mirror of
https://github.com/SabreTools/SabreTools.Serialization.git
synced 2026-07-08 18:06:41 +00:00
* 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>
376 lines
16 KiB
C#
376 lines
16 KiB
C#
using System;
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using System.IO;
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using System.Linq;
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using SabreTools.Numerics.Extensions;
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using Xunit;
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namespace SabreTools.Wrappers.Test
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{
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[Collection("NintendoDisc")]
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public class WIATests
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{
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// -----------------------------------------------------------------------
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// WIA.Create null / invalid guards
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// -----------------------------------------------------------------------
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[Fact]
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public void NullArray_Null()
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{
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byte[]? data = null;
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int offset = 0;
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var actual = WIA.Create(data, offset);
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Assert.Null(actual);
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}
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[Fact]
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public void EmptyArray_Null()
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{
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byte[]? data = [];
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int offset = 0;
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var actual = WIA.Create(data, offset);
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Assert.Null(actual);
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}
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[Fact]
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public void InvalidArray_Null()
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{
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byte[]? data = [.. Enumerable.Repeat<byte>(0xFF, 1024)];
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int offset = 0;
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var actual = WIA.Create(data, offset);
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Assert.Null(actual);
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}
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[Fact]
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public void NullStream_Null()
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{
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Stream? data = null;
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var actual = WIA.Create(data);
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Assert.Null(actual);
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}
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[Fact]
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public void EmptyStream_Null()
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{
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Stream? data = new MemoryStream([]);
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var actual = WIA.Create(data);
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Assert.Null(actual);
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}
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[Fact]
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public void InvalidStream_Null()
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{
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Stream? data = new MemoryStream([.. Enumerable.Repeat<byte>(0xFF, 1024)]);
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var actual = WIA.Create(data);
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Assert.Null(actual);
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}
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// -----------------------------------------------------------------------
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// DumpIso guard
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// -----------------------------------------------------------------------
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[Fact]
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public void DumpIso_NullPath_ReturnsFalse()
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{
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// Build the smallest valid WIA we can to get a non-null wrapper,
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// but for the guard test we only need to exercise the null-path branch.
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// We can create a real wrapper via the round-trip helper and then call
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// DumpIso with a null path — that must return false.
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var wia = BuildMinimalWiiWia();
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Assert.NotNull(wia);
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Assert.False(wia!.DumpIso(null!));
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}
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// Helpers
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// -----------------------------------------------------------------------
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/// <summary>
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/// Builds a minimal synthetic Wii disc (one WiiGroup per partition) and returns a live
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/// <see cref="WIA"/> wrapper backed by a <see cref="MemoryStream"/>.
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/// Returns null if any step fails.
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/// </summary>
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private static WIA? BuildMinimalWiiWia()
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{
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NintendoDisc.CommonKeyProvider = _ => TestCommonKey;
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try
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{
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byte[] iso = BuildMinimalWiiIso(TestCommonKey);
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var nd = NintendoDisc.Create(new MemoryStream(iso));
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if (nd is null) return null;
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var ms = new MemoryStream();
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bool ok = WIA.ConvertFromDiscToStream(nd, ms,
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isRvz: false,
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compressionType: Data.Models.WIA.WiaRvzCompressionType.None,
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compressionLevel: 5,
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chunkSize: Data.Models.WIA.Constants.DefaultChunkSize,
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out _);
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if (!ok) return null;
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ms.Position = 0;
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return WIA.Create(ms);
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}
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catch
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{
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return null;
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}
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finally
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{
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NintendoDisc.CommonKeyProvider = null;
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}
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}
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// -----------------------------------------------------------------------
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// Round-trip: Wii (partition crypto — encrypt → WIA → dump → decrypt)
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// -----------------------------------------------------------------------
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/// <summary>
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/// Builds a synthetic Wii disc with 2 fake partitions (each 1 WiiGroup = 64 × 0x8000 bytes of
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/// known plaintext encrypted with an arbitrary key), converts it to WIA (NONE compression),
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/// reads it back through <see cref="WIA.DumpIso"/>, then decrypts every Wii data block in the
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/// dumped ISO using <see cref="NintendoDisc.DecryptBlock"/> and asserts the decrypted bytes
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/// match the original plaintext.
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///
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/// This exercises both directions:
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/// • WIA write path re-encrypts partition data correctly (<see cref="WIA.ConvertFromDiscToStream"/>)
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/// • WIA read path (<see cref="WiaVirtualStream"/>) re-encrypts WIA decrypted groups back to
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/// ISO-layout AES-CBC blocks via <c>GetCachedEncGroup</c> / <c>EncryptWiiGroup</c>
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///
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/// Anti-bias: the final decryption uses <see cref="NintendoDisc.DecryptBlock"/> — a single-block
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/// AES-CBC call that is completely independent of <c>EncryptWiiGroup</c> — so a symmetric bug
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/// (broken encrypt paired with broken decrypt) would still fail the plaintext comparison.
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/// The title key is encrypted via <see cref="AesCbc.Encrypt"/> (BouncyCastle), while the
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/// verification uses <see cref="NintendoDisc.DecryptBlock"/> — a different code path.
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/// </summary>
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[Fact]
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public void Wii_WiaNoneRoundTrip_Succeeds()
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{
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NintendoDisc.CommonKeyProvider = _ => TestCommonKey;
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try
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{
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// ---- Build synthetic Wii ISO ----
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byte[] iso = BuildMinimalWiiIso(TestCommonKey);
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// ---- NintendoDisc.Create must succeed ----
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var nd = NintendoDisc.Create(new MemoryStream(iso));
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Assert.NotNull(nd);
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Assert.NotNull(nd!.PartitionTableEntries);
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Assert.Equal(2, nd.PartitionTableEntries!.Length);
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// ---- Compress to WIA (NONE, no lossy transforms) ----
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using var wiaMs = new MemoryStream();
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bool written = WIA.ConvertFromDiscToStream(nd, wiaMs,
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isRvz: false,
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compressionType: Data.Models.WIA.WiaRvzCompressionType.None,
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compressionLevel: 5,
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chunkSize: Data.Models.WIA.Constants.DefaultChunkSize,
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out Exception? writeEx);
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Assert.True(written,
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$"ConvertFromDiscToStream failed: {writeEx?.GetType().Name}: {writeEx?.Message}\n{writeEx?.StackTrace}");
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// ---- Decompress back to ISO ----
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wiaMs.Position = 0;
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var wia = WIA.Create(wiaMs);
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Assert.NotNull(wia);
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string tempIso = Path.GetTempFileName() + ".iso";
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try
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{
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bool dumped = wia!.DumpIso(tempIso);
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Assert.True(dumped, "DumpIso should succeed");
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byte[] dumpedIso = File.ReadAllBytes(tempIso);
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const int WiiBlockSize = 0x8000;
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const int WiiBlockDataSize = 0x7C00;
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const int WiiBlocksPerGroup = 64;
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const int WiiGroupSize = WiiBlocksPerGroup * WiiBlockSize;
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const int HeaderAreaSize = 0x8000;
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const long Partition0Offset = 0x60000;
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const long Partition0Data = Partition0Offset + HeaderAreaSize;
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const long Partition1Offset = Partition0Data + WiiGroupSize;
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const long Partition1Data = Partition1Offset + HeaderAreaSize;
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byte[] titleKey = new byte[16]
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{
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0x01, 0x23, 0x45, 0x67, 0x89, 0xAB, 0xCD, 0xEF,
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0xFE, 0xDC, 0xBA, 0x98, 0x76, 0x54, 0x32, 0x10,
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};
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byte[] plain0 = new byte[WiiBlocksPerGroup * WiiBlockDataSize];
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for (int i = 0; i < plain0.Length; i++) plain0[i] = 0xAA;
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byte[] plain1 = new byte[WiiBlocksPerGroup * WiiBlockDataSize];
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for (int i = 0; i < plain1.Length; i++) plain1[i] = 0xBB;
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// ---- Anti-bias verification: decrypt each block using DecryptBlock only ----
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VerifyPartitionPlaintext(dumpedIso, Partition0Data, plain0, titleKey,
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WiiBlocksPerGroup, WiiBlockSize, WiiBlockDataSize, partitionLabel: "Partition 0");
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VerifyPartitionPlaintext(dumpedIso, Partition1Data, plain1, titleKey,
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WiiBlocksPerGroup, WiiBlockSize, WiiBlockDataSize, partitionLabel: "Partition 1");
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}
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finally
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{
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if (File.Exists(tempIso)) File.Delete(tempIso);
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}
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}
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finally
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{
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NintendoDisc.CommonKeyProvider = null;
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}
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}
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// -----------------------------------------------------------------------
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// Wii test helpers
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// -----------------------------------------------------------------------
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/// <summary>
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/// Arbitrary test-only common key — no relation to any real Wii key.
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/// Used by both <see cref="BuildMinimalWiiIso"/> and <see cref="EncryptTitleKeyIndependent"/>.
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/// </summary>
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private static readonly byte[] TestCommonKey =
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{
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0xDE, 0xAD, 0xBE, 0xEF, 0xCA, 0xFE, 0xF0, 0x0D,
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0x11, 0x22, 0x33, 0x44, 0x55, 0x66, 0x77, 0x88,
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};
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/// <summary>
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/// Builds a minimal synthetic Wii ISO with 2 partitions (1 WiiGroup each), encrypted
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/// with <paramref name="commonKey"/>.
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/// </summary>
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private static byte[] BuildMinimalWiiIso(byte[] commonKey)
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{
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const int WiiBlockSize = 0x8000;
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const int WiiBlockDataSize = 0x7C00;
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const int WiiBlocksPerGroup = 64;
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const int WiiGroupDataSize = WiiBlocksPerGroup * WiiBlockDataSize;
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const int WiiGroupSize = WiiBlocksPerGroup * WiiBlockSize;
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byte[] titleKey = new byte[16]
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{
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0x01, 0x23, 0x45, 0x67, 0x89, 0xAB, 0xCD, 0xEF,
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0xFE, 0xDC, 0xBA, 0x98, 0x76, 0x54, 0x32, 0x10,
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};
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byte[] titleId = new byte[8] { 0x00, 0x01, 0x00, 0x45, 0x52, 0x53, 0x42, 0x00 };
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byte[] encTitleKey = EncryptTitleKeyIndependent(titleKey, titleId, commonKey);
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byte[] plain0 = new byte[WiiGroupDataSize];
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for (int i = 0; i < plain0.Length; i++) plain0[i] = 0xAA;
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byte[] plain1 = new byte[WiiGroupDataSize];
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for (int i = 0; i < plain1.Length; i++) plain1[i] = 0xBB;
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byte[] enc0 = WIA.EncryptWiiGroup(plain0, titleKey, WiiBlocksPerGroup);
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byte[] enc1 = WIA.EncryptWiiGroup(plain1, titleKey, WiiBlocksPerGroup);
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const long PartitionTableOffset = 0x40000;
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const long PartitionListOffset = 0x50000;
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const long Partition0Offset = 0x60000;
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const int HeaderAreaSize = 0x8000; // data starts one full block after partition base
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const long Partition0Data = Partition0Offset + HeaderAreaSize;
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const long Partition1Offset = Partition0Data + WiiGroupSize;
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const long Partition1Data = Partition1Offset + HeaderAreaSize;
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const long IsoSize = Partition1Data + WiiGroupSize;
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byte[] iso = new byte[IsoSize];
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iso[0] = (byte)'R'; iso[1] = (byte)'S'; iso[2] = (byte)'B'; iso[3] = (byte)'E';
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iso[4] = (byte)'0'; iso[5] = (byte)'1';
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iso[0x18] = 0x5D; iso[0x19] = 0x1C; iso[0x1A] = 0x9E; iso[0x1B] = 0xA3;
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int off = (int)PartitionTableOffset;
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iso.WriteBigEndian(ref off, 2u);
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iso.WriteBigEndian(ref off, (uint)(PartitionListOffset >> 2));
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off = (int)PartitionListOffset;
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iso.WriteBigEndian(ref off, (uint)(Partition0Offset >> 2));
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iso.WriteBigEndian(ref off, 0u);
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iso.WriteBigEndian(ref off, (uint)(Partition1Offset >> 2));
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iso.WriteBigEndian(ref off, 1u);
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WritePartitionHeader(iso, Partition0Offset, encTitleKey, titleId, ckIdx: 0);
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WritePartitionHeader(iso, Partition1Offset, encTitleKey, titleId, ckIdx: 0);
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Array.Copy(enc0, 0, iso, Partition0Data, enc0.Length);
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Array.Copy(enc1, 0, iso, Partition1Data, enc1.Length);
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return iso;
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}
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private static void WritePartitionHeader(byte[] iso, long partOffset,
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byte[] encTitleKey, byte[] titleId, byte ckIdx)
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{
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// Signature type 0x10001 at partOffset+0
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int off = (int)partOffset;
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iso.WriteBigEndian(ref off, 0x10001u);
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// Encrypted title key at partOffset+0x1BF (16 bytes)
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Array.Copy(encTitleKey, 0, iso, partOffset + 0x1BF, 16);
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// Title ID at partOffset+0x1DC (8 bytes)
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Array.Copy(titleId, 0, iso, partOffset + 0x1DC, 8);
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// Common key index at partOffset+0x1F1
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iso[partOffset + 0x1F1] = ckIdx;
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// Data offset at partOffset+0x2B8 (shifted >>2): data starts at +0x8000
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// 0x8000 >> 2 = 0x2000
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off = (int)(partOffset + 0x2B8);
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iso.WriteBigEndian(ref off, 0x2000u);
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// Data size at partOffset+0x2BC (shifted >>2): exactly 1 WiiGroup = 0x200000
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// 0x200000 >> 2 = 0x80000
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iso.WriteBigEndian(ref off, 0x80000u);
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}
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/// <summary>
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/// Decrypts each block of one WII partition in the dumped ISO using only
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/// <see cref="NintendoDisc.DecryptBlock"/> (a single-block AES-CBC call that is
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/// completely independent of <c>EncryptWiiGroup</c>) and asserts the decrypted
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/// block data matches the corresponding slice of <paramref name="expectedPlaintext"/>.
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/// </summary>
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private static void VerifyPartitionPlaintext(byte[] iso, long dataStart,
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byte[] expectedPlaintext, byte[] titleKey,
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int blocksPerGroup, int blockSize, int blockDataSize,
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string partitionLabel)
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{
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for (int b = 0; b < blocksPerGroup; b++)
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{
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long blockOff = dataStart + ((long)b * blockSize);
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// IV = bytes at offset 0x3D0 within the encrypted hash block
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byte[] iv = new byte[16];
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Array.Copy(iso, blockOff + 0x3D0, iv, 0, 16);
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// Encrypted data block follows the 0x400-byte hash block
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byte[] encData = new byte[blockDataSize];
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Array.Copy(iso, blockOff + 0x400, encData, 0, blockDataSize);
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byte[]? dec = NintendoDisc.DecryptBlock(encData, titleKey, iv);
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Assert.NotNull(dec);
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// Compare against known plaintext slice
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int plainOff = b * blockDataSize;
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for (int i = 0; i < blockDataSize; i++)
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{
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if (dec![i] != expectedPlaintext[plainOff + i])
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Assert.Fail($"{partitionLabel} block {b} byte {i}: expected 0x{expectedPlaintext[plainOff + i]:X2}, got 0x{dec[i]:X2}");
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}
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}
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}
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/// <summary>
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/// Encrypts a Wii title key with the given <paramref name="commonKey"/> using
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/// <see cref="AesCbc.Encrypt"/>.
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/// </summary>
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private static byte[] EncryptTitleKeyIndependent(byte[] titleKey, byte[] titleId, byte[] commonKey)
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{
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byte[] iv = new byte[16];
|
||
Array.Copy(titleId, 0, iv, 0, 8);
|
||
return AesCbc.Encrypt(titleKey, commonKey, iv)
|
||
?? throw new InvalidOperationException("AesCbc.Encrypt returned null");
|
||
}
|
||
|
||
|
||
}
|
||
}
|