174 lines
5.3 KiB
C++
174 lines
5.3 KiB
C++
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#include "fastfile_cod7_ps3.h"
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#include "zonefile_cod7_ps3.h"
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#include "utils.h"
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#include "compression.h"
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#include "encryption.h"
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#include <QFile>
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#include <QDebug>
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FastFile_COD7_PS3::FastFile_COD7_PS3()
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: FastFile() {
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SetCompany(COMPANY_INFINITY_WARD);
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SetType(FILETYPE_FAST_FILE);
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SetSignage(SIGNAGE_UNSIGNED);
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SetMagic(0);
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SetVersion(0);
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SetGame("COD7");
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SetPlatform("PS3");
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}
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FastFile_COD7_PS3::FastFile_COD7_PS3(const QByteArray& aData)
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: FastFile_COD7_PS3() {
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if (!aData.isEmpty()) {
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Load(aData);
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}
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}
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FastFile_COD7_PS3::FastFile_COD7_PS3(const QString aFilePath)
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: FastFile_COD7_PS3() {
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if (!aFilePath.isEmpty()) {
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Load(aFilePath);
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}
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}
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FastFile_COD7_PS3::~FastFile_COD7_PS3() {
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}
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QByteArray FastFile_COD7_PS3::GetBinaryData() {
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return QByteArray();
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}
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bool FastFile_COD7_PS3::Load(const QString aFilePath) {
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if (aFilePath.isEmpty()) {
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return false;
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}
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// Check fastfile can be read
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QFile *file = new QFile(aFilePath);
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if (!file->open(QIODevice::ReadOnly)) {
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qDebug() << QString("Error: Failed to open FastFile: %1!").arg(aFilePath);
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return false;
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}
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// Decompress fastfile and close
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const QString fastFileStem = aFilePath.section("/", -1, -1);
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SetStem(fastFileStem);
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if (!Load(file->readAll())) {
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qDebug() << "Error: Failed to load fastfile: " << fastFileStem;
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return false;
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}
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file->close();
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// Open zone file after decompressing ff and writing
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return true;
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}
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bool FastFile_COD7_PS3::Load(const QByteArray aData) {
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QByteArray decompressedData;
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// Create a QDataStream on the input data.
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QDataStream fastFileStream(aData);
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fastFileStream.setByteOrder(QDataStream::LittleEndian);
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// Parse header values.
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SetCompany(pParseFFCompany(&fastFileStream));
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SetType(pParseFFFileType(&fastFileStream));
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SetSignage(pParseFFSignage(&fastFileStream));
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SetMagic(pParseFFMagic(&fastFileStream));
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quint32 version = pParseFFVersion(&fastFileStream);
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SetVersion(version);
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SetPlatform(pCalculateFFPlatform(version));
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SetGame("COD7");
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// Load the zone file with the decompressed data (using an Xbox platform flag).
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ZoneFile_COD7_PS3 zoneFile;
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zoneFile.SetStem(GetStem());
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// For COD7/COD9, use BigEndian.
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fastFileStream.setByteOrder(QDataStream::BigEndian);
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if (GetPlatform() == "PC") {
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fastFileStream.setByteOrder(QDataStream::LittleEndian);
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// Select key based on game.
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QByteArray key;
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fastFileStream.skipRawData(4);
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if (GetPlatform() == "360") {
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key = QByteArray::fromHex("1ac1d12d527c59b40eca619120ff8217ccff09cd16896f81b829c7f52793405d");
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} else if (GetPlatform() == "PS3") {
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key = QByteArray::fromHex("46D3F997F29C9ACE175B0DAE3AB8C0C1B8E423E2E3BF7E3C311EA35245BF193A");
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// or
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// key = QByteArray::fromHex("0C99B3DDB8D6D0845D1147E470F28A8BF2AE69A8A9F534767B54E9180FF55370");
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}
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// Read the 8-byte magic.
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QByteArray fileMagic(8, Qt::Uninitialized);
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fastFileStream.readRawData(fileMagic.data(), 8);
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if (fileMagic != "PHEEBs71") {
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qWarning() << "Invalid fast file magic!";
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return false;
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}
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fastFileStream.skipRawData(4);
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// Read IV table name (32 bytes).
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QByteArray fileName(32, Qt::Uninitialized);
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fastFileStream.readRawData(fileName.data(), 32);
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// Build the IV table from the fileName.
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QByteArray ivTable = Encryption::InitIVTable(fileName);
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// Skip the RSA signature (256 bytes).
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QByteArray rsaSignature(256, Qt::Uninitialized);
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fastFileStream.readRawData(rsaSignature.data(), 256);
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// Now the stream should be positioned at 0x13C, where sections begin.
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int sectionIndex = 0;
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while (true) {
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qint32 sectionSize = 0;
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fastFileStream >> sectionSize;
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qDebug() << "Section index:" << sectionIndex << "Size:" << sectionSize
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<< "Pos:" << fastFileStream.device()->pos();
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if (sectionSize == 0)
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break;
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// Read the section data.
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QByteArray sectionData;
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sectionData.resize(sectionSize);
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fastFileStream.readRawData(sectionData.data(), sectionSize);
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// Compute the IV for this section.
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QByteArray iv = Encryption::GetIV(ivTable, sectionIndex);
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// Decrypt the section using Salsa20.
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QByteArray decData = Encryption::salsa20DecryptSection(sectionData, key, iv);
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// Compute SHA1 hash of the decrypted data.
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QByteArray sectionHash = QCryptographicHash::hash(decData, QCryptographicHash::Sha1);
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// Update the IV table based on the section hash.
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Encryption::UpdateIVTable(ivTable, sectionIndex, sectionHash);
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// Build a compressed data buffer by prepending the two-byte zlib header.
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QByteArray compressedData;
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compressedData.append(char(0x78));
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compressedData.append(char(0x01));
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compressedData.append(decData);
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decompressedData.append(Compression::DecompressZLIB(compressedData));
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sectionIndex++;
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}
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zoneFile.Load(decompressedData);
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}
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SetZoneFile(std::make_shared<ZoneFile_COD7_PS3>(zoneFile));
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return true;
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}
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