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using System ;
using System.Security.Cryptography ;
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using static System . Buffers . Binary . BinaryPrimitives ;
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namespace PKHeX.Core
{
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/// <summary>
/// MemeCrypto V1 - The Original Series
/// </summary>
/// <remarks>
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/// A variant of <see cref="SaveFile"/> encryption and obfuscation used in <see cref="GameVersion.Gen7"/>.
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/// <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>
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public static class MemeCrypto
{
private const uint POKE = 0x454B4F50 ;
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public static bool VerifyMemePOKE ( ReadOnlySpan < byte > input , out byte [ ] output )
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{
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 - - )
{
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if ( ReadUInt32LittleEndian ( input [ i . . ] ) ! = POKE )
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continue ;
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var keyIndex = ReadInt32LittleEndian ( input [ ( i + 4 ) . . ] ) ;
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if ( ! MemeKey . IsValidPokeKeyIndex ( keyIndex ) )
continue ;
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memeLen = i ;
memeIndex = ( MemeKeyIndex ) keyIndex ;
break ;
}
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foreach ( var len in new [ ] { memeLen , memeLen - 2 } ) // Account for Pokédex QR Edge case
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{
if ( VerifyMemeData ( input , out output , 0 , len , memeIndex ) )
return true ;
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if ( VerifyMemeData ( input , out output , 0 , len , MemeKeyIndex . PokedexAndSaveFile ) )
return true ;
}
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output = Array . Empty < byte > ( ) ;
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return false ;
}
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public static bool VerifyMemeData ( ReadOnlySpan < byte > input , out byte [ ] output )
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{
foreach ( MemeKeyIndex keyIndex in Enum . GetValues ( typeof ( MemeKeyIndex ) ) )
{
if ( VerifyMemeData ( input , out output , keyIndex ) )
return true ;
}
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output = Array . Empty < byte > ( ) ;
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return false ;
}
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public static bool VerifyMemeData ( ReadOnlySpan < byte > input , out byte [ ] output , MemeKeyIndex keyIndex )
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{
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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{
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output = Array . Empty < byte > ( ) ;
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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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}
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var key = new MemeKey ( keyIndex ) ;
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output = input . ToArray ( ) ;
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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 ( ) ;
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if ( DecryptCompare ( output , sigBuffer , key , sha1 ) )
return true ;
sigBuffer [ 0x0 ] | = 0x80 ;
if ( DecryptCompare ( output , sigBuffer , key , sha1 ) )
return true ;
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output = Array . Empty < byte > ( ) ;
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return false ;
}
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private static bool DecryptCompare ( byte [ ] output , ReadOnlySpan < byte > sigBuffer , MemeKey key , SHA1 sha1 )
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{
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sigBuffer . CopyTo ( output . AsSpan ( output . Length - 0x60 ) ) ;
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key . AesDecrypt ( output ) . CopyTo ( output ) ;
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// Check for 8-byte equality.
var hash = sha1 . ComputeHash ( output , 0 , output . Length - 0x8 ) ;
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var computed = ReadUInt64LittleEndian ( hash . AsSpan ( ) ) ;
var existing = ReadUInt64LittleEndian ( output . AsSpan ( output . Length - 0x8 ) ) ;
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return computed = = existing ;
}
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public static bool VerifyMemeData ( ReadOnlySpan < byte > input , out byte [ ] output , int offset , int length )
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{
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var data = input . Slice ( offset , length ) . ToArray ( ) ;
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if ( VerifyMemeData ( data , out output ) )
{
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var newOutput = input . ToArray ( ) ;
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output . CopyTo ( newOutput , offset ) ;
output = newOutput ;
return true ;
}
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output = Array . Empty < byte > ( ) ;
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return false ;
}
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public static bool VerifyMemeData ( ReadOnlySpan < byte > input , out byte [ ] output , int offset , int length , MemeKeyIndex keyIndex )
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{
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var data = input . Slice ( offset , length ) ;
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if ( VerifyMemeData ( data , out output , keyIndex ) )
{
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var newOutput = input . ToArray ( ) ;
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output . CopyTo ( newOutput , offset ) ;
output = newOutput ;
return true ;
}
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output = Array . Empty < byte > ( ) ;
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return false ;
}
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public static byte [ ] SignMemeData ( ReadOnlySpan < byte > input , MemeKeyIndex keyIndex = MemeKeyIndex . PokedexAndSaveFile )
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{
// Validate Input
if ( input . Length < 0x60 )
throw new ArgumentException ( "Cannot memesign a buffer less than 0x60 bytes in size!" ) ;
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var key = new MemeKey ( keyIndex ) ;
if ( ! key . CanResign )
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throw new ArgumentException ( "Cannot sign with the specified memekey!" ) ;
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var output = input . ToArray ( ) ;
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// Copy in the SHA1 signature
using ( var sha1 = SHA1 . Create ( ) )
{
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var hash = sha1 . ComputeHash ( output , 0 , output . Length - 8 ) ;
hash . AsSpan ( 0 , 8 ) . CopyTo ( output . AsSpan ( output . Length - 8 , 8 ) ) ;
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}
// Perform AES operations
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output = key . AesEncrypt ( output ) ;
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var sigBuffer = output . AsSpan ( output . Length - 0x60 , 0x60 ) ;
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sigBuffer [ 0 ] & = 0x7F ;
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var signed = key . RsaPrivate ( sigBuffer ) ;
signed . CopyTo ( sigBuffer ) ;
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return output ;
}
/// <summary>
/// Resigns save data.
/// </summary>
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/// <param name="sav7">Save file data to resign</param>
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/// <returns>The resigned save data. Invalid input returns null.</returns>
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public static byte [ ] Resign7 ( ReadOnlySpan < byte > sav7 )
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{
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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." ) ;
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// Save Chunks are 0x200 bytes each; Memecrypto signature is 0x100 bytes into the 2nd to last chunk.
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var isUSUM = sav7 . Length = = SaveUtil . SIZE_G7USUM ;
var ChecksumTableOffset = sav7 . Length - 0x200 ;
var MemeCryptoOffset = isUSUM ? 0x6C100 : 0x6BB00 ;
var ChecksumSignatureLength = isUSUM ? 0x150 : 0x140 ;
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const int MemeCryptoSignatureLength = 0x80 ;
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var result = sav7 . ToArray ( ) ;
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// Store current signature
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var oldSig = sav7 . Slice ( MemeCryptoOffset , MemeCryptoSignatureLength ) . ToArray ( ) ;
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using var sha256 = SHA256 . Create ( ) ;
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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 ) )
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memeSig . AsSpan ( ) [ 0x20 . . 0x80 ] . CopyTo ( sigSpan [ 0x20 . . ] ) ;
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SignMemeData ( sigSpan ) . CopyTo ( result , MemeCryptoOffset ) ;
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return result ;
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}
}
}