mirror of
https://github.com/SabreTools/BinaryObjectScanner.git
synced 2026-02-12 05:35:17 +00:00
776 lines
29 KiB
C#
776 lines
29 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using BinaryObjectScanner.Models.GCF;
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using BinaryObjectScanner.Utilities;
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namespace BinaryObjectScanner.Builders
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{
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public static class GCF
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{
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#region Byte Data
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/// <summary>
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/// Parse a byte array into a Half-Life Game Cache
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/// </summary>
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/// <param name="data">Byte array to parse</param>
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/// <param name="offset">Offset into the byte array</param>
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/// <returns>Filled Half-Life Game Cache on success, null on error</returns>
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public static Models.GCF.File ParseFile(byte[] data, int offset)
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{
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// If the data is invalid
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if (data == null)
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return null;
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// If the offset is out of bounds
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if (offset < 0 || offset >= data.Length)
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return null;
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// Create a memory stream and parse that
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MemoryStream dataStream = new MemoryStream(data, offset, data.Length - offset);
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return ParseFile(dataStream);
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}
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#endregion
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#region Stream Data
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/// <summary>
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/// Parse a Stream into a Half-Life Game Cache
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life Game Cache on success, null on error</returns>
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public static Models.GCF.File ParseFile(Stream data)
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{
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// If the data is invalid
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if (data == null || data.Length == 0 || !data.CanSeek || !data.CanRead)
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return null;
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// If the offset is out of bounds
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if (data.Position < 0 || data.Position >= data.Length)
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return null;
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// Cache the current offset
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long initialOffset = data.Position;
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// Create a new Half-Life Game Cache to fill
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var file = new Models.GCF.File();
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#region Header
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// Try to parse the header
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var header = ParseHeader(data);
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if (header == null)
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return null;
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// Set the game cache header
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file.Header = header;
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#endregion
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#region Block Entry Header
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// Try to parse the block entry header
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var blockEntryHeader = ParseBlockEntryHeader(data);
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if (blockEntryHeader == null)
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return null;
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// Set the game cache block entry header
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file.BlockEntryHeader = blockEntryHeader;
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#endregion
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#region Block Entries
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// Create the block entry array
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file.BlockEntries = new BlockEntry[blockEntryHeader.BlockCount];
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// Try to parse the block entries
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for (int i = 0; i < blockEntryHeader.BlockCount; i++)
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{
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var blockEntry = ParseBlockEntry(data);
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file.BlockEntries[i] = blockEntry;
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}
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#endregion
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#region Fragmentation Map Header
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// Try to parse the fragmentation map header
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var fragmentationMapHeader = ParseFragmentationMapHeader(data);
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if (fragmentationMapHeader == null)
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return null;
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// Set the game cache fragmentation map header
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file.FragmentationMapHeader = fragmentationMapHeader;
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#endregion
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#region Fragmentation Maps
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// Create the fragmentation map array
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file.FragmentationMaps = new FragmentationMap[fragmentationMapHeader.BlockCount];
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// Try to parse the fragmentation maps
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for (int i = 0; i < fragmentationMapHeader.BlockCount; i++)
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{
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var fragmentationMap = ParseFragmentationMap(data);
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file.FragmentationMaps[i] = fragmentationMap;
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}
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#endregion
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#region Block Entry Map Header
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if (header.MinorVersion < 6)
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{
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// Try to parse the block entry map header
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var blockEntryMapHeader = ParseBlockEntryMapHeader(data);
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if (blockEntryMapHeader == null)
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return null;
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// Set the game cache block entry map header
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file.BlockEntryMapHeader = blockEntryMapHeader;
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}
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#endregion
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#region Block Entry Maps
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if (header.MinorVersion < 6)
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{
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// Create the block entry map array
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file.BlockEntryMaps = new BlockEntryMap[file.BlockEntryMapHeader.BlockCount];
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// Try to parse the block entry maps
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for (int i = 0; i < file.BlockEntryMapHeader.BlockCount; i++)
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{
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var blockEntryMap = ParseBlockEntryMap(data);
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file.BlockEntryMaps[i] = blockEntryMap;
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}
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}
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#endregion
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// Cache the current offset
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initialOffset = data.Position;
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#region Directory Header
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// Try to parse the directory header
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var directoryHeader = ParseDirectoryHeader(data);
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if (directoryHeader == null)
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return null;
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// Set the game cache directory header
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file.DirectoryHeader = directoryHeader;
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#endregion
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#region Directory Entries
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// Create the directory entry array
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file.DirectoryEntries = new DirectoryEntry[directoryHeader.ItemCount];
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// Try to parse the directory entries
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for (int i = 0; i < directoryHeader.ItemCount; i++)
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{
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var directoryEntry = ParseDirectoryEntry(data);
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file.DirectoryEntries[i] = directoryEntry;
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}
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#endregion
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#region Directory Names
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if (directoryHeader.NameSize > 0)
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{
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// Get the current offset for adjustment
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long directoryNamesStart = data.Position;
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// Get the ending offset
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long directoryNamesEnd = data.Position + directoryHeader.NameSize;
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// Create the string dictionary
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file.DirectoryNames = new Dictionary<long, string>();
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// Loop and read the null-terminated strings
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while (data.Position < directoryNamesEnd)
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{
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long nameOffset = data.Position - directoryNamesStart;
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string directoryName = data.ReadString(Encoding.ASCII);
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if (data.Position > directoryNamesEnd)
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{
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data.Seek(-directoryName.Length, SeekOrigin.Current);
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byte[] endingData = data.ReadBytes((int)(directoryNamesEnd - data.Position));
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if (endingData != null)
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directoryName = Encoding.ASCII.GetString(endingData);
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else
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directoryName = null;
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}
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file.DirectoryNames[nameOffset] = directoryName;
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}
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// Loop and assign to entries
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foreach (var directoryEntry in file.DirectoryEntries)
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{
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directoryEntry.Name = file.DirectoryNames[directoryEntry.NameOffset];
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}
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}
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#endregion
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#region Directory Info 1 Entries
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// Create the directory info 1 entry array
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file.DirectoryInfo1Entries = new DirectoryInfo1Entry[directoryHeader.Info1Count];
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// Try to parse the directory info 1 entries
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for (int i = 0; i < directoryHeader.Info1Count; i++)
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{
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var directoryInfo1Entry = ParseDirectoryInfo1Entry(data);
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file.DirectoryInfo1Entries[i] = directoryInfo1Entry;
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}
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#endregion
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#region Directory Info 2 Entries
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// Create the directory info 2 entry array
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file.DirectoryInfo2Entries = new DirectoryInfo2Entry[directoryHeader.ItemCount];
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// Try to parse the directory info 2 entries
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for (int i = 0; i < directoryHeader.ItemCount; i++)
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{
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var directoryInfo2Entry = ParseDirectoryInfo2Entry(data);
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file.DirectoryInfo2Entries[i] = directoryInfo2Entry;
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}
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#endregion
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#region Directory Copy Entries
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// Create the directory copy entry array
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file.DirectoryCopyEntries = new DirectoryCopyEntry[directoryHeader.CopyCount];
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// Try to parse the directory copy entries
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for (int i = 0; i < directoryHeader.CopyCount; i++)
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{
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var directoryCopyEntry = ParseDirectoryCopyEntry(data);
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file.DirectoryCopyEntries[i] = directoryCopyEntry;
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}
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#endregion
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#region Directory Local Entries
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// Create the directory local entry array
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file.DirectoryLocalEntries = new DirectoryLocalEntry[directoryHeader.LocalCount];
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// Try to parse the directory local entries
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for (int i = 0; i < directoryHeader.LocalCount; i++)
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{
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var directoryLocalEntry = ParseDirectoryLocalEntry(data);
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file.DirectoryLocalEntries[i] = directoryLocalEntry;
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}
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#endregion
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// Seek to end of directory section, just in case
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data.Seek(initialOffset + directoryHeader.DirectorySize, SeekOrigin.Begin);
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#region Directory Map Header
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if (header.MinorVersion >= 5)
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{
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// Try to parse the directory map header
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var directoryMapHeader = ParseDirectoryMapHeader(data);
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if (directoryMapHeader == null)
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return null;
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// Set the game cache directory map header
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file.DirectoryMapHeader = directoryMapHeader;
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}
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#endregion
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#region Directory Map Entries
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// Create the directory map entry array
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file.DirectoryMapEntries = new DirectoryMapEntry[directoryHeader.ItemCount];
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// Try to parse the directory map entries
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for (int i = 0; i < directoryHeader.ItemCount; i++)
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{
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var directoryMapEntry = ParseDirectoryMapEntry(data);
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file.DirectoryMapEntries[i] = directoryMapEntry;
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}
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#endregion
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#region Checksum Header
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// Try to parse the checksum header
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var checksumHeader = ParseChecksumHeader(data);
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if (checksumHeader == null)
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return null;
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// Set the game cache checksum header
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file.ChecksumHeader = checksumHeader;
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#endregion
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// Cache the current offset
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initialOffset = data.Position;
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#region Checksum Map Header
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// Try to parse the checksum map header
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var checksumMapHeader = ParseChecksumMapHeader(data);
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if (checksumMapHeader == null)
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return null;
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// Set the game cache checksum map header
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file.ChecksumMapHeader = checksumMapHeader;
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#endregion
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#region Checksum Map Entries
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// Create the checksum map entry array
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file.ChecksumMapEntries = new ChecksumMapEntry[checksumMapHeader.ItemCount];
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// Try to parse the checksum map entries
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for (int i = 0; i < checksumMapHeader.ItemCount; i++)
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{
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var checksumMapEntry = ParseChecksumMapEntry(data);
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file.ChecksumMapEntries[i] = checksumMapEntry;
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}
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#endregion
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#region Checksum Entries
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// Create the checksum entry array
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file.ChecksumEntries = new ChecksumEntry[checksumMapHeader.ChecksumCount];
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// Try to parse the checksum entries
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for (int i = 0; i < checksumMapHeader.ChecksumCount; i++)
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{
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var checksumEntry = ParseChecksumEntry(data);
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file.ChecksumEntries[i] = checksumEntry;
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}
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#endregion
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// Seek to end of checksum section, just in case
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data.Seek(initialOffset + checksumHeader.ChecksumSize, SeekOrigin.Begin);
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#region Data Block Header
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// Try to parse the data block header
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var dataBlockHeader = ParseDataBlockHeader(data, header.MinorVersion);
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if (dataBlockHeader == null)
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return null;
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// Set the game cache data block header
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file.DataBlockHeader = dataBlockHeader;
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#endregion
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return file;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life Game Cache header
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life Game Cache on success, null on error</returns>
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private static Header ParseHeader(Stream data)
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{
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// TODO: Use marshalling here instead of building
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Header header = new Header();
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header.Dummy0 = data.ReadUInt32();
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if (header.Dummy0 != 0x00000001)
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return null;
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header.MajorVersion = data.ReadUInt32();
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if (header.MajorVersion != 0x00000001)
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return null;
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header.MinorVersion = data.ReadUInt32();
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if (header.MinorVersion != 3 && header.MinorVersion != 5 && header.MinorVersion != 6)
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return null;
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header.CacheID = data.ReadUInt32();
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header.LastVersionPlayed = data.ReadUInt32();
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header.Dummy1 = data.ReadUInt32();
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header.Dummy2 = data.ReadUInt32();
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header.FileSize = data.ReadUInt32();
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header.BlockSize = data.ReadUInt32();
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header.BlockCount = data.ReadUInt32();
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header.Dummy3 = data.ReadUInt32();
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return header;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life Game Cache block entry header
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life Game Cache block entry header on success, null on error</returns>
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private static BlockEntryHeader ParseBlockEntryHeader(Stream data)
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{
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// TODO: Use marshalling here instead of building
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BlockEntryHeader blockEntryHeader = new BlockEntryHeader();
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blockEntryHeader.BlockCount = data.ReadUInt32();
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blockEntryHeader.BlocksUsed = data.ReadUInt32();
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blockEntryHeader.Dummy0 = data.ReadUInt32();
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blockEntryHeader.Dummy1 = data.ReadUInt32();
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blockEntryHeader.Dummy2 = data.ReadUInt32();
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blockEntryHeader.Dummy3 = data.ReadUInt32();
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blockEntryHeader.Dummy4 = data.ReadUInt32();
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blockEntryHeader.Checksum = data.ReadUInt32();
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return blockEntryHeader;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life Game Cache block entry
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life Game Cache block entry on success, null on error</returns>
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private static BlockEntry ParseBlockEntry(Stream data)
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{
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// TODO: Use marshalling here instead of building
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BlockEntry blockEntry = new BlockEntry();
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blockEntry.EntryFlags = data.ReadUInt32();
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blockEntry.FileDataOffset = data.ReadUInt32();
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blockEntry.FileDataSize = data.ReadUInt32();
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blockEntry.FirstDataBlockIndex = data.ReadUInt32();
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blockEntry.NextBlockEntryIndex = data.ReadUInt32();
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blockEntry.PreviousBlockEntryIndex = data.ReadUInt32();
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blockEntry.DirectoryIndex = data.ReadUInt32();
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return blockEntry;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life Game Cache fragmentation map header
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life Game Cache fragmentation map header on success, null on error</returns>
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private static FragmentationMapHeader ParseFragmentationMapHeader(Stream data)
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{
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// TODO: Use marshalling here instead of building
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FragmentationMapHeader fragmentationMapHeader = new FragmentationMapHeader();
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fragmentationMapHeader.BlockCount = data.ReadUInt32();
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fragmentationMapHeader.FirstUnusedEntry = data.ReadUInt32();
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fragmentationMapHeader.Terminator = data.ReadUInt32();
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fragmentationMapHeader.Checksum = data.ReadUInt32();
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return fragmentationMapHeader;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life Game Cache fragmentation map
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life Game Cache fragmentation map on success, null on error</returns>
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private static FragmentationMap ParseFragmentationMap(Stream data)
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{
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// TODO: Use marshalling here instead of building
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FragmentationMap fragmentationMap = new FragmentationMap();
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fragmentationMap.NextDataBlockIndex = data.ReadUInt32();
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return fragmentationMap;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life Game Cache block entry map header
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life Game Cache block entry map header on success, null on error</returns>
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private static BlockEntryMapHeader ParseBlockEntryMapHeader(Stream data)
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{
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// TODO: Use marshalling here instead of building
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BlockEntryMapHeader blockEntryMapHeader = new BlockEntryMapHeader();
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blockEntryMapHeader.BlockCount = data.ReadUInt32();
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blockEntryMapHeader.FirstBlockEntryIndex = data.ReadUInt32();
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blockEntryMapHeader.LastBlockEntryIndex = data.ReadUInt32();
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blockEntryMapHeader.Dummy0 = data.ReadUInt32();
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blockEntryMapHeader.Checksum = data.ReadUInt32();
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return blockEntryMapHeader;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life Game Cache block entry map
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life Game Cache block entry map on success, null on error</returns>
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private static BlockEntryMap ParseBlockEntryMap(Stream data)
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{
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// TODO: Use marshalling here instead of building
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BlockEntryMap blockEntryMap = new BlockEntryMap();
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blockEntryMap.PreviousBlockEntryIndex = data.ReadUInt32();
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blockEntryMap.NextBlockEntryIndex = data.ReadUInt32();
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return blockEntryMap;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life Game Cache directory header
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life Game Cache directory header on success, null on error</returns>
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private static DirectoryHeader ParseDirectoryHeader(Stream data)
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{
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// TODO: Use marshalling here instead of building
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DirectoryHeader directoryHeader = new DirectoryHeader();
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directoryHeader.Dummy0 = data.ReadUInt32();
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directoryHeader.CacheID = data.ReadUInt32();
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directoryHeader.LastVersionPlayed = data.ReadUInt32();
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directoryHeader.ItemCount = data.ReadUInt32();
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directoryHeader.FileCount = data.ReadUInt32();
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directoryHeader.Dummy1 = data.ReadUInt32();
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directoryHeader.DirectorySize = data.ReadUInt32();
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directoryHeader.NameSize = data.ReadUInt32();
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directoryHeader.Info1Count = data.ReadUInt32();
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directoryHeader.CopyCount = data.ReadUInt32();
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directoryHeader.LocalCount = data.ReadUInt32();
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directoryHeader.Dummy2 = data.ReadUInt32();
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directoryHeader.Dummy3 = data.ReadUInt32();
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directoryHeader.Checksum = data.ReadUInt32();
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return directoryHeader;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life Game Cache directory entry
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life Game Cache directory entry on success, null on error</returns>
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private static DirectoryEntry ParseDirectoryEntry(Stream data)
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{
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// TODO: Use marshalling here instead of building
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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
|
|
}
|
|
}
|