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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.Extensions;
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 SabreTools.Data.Models.NintendoDisc;
namespace SabreTools.Wrappers
{
public partial class NintendoDisc : WrapperBase<Disc>
{
#region Descriptive Properties
/// <inheritdoc/>
public override string DescriptionString => "Nintendo GameCube / Wii Disc Image";
#endregion
#region Extension Properties
/// <inheritdoc cref="Disc.Header"/>
public DiscHeader Header => Model.Header;
/// <summary>
/// Detected platform (GameCube or Wii)
/// </summary>
public Platform Platform => Header.GetPlatform();
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
/// <inheritdoc cref="DiscHeader.GameId"/>
public string GameId => Model.Header.GameId;
/// <summary>
/// 2-character ASCII maker / publisher code (e.g. "01")
/// </summary>
public string MakerCode
=> GameId.Length >= 6 ? GameId.Substring(4, 2) : string.Empty;
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
/// <inheritdoc cref="DiscHeader.GameTitle"/>
public string GameTitle => Model.Header.GameTitle;
/// <inheritdoc cref="DiscHeader.DiscNumber"/>
public byte DiscNumber => Model.Header.DiscNumber;
/// <inheritdoc cref="DiscHeader.DiscVersion"/>
public byte DiscVersion => Model.Header.DiscVersion;
/// <inheritdoc cref="Disc.PartitionTableEntries"/>
public WiiPartitionTableEntry[]? PartitionTableEntries => Model.PartitionTableEntries;
/// <inheritdoc cref="Disc.RegionData"/>
public WiiRegionData? RegionData => Model.RegionData;
#endregion
#region Constructors
/// <inheritdoc/>
public NintendoDisc(Disc model, byte[] data) : base(model, data) { }
/// <inheritdoc/>
public NintendoDisc(Disc model, byte[] data, int offset) : base(model, data, offset) { }
/// <inheritdoc/>
public NintendoDisc(Disc model, byte[] data, int offset, int length) : base(model, data, offset, length) { }
/// <inheritdoc/>
public NintendoDisc(Disc model, Stream data) : base(model, data) { }
/// <inheritdoc/>
public NintendoDisc(Disc model, Stream data, long offset) : base(model, data, offset) { }
/// <inheritdoc/>
public NintendoDisc(Disc model, Stream data, long offset, long length) : base(model, data, offset, length) { }
#endregion
#region Static Constructors
/// <summary>
/// Create a Nintendo disc image wrapper from a byte array and offset
/// </summary>
/// <param name="data">Byte array representing the disc image</param>
/// <param name="offset">Offset within the array to parse</param>
/// <returns>A NintendoDisc wrapper on success, null on failure</returns>
public static NintendoDisc? Create(byte[]? data, int offset)
{
// If the data is invalid
if (data is null || data.Length == 0)
return null;
// If the offset is out of bounds
if (offset < 0 || offset >= data.Length)
return null;
// Create a memory stream and use that
var dataStream = new MemoryStream(data, offset, data.Length - offset);
return Create(dataStream);
}
/// <summary>
/// Create a Nintendo disc image wrapper from a Stream
/// </summary>
/// <param name="data">Stream representing the disc image</param>
/// <returns>A NintendoDisc wrapper on success, null on failure</returns>
public static NintendoDisc? Create(Stream? data)
{
// If the data is invalid
if (data is null || !data.CanRead)
return null;
try
{
long currentOffset = data.Position;
var model = new Serialization.Readers.NintendoDisc().Deserialize(data);
if (model is null)
return null;
return new NintendoDisc(model, data, currentOffset);
}
catch
{
return null;
}
}
#endregion
}
}