private VManifest(FArchive Ar) { using (Ar) { Header = new VHeader(Ar); var compressedBuffer = Ar.ReadBytes((int)Header.CompressedSize); var uncompressedBuffer = ZlibStream.UncompressBuffer(compressedBuffer); if (uncompressedBuffer.Length != Header.UncompressedSize) { throw new ParserException(Ar, $"Decompression failed, {uncompressedBuffer.Length} != {Header.UncompressedSize}"); } using var manifest = new FByteArchive("UncompressedValorantManifest", uncompressedBuffer); Chunks = manifest.ReadArray <VChunk>((int)Header.ChunkCount); Paks = manifest.ReadArray((int)Header.PakCount, () => new VPak(manifest)); if (manifest.Position != manifest.Length) { throw new ParserException(manifest, $"Parsing failed, {manifest.Position} != {manifest.Length}"); } } _client = new HttpClient(new HttpClientHandler { UseProxy = false, UseCookies = false, AutomaticDecompression = DecompressionMethods.All, CheckCertificateRevocationList = false, PreAuthenticate = false, MaxConnectionsPerServer = 1337, UseDefaultCredentials = false, AllowAutoRedirect = false }); }
public void InitViewsFromBuffer(byte[] bulkData) { using var tempAr = new FByteArchive("SerializedByteStream", bulkData); tempAr.ReadArray(CompressedTrackOffsets); tempAr.ReadArray(CompressedScaleOffsets.OffsetData); tempAr.ReadArray(CompressedByteStream); }
// UE4.23-4.24 has changed compressed data layout for streaming, so it's worth making a separate // serializer function for it. private void SerializeCompressedData2(FAssetArchive Ar) { var compressedRawDataSize = Ar.Read <int>(); CompressedTrackToSkeletonMapTable = Ar.ReadArray <FTrackToSkeletonMap>(); var compressedCurveNames = Ar.ReadArray(() => new FSmartName(Ar)); // Since 4.23, this is FUECompressedAnimData::SerializeCompressedData KeyEncodingFormat = Ar.Read <AnimationKeyFormat>(); TranslationCompressionFormat = Ar.Read <AnimationCompressionFormat>(); RotationCompressionFormat = Ar.Read <AnimationCompressionFormat>(); ScaleCompressionFormat = Ar.Read <AnimationCompressionFormat>(); var compressedNumFrames = Ar.Read <int>(); // SerializeView() just serializes array size var compressedTrackOffsetsNum = Ar.Read <int>(); var compressedScaleOffsetsNum = Ar.Read <int>(); CompressedScaleOffsets = new FCompressedOffsetData(Ar.Read <int>()); var compressedByteStreamNum = Ar.Read <int>(); // ... end of FUECompressedAnimData::SerializeCompressedData var numBytes = Ar.Read <int>(); var bUseBulkDataForLoad = Ar.ReadBoolean(); // In UE4.23 CompressedByteStream field exists in FUECompressedAnimData (as TArrayView) and in // FCompressedAnimSequence (as byte array). Serialization is done in FCompressedAnimSequence, // either as TArray or as bulk, and then array is separated onto multiple "views" for // FUECompressedAnimData. We'll use a different name for "joined" serialized array here to // avoid confuse. byte[] serializedByteStream; if (bUseBulkDataForLoad) { throw new NotImplementedException("Anim: bUseBulkDataForLoad not implemented"); //todo: read from bulk to serializedByteStream } else { serializedByteStream = Ar.ReadBytes(numBytes); } // Setup all array views from single array. In UE4 this is done in FUECompressedAnimData::InitViewsFromBuffer. // We'll simply copy array data away from SerializedByteStream, and then SerializedByteStream // will be released from memory as it is a local variable here. // Note: copying is not byte-order wise, so if there will be any problems in the future, // should use byte swap functions. using (var tempAr = new FByteArchive("SerializedByteStream", serializedByteStream, Ar.Versions)) { CompressedTrackOffsets = tempAr.ReadArray <int>(compressedTrackOffsetsNum); CompressedScaleOffsets.OffsetData = tempAr.ReadArray <int>(compressedScaleOffsetsNum); CompressedByteStream = tempAr.ReadBytes(compressedByteStreamNum); } var curveCodecPath = Ar.ReadFString(); var compressedCurveByteStream = Ar.ReadArray <byte>(); }
public FRawStaticIndexBuffer(FArchive Ar) : this() { if (Ar.Ver < EUnrealEngineObjectUE4Version.SUPPORT_32BIT_STATIC_MESH_INDICES) { Indices16 = Ar.ReadBulkArray <ushort>(); } else { var is32bit = Ar.ReadBoolean(); var data = Ar.ReadBulkArray <byte>(); var tempAr = new FByteArchive("IndicesReader", data, Ar.Versions); if (Ar.Versions["RawIndexBuffer.HasShouldExpandTo32Bit"]) { var bShouldExpandTo32Bit = Ar.ReadBoolean(); } if (tempAr.Length == 0) { tempAr.Dispose(); return; } if (is32bit) { var count = (int)tempAr.Length / 4; Indices32 = tempAr.ReadArray <uint>(count); } else { var count = (int)tempAr.Length / 2; Indices16 = tempAr.ReadArray <ushort>(count); } tempAr.Dispose(); } }
public FRawStaticIndexBuffer(FArchive Ar) : this() { if (Ar.Ver < UE4Version.VER_UE4_SUPPORT_32BIT_STATIC_MESH_INDICES) { Indices16 = Ar.ReadBulkArray <ushort>(); } else { var is32bit = Ar.ReadBoolean(); var data = Ar.ReadBulkArray <byte>(); var tempAr = new FByteArchive("IndicesReader", data, Ar.Versions); if (Ar.Game >= EGame.GAME_UE4_25) { Ar.Position += 4; } if (tempAr.Length == 0) { tempAr.Dispose(); return; } if (is32bit) { var count = (int)tempAr.Length / 4; Indices32 = tempAr.ReadArray <uint>(count); } else { var count = (int)tempAr.Length / 2; Indices16 = tempAr.ReadArray <ushort>(count); } tempAr.Dispose(); } }
public IoGlobalData(IoStoreReader globalReader) { var nameHashesChunk = globalReader.ChunkIndex(new FIoChunkId(0, 0, EIoChunkType.LoaderGlobalNameHashes)); var nameCount = (int)(globalReader.TocResource.ChunkOffsetLengths[nameHashesChunk].Length / sizeof(ulong) - 1); var nameAr = new FByteArchive("LoaderGlobalNames", globalReader.Read(new FIoChunkId(0, 0, EIoChunkType.LoaderGlobalNames))); GlobalNameMap = FNameEntrySerialized.LoadNameBatch(nameAr, nameCount); var metaAr = new FByteArchive("LoaderInitialLoadMeta", globalReader.Read(new FIoChunkId(0, 0, EIoChunkType.LoaderInitialLoadMeta))); var numObjects = metaAr.Read <int>(); var scriptObjects = metaAr.ReadArray <FScriptObjectEntry>(numObjects); ObjectHashStore = new ObjectIndexHashEntry[numObjects]; ObjectHashHeads = new ObjectIndexHashEntry[4096]; for (int i = 0; i < ObjectHashHeads.Length; i++) { ObjectHashHeads[i] = new ObjectIndexHashEntry(); } for (int i = 0; i < numObjects; i++) { ref var e = ref scriptObjects[i]; var scriptName = GlobalNameMap[(int)e.ObjectName.NameIndex]; var entry = new ObjectIndexHashEntry { Name = scriptName.Name, ObjectIndex = e.GlobalIndex }; ObjectHashStore[i] = entry; var hash = ObjectIndexToHash(e.GlobalIndex); entry.Next = ObjectHashHeads[hash]; ObjectHashHeads[hash] = entry; }
public FIoStoreTocResource(FArchive Ar, EIoStoreTocReadOptions readOptions = EIoStoreTocReadOptions.Default) { var streamBuffer = new byte[Ar.Length]; Ar.Read(streamBuffer, 0, streamBuffer.Length); using var archive = new FByteArchive(Ar.Name, streamBuffer); // Header Header = new FIoStoreTocHeader(archive); if (Header.Version < EIoStoreTocVersion.PartitionSize) { Header.PartitionCount = 1; Header.PartitionSize = uint.MaxValue; } // Chunk IDs ChunkIds = archive.ReadArray <FIoChunkId>((int)Header.TocEntryCount); // Chunk offsets ChunkOffsetLengths = new FIoOffsetAndLength[Header.TocEntryCount]; for (int i = 0; i < Header.TocEntryCount; i++) { ChunkOffsetLengths[i] = new FIoOffsetAndLength(archive); } // Chunk perfect hash map uint perfectHashSeedsCount = 0; uint chunksWithoutPerfectHashCount = 0; if (Header.Version >= EIoStoreTocVersion.PerfectHashWithOverflow) { perfectHashSeedsCount = Header.TocChunkPerfectHashSeedsCount; chunksWithoutPerfectHashCount = Header.TocChunksWithoutPerfectHashCount; } else if (Header.Version >= EIoStoreTocVersion.PerfectHash) { perfectHashSeedsCount = Header.TocChunkPerfectHashSeedsCount; } if (perfectHashSeedsCount > 0) { ChunkPerfectHashSeeds = archive.ReadArray <int>((int)perfectHashSeedsCount); } if (chunksWithoutPerfectHashCount > 0) { ChunkIndicesWithoutPerfectHash = archive.ReadArray <int>((int)chunksWithoutPerfectHashCount); } // Compression blocks CompressionBlocks = new FIoStoreTocCompressedBlockEntry[Header.TocCompressedBlockEntryCount]; for (int i = 0; i < Header.TocCompressedBlockEntryCount; i++) { CompressionBlocks[i] = new FIoStoreTocCompressedBlockEntry(archive); } // Compression methods unsafe { var bufferSize = (int)(Header.CompressionMethodNameLength * Header.CompressionMethodNameCount); var buffer = stackalloc byte[bufferSize]; archive.Serialize(buffer, bufferSize); CompressionMethods = new CompressionMethod[Header.CompressionMethodNameCount + 1]; CompressionMethods[0] = CompressionMethod.None; for (var i = 0; i < Header.CompressionMethodNameCount; i++) { var name = new string((sbyte *)buffer + i * Header.CompressionMethodNameLength, 0, (int)Header.CompressionMethodNameLength).TrimEnd('\0'); if (string.IsNullOrEmpty(name)) { continue; } if (!Enum.TryParse(name, true, out CompressionMethod method)) { Log.Warning($"Unknown compression method '{name}' in {Ar.Name}"); method = CompressionMethod.Unknown; } CompressionMethods[i + 1] = method; } } // Chunk block signatures if (Header.ContainerFlags.HasFlag(EIoContainerFlags.Signed)) { var hashSize = archive.Read <int>(); // tocSignature and blockSignature both byte[hashSize] // and ChunkBlockSignature of FSHAHash[Header.TocCompressedBlockEntryCount] archive.Position += hashSize + hashSize + FSHAHash.SIZE * Header.TocCompressedBlockEntryCount; // You could verify hashes here but nah } // Directory index if (Header.Version >= EIoStoreTocVersion.DirectoryIndex && readOptions.HasFlag(EIoStoreTocReadOptions.ReadDirectoryIndex) && Header.ContainerFlags.HasFlag(EIoContainerFlags.Indexed) && Header.DirectoryIndexSize > 0) { DirectoryIndexBuffer = archive.ReadBytes((int)Header.DirectoryIndexSize); } // Meta if (readOptions.HasFlag(EIoStoreTocReadOptions.ReadTocMeta)) { ChunkMetas = new FIoStoreTocEntryMeta[Header.TocEntryCount]; for (int i = 0; i < Header.TocEntryCount; i++) { ChunkMetas[i] = new FIoStoreTocEntryMeta(archive); } } }