted)));
// Setup loading XChunks from the zone from this point on.
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
m_writer->AddWritingStep(std::make_unique<StepWriteZoneSizes>(contentInMemoryPtr));
m_writer->AddWritingStep(std::make_unique<StepWriteXBlockSizes>(m_zone));
// 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);
}
};
bool ZoneWriterFactory::SupportsZone(Zone* zone) const
{
return zone->m_game == &g_GameT6;
}
std::unique_ptr<ZoneWriter> ZoneWriterFactory::CreateWriter(Zone* zone) const
{
Impl impl(zone);
return impl.CreateWriter();
}