Libraries

This change looks dramatic, but it's just separating out the already-split namespaces into separate top-level folders. In theory, every single one could be built into their own Nuget package. `SabreTools.Serialization` still builds the normal Nuget package that is used by all other projects and includes all namespaces.
This commit is contained in:
Matt Nadareski
2026-03-21 16:26:56 -04:00
parent bec0aeb04c
commit 7689c6dd07
1495 changed files with 841 additions and 338 deletions

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namespace SabreTools.Data.Models.XboxExecutable
{
/// <summary>
/// XBox Executable certificate
/// </summary>
/// <see href="https://www.caustik.com/cxbx/download/xbe.htm"/>
/// <see href="https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/blob/master/src/common/xbe/Xbe.h"/>
public class Certificate
{
/// <summary>
/// Number of bytes that should be reserved for this certificate.
/// </summary>
public uint SizeOfCertificate { get; set; }
/// <summary>
/// Time and Date when this certificate was created. Standard windows format.
/// </summary>
public uint TimeDate { get; set; }
/// <summary>
/// Title ID for this application. This field doesn't appear to matter with
/// unsigned code, so it can be set to zero.
/// </summary>
public uint TitleID { get; set; }
/// <summary>
/// Title name for this application (i.e. L"The Simpsons Road Rage").
/// This buffer contains enough room for 40 Unicode characters.
/// </summary>
public byte[] TitleName { get; set; } = new byte[0x50];
/// <summary>
/// Alternate Title IDs (16 4-byte DWORDs) for this certificate. These do not appear
/// to matter with unsigned code (or signed code, for that matter), so they can all
/// be set to zero.
/// </summary>
public uint[] AlternativeTitleIDs { get; set; } = new uint[16];
/// <summary>
/// Allowed media types for this .XBE.
/// </summary>
public AllowedMediaTypes AllowedMediaTypes { get; set; }
/// <summary>
/// Game region for this .XBE.
/// </summary>
public GameRegion GameRegion { get; set; }
/// <summary>
/// Game ratings for this .XBE. It is typically safe to set this to 0xFFFFFFFF.
/// </summary>
public uint GameRatings { get; set; }
/// <summary>
/// Disk Number. Typically zero.
/// </summary>
public uint DiskNumber { get; set; }
/// <summary>
/// Certificate Version.
/// </summary>
public uint Version { get; set; }
/// <summary>
/// 16-byte LAN Key. An unsigned .XBE can just zero these out.
/// </summary>
public byte[] LANKey { get; set; } = new byte[16];
/// <summary>
/// 16-byte Signature Key. An unsigned .XBE can just zero these out.
/// </summary>
public byte[] SignatureKey { get; set; } = new byte[16];
/// <summary>
/// 16 x 16-byte Signature Keys. An unsigned .XBE can just zero these out.
/// </summary>
public byte[][] AlternateSignatureKeys { get; set; } = new byte[16][];
/// <summary>
/// Original Certificate Size?
/// </summary>
public uint OriginalCertificateSize { get; set; }
/// <summary>
/// Online Service ID
/// </summary>
public uint OnlineService { get; set; }
/// <summary>
/// Extra Security Flags
/// </summary>
public uint SecurityFlags { get; set; }
/// <summary>
/// Code Encryption Key?
/// </summary>
public byte[] CodeEncKey { get; set; } = new byte[16];
}
}

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namespace SabreTools.Data.Models.XboxExecutable
{
/// <see href="https://www.caustik.com/cxbx/download/xbe.htm"/>
/// <see href="https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/blob/master/src/common/xbe/Xbe.h"/>
public static class Constants
{
/// <summary>
/// XBox Executable magic number ("XBEH")
/// </summary>
public static readonly byte[] MagicBytes = [0x58, 0x42, 0x45, 0x48];
/// <summary>
/// XBox Executable magic number ("XBEH")
/// </summary>
public const string MagicString = "XBEH";
/// <summary>
/// XBox Executable magic number ("XBEH")
/// </summary>
public const uint MagicUInt32 = 0x48454258;
}
}

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using System;
namespace SabreTools.Data.Models.XboxExecutable
{
/// <summary>
/// Allowed media types for this .XBE
/// </summary>
/// <see href="https://www.caustik.com/cxbx/download/xbe.htm"/>
/// <see href="https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/blob/master/src/common/xbe/Xbe.h"/>
[Flags]
public enum AllowedMediaTypes : uint
{
HARD_DISK = 0x00000001,
DVD_X2 = 0x00000002,
DVD_CD = 0x00000004,
CD = 0x00000008,
DVD_5_RO = 0x00000010,
DVD_9_RO = 0x00000020,
DVD_5_RW = 0x00000040,
DVD_9_RW = 0x00000080,
DONGLE = 0x00000100,
MEDIA_BOARD = 0x00000200,
NONSECURE_HARD_DISK = 0x40000000,
NONSECURE_MODE = 0x80000000,
MEDIA_MASK = 0x00FFFFFF,
}
/// <summary>
/// Game region for this .XBE
/// </summary>
/// <see href="https://www.caustik.com/cxbx/download/xbe.htm"/>
/// <see href="https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/blob/master/src/common/xbe/Xbe.h"/>
[Flags]
public enum GameRegion : uint
{
NA = 0x00000001,
JAPAN = 0x00000002,
RESTOFWORLD = 0x00000004,
MANUFACTURING = 0x80000000,
}
/// <summary>
/// Various flags for this .XBE file
/// </summary>
/// <see href="https://www.caustik.com/cxbx/download/xbe.htm"/>
/// <see href="https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/blob/master/src/common/xbe/Xbe.h"/>
[Flags]
public enum InitializationFlags : uint
{
MountUtilityDrive = 0x00000001,
FormatUtilityDrive = 0x00000002,
Limit64Megabytes = 0x00000004,
DontSetupHarddisk = 0x00000008,
}
/// <summary>
/// Various flags for this library
/// </summary>
/// <see href="https://www.caustik.com/cxbx/download/xbe.htm"/>
/// <see href="https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/blob/master/src/common/xbe/Xbe.h"/>
[Flags]
public enum LibraryFlags : ushort
{
/// <remarks>13-Bit Mask</remarks>
QFEVersion = 0x1FFF,
/// <remarks>02-Bit Mask</remarks>
Approved = 0x6000,
/// <remarks>01-Bit Mask</remarks>
DebugBuild = 0x8000,
}
/// <summary>
/// Various flags for this .XBE section
/// </summary>
/// <see href="https://www.caustik.com/cxbx/download/xbe.htm"/>
/// <see href="https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/blob/master/src/common/xbe/Xbe.h"/>
[Flags]
public enum SectionFlags : uint
{
Writable = 0x00000001,
Preload = 0x00000002,
Executable = 0x00000004,
InsertedFile = 0x00000008,
HeadPageReadOnly = 0x00000010,
TailPageReadOnly = 0x00000020,
}
}

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namespace SabreTools.Data.Models.XboxExecutable
{
/// <summary>
/// XBox Executable format
/// </summary>
/// <see href="https://www.caustik.com/cxbx/download/xbe.htm"/>
/// <see href="https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/blob/master/src/common/xbe/Xbe.h"/>
public class Executable
{
/// <summary>
/// XBE header
/// </summary>
public Header? Header { get; set; }
/// <summary>
/// Certificate structure pointed to by <see cref="Header.CertificateAddress"/>
/// </summary>
public Certificate? Certificate { get; set; }
/// <summary>
/// Section headers pointed to by <see cref="Header.SectionHeadersAddress"/>
/// </summary>
public SectionHeader[] SectionHeaders { get; set; } = [];
/// <summary>
/// Thread Local Storage (TLS) structure pointed to by <see cref="Header.TLSAddress"/>
/// </summary>
public ThreadLocalStorage? ThreadLocalStorage { get; set; }
/// <summary>
/// Library versions pointed to by <see cref="Header.LibraryVersionsAddress"/>
/// </summary>
public LibraryVersion[] LibraryVersions { get; set; } = [];
/// <summary>
/// Kernel library version pointed to by <see cref="Header.KernelLibraryVersionAddress"/>
/// </summary>
public LibraryVersion? KernelLibraryVersion { get; set; }
/// <summary>
/// XAPI library version pointed to by <see cref="Header.XAPILibraryVersionAddress"/>
/// </summary>
public LibraryVersion? XAPILibraryVersion { get; set; }
}
}

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namespace SabreTools.Data.Models.XboxExecutable
{
/// <summary>
/// XBox Executable format header
/// </summary>
/// <see href="https://www.caustik.com/cxbx/download/xbe.htm"/>
/// <see href="https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/blob/master/src/common/xbe/Xbe.h"/>
public class Header
{
/// <summary>
/// "XBEH"
/// </summary>
public byte[] MagicNumber { get; set; } = new byte[4];
/// <summary>
/// This is where a game is signed. Only on officially signed games is this field worthwhile.
/// </summary>
/// <remarks>256 bytes</remarks>
public byte[] DigitalSignature { get; set; } = new byte[256];
/// <summary>
/// Address at which to load this .XBE. Typically this will be 0x00010000.
/// </summary>
public uint BaseAddress { get; set; }
/// <summary>
/// Number of bytes that should be reserved for headers.
/// </summary>
public uint SizeOfHeaders { get; set; }
/// <summary>
/// Number of bytes that should be reserved for this image.
/// </summary>
public uint SizeOfImage { get; set; }
/// <summary>
/// Number of bytes that should be reserved for image header.
/// </summary>
public uint SizeOfImageHeader { get; set; }
/// <summary>
/// Time and Date when this image was created. Standard windows format.
/// </summary>
public uint TimeDate { get; set; }
/// <summary>
/// Address to a Certificate structure, after the .XBE is loaded into memory.
/// </summary>
public uint CertificateAddress { get; set; }
/// <summary>
/// Number of sections contained in this .XBE.
/// </summary>
public uint NumberOfSections { get; set; }
/// <summary>
/// Address to an array of SectionHeader structures, after the .XBE is loaded into memory.
/// </summary>
public uint SectionHeadersAddress { get; set; }
/// <summary>
/// Various flags for this .XBE file.
/// </summary>
public InitializationFlags InitializationFlags { get; set; }
/// <summary>
/// Address to the Image entry point, after the .XBE is loaded into memory. This is where execution starts.
/// </summary>
/// <remarks>
/// This value is encoded with an XOR key. Considering this is far too weak to be considered security,
/// I assume this XOR is a clever method for discerning between Debug/Retail .XBE files without adding
/// another field to the .XBE header. The XOR key is dependant on the build:
///
/// Debug = 0x94859D4B, Retail = 0xA8FC57AB
///
/// To decode an entry point, you XOR with the debug key, then check if it is a valid entry point.
/// If it is not, then you try again with the retail key.
///
/// To decode an entry point, you XOR with the debug key, then check if it is a valid entry point.
/// If it is not, then you try again with the retail key.
///
/// Note: The Kernel Image Thunk Address member of this header must also be encoded as described later
/// in this document.
/// </remarks>
public uint EntryPoint { get; set; }
/// <summary>
/// Address to a TLS (Thread Local Storage) structure.
/// </summary>
public uint TLSAddress { get; set; }
/// <summary>
/// Copied from the PE file this .XBE was created from.
/// </summary>
public uint PEStackCommit { get; set; }
/// <summary>
/// Copied from the PE file this .XBE was created from.
/// </summary>
public uint PEHeapReserve { get; set; }
/// <summary>
/// Copied from the PE file this .XBE was created from.
/// </summary>
public uint PEHeapCommit { get; set; }
/// <summary>
/// Copied from the PE file this .XBE was created from.
/// </summary>
public uint PEBaseAddress { get; set; }
/// <summary>
/// Copied from the PE file this .XBE was created from.
/// </summary>
public uint PESizeOfImage { get; set; }
/// <summary>
/// Copied from the PE file this .XBE was created from.
/// </summary>
public uint PEChecksum { get; set; }
/// <summary>
/// Copied from the PE file this .XBE was created from.
/// </summary>
public uint PETimeDate { get; set; }
/// <summary>
/// Address to the debug pathname
/// (i.e. "D:\Nightlybuilds\011026.0\code\build\xbox\Release\simpsons.exe")
/// </summary>
public uint DebugPathNameAddress { get; set; }
/// <summary>
/// Address to the debug filename (i.e. "simpsons.exe")
/// </summary>
public uint DebugFileNameAddress { get; set; }
/// <summary>
/// Address to the debug unicode filename (i.e. L"simpsons.exe")
/// </summary>
public uint DebugUnicodeFileNameAddress { get; set; }
/// <summary>
/// Address to the Kernel Image Thunk Table, after the.XBE is loaded into memory.
/// This is how .XBE files import kernel functions and data.
/// </summary>
/// <remarks>
/// This value is encoded with an XOR key. Considering this is far too weak to be considered security,
/// I assume this XOR is a clever method for discerning between Debug/Retail .XBE files without adding
/// another field to the .XBE header. The XOR key is dependant on the build:
///
/// Debug = 0xEFB1F152, Retail = 0x5B6D40B6
///
/// To encode a kernel thunk address, you simply XOR the real address with either Debug or Retail key,
/// depending on if you want the XBox to see this as a Debug or Retail executable.
///
/// To decode a kernel thunk address, you XOR with the debug key, then check if it is a valid address.
/// If it is not, then you try again with the retail key.
///
/// The Kernel Thunk Table itself is simply an array of pointers to Kernel imports. There are 366 possible
/// imports, and the table is terminated with a zero dword (0x00000000). Typically the values in this table
/// can be generated with the following formula:
///
/// KernelThunkTable[v] = ImportThunk + 0x80000000;
///
/// so, for example, the import PsCreateSystemThreadEx, which has a thunk value of 255(0xFF) would be...
///
/// KernelThunkTable[v] = 0xFF + 0x80000000; // (0x800000FF)
///
/// When the.XBE is loaded by the OS (or the CXBX Emulator), all kernel imports are replaced by a valid
/// function or data type address.In the case of CXBX, the import table entry at which
/// (KernelThunkTable[v] & 0x1FF == 0xFF) will be replaced by &cxbx_PsCreateSystemThreadEx (which is
/// a wrapper function).
///
/// Note: The Entry Point member of this header must also be encoded as described earlier in this document.
/// </remarks>
public uint KernelImageThunkAddress { get; set; }
/// <summary>
/// Address to the Non-Kernel Import Directory. It is typically safe to set this to zero.
/// </summary>
public uint NonKernelImportDirectoryAddress { get; set; }
/// <summary>
/// Number of Library Versions pointed to by Library Versions Address.
/// </summary>
public uint NumberOfLibraryVersions { get; set; }
/// <summary>
/// Address to an array of LibraryVersion structures, after the .XBE is loaded into memory.
/// </summary>
public uint LibraryVersionsAddress { get; set; }
/// <summary>
/// Address to a LibraryVersion structure, after the .XBE is loaded into memory.
/// </summary>
public uint KernelLibraryVersionAddress { get; set; }
/// <summary>
/// Address to a LibraryVersion structure, after the .XBE is loaded into memory.
/// </summary>
public uint XAPILibraryVersionAddress { get; set; }
/// <summary>
/// Address to the Logo Bitmap (Typically a "Microsoft" logo). This field can be set
/// to zero, meaning there is no bitmap present.
/// </summary>
public uint LogoBitmapAddress { get; set; }
/// <summary>
/// Size (in bytes) of the Logo Bitmap data.
/// </summary>
public uint LogoBitmapSize { get; set; }
}
}

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namespace SabreTools.Data.Models.XboxExecutable
{
/// <summary>
/// XBox Executable library version
/// </summary>
/// <see href="https://www.caustik.com/cxbx/download/xbe.htm"/>
/// <see href="https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/blob/master/src/common/xbe/Xbe.h"/>
public class LibraryVersion
{
/// <summary>
/// 8-byte name of this library. (i.e. "XAPILIB")
/// </summary>
public byte[] LibraryName { get; set; } = new byte[8];
/// <summary>
/// Major version for this library (2-byte WORD).
/// </summary>
public ushort MajorVersion { get; set; }
/// <summary>
/// Minor version for this library (2-byte WORD).
/// </summary>
public ushort MinorVersion { get; set; }
/// <summary>
/// Build version for this library (2-byte WORD).
/// </summary>
public ushort BuildVersion { get; set; }
/// <summary>
/// Various flags for this library.
/// </summary>
public LibraryFlags LibraryFlags { get; set; }
}
}

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namespace SabreTools.Data.Models.XboxExecutable
{
/// <summary>
/// XBox Executable format section header
/// </summary>
/// <see href="https://www.caustik.com/cxbx/download/xbe.htm"/>
/// <see href="https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/blob/master/src/common/xbe/Xbe.h"/>
/// <see cref="COFF.SectionHeader"/>
public class SectionHeader
{
/// <summary>
/// Various flags for this .XBE section.
/// </summary>
public SectionFlags SectionFlags { get; set; }
/// <summary>
/// Address of memory to load this section at.
/// </summary>
public uint VirtualAddress { get; set; }
/// <summary>
/// Number of bytes in memory to fill with this section.
/// </summary>
public uint VirtualSize { get; set; }
/// <summary>
/// File address where this section resides in the .XBE file.
/// </summary>
public uint RawAddress { get; set; }
/// <summary>
/// Number of bytes of this section that exist in the .XBE file.
/// </summary>
public uint RawSize { get; set; }
/// <summary>
/// Address to the name for this section, after the .XBE is loaded into memory.
/// </summary>
public uint SectionNameAddress { get; set; }
/// <summary>
/// It is typically safe to set this to zero.
/// </summary>
public uint SectionNameReferenceCount { get; set; }
/// <summary>
/// It is typically safe to set this to point to a 2-byte WORD in memory with value zero.
/// </summary>
public uint HeadSharedPageReferenceCountAddress { get; set; }
/// <summary>
/// It is typically safe to set this to point to a 2-byte WORD in memory with value zero.
/// </summary>
public uint TailSharedPageReferenceCountAddress { get; set; }
/// <summary>
/// 20-byte digest for this section. For unsigned .XBE files, it is safe to set this to zeros.
/// </summary>
public byte[] SectionDigest { get; set; } = new byte[20];
}
}

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namespace SabreTools.Data.Models.XboxExecutable
{
/// <summary>
/// XBox Executable thread-local storage
/// </summary>
/// <see href="https://www.caustik.com/cxbx/download/xbe.htm"/>
/// <see href="https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/blob/master/src/common/xbe/Xbe.h"/>
public class ThreadLocalStorage
{
/// <summary>
/// Address, after the .XBE is loaded into memory, of this .XBE's TLS Data.
/// </summary>
public uint DataStartAddress { get; set; }
/// <summary>
/// Address, after the .XBE is loaded into memory, of the end of this XBE's TLS Data.
/// </summary>
public uint DataEndAddress { get; set; }
/// <summary>
/// Address, after the .XBE is loaded into memory, of this XBE's TLS Index.
/// </summary>
public uint TLSIndexAddress { get; set; }
/// <summary>
/// Address, after the .XBE is loaded into memory, of this XBE's TLS Callback.
/// </summary>
public uint TLSCallbackAddress { get; set; }
/// <summary>
/// Size of Zero Fill
/// </summary>
public uint SizeOfZeroFill { get; set; }
/// <summary>
/// Various TLS characteristics.
/// </summary>
public uint Characteristics { get; set; }
}
}