コード例 #1
0
ファイル: MachObjects.cs プロジェクト: xiangyuan/Unreal4
		protected override void PackageData(WritingContext SW)
		{
			// Write the segment load command
			SW.WriteFixedASCII(SegmentName, 16);
			SW.WriteUInt(VirtualAddress, AddressSize);
			SW.WriteUInt(VirtualSize, AddressSize);

			// Offset to first segment
			//@TODO: These file offsets and file lengths aren't correct (compared to the original MachO's)
			OffsetFieldU32or64 FileOffset = SW.WriteDeferredOffsetFrom(0, AddressSize);
			LengthFieldU32or64 FileLength = SW.WriteDeferredLength(0, AddressSize);

			SW.Write(MaxProt);
			SW.Write(InitProt);
			SW.Write(Sections.Count);
			SW.Write(Flags);

			// Enqueue a job to commit the file offset to the first section
			SW.CurrentPhase.PendingWrites.Enqueue(delegate(WritingContext Context)
			{
				FileLength.Rebase(Context.Position);
				FileOffset.Commit(Context);
			});

			// Write the sections belonging to the segment
			foreach (MachSection Section in Sections)
			{
				Section.Write(SW);
			}

			// Enqueue a job to commit the length of data in all the sections
			SW.CurrentPhase.PendingWrites.Enqueue(delegate(WritingContext Context)
			{
				FileLength.Commit(Context);
			});
		}
コード例 #2
0
ファイル: MachObjects.cs プロジェクト: xiangyuan/Unreal4
		public void Write(WritingContext SW)
		{
			SW.WriteFixedASCII(SectionName, 16);
			SW.WriteFixedASCII(SegmentName, 16);
			SW.WriteUInt(Addr, AddressSize);
			SW.WriteUInt(Size, AddressSize);
			SW.WriteAbsoluteOffsetAndDelayedData(SectionData, 1 << (byte)LogAlignment, AddressSize);
			SW.Write(LogAlignment);
			SW.Write(RelocationOffset);
			SW.Write(NumRelocations);
			SW.Write((UInt32)Flags);
			SW.Write(Reserved1);
			SW.Write(Reserved2);

			if (AddressSize == Bits.Num._64)
				SW.Write(Reserved3);
		}
コード例 #3
0
ファイル: MachObjects.cs プロジェクト: xiangyuan/Unreal4
		/// <summary>
		/// Patches just the file length of this segment in an existing file
		/// </summary>
		public void PatchFileLength(WritingContext SW, UInt32 NewLength)
		{
			Debug.Assert(StartingLoadOffset >= 0);

			if (Config.bCodeSignVerbose)
			{
				Console.WriteLine("ZZZZZZZZZZZZZZZZ");
				Console.WriteLine(" Segment Length from 0x{0:X} to 0x{1:X} (delta {2})", FileSize, NewLength, (long)NewLength - (long)FileSize);
				Console.WriteLine("ZZZZZZZZZZZZZZZZ");
			}

			FileSize = NewLength;

			long PatchOffset = StartingLoadOffset + (2 * sizeof(UInt32)); // Command, CommandLength
			PatchOffset += 16; // SegmentName
			PatchOffset += 3 * Bits.Bytes(AddressSize); // VirtualAddress, VirtualSize, FileOffset

			SW.PushPositionAndJump(PatchOffset);
			SW.WriteUInt(FileSize, AddressSize);
			SW.PopPosition();
		}
コード例 #4
0
ファイル: MachObjects.cs プロジェクト: xiangyuan/Unreal4
		public void Commit(WritingContext Context)
		{
			long CurrentPos = Context.Position;
			long Length = CurrentPos - AnchorPoint;

			if (AddressSize == Bits.Num._32)
			{
				Debug.Assert((Length >= UInt32.MinValue) && (Length <= UInt32.MaxValue));
			}

			Context.PushPositionAndJump(WritePoint);
			Context.WriteUInt((UInt64)Length, AddressSize);
			Context.PopPosition();
		}