Files
BinaryObjectScanner/BinaryObjectScanner.Builders/GCF.cs
Matt Nadareski 473cbc5694 BOS.* -> BOS.*
2023-03-07 16:59:14 -05:00

776 lines
29 KiB
C#

using System.Collections.Generic;
using System.IO;
using System.Text;
using BinaryObjectScanner.Models.GCF;
using BinaryObjectScanner.Utilities;
namespace BinaryObjectScanner.Builders
{
public static class GCF
{
#region Byte Data
/// <summary>
/// Parse a byte array into a Half-Life Game Cache
/// </summary>
/// <param name="data">Byte array to parse</param>
/// <param name="offset">Offset into the byte array</param>
/// <returns>Filled Half-Life Game Cache on success, null on error</returns>
public static Models.GCF.File ParseFile(byte[] data, int offset)
{
// If the data is invalid
if (data == null)
return null;
// If the offset is out of bounds
if (offset < 0 || offset >= data.Length)
return null;
// Create a memory stream and parse that
MemoryStream dataStream = new MemoryStream(data, offset, data.Length - offset);
return ParseFile(dataStream);
}
#endregion
#region Stream Data
/// <summary>
/// Parse a Stream into a Half-Life Game Cache
/// </summary>
/// <param name="data">Stream to parse</param>
/// <returns>Filled Half-Life Game Cache on success, null on error</returns>
public static Models.GCF.File ParseFile(Stream data)
{
// If the data is invalid
if (data == null || data.Length == 0 || !data.CanSeek || !data.CanRead)
return null;
// If the offset is out of bounds
if (data.Position < 0 || data.Position >= data.Length)
return null;
// Cache the current offset
long initialOffset = data.Position;
// Create a new Half-Life Game Cache to fill
var file = new Models.GCF.File();
#region Header
// Try to parse the header
var header = ParseHeader(data);
if (header == null)
return null;
// Set the game cache header
file.Header = header;
#endregion
#region Block Entry Header
// Try to parse the block entry header
var blockEntryHeader = ParseBlockEntryHeader(data);
if (blockEntryHeader == null)
return null;
// Set the game cache block entry header
file.BlockEntryHeader = blockEntryHeader;
#endregion
#region Block Entries
// Create the block entry array
file.BlockEntries = new BlockEntry[blockEntryHeader.BlockCount];
// Try to parse the block entries
for (int i = 0; i < blockEntryHeader.BlockCount; i++)
{
var blockEntry = ParseBlockEntry(data);
file.BlockEntries[i] = blockEntry;
}
#endregion
#region Fragmentation Map Header
// Try to parse the fragmentation map header
var fragmentationMapHeader = ParseFragmentationMapHeader(data);
if (fragmentationMapHeader == null)
return null;
// Set the game cache fragmentation map header
file.FragmentationMapHeader = fragmentationMapHeader;
#endregion
#region Fragmentation Maps
// Create the fragmentation map array
file.FragmentationMaps = new FragmentationMap[fragmentationMapHeader.BlockCount];
// Try to parse the fragmentation maps
for (int i = 0; i < fragmentationMapHeader.BlockCount; i++)
{
var fragmentationMap = ParseFragmentationMap(data);
file.FragmentationMaps[i] = fragmentationMap;
}
#endregion
#region Block Entry Map Header
if (header.MinorVersion < 6)
{
// Try to parse the block entry map header
var blockEntryMapHeader = ParseBlockEntryMapHeader(data);
if (blockEntryMapHeader == null)
return null;
// Set the game cache block entry map header
file.BlockEntryMapHeader = blockEntryMapHeader;
}
#endregion
#region Block Entry Maps
if (header.MinorVersion < 6)
{
// Create the block entry map array
file.BlockEntryMaps = new BlockEntryMap[file.BlockEntryMapHeader.BlockCount];
// Try to parse the block entry maps
for (int i = 0; i < file.BlockEntryMapHeader.BlockCount; i++)
{
var blockEntryMap = ParseBlockEntryMap(data);
file.BlockEntryMaps[i] = blockEntryMap;
}
}
#endregion
// Cache the current offset
initialOffset = data.Position;
#region Directory Header
// Try to parse the directory header
var directoryHeader = ParseDirectoryHeader(data);
if (directoryHeader == null)
return null;
// Set the game cache directory header
file.DirectoryHeader = directoryHeader;
#endregion
#region Directory Entries
// Create the directory entry array
file.DirectoryEntries = new DirectoryEntry[directoryHeader.ItemCount];
// Try to parse the directory entries
for (int i = 0; i < directoryHeader.ItemCount; i++)
{
var directoryEntry = ParseDirectoryEntry(data);
file.DirectoryEntries[i] = directoryEntry;
}
#endregion
#region Directory Names
if (directoryHeader.NameSize > 0)
{
// Get the current offset for adjustment
long directoryNamesStart = data.Position;
// Get the ending offset
long directoryNamesEnd = data.Position + directoryHeader.NameSize;
// Create the string dictionary
file.DirectoryNames = new Dictionary<long, string>();
// Loop and read the null-terminated strings
while (data.Position < directoryNamesEnd)
{
long nameOffset = data.Position - directoryNamesStart;
string directoryName = data.ReadString(Encoding.ASCII);
if (data.Position > directoryNamesEnd)
{
data.Seek(-directoryName.Length, SeekOrigin.Current);
byte[] endingData = data.ReadBytes((int)(directoryNamesEnd - data.Position));
if (endingData != null)
directoryName = Encoding.ASCII.GetString(endingData);
else
directoryName = null;
}
file.DirectoryNames[nameOffset] = directoryName;
}
// Loop and assign to entries
foreach (var directoryEntry in file.DirectoryEntries)
{
directoryEntry.Name = file.DirectoryNames[directoryEntry.NameOffset];
}
}
#endregion
#region Directory Info 1 Entries
// Create the directory info 1 entry array
file.DirectoryInfo1Entries = new DirectoryInfo1Entry[directoryHeader.Info1Count];
// Try to parse the directory info 1 entries
for (int i = 0; i < directoryHeader.Info1Count; i++)
{
var directoryInfo1Entry = ParseDirectoryInfo1Entry(data);
file.DirectoryInfo1Entries[i] = directoryInfo1Entry;
}
#endregion
#region Directory Info 2 Entries
// Create the directory info 2 entry array
file.DirectoryInfo2Entries = new DirectoryInfo2Entry[directoryHeader.ItemCount];
// Try to parse the directory info 2 entries
for (int i = 0; i < directoryHeader.ItemCount; i++)
{
var directoryInfo2Entry = ParseDirectoryInfo2Entry(data);
file.DirectoryInfo2Entries[i] = directoryInfo2Entry;
}
#endregion
#region Directory Copy Entries
// Create the directory copy entry array
file.DirectoryCopyEntries = new DirectoryCopyEntry[directoryHeader.CopyCount];
// Try to parse the directory copy entries
for (int i = 0; i < directoryHeader.CopyCount; i++)
{
var directoryCopyEntry = ParseDirectoryCopyEntry(data);
file.DirectoryCopyEntries[i] = directoryCopyEntry;
}
#endregion
#region Directory Local Entries
// Create the directory local entry array
file.DirectoryLocalEntries = new DirectoryLocalEntry[directoryHeader.LocalCount];
// Try to parse the directory local entries
for (int i = 0; i < directoryHeader.LocalCount; i++)
{
var directoryLocalEntry = ParseDirectoryLocalEntry(data);
file.DirectoryLocalEntries[i] = directoryLocalEntry;
}
#endregion
// Seek to end of directory section, just in case
data.Seek(initialOffset + directoryHeader.DirectorySize, SeekOrigin.Begin);
#region Directory Map Header
if (header.MinorVersion >= 5)
{
// Try to parse the directory map header
var directoryMapHeader = ParseDirectoryMapHeader(data);
if (directoryMapHeader == null)
return null;
// Set the game cache directory map header
file.DirectoryMapHeader = directoryMapHeader;
}
#endregion
#region Directory Map Entries
// Create the directory map entry array
file.DirectoryMapEntries = new DirectoryMapEntry[directoryHeader.ItemCount];
// Try to parse the directory map entries
for (int i = 0; i < directoryHeader.ItemCount; i++)
{
var directoryMapEntry = ParseDirectoryMapEntry(data);
file.DirectoryMapEntries[i] = directoryMapEntry;
}
#endregion
#region Checksum Header
// Try to parse the checksum header
var checksumHeader = ParseChecksumHeader(data);
if (checksumHeader == null)
return null;
// Set the game cache checksum header
file.ChecksumHeader = checksumHeader;
#endregion
// Cache the current offset
initialOffset = data.Position;
#region Checksum Map Header
// Try to parse the checksum map header
var checksumMapHeader = ParseChecksumMapHeader(data);
if (checksumMapHeader == null)
return null;
// Set the game cache checksum map header
file.ChecksumMapHeader = checksumMapHeader;
#endregion
#region Checksum Map Entries
// Create the checksum map entry array
file.ChecksumMapEntries = new ChecksumMapEntry[checksumMapHeader.ItemCount];
// Try to parse the checksum map entries
for (int i = 0; i < checksumMapHeader.ItemCount; i++)
{
var checksumMapEntry = ParseChecksumMapEntry(data);
file.ChecksumMapEntries[i] = checksumMapEntry;
}
#endregion
#region Checksum Entries
// Create the checksum entry array
file.ChecksumEntries = new ChecksumEntry[checksumMapHeader.ChecksumCount];
// Try to parse the checksum entries
for (int i = 0; i < checksumMapHeader.ChecksumCount; i++)
{
var checksumEntry = ParseChecksumEntry(data);
file.ChecksumEntries[i] = checksumEntry;
}
#endregion
// Seek to end of checksum section, just in case
data.Seek(initialOffset + checksumHeader.ChecksumSize, SeekOrigin.Begin);
#region Data Block Header
// Try to parse the data block header
var dataBlockHeader = ParseDataBlockHeader(data, header.MinorVersion);
if (dataBlockHeader == null)
return null;
// Set the game cache data block header
file.DataBlockHeader = dataBlockHeader;
#endregion
return file;
}
/// <summary>
/// Parse a Stream into a Half-Life Game Cache header
/// </summary>
/// <param name="data">Stream to parse</param>
/// <returns>Filled Half-Life Game Cache on success, null on error</returns>
private static Header ParseHeader(Stream data)
{
// TODO: Use marshalling here instead of building
Header header = new Header();
header.Dummy0 = data.ReadUInt32();
if (header.Dummy0 != 0x00000001)
return null;
header.MajorVersion = data.ReadUInt32();
if (header.MajorVersion != 0x00000001)
return null;
header.MinorVersion = data.ReadUInt32();
if (header.MinorVersion != 3 && header.MinorVersion != 5 && header.MinorVersion != 6)
return null;
header.CacheID = data.ReadUInt32();
header.LastVersionPlayed = data.ReadUInt32();
header.Dummy1 = data.ReadUInt32();
header.Dummy2 = data.ReadUInt32();
header.FileSize = data.ReadUInt32();
header.BlockSize = data.ReadUInt32();
header.BlockCount = data.ReadUInt32();
header.Dummy3 = data.ReadUInt32();
return header;
}
/// <summary>
/// Parse a Stream into a Half-Life Game Cache block entry header
/// </summary>
/// <param name="data">Stream to parse</param>
/// <returns>Filled Half-Life Game Cache block entry header on success, null on error</returns>
private static BlockEntryHeader ParseBlockEntryHeader(Stream data)
{
// TODO: Use marshalling here instead of building
BlockEntryHeader blockEntryHeader = new BlockEntryHeader();
blockEntryHeader.BlockCount = data.ReadUInt32();
blockEntryHeader.BlocksUsed = data.ReadUInt32();
blockEntryHeader.Dummy0 = data.ReadUInt32();
blockEntryHeader.Dummy1 = data.ReadUInt32();
blockEntryHeader.Dummy2 = data.ReadUInt32();
blockEntryHeader.Dummy3 = data.ReadUInt32();
blockEntryHeader.Dummy4 = data.ReadUInt32();
blockEntryHeader.Checksum = data.ReadUInt32();
return blockEntryHeader;
}
/// <summary>
/// Parse a Stream into a Half-Life Game Cache block entry
/// </summary>
/// <param name="data">Stream to parse</param>
/// <returns>Filled Half-Life Game Cache block entry on success, null on error</returns>
private static BlockEntry ParseBlockEntry(Stream data)
{
// TODO: Use marshalling here instead of building
BlockEntry blockEntry = new BlockEntry();
blockEntry.EntryFlags = data.ReadUInt32();
blockEntry.FileDataOffset = data.ReadUInt32();
blockEntry.FileDataSize = data.ReadUInt32();
blockEntry.FirstDataBlockIndex = data.ReadUInt32();
blockEntry.NextBlockEntryIndex = data.ReadUInt32();
blockEntry.PreviousBlockEntryIndex = data.ReadUInt32();
blockEntry.DirectoryIndex = data.ReadUInt32();
return blockEntry;
}
/// <summary>
/// Parse a Stream into a Half-Life Game Cache fragmentation map header
/// </summary>
/// <param name="data">Stream to parse</param>
/// <returns>Filled Half-Life Game Cache fragmentation map header on success, null on error</returns>
private static FragmentationMapHeader ParseFragmentationMapHeader(Stream data)
{
// TODO: Use marshalling here instead of building
FragmentationMapHeader fragmentationMapHeader = new FragmentationMapHeader();
fragmentationMapHeader.BlockCount = data.ReadUInt32();
fragmentationMapHeader.FirstUnusedEntry = data.ReadUInt32();
fragmentationMapHeader.Terminator = data.ReadUInt32();
fragmentationMapHeader.Checksum = data.ReadUInt32();
return fragmentationMapHeader;
}
/// <summary>
/// Parse a Stream into a Half-Life Game Cache fragmentation map
/// </summary>
/// <param name="data">Stream to parse</param>
/// <returns>Filled Half-Life Game Cache fragmentation map on success, null on error</returns>
private static FragmentationMap ParseFragmentationMap(Stream data)
{
// TODO: Use marshalling here instead of building
FragmentationMap fragmentationMap = new FragmentationMap();
fragmentationMap.NextDataBlockIndex = data.ReadUInt32();
return fragmentationMap;
}
/// <summary>
/// Parse a Stream into a Half-Life Game Cache block entry map header
/// </summary>
/// <param name="data">Stream to parse</param>
/// <returns>Filled Half-Life Game Cache block entry map header on success, null on error</returns>
private static BlockEntryMapHeader ParseBlockEntryMapHeader(Stream data)
{
// TODO: Use marshalling here instead of building
BlockEntryMapHeader blockEntryMapHeader = new BlockEntryMapHeader();
blockEntryMapHeader.BlockCount = data.ReadUInt32();
blockEntryMapHeader.FirstBlockEntryIndex = data.ReadUInt32();
blockEntryMapHeader.LastBlockEntryIndex = data.ReadUInt32();
blockEntryMapHeader.Dummy0 = data.ReadUInt32();
blockEntryMapHeader.Checksum = data.ReadUInt32();
return blockEntryMapHeader;
}
/// <summary>
/// Parse a Stream into a Half-Life Game Cache block entry map
/// </summary>
/// <param name="data">Stream to parse</param>
/// <returns>Filled Half-Life Game Cache block entry map on success, null on error</returns>
private static BlockEntryMap ParseBlockEntryMap(Stream data)
{
// TODO: Use marshalling here instead of building
BlockEntryMap blockEntryMap = new BlockEntryMap();
blockEntryMap.PreviousBlockEntryIndex = data.ReadUInt32();
blockEntryMap.NextBlockEntryIndex = data.ReadUInt32();
return blockEntryMap;
}
/// <summary>
/// Parse a Stream into a Half-Life Game Cache directory header
/// </summary>
/// <param name="data">Stream to parse</param>
/// <returns>Filled Half-Life Game Cache directory header on success, null on error</returns>
private static DirectoryHeader ParseDirectoryHeader(Stream data)
{
// TODO: Use marshalling here instead of building
DirectoryHeader directoryHeader = new DirectoryHeader();
directoryHeader.Dummy0 = data.ReadUInt32();
directoryHeader.CacheID = data.ReadUInt32();
directoryHeader.LastVersionPlayed = data.ReadUInt32();
directoryHeader.ItemCount = data.ReadUInt32();
directoryHeader.FileCount = data.ReadUInt32();
directoryHeader.Dummy1 = data.ReadUInt32();
directoryHeader.DirectorySize = data.ReadUInt32();
directoryHeader.NameSize = data.ReadUInt32();
directoryHeader.Info1Count = data.ReadUInt32();
directoryHeader.CopyCount = data.ReadUInt32();
directoryHeader.LocalCount = data.ReadUInt32();
directoryHeader.Dummy2 = data.ReadUInt32();
directoryHeader.Dummy3 = data.ReadUInt32();
directoryHeader.Checksum = data.ReadUInt32();
return directoryHeader;
}
/// <summary>
/// Parse a Stream into a Half-Life Game Cache directory entry
/// </summary>
/// <param name="data">Stream to parse</param>
/// <returns>Filled Half-Life Game Cache directory entry on success, null on error</returns>
private static DirectoryEntry ParseDirectoryEntry(Stream data)
{
// TODO: Use marshalling here instead of building
DirectoryEntry directoryEntry = new DirectoryEntry();
directoryEntry.NameOffset = data.ReadUInt32();
directoryEntry.ItemSize = data.ReadUInt32();
directoryEntry.ChecksumIndex = data.ReadUInt32();
directoryEntry.DirectoryFlags = (HL_GCF_FLAG)data.ReadUInt32();
directoryEntry.ParentIndex = data.ReadUInt32();
directoryEntry.NextIndex = data.ReadUInt32();
directoryEntry.FirstIndex = data.ReadUInt32();
return directoryEntry;
}
/// <summary>
/// Parse a Stream into a Half-Life Game Cache directory info 1 entry
/// </summary>
/// <param name="data">Stream to parse</param>
/// <returns>Filled Half-Life Game Cache directory info 1 entry on success, null on error</returns>
private static DirectoryInfo1Entry ParseDirectoryInfo1Entry(Stream data)
{
// TODO: Use marshalling here instead of building
DirectoryInfo1Entry directoryInfo1Entry = new DirectoryInfo1Entry();
directoryInfo1Entry.Dummy0 = data.ReadUInt32();
return directoryInfo1Entry;
}
/// <summary>
/// Parse a Stream into a Half-Life Game Cache directory info 2 entry
/// </summary>
/// <param name="data">Stream to parse</param>
/// <returns>Filled Half-Life Game Cache directory info 2 entry on success, null on error</returns>
private static DirectoryInfo2Entry ParseDirectoryInfo2Entry(Stream data)
{
// TODO: Use marshalling here instead of building
DirectoryInfo2Entry directoryInfo2Entry = new DirectoryInfo2Entry();
directoryInfo2Entry.Dummy0 = data.ReadUInt32();
return directoryInfo2Entry;
}
/// <summary>
/// Parse a Stream into a Half-Life Game Cache directory copy entry
/// </summary>
/// <param name="data">Stream to parse</param>
/// <returns>Filled Half-Life Game Cache directory copy entry on success, null on error</returns>
private static DirectoryCopyEntry ParseDirectoryCopyEntry(Stream data)
{
// TODO: Use marshalling here instead of building
DirectoryCopyEntry directoryCopyEntry = new DirectoryCopyEntry();
directoryCopyEntry.DirectoryIndex = data.ReadUInt32();
return directoryCopyEntry;
}
/// <summary>
/// Parse a Stream into a Half-Life Game Cache directory local entry
/// </summary>
/// <param name="data">Stream to parse</param>
/// <returns>Filled Half-Life Game Cache directory local entry on success, null on error</returns>
private static DirectoryLocalEntry ParseDirectoryLocalEntry(Stream data)
{
// TODO: Use marshalling here instead of building
DirectoryLocalEntry directoryLocalEntry = new DirectoryLocalEntry();
directoryLocalEntry.DirectoryIndex = data.ReadUInt32();
return directoryLocalEntry;
}
/// <summary>
/// Parse a Stream into a Half-Life Game Cache directory map header
/// </summary>
/// <param name="data">Stream to parse</param>
/// <returns>Filled Half-Life Game Cache directory map header on success, null on error</returns>
private static DirectoryMapHeader ParseDirectoryMapHeader(Stream data)
{
// TODO: Use marshalling here instead of building
DirectoryMapHeader directoryMapHeader = new DirectoryMapHeader();
directoryMapHeader.Dummy0 = data.ReadUInt32();
if (directoryMapHeader.Dummy0 != 0x00000001)
return null;
directoryMapHeader.Dummy1 = data.ReadUInt32();
if (directoryMapHeader.Dummy1 != 0x00000000)
return null;
return directoryMapHeader;
}
/// <summary>
/// Parse a Stream into a Half-Life Game Cache directory map entry
/// </summary>
/// <param name="data">Stream to parse</param>
/// <returns>Filled Half-Life Game Cache directory map entry on success, null on error</returns>
private static DirectoryMapEntry ParseDirectoryMapEntry(Stream data)
{
// TODO: Use marshalling here instead of building
DirectoryMapEntry directoryMapEntry = new DirectoryMapEntry();
directoryMapEntry.FirstBlockIndex = data.ReadUInt32();
return directoryMapEntry;
}
/// <summary>
/// Parse a Stream into a Half-Life Game Cache checksum header
/// </summary>
/// <param name="data">Stream to parse</param>
/// <returns>Filled Half-Life Game Cache checksum header on success, null on error</returns>
private static ChecksumHeader ParseChecksumHeader(Stream data)
{
// TODO: Use marshalling here instead of building
ChecksumHeader checksumHeader = new ChecksumHeader();
checksumHeader.Dummy0 = data.ReadUInt32();
if (checksumHeader.Dummy0 != 0x00000001)
return null;
checksumHeader.ChecksumSize = data.ReadUInt32();
return checksumHeader;
}
/// <summary>
/// Parse a Stream into a Half-Life Game Cache checksum map header
/// </summary>
/// <param name="data">Stream to parse</param>
/// <returns>Filled Half-Life Game Cache checksum map header on success, null on error</returns>
private static ChecksumMapHeader ParseChecksumMapHeader(Stream data)
{
// TODO: Use marshalling here instead of building
ChecksumMapHeader checksumMapHeader = new ChecksumMapHeader();
checksumMapHeader.Dummy0 = data.ReadUInt32();
if (checksumMapHeader.Dummy0 != 0x14893721)
return null;
checksumMapHeader.Dummy1 = data.ReadUInt32();
if (checksumMapHeader.Dummy1 != 0x00000001)
return null;
checksumMapHeader.ItemCount = data.ReadUInt32();
checksumMapHeader.ChecksumCount = data.ReadUInt32();
return checksumMapHeader;
}
/// <summary>
/// Parse a Stream into a Half-Life Game Cache checksum map entry
/// </summary>
/// <param name="data">Stream to parse</param>
/// <returns>Filled Half-Life Game Cache checksum map entry on success, null on error</returns>
private static ChecksumMapEntry ParseChecksumMapEntry(Stream data)
{
// TODO: Use marshalling here instead of building
ChecksumMapEntry checksumMapEntry = new ChecksumMapEntry();
checksumMapEntry.ChecksumCount = data.ReadUInt32();
checksumMapEntry.FirstChecksumIndex = data.ReadUInt32();
return checksumMapEntry;
}
/// <summary>
/// Parse a Stream into a Half-Life Game Cache checksum entry
/// </summary>
/// <param name="data">Stream to parse</param>
/// <returns>Filled Half-Life Game Cache checksum entry on success, null on error</returns>
private static ChecksumEntry ParseChecksumEntry(Stream data)
{
// TODO: Use marshalling here instead of building
ChecksumEntry checksumEntry = new ChecksumEntry();
checksumEntry.Checksum = data.ReadUInt32();
return checksumEntry;
}
/// <summary>
/// Parse a Stream into a Half-Life Game Cache data block header
/// </summary>
/// <param name="data">Stream to parse</param>
/// <param name="minorVersion">Minor version field from the header</param>
/// <returns>Filled Half-Life Game Cache data block header on success, null on error</returns>
private static DataBlockHeader ParseDataBlockHeader(Stream data, uint minorVersion)
{
// TODO: Use marshalling here instead of building
DataBlockHeader dataBlockHeader = new DataBlockHeader();
// In version 3 the DataBlockHeader is missing the LastVersionPlayed field.
if (minorVersion >= 5)
dataBlockHeader.LastVersionPlayed = data.ReadUInt32();
dataBlockHeader.BlockCount = data.ReadUInt32();
dataBlockHeader.BlockSize = data.ReadUInt32();
dataBlockHeader.FirstBlockOffset = data.ReadUInt32();
dataBlockHeader.BlocksUsed = data.ReadUInt32();
dataBlockHeader.Checksum = data.ReadUInt32();
return dataBlockHeader;
}
#endregion
}
}