forked from dolphin-emu/dolphin
		
	This keeps the ES specific NAND code in a single place and makes it reusable. Eventually, other ES specific code will be moved to it.
		
			
				
	
	
		
			173 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			173 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2009 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <cstddef>
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Common/NandPaths.h"
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#include "Core/IOS/ES/Formats.h"
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namespace File
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{
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class IOFile;
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}
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namespace DiscIO
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{
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enum class Region;
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// TODO: move some of these to Core/IOS/ES.
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bool AddTicket(const IOS::ES::TicketReader& signed_ticket);
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IOS::ES::TicketReader FindSignedTicket(u64 title_id);
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class CNANDContentData
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{
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public:
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  virtual ~CNANDContentData() = 0;
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  virtual void Open() {}
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  virtual std::vector<u8> Get() = 0;
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  virtual bool GetRange(u32 start, u32 size, u8* buffer) = 0;
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  virtual void Close() {}
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};
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class CNANDContentDataFile final : public CNANDContentData
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{
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public:
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  explicit CNANDContentDataFile(const std::string& filename);
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  ~CNANDContentDataFile();
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  void Open() override;
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  std::vector<u8> Get() override;
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  bool GetRange(u32 start, u32 size, u8* buffer) override;
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  void Close() override;
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private:
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  void EnsureOpen();
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  const std::string m_filename;
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  std::unique_ptr<File::IOFile> m_file;
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};
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class CNANDContentDataBuffer final : public CNANDContentData
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{
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public:
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  explicit CNANDContentDataBuffer(const std::vector<u8>& buffer) : m_buffer(buffer) {}
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  std::vector<u8> Get() override { return m_buffer; }
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  bool GetRange(u32 start, u32 size, u8* buffer) override;
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private:
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  const std::vector<u8> m_buffer;
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};
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struct SNANDContent
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{
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  IOS::ES::Content m_metadata;
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  std::unique_ptr<CNANDContentData> m_Data;
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};
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// Instances of this class must be created by CNANDContentManager
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class CNANDContentLoader final
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{
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public:
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  explicit CNANDContentLoader(const std::string& content_name);
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  ~CNANDContentLoader();
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  bool IsValid() const;
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  void RemoveTitle() const;
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  const SNANDContent* GetContentByID(u32 id) const;
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  const SNANDContent* GetContentByIndex(int index) const;
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  const IOS::ES::TMDReader& GetTMD() const { return m_tmd; }
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  const IOS::ES::TicketReader& GetTicket() const { return m_ticket; }
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  const std::vector<SNANDContent>& GetContent() const { return m_Content; }
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private:
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  bool Initialize(const std::string& name);
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  void InitializeContentEntries(const std::vector<u8>& data_app);
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  bool m_Valid = false;
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  bool m_IsWAD = false;
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  std::string m_Path;
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  IOS::ES::TMDReader m_tmd;
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  IOS::ES::TicketReader m_ticket;
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  std::vector<SNANDContent> m_Content;
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};
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// we open the NAND Content files too often... let's cache them
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class CNANDContentManager
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{
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public:
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  static CNANDContentManager& Access()
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  {
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    static CNANDContentManager instance;
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    return instance;
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  }
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  u64 Install_WiiWAD(const std::string& fileName);
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  const CNANDContentLoader& GetNANDLoader(const std::string& content_path);
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  const CNANDContentLoader& GetNANDLoader(u64 title_id, Common::FromWhichRoot from);
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  bool RemoveTitle(u64 title_id, Common::FromWhichRoot from);
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  void ClearCache();
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private:
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  CNANDContentManager() {}
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  ~CNANDContentManager();
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  CNANDContentManager(CNANDContentManager const&) = delete;
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  void operator=(CNANDContentManager const&) = delete;
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  std::unordered_map<std::string, std::unique_ptr<CNANDContentLoader>> m_map;
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};
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class CSharedContent final
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{
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public:
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  explicit CSharedContent(Common::FromWhichRoot root);
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  std::string GetFilenameFromSHA1(const u8* hash) const;
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  std::string AddSharedContent(const u8* hash);
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private:
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#pragma pack(push, 1)
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  struct SElement
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  {
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    u8 FileName[8];
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    u8 SHA1Hash[20];
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  };
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#pragma pack(pop)
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  Common::FromWhichRoot m_root;
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  u32 m_LastID;
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  std::string m_ContentMap;
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  std::vector<SElement> m_Elements;
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};
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class cUIDsys final
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{
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public:
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  explicit cUIDsys(Common::FromWhichRoot root);
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  u32 GetUIDFromTitle(u64 title_id);
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  void AddTitle(u64 title_id);
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  void GetTitleIDs(std::vector<u64>& title_ids, bool owned = false);
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private:
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#pragma pack(push, 1)
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  struct SElement
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  {
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    u8 titleID[8];
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    u8 UID[4];
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  };
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#pragma pack(pop)
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  u32 m_LastUID;
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  std::string m_UidSys;
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  std::vector<SElement> m_Elements;
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};
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}
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