PKHeX/PKHeX.Core/Saves/Encryption/MemeCrypto/MemeCrypto.cs

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using System;
using System.Security.Cryptography;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core
{
/// <summary>
/// MemeCrypto V1 - The Original Series
/// </summary>
/// <remarks>
/// A variant of <see cref="SaveFile"/> encryption and obfuscation used in <see cref="GameVersion.Gen7"/>.
/// <br> The save file stores a dedicated block to contain a hash of the savedata, computed when the block is zeroed. </br>
/// <br> This signing logic is reused for other authentication; refer to <see cref="MemeKeyIndex"/>. </br>
/// <br> The save file first computes a SHA256 Hash over the block checksum region.
/// The logic then applies a SHA1 hash over the SHA256 hash result, encrypts it with a <see cref="MemeKey"/>, and signs it with an RSA private key in a non-straightforward manner. </br>
/// </remarks>
public static class MemeCrypto
{
private const uint POKE = 0x454B4F50;
public static bool VerifyMemePOKE(ReadOnlySpan<byte> input, out byte[] output)
{
if (input.Length < 0x60)
throw new ArgumentException("Invalid POKE buffer!");
var memeLen = input.Length - 8;
var memeIndex = MemeKeyIndex.PokedexAndSaveFile;
for (var i = input.Length - 8; i >= 0; i--)
{
if (ReadUInt32LittleEndian(input[i..]) != POKE)
continue;
var keyIndex = ReadInt32LittleEndian(input[(i+4)..]);
if (!MemeKey.IsValidPokeKeyIndex(keyIndex))
continue;
memeLen = i;
memeIndex = (MemeKeyIndex)keyIndex;
break;
}
foreach (var len in new[] { memeLen, memeLen - 2 }) // Account for Pokédex QR Edge case
{
if (VerifyMemeData(input, out output, 0, len, memeIndex))
return true;
if (VerifyMemeData(input, out output, 0, len, MemeKeyIndex.PokedexAndSaveFile))
return true;
}
output = Array.Empty<byte>();
return false;
}
public static bool VerifyMemeData(ReadOnlySpan<byte> input, out byte[] output)
{
foreach (MemeKeyIndex keyIndex in Enum.GetValues(typeof(MemeKeyIndex)))
{
if (VerifyMemeData(input, out output, keyIndex))
return true;
}
output = Array.Empty<byte>();
return false;
}
public static bool VerifyMemeData(ReadOnlySpan<byte> input, out byte[] output, MemeKeyIndex keyIndex)
{
if (input.Length < 0x60)
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
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{
output = Array.Empty<byte>();
return false;
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
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}
var key = new MemeKey(keyIndex);
output = input.ToArray();
var sigBuffer = key.RsaPublic(input[^0x60..]);
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
using var sha1 = SHA1.Create();
if (DecryptCompare(output, sigBuffer, key, sha1))
return true;
sigBuffer[0x0] |= 0x80;
if (DecryptCompare(output, sigBuffer, key, sha1))
return true;
output = Array.Empty<byte>();
return false;
}
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private static bool DecryptCompare(byte[] output, ReadOnlySpan<byte> sigBuffer, MemeKey key, SHA1 sha1)
{
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sigBuffer.CopyTo(output.AsSpan(output.Length - 0x60));
key.AesDecrypt(output).CopyTo(output);
// Check for 8-byte equality.
var hash = sha1.ComputeHash(output, 0, output.Length - 0x8);
var computed = ReadUInt64LittleEndian(hash.AsSpan());
var existing = ReadUInt64LittleEndian(output.AsSpan(output.Length - 0x8));
return computed == existing;
}
public static bool VerifyMemeData(ReadOnlySpan<byte> input, out byte[] output, int offset, int length)
{
var data = input.Slice(offset, length).ToArray();
if (VerifyMemeData(data, out output))
{
var newOutput = input.ToArray();
output.CopyTo(newOutput, offset);
output = newOutput;
return true;
}
output = Array.Empty<byte>();
return false;
}
public static bool VerifyMemeData(ReadOnlySpan<byte> input, out byte[] output, int offset, int length, MemeKeyIndex keyIndex)
{
var data = input.Slice(offset, length);
if (VerifyMemeData(data, out output, keyIndex))
{
var newOutput = input.ToArray();
output.CopyTo(newOutput, offset);
output = newOutput;
return true;
}
output = Array.Empty<byte>();
return false;
}
public static byte[] SignMemeData(ReadOnlySpan<byte> input, MemeKeyIndex keyIndex = MemeKeyIndex.PokedexAndSaveFile)
{
// Validate Input
if (input.Length < 0x60)
throw new ArgumentException("Cannot memesign a buffer less than 0x60 bytes in size!");
var key = new MemeKey(keyIndex);
if (!key.CanResign)
throw new ArgumentException("Cannot sign with the specified memekey!");
var output = input.ToArray();
// Copy in the SHA1 signature
using (var sha1 = SHA1.Create())
{
var hash = sha1.ComputeHash(output, 0, output.Length - 8);
hash.AsSpan(0, 8).CopyTo(output.AsSpan(output.Length - 8, 8));
}
// Perform AES operations
output = key.AesEncrypt(output);
var sigBuffer = output.AsSpan(output.Length - 0x60, 0x60);
sigBuffer[0] &= 0x7F;
var signed = key.RsaPrivate(sigBuffer);
signed.CopyTo(sigBuffer);
return output;
}
/// <summary>
/// Resigns save data.
/// </summary>
/// <param name="sav7">Save file data to resign</param>
/// <returns>The resigned save data. Invalid input returns null.</returns>
public static byte[] Resign7(ReadOnlySpan<byte> sav7)
{
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if (sav7.Length is not (SaveUtil.SIZE_G7SM or SaveUtil.SIZE_G7USUM))
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throw new ArgumentException("Should not be using this for unsupported saves.");
// Save Chunks are 0x200 bytes each; Memecrypto signature is 0x100 bytes into the 2nd to last chunk.
var isUSUM = sav7.Length == SaveUtil.SIZE_G7USUM;
var ChecksumTableOffset = sav7.Length - 0x200;
var MemeCryptoOffset = isUSUM ? 0x6C100 : 0x6BB00;
var ChecksumSignatureLength = isUSUM ? 0x150 : 0x140;
const int MemeCryptoSignatureLength = 0x80;
var result = sav7.ToArray();
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// Store current signature
var oldSig = sav7.Slice(MemeCryptoOffset, MemeCryptoSignatureLength).ToArray();
using var sha256 = SHA256.Create();
var newSig = sha256.ComputeHash(result, ChecksumTableOffset, ChecksumSignatureLength);
Span<byte> sigSpan = stackalloc byte[MemeCryptoSignatureLength];
newSig.CopyTo(sigSpan);
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if (VerifyMemeData(oldSig, out var memeSig, MemeKeyIndex.PokedexAndSaveFile))
memeSig.AsSpan()[0x20..0x80].CopyTo(sigSpan[0x20..]);
SignMemeData(sigSpan).CopyTo(result, MemeCryptoOffset);
return result;
}
}
}