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SabreTools.Serialization/SabreTools.Serialization.Writers/GCZ.cs

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Dolphin lib (#85) * Add GCZ, WIA/RVZ, and NintendoDisc (GameCube/Wii) format support Port of DolphinIsoLib into SabreTools.Serialization architecture: - Data.Models: GCZ/, WIA/, NintendoDisc/ model subdirectories (15 files) - Serialization.Readers: GCZ, WIA, NintendoDisc readers - Serialization.Writers: GCZ, WIA writers (structural metadata; full round-trip TODO) - Wrappers: NintendoDisc, GCZ, WIA wrappers with Encryption partial class - Wrappers: WiaRvzCompressionHelper (BZip2/LZMA/LZMA2/Zstd, net462+ guarded) - WrapperType + WrapperFactory: GCZ, WIA, NintendoDisc entries added GetInnerWrapper() decompression and NintendoDisc.Extraction FST extraction are stubbed with TODO comments pending full implementation. * Implement GetInnerWrapper for GCZ and WIA, full NintendoDisc extraction * Add GCZ/WIA/RVZ write pipeline and Nintendo disc compression helpers * Add WIA/RVZ table decompression, NintendoDisc/GCZ printing, NintendoDisc detection for .iso files * Fix NintendoDisc header layout, GC magic, and add embedded disc header to WIA/GCZ printing - Fix GCMagicWord: 0xC23D3C1F -> 0xC2339F3D (confirmed from Dolphin DiscUtils.h) - Fix disc header field layout to match Dolphin's confirmed offsets: MakerCode is bytes 4-5 of the 6-char GameId (no separate field at 0x006), DiscNumber at 0x006, DiscVersion at 0x007, unused region is 14 bytes (0x00A-0x017) - Update NintendoDisc reader: derive MakerCode from GameId[4..5], fix skip count - Add ParseDiscHeaderOnly() to reader for partial (short) stream parsing - Guard DisableHash/DisableEnc reads at the 0x080 boundary for 128-byte embedded headers - Guard DOL/FST skip for streams shorter than full 0x440 boot block - Fix WrapperFactory: NintendoDisc magic detection now precedes .iso -> ISO9660 fallback - Add GameId-prefix heuristic in WrapperFactory for GC discs lacking magic word - Add GameId-prefix platform fallback in reader for GC discs without GCMagicWord - Add DiscHeader property to WIA wrapper (parsed from Header2.DiscHeader bytes) - Add DiscHeader property to GCZ wrapper (decompresses first block only) - Add ReadDiscHeader() helper to GCZ for lightweight first-block decompression - Print embedded disc header (Game ID, Maker, Disc/Rev, Title) in WIA.Printing.cs and GCZ.Printing.cs * Fix Wii partition extraction: correct IV, FST size shift, partition naming - Block decryption: IV is at raw block offset 0x3D0 (still-encrypted), matching Dolphin/DolphinIsoLib WiiPartitionDecryptor.DecryptBlock exactly. - FST size field at boot.bin 0x428 is also stored >>2 on Wii; apply <<2 to get true byte size. - Partition folder naming now matches DolphinIsoLib WiiDiscExtractor exactly: type 0->GM+n, 1->UP+n, 2->CH+n, printable ASCII unknown->raw 4-char string, non-printable->P{index}. SSBB VC channels extract as HA8E, HA9E, etc. - ExtractionTool peek buffer increased from 16 to 32 bytes. Verified: SSBB GM0 extracts 5524 files, boot.bin/fst.bin byte-identical to Dolphin reference extraction. * Fix FST extraction: create zero-byte files instead of skipping them Files with fileSize=0 in the FST were silently skipped. Now they are created as empty files, matching Dolphin/DolphinIsoLib behavior. Verified: SSBB now extracts 5958 files with 0 missing, 0 extra, 0 size mismatches, and 0 hash mismatches vs DolphinIsoLib reference. * Add GCZ/WIA/RVZ virtual stream extraction via NintendoDisc wrapper * Address PR #85 review comments (Copilot + mnadareski) * Address PR #85 review comments * Replace custom endian helpers and SHA1 with SabreTools.IO equivalents * Update GCZ.Printing.cs * Update NintendoDisc.Printing.cs * Update WIA.Printing.cs * Add WIA/RVZ Wii partition crypto round-trip support - Add AesCbc internal helper (BouncyCastle AES-CBC encrypt/decrypt) - Add NintendoDisc.CommonKeyProvider hook for injectable test keys - Fix sha1.Terminate() missing in all three ComputeSha1 helpers in WIA.cs - Fix Wii partition dataOff alignment to 0x8000 boundary - Add WIA.EncryptWiiGroup (internal) for re-encrypting plaintext groups - Add WIA.DumpIso to WIA.Writing.cs (WIA/RVZ -> flat ISO conversion) - Add WiaVirtualStream on-demand group decompression - Add _preDecryptedReader bypass on NintendoDisc for WIA extraction path - Add WIATests.cs with Wii crypto round-trip test using synthetic data - Move DumpIso from WIA.Extraction.cs to WIA.Writing.cs - Bump DumpIso read buffer from 1 MiB to 2 MiB (aligns to WIA chunk size) - Add InternalsVisibleTo SabreTools.Wrappers.Test in csproj * Remove hardcoded Wii common keys from NintendoDisc.Encryption - Delete the embedded WiiCommonKeyRetail and WiiCommonKeyKorean byte arrays from NintendoDisc.Encryption.cs. - Make CommonKeyProvider public so any caller (not just tests) can inject keys; DecryptTitleKey now returns null when no key is available for the requested index rather than falling back to hardcoded values. - Add NintendoDiscEncryptionTests.cs: - Argument guard and no-provider tests for DecryptTitleKey. - Fake-key round-trip test (encrypt then decrypt with injected key). - Integration test that reads TestData/NintendoDisc/keys.json, verifies each key against hardcoded SHA256 constants, and skips silently if the file is absent or the keys do not match. - LoadKeyProvider helper (named JSON format, index-keyed). - Add [Collection(NintendoDisc)] to both NintendoDiscEncryptionTests and WIATests to prevent parallel access to the static CommonKeyProvider from racing between test classes. - Add TestData/NintendoDisc/keys.json.example documenting the expected key file format. - Add Newtonsoft.Json reference to SabreTools.Wrappers.Test.csproj. * Didn't actually commit the changes. My bad. Fixed. * Edited a comment * Added in XUnit outputs that show up in Test Viewer in VS --------- Co-authored-by: Matt Nadareski <mnadareski@outlook.com>
2026-05-12 09:41:32 -05:00
using System.IO;
using SabreTools.Data.Models.GCZ;
using SabreTools.Numerics.Extensions;
namespace SabreTools.Serialization.Writers
{
// TODO: Full round-trip write (including compressed block data) requires a source
// IBlobReader. This implementation serializes only the structural metadata
// (header + block pointer table + block hash table) to a stream or file.
public class GCZ : IFileWriter<DiscImage>
{
/// <inheritdoc/>
public bool Debug { get; set; } = false;
/// <inheritdoc/>
public bool SerializeFile(DiscImage? obj, string? path)
{
if (string.IsNullOrEmpty(path))
return false;
if (obj is null || !ValidateDiscImage(obj))
Dolphin lib (#85) * Add GCZ, WIA/RVZ, and NintendoDisc (GameCube/Wii) format support Port of DolphinIsoLib into SabreTools.Serialization architecture: - Data.Models: GCZ/, WIA/, NintendoDisc/ model subdirectories (15 files) - Serialization.Readers: GCZ, WIA, NintendoDisc readers - Serialization.Writers: GCZ, WIA writers (structural metadata; full round-trip TODO) - Wrappers: NintendoDisc, GCZ, WIA wrappers with Encryption partial class - Wrappers: WiaRvzCompressionHelper (BZip2/LZMA/LZMA2/Zstd, net462+ guarded) - WrapperType + WrapperFactory: GCZ, WIA, NintendoDisc entries added GetInnerWrapper() decompression and NintendoDisc.Extraction FST extraction are stubbed with TODO comments pending full implementation. * Implement GetInnerWrapper for GCZ and WIA, full NintendoDisc extraction * Add GCZ/WIA/RVZ write pipeline and Nintendo disc compression helpers * Add WIA/RVZ table decompression, NintendoDisc/GCZ printing, NintendoDisc detection for .iso files * Fix NintendoDisc header layout, GC magic, and add embedded disc header to WIA/GCZ printing - Fix GCMagicWord: 0xC23D3C1F -> 0xC2339F3D (confirmed from Dolphin DiscUtils.h) - Fix disc header field layout to match Dolphin's confirmed offsets: MakerCode is bytes 4-5 of the 6-char GameId (no separate field at 0x006), DiscNumber at 0x006, DiscVersion at 0x007, unused region is 14 bytes (0x00A-0x017) - Update NintendoDisc reader: derive MakerCode from GameId[4..5], fix skip count - Add ParseDiscHeaderOnly() to reader for partial (short) stream parsing - Guard DisableHash/DisableEnc reads at the 0x080 boundary for 128-byte embedded headers - Guard DOL/FST skip for streams shorter than full 0x440 boot block - Fix WrapperFactory: NintendoDisc magic detection now precedes .iso -> ISO9660 fallback - Add GameId-prefix heuristic in WrapperFactory for GC discs lacking magic word - Add GameId-prefix platform fallback in reader for GC discs without GCMagicWord - Add DiscHeader property to WIA wrapper (parsed from Header2.DiscHeader bytes) - Add DiscHeader property to GCZ wrapper (decompresses first block only) - Add ReadDiscHeader() helper to GCZ for lightweight first-block decompression - Print embedded disc header (Game ID, Maker, Disc/Rev, Title) in WIA.Printing.cs and GCZ.Printing.cs * Fix Wii partition extraction: correct IV, FST size shift, partition naming - Block decryption: IV is at raw block offset 0x3D0 (still-encrypted), matching Dolphin/DolphinIsoLib WiiPartitionDecryptor.DecryptBlock exactly. - FST size field at boot.bin 0x428 is also stored >>2 on Wii; apply <<2 to get true byte size. - Partition folder naming now matches DolphinIsoLib WiiDiscExtractor exactly: type 0->GM+n, 1->UP+n, 2->CH+n, printable ASCII unknown->raw 4-char string, non-printable->P{index}. SSBB VC channels extract as HA8E, HA9E, etc. - ExtractionTool peek buffer increased from 16 to 32 bytes. Verified: SSBB GM0 extracts 5524 files, boot.bin/fst.bin byte-identical to Dolphin reference extraction. * Fix FST extraction: create zero-byte files instead of skipping them Files with fileSize=0 in the FST were silently skipped. Now they are created as empty files, matching Dolphin/DolphinIsoLib behavior. Verified: SSBB now extracts 5958 files with 0 missing, 0 extra, 0 size mismatches, and 0 hash mismatches vs DolphinIsoLib reference. * Add GCZ/WIA/RVZ virtual stream extraction via NintendoDisc wrapper * Address PR #85 review comments (Copilot + mnadareski) * Address PR #85 review comments * Replace custom endian helpers and SHA1 with SabreTools.IO equivalents * Update GCZ.Printing.cs * Update NintendoDisc.Printing.cs * Update WIA.Printing.cs * Add WIA/RVZ Wii partition crypto round-trip support - Add AesCbc internal helper (BouncyCastle AES-CBC encrypt/decrypt) - Add NintendoDisc.CommonKeyProvider hook for injectable test keys - Fix sha1.Terminate() missing in all three ComputeSha1 helpers in WIA.cs - Fix Wii partition dataOff alignment to 0x8000 boundary - Add WIA.EncryptWiiGroup (internal) for re-encrypting plaintext groups - Add WIA.DumpIso to WIA.Writing.cs (WIA/RVZ -> flat ISO conversion) - Add WiaVirtualStream on-demand group decompression - Add _preDecryptedReader bypass on NintendoDisc for WIA extraction path - Add WIATests.cs with Wii crypto round-trip test using synthetic data - Move DumpIso from WIA.Extraction.cs to WIA.Writing.cs - Bump DumpIso read buffer from 1 MiB to 2 MiB (aligns to WIA chunk size) - Add InternalsVisibleTo SabreTools.Wrappers.Test in csproj * Remove hardcoded Wii common keys from NintendoDisc.Encryption - Delete the embedded WiiCommonKeyRetail and WiiCommonKeyKorean byte arrays from NintendoDisc.Encryption.cs. - Make CommonKeyProvider public so any caller (not just tests) can inject keys; DecryptTitleKey now returns null when no key is available for the requested index rather than falling back to hardcoded values. - Add NintendoDiscEncryptionTests.cs: - Argument guard and no-provider tests for DecryptTitleKey. - Fake-key round-trip test (encrypt then decrypt with injected key). - Integration test that reads TestData/NintendoDisc/keys.json, verifies each key against hardcoded SHA256 constants, and skips silently if the file is absent or the keys do not match. - LoadKeyProvider helper (named JSON format, index-keyed). - Add [Collection(NintendoDisc)] to both NintendoDiscEncryptionTests and WIATests to prevent parallel access to the static CommonKeyProvider from racing between test classes. - Add TestData/NintendoDisc/keys.json.example documenting the expected key file format. - Add Newtonsoft.Json reference to SabreTools.Wrappers.Test.csproj. * Didn't actually commit the changes. My bad. Fixed. * Edited a comment * Added in XUnit outputs that show up in Test Viewer in VS --------- Co-authored-by: Matt Nadareski <mnadareski@outlook.com>
2026-05-12 09:41:32 -05:00
return false;
using var fs = File.Open(path, FileMode.Create, FileAccess.Write, FileShare.None);
return SerializeStream(obj, fs);
}
/// <summary>
/// Serialize the GCZ structural metadata (header + tables) to a stream.
/// Writes: 32-byte header, block pointer table, block hash table.
/// The caller is responsible for writing compressed block data afterward.
/// </summary>
public bool SerializeStream(DiscImage? obj, Stream? stream)
{
if (stream is null || !stream.CanWrite)
return false;
if (obj is null || !ValidateDiscImage(obj))
Dolphin lib (#85) * Add GCZ, WIA/RVZ, and NintendoDisc (GameCube/Wii) format support Port of DolphinIsoLib into SabreTools.Serialization architecture: - Data.Models: GCZ/, WIA/, NintendoDisc/ model subdirectories (15 files) - Serialization.Readers: GCZ, WIA, NintendoDisc readers - Serialization.Writers: GCZ, WIA writers (structural metadata; full round-trip TODO) - Wrappers: NintendoDisc, GCZ, WIA wrappers with Encryption partial class - Wrappers: WiaRvzCompressionHelper (BZip2/LZMA/LZMA2/Zstd, net462+ guarded) - WrapperType + WrapperFactory: GCZ, WIA, NintendoDisc entries added GetInnerWrapper() decompression and NintendoDisc.Extraction FST extraction are stubbed with TODO comments pending full implementation. * Implement GetInnerWrapper for GCZ and WIA, full NintendoDisc extraction * Add GCZ/WIA/RVZ write pipeline and Nintendo disc compression helpers * Add WIA/RVZ table decompression, NintendoDisc/GCZ printing, NintendoDisc detection for .iso files * Fix NintendoDisc header layout, GC magic, and add embedded disc header to WIA/GCZ printing - Fix GCMagicWord: 0xC23D3C1F -> 0xC2339F3D (confirmed from Dolphin DiscUtils.h) - Fix disc header field layout to match Dolphin's confirmed offsets: MakerCode is bytes 4-5 of the 6-char GameId (no separate field at 0x006), DiscNumber at 0x006, DiscVersion at 0x007, unused region is 14 bytes (0x00A-0x017) - Update NintendoDisc reader: derive MakerCode from GameId[4..5], fix skip count - Add ParseDiscHeaderOnly() to reader for partial (short) stream parsing - Guard DisableHash/DisableEnc reads at the 0x080 boundary for 128-byte embedded headers - Guard DOL/FST skip for streams shorter than full 0x440 boot block - Fix WrapperFactory: NintendoDisc magic detection now precedes .iso -> ISO9660 fallback - Add GameId-prefix heuristic in WrapperFactory for GC discs lacking magic word - Add GameId-prefix platform fallback in reader for GC discs without GCMagicWord - Add DiscHeader property to WIA wrapper (parsed from Header2.DiscHeader bytes) - Add DiscHeader property to GCZ wrapper (decompresses first block only) - Add ReadDiscHeader() helper to GCZ for lightweight first-block decompression - Print embedded disc header (Game ID, Maker, Disc/Rev, Title) in WIA.Printing.cs and GCZ.Printing.cs * Fix Wii partition extraction: correct IV, FST size shift, partition naming - Block decryption: IV is at raw block offset 0x3D0 (still-encrypted), matching Dolphin/DolphinIsoLib WiiPartitionDecryptor.DecryptBlock exactly. - FST size field at boot.bin 0x428 is also stored >>2 on Wii; apply <<2 to get true byte size. - Partition folder naming now matches DolphinIsoLib WiiDiscExtractor exactly: type 0->GM+n, 1->UP+n, 2->CH+n, printable ASCII unknown->raw 4-char string, non-printable->P{index}. SSBB VC channels extract as HA8E, HA9E, etc. - ExtractionTool peek buffer increased from 16 to 32 bytes. Verified: SSBB GM0 extracts 5524 files, boot.bin/fst.bin byte-identical to Dolphin reference extraction. * Fix FST extraction: create zero-byte files instead of skipping them Files with fileSize=0 in the FST were silently skipped. Now they are created as empty files, matching Dolphin/DolphinIsoLib behavior. Verified: SSBB now extracts 5958 files with 0 missing, 0 extra, 0 size mismatches, and 0 hash mismatches vs DolphinIsoLib reference. * Add GCZ/WIA/RVZ virtual stream extraction via NintendoDisc wrapper * Address PR #85 review comments (Copilot + mnadareski) * Address PR #85 review comments * Replace custom endian helpers and SHA1 with SabreTools.IO equivalents * Update GCZ.Printing.cs * Update NintendoDisc.Printing.cs * Update WIA.Printing.cs * Add WIA/RVZ Wii partition crypto round-trip support - Add AesCbc internal helper (BouncyCastle AES-CBC encrypt/decrypt) - Add NintendoDisc.CommonKeyProvider hook for injectable test keys - Fix sha1.Terminate() missing in all three ComputeSha1 helpers in WIA.cs - Fix Wii partition dataOff alignment to 0x8000 boundary - Add WIA.EncryptWiiGroup (internal) for re-encrypting plaintext groups - Add WIA.DumpIso to WIA.Writing.cs (WIA/RVZ -> flat ISO conversion) - Add WiaVirtualStream on-demand group decompression - Add _preDecryptedReader bypass on NintendoDisc for WIA extraction path - Add WIATests.cs with Wii crypto round-trip test using synthetic data - Move DumpIso from WIA.Extraction.cs to WIA.Writing.cs - Bump DumpIso read buffer from 1 MiB to 2 MiB (aligns to WIA chunk size) - Add InternalsVisibleTo SabreTools.Wrappers.Test in csproj * Remove hardcoded Wii common keys from NintendoDisc.Encryption - Delete the embedded WiiCommonKeyRetail and WiiCommonKeyKorean byte arrays from NintendoDisc.Encryption.cs. - Make CommonKeyProvider public so any caller (not just tests) can inject keys; DecryptTitleKey now returns null when no key is available for the requested index rather than falling back to hardcoded values. - Add NintendoDiscEncryptionTests.cs: - Argument guard and no-provider tests for DecryptTitleKey. - Fake-key round-trip test (encrypt then decrypt with injected key). - Integration test that reads TestData/NintendoDisc/keys.json, verifies each key against hardcoded SHA256 constants, and skips silently if the file is absent or the keys do not match. - LoadKeyProvider helper (named JSON format, index-keyed). - Add [Collection(NintendoDisc)] to both NintendoDiscEncryptionTests and WIATests to prevent parallel access to the static CommonKeyProvider from racing between test classes. - Add TestData/NintendoDisc/keys.json.example documenting the expected key file format. - Add Newtonsoft.Json reference to SabreTools.Wrappers.Test.csproj. * Didn't actually commit the changes. My bad. Fixed. * Edited a comment * Added in XUnit outputs that show up in Test Viewer in VS --------- Co-authored-by: Matt Nadareski <mnadareski@outlook.com>
2026-05-12 09:41:32 -05:00
return false;
// Header (32 bytes, little-endian)
WriteHeader(stream, obj.Header);
Dolphin lib (#85) * Add GCZ, WIA/RVZ, and NintendoDisc (GameCube/Wii) format support Port of DolphinIsoLib into SabreTools.Serialization architecture: - Data.Models: GCZ/, WIA/, NintendoDisc/ model subdirectories (15 files) - Serialization.Readers: GCZ, WIA, NintendoDisc readers - Serialization.Writers: GCZ, WIA writers (structural metadata; full round-trip TODO) - Wrappers: NintendoDisc, GCZ, WIA wrappers with Encryption partial class - Wrappers: WiaRvzCompressionHelper (BZip2/LZMA/LZMA2/Zstd, net462+ guarded) - WrapperType + WrapperFactory: GCZ, WIA, NintendoDisc entries added GetInnerWrapper() decompression and NintendoDisc.Extraction FST extraction are stubbed with TODO comments pending full implementation. * Implement GetInnerWrapper for GCZ and WIA, full NintendoDisc extraction * Add GCZ/WIA/RVZ write pipeline and Nintendo disc compression helpers * Add WIA/RVZ table decompression, NintendoDisc/GCZ printing, NintendoDisc detection for .iso files * Fix NintendoDisc header layout, GC magic, and add embedded disc header to WIA/GCZ printing - Fix GCMagicWord: 0xC23D3C1F -> 0xC2339F3D (confirmed from Dolphin DiscUtils.h) - Fix disc header field layout to match Dolphin's confirmed offsets: MakerCode is bytes 4-5 of the 6-char GameId (no separate field at 0x006), DiscNumber at 0x006, DiscVersion at 0x007, unused region is 14 bytes (0x00A-0x017) - Update NintendoDisc reader: derive MakerCode from GameId[4..5], fix skip count - Add ParseDiscHeaderOnly() to reader for partial (short) stream parsing - Guard DisableHash/DisableEnc reads at the 0x080 boundary for 128-byte embedded headers - Guard DOL/FST skip for streams shorter than full 0x440 boot block - Fix WrapperFactory: NintendoDisc magic detection now precedes .iso -> ISO9660 fallback - Add GameId-prefix heuristic in WrapperFactory for GC discs lacking magic word - Add GameId-prefix platform fallback in reader for GC discs without GCMagicWord - Add DiscHeader property to WIA wrapper (parsed from Header2.DiscHeader bytes) - Add DiscHeader property to GCZ wrapper (decompresses first block only) - Add ReadDiscHeader() helper to GCZ for lightweight first-block decompression - Print embedded disc header (Game ID, Maker, Disc/Rev, Title) in WIA.Printing.cs and GCZ.Printing.cs * Fix Wii partition extraction: correct IV, FST size shift, partition naming - Block decryption: IV is at raw block offset 0x3D0 (still-encrypted), matching Dolphin/DolphinIsoLib WiiPartitionDecryptor.DecryptBlock exactly. - FST size field at boot.bin 0x428 is also stored >>2 on Wii; apply <<2 to get true byte size. - Partition folder naming now matches DolphinIsoLib WiiDiscExtractor exactly: type 0->GM+n, 1->UP+n, 2->CH+n, printable ASCII unknown->raw 4-char string, non-printable->P{index}. SSBB VC channels extract as HA8E, HA9E, etc. - ExtractionTool peek buffer increased from 16 to 32 bytes. Verified: SSBB GM0 extracts 5524 files, boot.bin/fst.bin byte-identical to Dolphin reference extraction. * Fix FST extraction: create zero-byte files instead of skipping them Files with fileSize=0 in the FST were silently skipped. Now they are created as empty files, matching Dolphin/DolphinIsoLib behavior. Verified: SSBB now extracts 5958 files with 0 missing, 0 extra, 0 size mismatches, and 0 hash mismatches vs DolphinIsoLib reference. * Add GCZ/WIA/RVZ virtual stream extraction via NintendoDisc wrapper * Address PR #85 review comments (Copilot + mnadareski) * Address PR #85 review comments * Replace custom endian helpers and SHA1 with SabreTools.IO equivalents * Update GCZ.Printing.cs * Update NintendoDisc.Printing.cs * Update WIA.Printing.cs * Add WIA/RVZ Wii partition crypto round-trip support - Add AesCbc internal helper (BouncyCastle AES-CBC encrypt/decrypt) - Add NintendoDisc.CommonKeyProvider hook for injectable test keys - Fix sha1.Terminate() missing in all three ComputeSha1 helpers in WIA.cs - Fix Wii partition dataOff alignment to 0x8000 boundary - Add WIA.EncryptWiiGroup (internal) for re-encrypting plaintext groups - Add WIA.DumpIso to WIA.Writing.cs (WIA/RVZ -> flat ISO conversion) - Add WiaVirtualStream on-demand group decompression - Add _preDecryptedReader bypass on NintendoDisc for WIA extraction path - Add WIATests.cs with Wii crypto round-trip test using synthetic data - Move DumpIso from WIA.Extraction.cs to WIA.Writing.cs - Bump DumpIso read buffer from 1 MiB to 2 MiB (aligns to WIA chunk size) - Add InternalsVisibleTo SabreTools.Wrappers.Test in csproj * Remove hardcoded Wii common keys from NintendoDisc.Encryption - Delete the embedded WiiCommonKeyRetail and WiiCommonKeyKorean byte arrays from NintendoDisc.Encryption.cs. - Make CommonKeyProvider public so any caller (not just tests) can inject keys; DecryptTitleKey now returns null when no key is available for the requested index rather than falling back to hardcoded values. - Add NintendoDiscEncryptionTests.cs: - Argument guard and no-provider tests for DecryptTitleKey. - Fake-key round-trip test (encrypt then decrypt with injected key). - Integration test that reads TestData/NintendoDisc/keys.json, verifies each key against hardcoded SHA256 constants, and skips silently if the file is absent or the keys do not match. - LoadKeyProvider helper (named JSON format, index-keyed). - Add [Collection(NintendoDisc)] to both NintendoDiscEncryptionTests and WIATests to prevent parallel access to the static CommonKeyProvider from racing between test classes. - Add TestData/NintendoDisc/keys.json.example documenting the expected key file format. - Add Newtonsoft.Json reference to SabreTools.Wrappers.Test.csproj. * Didn't actually commit the changes. My bad. Fixed. * Edited a comment * Added in XUnit outputs that show up in Test Viewer in VS --------- Co-authored-by: Matt Nadareski <mnadareski@outlook.com>
2026-05-12 09:41:32 -05:00
// Block pointer table (8 bytes per block, little-endian)
foreach (ulong pointer in obj.BlockPointers)
{
stream.WriteLittleEndian(pointer);
}
Dolphin lib (#85) * Add GCZ, WIA/RVZ, and NintendoDisc (GameCube/Wii) format support Port of DolphinIsoLib into SabreTools.Serialization architecture: - Data.Models: GCZ/, WIA/, NintendoDisc/ model subdirectories (15 files) - Serialization.Readers: GCZ, WIA, NintendoDisc readers - Serialization.Writers: GCZ, WIA writers (structural metadata; full round-trip TODO) - Wrappers: NintendoDisc, GCZ, WIA wrappers with Encryption partial class - Wrappers: WiaRvzCompressionHelper (BZip2/LZMA/LZMA2/Zstd, net462+ guarded) - WrapperType + WrapperFactory: GCZ, WIA, NintendoDisc entries added GetInnerWrapper() decompression and NintendoDisc.Extraction FST extraction are stubbed with TODO comments pending full implementation. * Implement GetInnerWrapper for GCZ and WIA, full NintendoDisc extraction * Add GCZ/WIA/RVZ write pipeline and Nintendo disc compression helpers * Add WIA/RVZ table decompression, NintendoDisc/GCZ printing, NintendoDisc detection for .iso files * Fix NintendoDisc header layout, GC magic, and add embedded disc header to WIA/GCZ printing - Fix GCMagicWord: 0xC23D3C1F -> 0xC2339F3D (confirmed from Dolphin DiscUtils.h) - Fix disc header field layout to match Dolphin's confirmed offsets: MakerCode is bytes 4-5 of the 6-char GameId (no separate field at 0x006), DiscNumber at 0x006, DiscVersion at 0x007, unused region is 14 bytes (0x00A-0x017) - Update NintendoDisc reader: derive MakerCode from GameId[4..5], fix skip count - Add ParseDiscHeaderOnly() to reader for partial (short) stream parsing - Guard DisableHash/DisableEnc reads at the 0x080 boundary for 128-byte embedded headers - Guard DOL/FST skip for streams shorter than full 0x440 boot block - Fix WrapperFactory: NintendoDisc magic detection now precedes .iso -> ISO9660 fallback - Add GameId-prefix heuristic in WrapperFactory for GC discs lacking magic word - Add GameId-prefix platform fallback in reader for GC discs without GCMagicWord - Add DiscHeader property to WIA wrapper (parsed from Header2.DiscHeader bytes) - Add DiscHeader property to GCZ wrapper (decompresses first block only) - Add ReadDiscHeader() helper to GCZ for lightweight first-block decompression - Print embedded disc header (Game ID, Maker, Disc/Rev, Title) in WIA.Printing.cs and GCZ.Printing.cs * Fix Wii partition extraction: correct IV, FST size shift, partition naming - Block decryption: IV is at raw block offset 0x3D0 (still-encrypted), matching Dolphin/DolphinIsoLib WiiPartitionDecryptor.DecryptBlock exactly. - FST size field at boot.bin 0x428 is also stored >>2 on Wii; apply <<2 to get true byte size. - Partition folder naming now matches DolphinIsoLib WiiDiscExtractor exactly: type 0->GM+n, 1->UP+n, 2->CH+n, printable ASCII unknown->raw 4-char string, non-printable->P{index}. SSBB VC channels extract as HA8E, HA9E, etc. - ExtractionTool peek buffer increased from 16 to 32 bytes. Verified: SSBB GM0 extracts 5524 files, boot.bin/fst.bin byte-identical to Dolphin reference extraction. * Fix FST extraction: create zero-byte files instead of skipping them Files with fileSize=0 in the FST were silently skipped. Now they are created as empty files, matching Dolphin/DolphinIsoLib behavior. Verified: SSBB now extracts 5958 files with 0 missing, 0 extra, 0 size mismatches, and 0 hash mismatches vs DolphinIsoLib reference. * Add GCZ/WIA/RVZ virtual stream extraction via NintendoDisc wrapper * Address PR #85 review comments (Copilot + mnadareski) * Address PR #85 review comments * Replace custom endian helpers and SHA1 with SabreTools.IO equivalents * Update GCZ.Printing.cs * Update NintendoDisc.Printing.cs * Update WIA.Printing.cs * Add WIA/RVZ Wii partition crypto round-trip support - Add AesCbc internal helper (BouncyCastle AES-CBC encrypt/decrypt) - Add NintendoDisc.CommonKeyProvider hook for injectable test keys - Fix sha1.Terminate() missing in all three ComputeSha1 helpers in WIA.cs - Fix Wii partition dataOff alignment to 0x8000 boundary - Add WIA.EncryptWiiGroup (internal) for re-encrypting plaintext groups - Add WIA.DumpIso to WIA.Writing.cs (WIA/RVZ -> flat ISO conversion) - Add WiaVirtualStream on-demand group decompression - Add _preDecryptedReader bypass on NintendoDisc for WIA extraction path - Add WIATests.cs with Wii crypto round-trip test using synthetic data - Move DumpIso from WIA.Extraction.cs to WIA.Writing.cs - Bump DumpIso read buffer from 1 MiB to 2 MiB (aligns to WIA chunk size) - Add InternalsVisibleTo SabreTools.Wrappers.Test in csproj * Remove hardcoded Wii common keys from NintendoDisc.Encryption - Delete the embedded WiiCommonKeyRetail and WiiCommonKeyKorean byte arrays from NintendoDisc.Encryption.cs. - Make CommonKeyProvider public so any caller (not just tests) can inject keys; DecryptTitleKey now returns null when no key is available for the requested index rather than falling back to hardcoded values. - Add NintendoDiscEncryptionTests.cs: - Argument guard and no-provider tests for DecryptTitleKey. - Fake-key round-trip test (encrypt then decrypt with injected key). - Integration test that reads TestData/NintendoDisc/keys.json, verifies each key against hardcoded SHA256 constants, and skips silently if the file is absent or the keys do not match. - LoadKeyProvider helper (named JSON format, index-keyed). - Add [Collection(NintendoDisc)] to both NintendoDiscEncryptionTests and WIATests to prevent parallel access to the static CommonKeyProvider from racing between test classes. - Add TestData/NintendoDisc/keys.json.example documenting the expected key file format. - Add Newtonsoft.Json reference to SabreTools.Wrappers.Test.csproj. * Didn't actually commit the changes. My bad. Fixed. * Edited a comment * Added in XUnit outputs that show up in Test Viewer in VS --------- Co-authored-by: Matt Nadareski <mnadareski@outlook.com>
2026-05-12 09:41:32 -05:00
// Block hash table (4 bytes per block, little-endian)
foreach (uint hash in obj.BlockHashes)
{
Dolphin lib (#85) * Add GCZ, WIA/RVZ, and NintendoDisc (GameCube/Wii) format support Port of DolphinIsoLib into SabreTools.Serialization architecture: - Data.Models: GCZ/, WIA/, NintendoDisc/ model subdirectories (15 files) - Serialization.Readers: GCZ, WIA, NintendoDisc readers - Serialization.Writers: GCZ, WIA writers (structural metadata; full round-trip TODO) - Wrappers: NintendoDisc, GCZ, WIA wrappers with Encryption partial class - Wrappers: WiaRvzCompressionHelper (BZip2/LZMA/LZMA2/Zstd, net462+ guarded) - WrapperType + WrapperFactory: GCZ, WIA, NintendoDisc entries added GetInnerWrapper() decompression and NintendoDisc.Extraction FST extraction are stubbed with TODO comments pending full implementation. * Implement GetInnerWrapper for GCZ and WIA, full NintendoDisc extraction * Add GCZ/WIA/RVZ write pipeline and Nintendo disc compression helpers * Add WIA/RVZ table decompression, NintendoDisc/GCZ printing, NintendoDisc detection for .iso files * Fix NintendoDisc header layout, GC magic, and add embedded disc header to WIA/GCZ printing - Fix GCMagicWord: 0xC23D3C1F -> 0xC2339F3D (confirmed from Dolphin DiscUtils.h) - Fix disc header field layout to match Dolphin's confirmed offsets: MakerCode is bytes 4-5 of the 6-char GameId (no separate field at 0x006), DiscNumber at 0x006, DiscVersion at 0x007, unused region is 14 bytes (0x00A-0x017) - Update NintendoDisc reader: derive MakerCode from GameId[4..5], fix skip count - Add ParseDiscHeaderOnly() to reader for partial (short) stream parsing - Guard DisableHash/DisableEnc reads at the 0x080 boundary for 128-byte embedded headers - Guard DOL/FST skip for streams shorter than full 0x440 boot block - Fix WrapperFactory: NintendoDisc magic detection now precedes .iso -> ISO9660 fallback - Add GameId-prefix heuristic in WrapperFactory for GC discs lacking magic word - Add GameId-prefix platform fallback in reader for GC discs without GCMagicWord - Add DiscHeader property to WIA wrapper (parsed from Header2.DiscHeader bytes) - Add DiscHeader property to GCZ wrapper (decompresses first block only) - Add ReadDiscHeader() helper to GCZ for lightweight first-block decompression - Print embedded disc header (Game ID, Maker, Disc/Rev, Title) in WIA.Printing.cs and GCZ.Printing.cs * Fix Wii partition extraction: correct IV, FST size shift, partition naming - Block decryption: IV is at raw block offset 0x3D0 (still-encrypted), matching Dolphin/DolphinIsoLib WiiPartitionDecryptor.DecryptBlock exactly. - FST size field at boot.bin 0x428 is also stored >>2 on Wii; apply <<2 to get true byte size. - Partition folder naming now matches DolphinIsoLib WiiDiscExtractor exactly: type 0->GM+n, 1->UP+n, 2->CH+n, printable ASCII unknown->raw 4-char string, non-printable->P{index}. SSBB VC channels extract as HA8E, HA9E, etc. - ExtractionTool peek buffer increased from 16 to 32 bytes. Verified: SSBB GM0 extracts 5524 files, boot.bin/fst.bin byte-identical to Dolphin reference extraction. * Fix FST extraction: create zero-byte files instead of skipping them Files with fileSize=0 in the FST were silently skipped. Now they are created as empty files, matching Dolphin/DolphinIsoLib behavior. Verified: SSBB now extracts 5958 files with 0 missing, 0 extra, 0 size mismatches, and 0 hash mismatches vs DolphinIsoLib reference. * Add GCZ/WIA/RVZ virtual stream extraction via NintendoDisc wrapper * Address PR #85 review comments (Copilot + mnadareski) * Address PR #85 review comments * Replace custom endian helpers and SHA1 with SabreTools.IO equivalents * Update GCZ.Printing.cs * Update NintendoDisc.Printing.cs * Update WIA.Printing.cs * Add WIA/RVZ Wii partition crypto round-trip support - Add AesCbc internal helper (BouncyCastle AES-CBC encrypt/decrypt) - Add NintendoDisc.CommonKeyProvider hook for injectable test keys - Fix sha1.Terminate() missing in all three ComputeSha1 helpers in WIA.cs - Fix Wii partition dataOff alignment to 0x8000 boundary - Add WIA.EncryptWiiGroup (internal) for re-encrypting plaintext groups - Add WIA.DumpIso to WIA.Writing.cs (WIA/RVZ -> flat ISO conversion) - Add WiaVirtualStream on-demand group decompression - Add _preDecryptedReader bypass on NintendoDisc for WIA extraction path - Add WIATests.cs with Wii crypto round-trip test using synthetic data - Move DumpIso from WIA.Extraction.cs to WIA.Writing.cs - Bump DumpIso read buffer from 1 MiB to 2 MiB (aligns to WIA chunk size) - Add InternalsVisibleTo SabreTools.Wrappers.Test in csproj * Remove hardcoded Wii common keys from NintendoDisc.Encryption - Delete the embedded WiiCommonKeyRetail and WiiCommonKeyKorean byte arrays from NintendoDisc.Encryption.cs. - Make CommonKeyProvider public so any caller (not just tests) can inject keys; DecryptTitleKey now returns null when no key is available for the requested index rather than falling back to hardcoded values. - Add NintendoDiscEncryptionTests.cs: - Argument guard and no-provider tests for DecryptTitleKey. - Fake-key round-trip test (encrypt then decrypt with injected key). - Integration test that reads TestData/NintendoDisc/keys.json, verifies each key against hardcoded SHA256 constants, and skips silently if the file is absent or the keys do not match. - LoadKeyProvider helper (named JSON format, index-keyed). - Add [Collection(NintendoDisc)] to both NintendoDiscEncryptionTests and WIATests to prevent parallel access to the static CommonKeyProvider from racing between test classes. - Add TestData/NintendoDisc/keys.json.example documenting the expected key file format. - Add Newtonsoft.Json reference to SabreTools.Wrappers.Test.csproj. * Didn't actually commit the changes. My bad. Fixed. * Edited a comment * Added in XUnit outputs that show up in Test Viewer in VS --------- Co-authored-by: Matt Nadareski <mnadareski@outlook.com>
2026-05-12 09:41:32 -05:00
stream.WriteLittleEndian(hash);
}
Dolphin lib (#85) * Add GCZ, WIA/RVZ, and NintendoDisc (GameCube/Wii) format support Port of DolphinIsoLib into SabreTools.Serialization architecture: - Data.Models: GCZ/, WIA/, NintendoDisc/ model subdirectories (15 files) - Serialization.Readers: GCZ, WIA, NintendoDisc readers - Serialization.Writers: GCZ, WIA writers (structural metadata; full round-trip TODO) - Wrappers: NintendoDisc, GCZ, WIA wrappers with Encryption partial class - Wrappers: WiaRvzCompressionHelper (BZip2/LZMA/LZMA2/Zstd, net462+ guarded) - WrapperType + WrapperFactory: GCZ, WIA, NintendoDisc entries added GetInnerWrapper() decompression and NintendoDisc.Extraction FST extraction are stubbed with TODO comments pending full implementation. * Implement GetInnerWrapper for GCZ and WIA, full NintendoDisc extraction * Add GCZ/WIA/RVZ write pipeline and Nintendo disc compression helpers * Add WIA/RVZ table decompression, NintendoDisc/GCZ printing, NintendoDisc detection for .iso files * Fix NintendoDisc header layout, GC magic, and add embedded disc header to WIA/GCZ printing - Fix GCMagicWord: 0xC23D3C1F -> 0xC2339F3D (confirmed from Dolphin DiscUtils.h) - Fix disc header field layout to match Dolphin's confirmed offsets: MakerCode is bytes 4-5 of the 6-char GameId (no separate field at 0x006), DiscNumber at 0x006, DiscVersion at 0x007, unused region is 14 bytes (0x00A-0x017) - Update NintendoDisc reader: derive MakerCode from GameId[4..5], fix skip count - Add ParseDiscHeaderOnly() to reader for partial (short) stream parsing - Guard DisableHash/DisableEnc reads at the 0x080 boundary for 128-byte embedded headers - Guard DOL/FST skip for streams shorter than full 0x440 boot block - Fix WrapperFactory: NintendoDisc magic detection now precedes .iso -> ISO9660 fallback - Add GameId-prefix heuristic in WrapperFactory for GC discs lacking magic word - Add GameId-prefix platform fallback in reader for GC discs without GCMagicWord - Add DiscHeader property to WIA wrapper (parsed from Header2.DiscHeader bytes) - Add DiscHeader property to GCZ wrapper (decompresses first block only) - Add ReadDiscHeader() helper to GCZ for lightweight first-block decompression - Print embedded disc header (Game ID, Maker, Disc/Rev, Title) in WIA.Printing.cs and GCZ.Printing.cs * Fix Wii partition extraction: correct IV, FST size shift, partition naming - Block decryption: IV is at raw block offset 0x3D0 (still-encrypted), matching Dolphin/DolphinIsoLib WiiPartitionDecryptor.DecryptBlock exactly. - FST size field at boot.bin 0x428 is also stored >>2 on Wii; apply <<2 to get true byte size. - Partition folder naming now matches DolphinIsoLib WiiDiscExtractor exactly: type 0->GM+n, 1->UP+n, 2->CH+n, printable ASCII unknown->raw 4-char string, non-printable->P{index}. SSBB VC channels extract as HA8E, HA9E, etc. - ExtractionTool peek buffer increased from 16 to 32 bytes. Verified: SSBB GM0 extracts 5524 files, boot.bin/fst.bin byte-identical to Dolphin reference extraction. * Fix FST extraction: create zero-byte files instead of skipping them Files with fileSize=0 in the FST were silently skipped. Now they are created as empty files, matching Dolphin/DolphinIsoLib behavior. Verified: SSBB now extracts 5958 files with 0 missing, 0 extra, 0 size mismatches, and 0 hash mismatches vs DolphinIsoLib reference. * Add GCZ/WIA/RVZ virtual stream extraction via NintendoDisc wrapper * Address PR #85 review comments (Copilot + mnadareski) * Address PR #85 review comments * Replace custom endian helpers and SHA1 with SabreTools.IO equivalents * Update GCZ.Printing.cs * Update NintendoDisc.Printing.cs * Update WIA.Printing.cs * Add WIA/RVZ Wii partition crypto round-trip support - Add AesCbc internal helper (BouncyCastle AES-CBC encrypt/decrypt) - Add NintendoDisc.CommonKeyProvider hook for injectable test keys - Fix sha1.Terminate() missing in all three ComputeSha1 helpers in WIA.cs - Fix Wii partition dataOff alignment to 0x8000 boundary - Add WIA.EncryptWiiGroup (internal) for re-encrypting plaintext groups - Add WIA.DumpIso to WIA.Writing.cs (WIA/RVZ -> flat ISO conversion) - Add WiaVirtualStream on-demand group decompression - Add _preDecryptedReader bypass on NintendoDisc for WIA extraction path - Add WIATests.cs with Wii crypto round-trip test using synthetic data - Move DumpIso from WIA.Extraction.cs to WIA.Writing.cs - Bump DumpIso read buffer from 1 MiB to 2 MiB (aligns to WIA chunk size) - Add InternalsVisibleTo SabreTools.Wrappers.Test in csproj * Remove hardcoded Wii common keys from NintendoDisc.Encryption - Delete the embedded WiiCommonKeyRetail and WiiCommonKeyKorean byte arrays from NintendoDisc.Encryption.cs. - Make CommonKeyProvider public so any caller (not just tests) can inject keys; DecryptTitleKey now returns null when no key is available for the requested index rather than falling back to hardcoded values. - Add NintendoDiscEncryptionTests.cs: - Argument guard and no-provider tests for DecryptTitleKey. - Fake-key round-trip test (encrypt then decrypt with injected key). - Integration test that reads TestData/NintendoDisc/keys.json, verifies each key against hardcoded SHA256 constants, and skips silently if the file is absent or the keys do not match. - LoadKeyProvider helper (named JSON format, index-keyed). - Add [Collection(NintendoDisc)] to both NintendoDiscEncryptionTests and WIATests to prevent parallel access to the static CommonKeyProvider from racing between test classes. - Add TestData/NintendoDisc/keys.json.example documenting the expected key file format. - Add Newtonsoft.Json reference to SabreTools.Wrappers.Test.csproj. * Didn't actually commit the changes. My bad. Fixed. * Edited a comment * Added in XUnit outputs that show up in Test Viewer in VS --------- Co-authored-by: Matt Nadareski <mnadareski@outlook.com>
2026-05-12 09:41:32 -05:00
stream.Flush();
return true;
}
/// <summary>
/// Write GczHeader data to the stream
/// </summary>
/// <param name="stream">Stream to write to</param>
public static void WriteHeader(Stream stream, GczHeader obj)
{
stream.WriteLittleEndian(obj.MagicCookie);
stream.WriteLittleEndian(obj.SubType);
stream.WriteLittleEndian(obj.CompressedDataSize);
stream.WriteLittleEndian(obj.DataSize);
stream.WriteLittleEndian(obj.BlockSize);
stream.WriteLittleEndian(obj.NumBlocks);
}
/// <summary>
/// Validate that disc image is writable
/// </summary>
private static bool ValidateDiscImage(DiscImage obj)
Dolphin lib (#85) * Add GCZ, WIA/RVZ, and NintendoDisc (GameCube/Wii) format support Port of DolphinIsoLib into SabreTools.Serialization architecture: - Data.Models: GCZ/, WIA/, NintendoDisc/ model subdirectories (15 files) - Serialization.Readers: GCZ, WIA, NintendoDisc readers - Serialization.Writers: GCZ, WIA writers (structural metadata; full round-trip TODO) - Wrappers: NintendoDisc, GCZ, WIA wrappers with Encryption partial class - Wrappers: WiaRvzCompressionHelper (BZip2/LZMA/LZMA2/Zstd, net462+ guarded) - WrapperType + WrapperFactory: GCZ, WIA, NintendoDisc entries added GetInnerWrapper() decompression and NintendoDisc.Extraction FST extraction are stubbed with TODO comments pending full implementation. * Implement GetInnerWrapper for GCZ and WIA, full NintendoDisc extraction * Add GCZ/WIA/RVZ write pipeline and Nintendo disc compression helpers * Add WIA/RVZ table decompression, NintendoDisc/GCZ printing, NintendoDisc detection for .iso files * Fix NintendoDisc header layout, GC magic, and add embedded disc header to WIA/GCZ printing - Fix GCMagicWord: 0xC23D3C1F -> 0xC2339F3D (confirmed from Dolphin DiscUtils.h) - Fix disc header field layout to match Dolphin's confirmed offsets: MakerCode is bytes 4-5 of the 6-char GameId (no separate field at 0x006), DiscNumber at 0x006, DiscVersion at 0x007, unused region is 14 bytes (0x00A-0x017) - Update NintendoDisc reader: derive MakerCode from GameId[4..5], fix skip count - Add ParseDiscHeaderOnly() to reader for partial (short) stream parsing - Guard DisableHash/DisableEnc reads at the 0x080 boundary for 128-byte embedded headers - Guard DOL/FST skip for streams shorter than full 0x440 boot block - Fix WrapperFactory: NintendoDisc magic detection now precedes .iso -> ISO9660 fallback - Add GameId-prefix heuristic in WrapperFactory for GC discs lacking magic word - Add GameId-prefix platform fallback in reader for GC discs without GCMagicWord - Add DiscHeader property to WIA wrapper (parsed from Header2.DiscHeader bytes) - Add DiscHeader property to GCZ wrapper (decompresses first block only) - Add ReadDiscHeader() helper to GCZ for lightweight first-block decompression - Print embedded disc header (Game ID, Maker, Disc/Rev, Title) in WIA.Printing.cs and GCZ.Printing.cs * Fix Wii partition extraction: correct IV, FST size shift, partition naming - Block decryption: IV is at raw block offset 0x3D0 (still-encrypted), matching Dolphin/DolphinIsoLib WiiPartitionDecryptor.DecryptBlock exactly. - FST size field at boot.bin 0x428 is also stored >>2 on Wii; apply <<2 to get true byte size. - Partition folder naming now matches DolphinIsoLib WiiDiscExtractor exactly: type 0->GM+n, 1->UP+n, 2->CH+n, printable ASCII unknown->raw 4-char string, non-printable->P{index}. SSBB VC channels extract as HA8E, HA9E, etc. - ExtractionTool peek buffer increased from 16 to 32 bytes. Verified: SSBB GM0 extracts 5524 files, boot.bin/fst.bin byte-identical to Dolphin reference extraction. * Fix FST extraction: create zero-byte files instead of skipping them Files with fileSize=0 in the FST were silently skipped. Now they are created as empty files, matching Dolphin/DolphinIsoLib behavior. Verified: SSBB now extracts 5958 files with 0 missing, 0 extra, 0 size mismatches, and 0 hash mismatches vs DolphinIsoLib reference. * Add GCZ/WIA/RVZ virtual stream extraction via NintendoDisc wrapper * Address PR #85 review comments (Copilot + mnadareski) * Address PR #85 review comments * Replace custom endian helpers and SHA1 with SabreTools.IO equivalents * Update GCZ.Printing.cs * Update NintendoDisc.Printing.cs * Update WIA.Printing.cs * Add WIA/RVZ Wii partition crypto round-trip support - Add AesCbc internal helper (BouncyCastle AES-CBC encrypt/decrypt) - Add NintendoDisc.CommonKeyProvider hook for injectable test keys - Fix sha1.Terminate() missing in all three ComputeSha1 helpers in WIA.cs - Fix Wii partition dataOff alignment to 0x8000 boundary - Add WIA.EncryptWiiGroup (internal) for re-encrypting plaintext groups - Add WIA.DumpIso to WIA.Writing.cs (WIA/RVZ -> flat ISO conversion) - Add WiaVirtualStream on-demand group decompression - Add _preDecryptedReader bypass on NintendoDisc for WIA extraction path - Add WIATests.cs with Wii crypto round-trip test using synthetic data - Move DumpIso from WIA.Extraction.cs to WIA.Writing.cs - Bump DumpIso read buffer from 1 MiB to 2 MiB (aligns to WIA chunk size) - Add InternalsVisibleTo SabreTools.Wrappers.Test in csproj * Remove hardcoded Wii common keys from NintendoDisc.Encryption - Delete the embedded WiiCommonKeyRetail and WiiCommonKeyKorean byte arrays from NintendoDisc.Encryption.cs. - Make CommonKeyProvider public so any caller (not just tests) can inject keys; DecryptTitleKey now returns null when no key is available for the requested index rather than falling back to hardcoded values. - Add NintendoDiscEncryptionTests.cs: - Argument guard and no-provider tests for DecryptTitleKey. - Fake-key round-trip test (encrypt then decrypt with injected key). - Integration test that reads TestData/NintendoDisc/keys.json, verifies each key against hardcoded SHA256 constants, and skips silently if the file is absent or the keys do not match. - LoadKeyProvider helper (named JSON format, index-keyed). - Add [Collection(NintendoDisc)] to both NintendoDiscEncryptionTests and WIATests to prevent parallel access to the static CommonKeyProvider from racing between test classes. - Add TestData/NintendoDisc/keys.json.example documenting the expected key file format. - Add Newtonsoft.Json reference to SabreTools.Wrappers.Test.csproj. * Didn't actually commit the changes. My bad. Fixed. * Edited a comment * Added in XUnit outputs that show up in Test Viewer in VS --------- Co-authored-by: Matt Nadareski <mnadareski@outlook.com>
2026-05-12 09:41:32 -05:00
{
if (obj.Header.MagicCookie != Constants.MagicCookie)
return false;
if (obj.Header.NumBlocks == 0)
return false;
if (obj.BlockPointers.Length != obj.Header.NumBlocks)
Dolphin lib (#85) * Add GCZ, WIA/RVZ, and NintendoDisc (GameCube/Wii) format support Port of DolphinIsoLib into SabreTools.Serialization architecture: - Data.Models: GCZ/, WIA/, NintendoDisc/ model subdirectories (15 files) - Serialization.Readers: GCZ, WIA, NintendoDisc readers - Serialization.Writers: GCZ, WIA writers (structural metadata; full round-trip TODO) - Wrappers: NintendoDisc, GCZ, WIA wrappers with Encryption partial class - Wrappers: WiaRvzCompressionHelper (BZip2/LZMA/LZMA2/Zstd, net462+ guarded) - WrapperType + WrapperFactory: GCZ, WIA, NintendoDisc entries added GetInnerWrapper() decompression and NintendoDisc.Extraction FST extraction are stubbed with TODO comments pending full implementation. * Implement GetInnerWrapper for GCZ and WIA, full NintendoDisc extraction * Add GCZ/WIA/RVZ write pipeline and Nintendo disc compression helpers * Add WIA/RVZ table decompression, NintendoDisc/GCZ printing, NintendoDisc detection for .iso files * Fix NintendoDisc header layout, GC magic, and add embedded disc header to WIA/GCZ printing - Fix GCMagicWord: 0xC23D3C1F -> 0xC2339F3D (confirmed from Dolphin DiscUtils.h) - Fix disc header field layout to match Dolphin's confirmed offsets: MakerCode is bytes 4-5 of the 6-char GameId (no separate field at 0x006), DiscNumber at 0x006, DiscVersion at 0x007, unused region is 14 bytes (0x00A-0x017) - Update NintendoDisc reader: derive MakerCode from GameId[4..5], fix skip count - Add ParseDiscHeaderOnly() to reader for partial (short) stream parsing - Guard DisableHash/DisableEnc reads at the 0x080 boundary for 128-byte embedded headers - Guard DOL/FST skip for streams shorter than full 0x440 boot block - Fix WrapperFactory: NintendoDisc magic detection now precedes .iso -> ISO9660 fallback - Add GameId-prefix heuristic in WrapperFactory for GC discs lacking magic word - Add GameId-prefix platform fallback in reader for GC discs without GCMagicWord - Add DiscHeader property to WIA wrapper (parsed from Header2.DiscHeader bytes) - Add DiscHeader property to GCZ wrapper (decompresses first block only) - Add ReadDiscHeader() helper to GCZ for lightweight first-block decompression - Print embedded disc header (Game ID, Maker, Disc/Rev, Title) in WIA.Printing.cs and GCZ.Printing.cs * Fix Wii partition extraction: correct IV, FST size shift, partition naming - Block decryption: IV is at raw block offset 0x3D0 (still-encrypted), matching Dolphin/DolphinIsoLib WiiPartitionDecryptor.DecryptBlock exactly. - FST size field at boot.bin 0x428 is also stored >>2 on Wii; apply <<2 to get true byte size. - Partition folder naming now matches DolphinIsoLib WiiDiscExtractor exactly: type 0->GM+n, 1->UP+n, 2->CH+n, printable ASCII unknown->raw 4-char string, non-printable->P{index}. SSBB VC channels extract as HA8E, HA9E, etc. - ExtractionTool peek buffer increased from 16 to 32 bytes. Verified: SSBB GM0 extracts 5524 files, boot.bin/fst.bin byte-identical to Dolphin reference extraction. * Fix FST extraction: create zero-byte files instead of skipping them Files with fileSize=0 in the FST were silently skipped. Now they are created as empty files, matching Dolphin/DolphinIsoLib behavior. Verified: SSBB now extracts 5958 files with 0 missing, 0 extra, 0 size mismatches, and 0 hash mismatches vs DolphinIsoLib reference. * Add GCZ/WIA/RVZ virtual stream extraction via NintendoDisc wrapper * Address PR #85 review comments (Copilot + mnadareski) * Address PR #85 review comments * Replace custom endian helpers and SHA1 with SabreTools.IO equivalents * Update GCZ.Printing.cs * Update NintendoDisc.Printing.cs * Update WIA.Printing.cs * Add WIA/RVZ Wii partition crypto round-trip support - Add AesCbc internal helper (BouncyCastle AES-CBC encrypt/decrypt) - Add NintendoDisc.CommonKeyProvider hook for injectable test keys - Fix sha1.Terminate() missing in all three ComputeSha1 helpers in WIA.cs - Fix Wii partition dataOff alignment to 0x8000 boundary - Add WIA.EncryptWiiGroup (internal) for re-encrypting plaintext groups - Add WIA.DumpIso to WIA.Writing.cs (WIA/RVZ -> flat ISO conversion) - Add WiaVirtualStream on-demand group decompression - Add _preDecryptedReader bypass on NintendoDisc for WIA extraction path - Add WIATests.cs with Wii crypto round-trip test using synthetic data - Move DumpIso from WIA.Extraction.cs to WIA.Writing.cs - Bump DumpIso read buffer from 1 MiB to 2 MiB (aligns to WIA chunk size) - Add InternalsVisibleTo SabreTools.Wrappers.Test in csproj * Remove hardcoded Wii common keys from NintendoDisc.Encryption - Delete the embedded WiiCommonKeyRetail and WiiCommonKeyKorean byte arrays from NintendoDisc.Encryption.cs. - Make CommonKeyProvider public so any caller (not just tests) can inject keys; DecryptTitleKey now returns null when no key is available for the requested index rather than falling back to hardcoded values. - Add NintendoDiscEncryptionTests.cs: - Argument guard and no-provider tests for DecryptTitleKey. - Fake-key round-trip test (encrypt then decrypt with injected key). - Integration test that reads TestData/NintendoDisc/keys.json, verifies each key against hardcoded SHA256 constants, and skips silently if the file is absent or the keys do not match. - LoadKeyProvider helper (named JSON format, index-keyed). - Add [Collection(NintendoDisc)] to both NintendoDiscEncryptionTests and WIATests to prevent parallel access to the static CommonKeyProvider from racing between test classes. - Add TestData/NintendoDisc/keys.json.example documenting the expected key file format. - Add Newtonsoft.Json reference to SabreTools.Wrappers.Test.csproj. * Didn't actually commit the changes. My bad. Fixed. * Edited a comment * Added in XUnit outputs that show up in Test Viewer in VS --------- Co-authored-by: Matt Nadareski <mnadareski@outlook.com>
2026-05-12 09:41:32 -05:00
return false;
if (obj.BlockHashes.Length != obj.Header.NumBlocks)
Dolphin lib (#85) * Add GCZ, WIA/RVZ, and NintendoDisc (GameCube/Wii) format support Port of DolphinIsoLib into SabreTools.Serialization architecture: - Data.Models: GCZ/, WIA/, NintendoDisc/ model subdirectories (15 files) - Serialization.Readers: GCZ, WIA, NintendoDisc readers - Serialization.Writers: GCZ, WIA writers (structural metadata; full round-trip TODO) - Wrappers: NintendoDisc, GCZ, WIA wrappers with Encryption partial class - Wrappers: WiaRvzCompressionHelper (BZip2/LZMA/LZMA2/Zstd, net462+ guarded) - WrapperType + WrapperFactory: GCZ, WIA, NintendoDisc entries added GetInnerWrapper() decompression and NintendoDisc.Extraction FST extraction are stubbed with TODO comments pending full implementation. * Implement GetInnerWrapper for GCZ and WIA, full NintendoDisc extraction * Add GCZ/WIA/RVZ write pipeline and Nintendo disc compression helpers * Add WIA/RVZ table decompression, NintendoDisc/GCZ printing, NintendoDisc detection for .iso files * Fix NintendoDisc header layout, GC magic, and add embedded disc header to WIA/GCZ printing - Fix GCMagicWord: 0xC23D3C1F -> 0xC2339F3D (confirmed from Dolphin DiscUtils.h) - Fix disc header field layout to match Dolphin's confirmed offsets: MakerCode is bytes 4-5 of the 6-char GameId (no separate field at 0x006), DiscNumber at 0x006, DiscVersion at 0x007, unused region is 14 bytes (0x00A-0x017) - Update NintendoDisc reader: derive MakerCode from GameId[4..5], fix skip count - Add ParseDiscHeaderOnly() to reader for partial (short) stream parsing - Guard DisableHash/DisableEnc reads at the 0x080 boundary for 128-byte embedded headers - Guard DOL/FST skip for streams shorter than full 0x440 boot block - Fix WrapperFactory: NintendoDisc magic detection now precedes .iso -> ISO9660 fallback - Add GameId-prefix heuristic in WrapperFactory for GC discs lacking magic word - Add GameId-prefix platform fallback in reader for GC discs without GCMagicWord - Add DiscHeader property to WIA wrapper (parsed from Header2.DiscHeader bytes) - Add DiscHeader property to GCZ wrapper (decompresses first block only) - Add ReadDiscHeader() helper to GCZ for lightweight first-block decompression - Print embedded disc header (Game ID, Maker, Disc/Rev, Title) in WIA.Printing.cs and GCZ.Printing.cs * Fix Wii partition extraction: correct IV, FST size shift, partition naming - Block decryption: IV is at raw block offset 0x3D0 (still-encrypted), matching Dolphin/DolphinIsoLib WiiPartitionDecryptor.DecryptBlock exactly. - FST size field at boot.bin 0x428 is also stored >>2 on Wii; apply <<2 to get true byte size. - Partition folder naming now matches DolphinIsoLib WiiDiscExtractor exactly: type 0->GM+n, 1->UP+n, 2->CH+n, printable ASCII unknown->raw 4-char string, non-printable->P{index}. SSBB VC channels extract as HA8E, HA9E, etc. - ExtractionTool peek buffer increased from 16 to 32 bytes. Verified: SSBB GM0 extracts 5524 files, boot.bin/fst.bin byte-identical to Dolphin reference extraction. * Fix FST extraction: create zero-byte files instead of skipping them Files with fileSize=0 in the FST were silently skipped. Now they are created as empty files, matching Dolphin/DolphinIsoLib behavior. Verified: SSBB now extracts 5958 files with 0 missing, 0 extra, 0 size mismatches, and 0 hash mismatches vs DolphinIsoLib reference. * Add GCZ/WIA/RVZ virtual stream extraction via NintendoDisc wrapper * Address PR #85 review comments (Copilot + mnadareski) * Address PR #85 review comments * Replace custom endian helpers and SHA1 with SabreTools.IO equivalents * Update GCZ.Printing.cs * Update NintendoDisc.Printing.cs * Update WIA.Printing.cs * Add WIA/RVZ Wii partition crypto round-trip support - Add AesCbc internal helper (BouncyCastle AES-CBC encrypt/decrypt) - Add NintendoDisc.CommonKeyProvider hook for injectable test keys - Fix sha1.Terminate() missing in all three ComputeSha1 helpers in WIA.cs - Fix Wii partition dataOff alignment to 0x8000 boundary - Add WIA.EncryptWiiGroup (internal) for re-encrypting plaintext groups - Add WIA.DumpIso to WIA.Writing.cs (WIA/RVZ -> flat ISO conversion) - Add WiaVirtualStream on-demand group decompression - Add _preDecryptedReader bypass on NintendoDisc for WIA extraction path - Add WIATests.cs with Wii crypto round-trip test using synthetic data - Move DumpIso from WIA.Extraction.cs to WIA.Writing.cs - Bump DumpIso read buffer from 1 MiB to 2 MiB (aligns to WIA chunk size) - Add InternalsVisibleTo SabreTools.Wrappers.Test in csproj * Remove hardcoded Wii common keys from NintendoDisc.Encryption - Delete the embedded WiiCommonKeyRetail and WiiCommonKeyKorean byte arrays from NintendoDisc.Encryption.cs. - Make CommonKeyProvider public so any caller (not just tests) can inject keys; DecryptTitleKey now returns null when no key is available for the requested index rather than falling back to hardcoded values. - Add NintendoDiscEncryptionTests.cs: - Argument guard and no-provider tests for DecryptTitleKey. - Fake-key round-trip test (encrypt then decrypt with injected key). - Integration test that reads TestData/NintendoDisc/keys.json, verifies each key against hardcoded SHA256 constants, and skips silently if the file is absent or the keys do not match. - LoadKeyProvider helper (named JSON format, index-keyed). - Add [Collection(NintendoDisc)] to both NintendoDiscEncryptionTests and WIATests to prevent parallel access to the static CommonKeyProvider from racing between test classes. - Add TestData/NintendoDisc/keys.json.example documenting the expected key file format. - Add Newtonsoft.Json reference to SabreTools.Wrappers.Test.csproj. * Didn't actually commit the changes. My bad. Fixed. * Edited a comment * Added in XUnit outputs that show up in Test Viewer in VS --------- Co-authored-by: Matt Nadareski <mnadareski@outlook.com>
2026-05-12 09:41:32 -05:00
return false;
Dolphin lib (#85) * Add GCZ, WIA/RVZ, and NintendoDisc (GameCube/Wii) format support Port of DolphinIsoLib into SabreTools.Serialization architecture: - Data.Models: GCZ/, WIA/, NintendoDisc/ model subdirectories (15 files) - Serialization.Readers: GCZ, WIA, NintendoDisc readers - Serialization.Writers: GCZ, WIA writers (structural metadata; full round-trip TODO) - Wrappers: NintendoDisc, GCZ, WIA wrappers with Encryption partial class - Wrappers: WiaRvzCompressionHelper (BZip2/LZMA/LZMA2/Zstd, net462+ guarded) - WrapperType + WrapperFactory: GCZ, WIA, NintendoDisc entries added GetInnerWrapper() decompression and NintendoDisc.Extraction FST extraction are stubbed with TODO comments pending full implementation. * Implement GetInnerWrapper for GCZ and WIA, full NintendoDisc extraction * Add GCZ/WIA/RVZ write pipeline and Nintendo disc compression helpers * Add WIA/RVZ table decompression, NintendoDisc/GCZ printing, NintendoDisc detection for .iso files * Fix NintendoDisc header layout, GC magic, and add embedded disc header to WIA/GCZ printing - Fix GCMagicWord: 0xC23D3C1F -> 0xC2339F3D (confirmed from Dolphin DiscUtils.h) - Fix disc header field layout to match Dolphin's confirmed offsets: MakerCode is bytes 4-5 of the 6-char GameId (no separate field at 0x006), DiscNumber at 0x006, DiscVersion at 0x007, unused region is 14 bytes (0x00A-0x017) - Update NintendoDisc reader: derive MakerCode from GameId[4..5], fix skip count - Add ParseDiscHeaderOnly() to reader for partial (short) stream parsing - Guard DisableHash/DisableEnc reads at the 0x080 boundary for 128-byte embedded headers - Guard DOL/FST skip for streams shorter than full 0x440 boot block - Fix WrapperFactory: NintendoDisc magic detection now precedes .iso -> ISO9660 fallback - Add GameId-prefix heuristic in WrapperFactory for GC discs lacking magic word - Add GameId-prefix platform fallback in reader for GC discs without GCMagicWord - Add DiscHeader property to WIA wrapper (parsed from Header2.DiscHeader bytes) - Add DiscHeader property to GCZ wrapper (decompresses first block only) - Add ReadDiscHeader() helper to GCZ for lightweight first-block decompression - Print embedded disc header (Game ID, Maker, Disc/Rev, Title) in WIA.Printing.cs and GCZ.Printing.cs * Fix Wii partition extraction: correct IV, FST size shift, partition naming - Block decryption: IV is at raw block offset 0x3D0 (still-encrypted), matching Dolphin/DolphinIsoLib WiiPartitionDecryptor.DecryptBlock exactly. - FST size field at boot.bin 0x428 is also stored >>2 on Wii; apply <<2 to get true byte size. - Partition folder naming now matches DolphinIsoLib WiiDiscExtractor exactly: type 0->GM+n, 1->UP+n, 2->CH+n, printable ASCII unknown->raw 4-char string, non-printable->P{index}. SSBB VC channels extract as HA8E, HA9E, etc. - ExtractionTool peek buffer increased from 16 to 32 bytes. Verified: SSBB GM0 extracts 5524 files, boot.bin/fst.bin byte-identical to Dolphin reference extraction. * Fix FST extraction: create zero-byte files instead of skipping them Files with fileSize=0 in the FST were silently skipped. Now they are created as empty files, matching Dolphin/DolphinIsoLib behavior. Verified: SSBB now extracts 5958 files with 0 missing, 0 extra, 0 size mismatches, and 0 hash mismatches vs DolphinIsoLib reference. * Add GCZ/WIA/RVZ virtual stream extraction via NintendoDisc wrapper * Address PR #85 review comments (Copilot + mnadareski) * Address PR #85 review comments * Replace custom endian helpers and SHA1 with SabreTools.IO equivalents * Update GCZ.Printing.cs * Update NintendoDisc.Printing.cs * Update WIA.Printing.cs * Add WIA/RVZ Wii partition crypto round-trip support - Add AesCbc internal helper (BouncyCastle AES-CBC encrypt/decrypt) - Add NintendoDisc.CommonKeyProvider hook for injectable test keys - Fix sha1.Terminate() missing in all three ComputeSha1 helpers in WIA.cs - Fix Wii partition dataOff alignment to 0x8000 boundary - Add WIA.EncryptWiiGroup (internal) for re-encrypting plaintext groups - Add WIA.DumpIso to WIA.Writing.cs (WIA/RVZ -> flat ISO conversion) - Add WiaVirtualStream on-demand group decompression - Add _preDecryptedReader bypass on NintendoDisc for WIA extraction path - Add WIATests.cs with Wii crypto round-trip test using synthetic data - Move DumpIso from WIA.Extraction.cs to WIA.Writing.cs - Bump DumpIso read buffer from 1 MiB to 2 MiB (aligns to WIA chunk size) - Add InternalsVisibleTo SabreTools.Wrappers.Test in csproj * Remove hardcoded Wii common keys from NintendoDisc.Encryption - Delete the embedded WiiCommonKeyRetail and WiiCommonKeyKorean byte arrays from NintendoDisc.Encryption.cs. - Make CommonKeyProvider public so any caller (not just tests) can inject keys; DecryptTitleKey now returns null when no key is available for the requested index rather than falling back to hardcoded values. - Add NintendoDiscEncryptionTests.cs: - Argument guard and no-provider tests for DecryptTitleKey. - Fake-key round-trip test (encrypt then decrypt with injected key). - Integration test that reads TestData/NintendoDisc/keys.json, verifies each key against hardcoded SHA256 constants, and skips silently if the file is absent or the keys do not match. - LoadKeyProvider helper (named JSON format, index-keyed). - Add [Collection(NintendoDisc)] to both NintendoDiscEncryptionTests and WIATests to prevent parallel access to the static CommonKeyProvider from racing between test classes. - Add TestData/NintendoDisc/keys.json.example documenting the expected key file format. - Add Newtonsoft.Json reference to SabreTools.Wrappers.Test.csproj. * Didn't actually commit the changes. My bad. Fixed. * Edited a comment * Added in XUnit outputs that show up in Test Viewer in VS --------- Co-authored-by: Matt Nadareski <mnadareski@outlook.com>
2026-05-12 09:41:32 -05:00
return true;
}
}
}