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from __future__ import annotations from typing import ( TYPE_CHECKING, Any, Dict, Generic, List, Optional, Tuple, Type, TypeVar, Union, cast, ) from ..classes import MonoBehaviour from ..classes.ClassIDTypeToClassMap import ClassIDTypeToClassMap from ..enums import BuildTarget, ClassIDType from ..exceptions import TypeTreeError from ..helpers import TypeTreeHelper from ..helpers.Tpk import get_typetree_node from ..helpers.TypeTreeNode import TypeTreeNode from ..helpers.UnityVersion import UnityVersion from ..streams import EndianBinaryReader, EndianBinaryWriter if TYPE_CHECKING: from ..files.SerializedFile import SerializedFile, SerializedType T = TypeVar("T") NodeInput = Union[TypeTreeNode, List[Dict[str, Union[str, int]]]] class ObjectReader(Generic[T]): assets_file: SerializedFile reader: EndianBinaryReader data: bytes version: UnityVersion version2: int platform: BuildTarget path_id: int byte_start_offset: Tuple[int, int] byte_start: int byte_size_offset: Tuple[int, int] byte_size: int type_id: int serialized_type: Optional[SerializedType] class_id: int type: ClassIDType is_destroyed: Optional[int] is_stripped: Optional[int] # saves where the parser stopped # in case that not all data is read # and the obj.data is changed, the unknown data can be added again def __init__(self, assets_file: SerializedFile, reader: EndianBinaryReader): self.assets_file = assets_file self.reader = reader self.data = b"" self.version = assets_file.version self.version2 = assets_file.header.version self.platform = assets_file.target_platform header = assets_file.header types = assets_file.types # AssetStudio ObjectInfo init if assets_file.big_id_enabled: self.path_id = reader.read_long() elif header.version < 14: self.path_id = reader.read_int() else: reader.align_stream() self.path_id = reader.read_long() if header.version >= 22: self.byte_start_offset = (self.reader.real_offset(), 8) self.byte_start = reader.read_long() else: self.byte_start_offset = (self.reader.real_offset(), 4) self.byte_start = reader.read_u_int() self.byte_start += header.data_offset self.byte_header_offset = header.data_offset self.byte_base_offset = self.reader.BaseOffset self.byte_size_offset = (self.reader.real_offset(), 4) self.byte_size = reader.read_u_int() self.type_id = reader.read_int() if header.version < 16: self.class_id = reader.read_u_short() self.serialized_type = None for typ in types: if typ.class_id == self.type_id: self.serialized_type = typ break else: typ = types[self.type_id] self.serialized_type = typ self.class_id = typ.class_id self.type = ClassIDType(self.class_id) if header.version < 11: self.is_destroyed = reader.read_u_short() if 11 <= header.version < 17: script_type_index = reader.read_short() if self.serialized_type: self.serialized_type.script_type_index = script_type_index if header.version == 15 or header.version == 16: self.stripped = reader.read_byte() def write(self, header, writer: EndianBinaryWriter, data_writer: EndianBinaryWriter): if self.assets_file.big_id_enabled: writer.write_long(self.path_id) elif header.version < 14: writer.write_int(self.path_id) else: writer.align_stream() writer.write_long(self.path_id) if self.data: data = self.data # in some cases the parser doesn't read all of the object data # games might still require the missing data # so following code appends the missing data back to edited objects # -> following solution has let to some problems, so it will be removed for now # if self.type != ClassIDType.MonoBehaviour: # end_pos = self.byte_start + self.byte_size # if self._read_until and self._read_until != end_pos: # self.reader.Position = self._read_until # data += self.reader.read_bytes(end_pos - self._read_until) else: self.reset() data = self.reader.read(self.byte_size) if header.version >= 22: writer.write_long(data_writer.Position) else: writer.write_u_int(data_writer.Position) writer.write_u_int(len(data)) data_writer.write(data) writer.write_int(self.type_id) if header.version < 16: writer.write_u_short(self.class_id) if header.version < 11: assert self.is_destroyed is not None writer.write_u_short(self.is_destroyed) if 11 <= header.version < 17: assert self.serialized_type is not None writer.write_short(self.serialized_type.script_type_index) if header.version == 15 or header.version == 16: writer.write_byte(self.stripped) def set_raw_data(self, data): self.data = data if self.assets_file: self.assets_file.mark_changed() def get_class(self) -> Union[Type[T], None]: return ClassIDTypeToClassMap.get(self.type) # type: ignore def peek_name(self) -> Union[str, None]: """Peeks the name of the object without reading/parsing the whole object.""" node = self._get_typetree_node() peek_node = node.get_name_peek_node() if peek_node: node, key = peek_node return self.parse_as_dict(node, check_read=False)[key] else: return None @property def container(self): return self.assets_file._container.path_dict.get(self.path_id) @property def Position(self): return self.reader.Position @Position.setter def Position(self, pos): self.reader.Position = pos def reset(self): self.reader.Position = self.byte_start def read(self, check_read: bool = True) -> T: obj = self.read_typetree(wrap=True, check_read=check_read) self._read_until = self.reader.Position return obj # type: ignore def get(self, key, default=None): return getattr(self, key, default) def __getattr__(self, item: str): if hasattr(self.reader, item): return getattr(self.reader, item) def __repr__(self): return "<%s %s>" % (self.__class__.__name__, self.type.name) ################################################### # # Typetree Stuff # ################################################### def dump_typetree_structure( self, nodes: Optional[NodeInput] = None, indent: str = " ", ) -> str: node = self._get_typetree_node(nodes) return node.dump_structure(indent=indent) def read_typetree( self, nodes: Optional[NodeInput] = None, wrap: bool = False, check_read: bool = True, ) -> Union[dict, T]: node = self._get_typetree_node(nodes) self.reset() ret = TypeTreeHelper.read_typetree( node, self.reader, as_dict=not wrap, assetsfile=self.assets_file, byte_size=self.byte_size, check_read=check_read, ) if wrap: ret.set_object_reader(self) # type: ignore return ret # type: ignore def save_typetree( self, tree: Union[dict, T], nodes: Optional[NodeInput] = None, writer: Optional[EndianBinaryWriter] = None, ): node = self._get_typetree_node(nodes) if not writer: writer = EndianBinaryWriter(endian=self.reader.endian) TypeTreeHelper.write_typetree(tree, node, writer, self.assets_file) data = writer.bytes self.set_raw_data(data) return data def get_raw_data(self) -> bytes: pos = self.Position self.reset() ret = self.reader.read_bytes(self.byte_size) self.Position = pos return ret def _get_typetree_node( self, node: Optional[NodeInput] = None, ) -> TypeTreeNode: if isinstance(node, TypeTreeNode): return node elif isinstance(node, list): return TypeTreeNode.from_list(node) elif node is not None: raise ValueError("nodes must be a list[dict] or TypeTreeNode") if self.serialized_type: node = self.serialized_type.node if not node: node = get_typetree_node(self.class_id, self.version) if node.m_Type == "MonoBehaviour": try: node = self._try_monobehaviour_node(node) except Exception: pass if not node: raise TypeTreeError("There are no TypeTree nodes for this object.") return node # UnityPy 2 syntax early implementation def parse_as_object(self, node: Optional[NodeInput] = None, check_read: bool = True) -> T: return self.read_typetree(nodes=node, wrap=True, check_read=check_read) # type: ignore def parse_as_dict(self, node: Optional[NodeInput] = None, check_read: bool = True) -> dict[str, Any]: return self.read_typetree(nodes=node, wrap=False, check_read=check_read) # type: ignore def _try_monobehaviour_node(self, base_node: TypeTreeNode) -> TypeTreeNode: env = self.assets_file.environment generator = env.typetree_generator if generator is None: raise ValueError("No typetree generator set!") monobehaviour = cast(MonoBehaviour, self.parse_as_object(base_node, check_read=False)) script = monobehaviour.m_Script.deref_parse_as_object() if script.m_Namespace != "": fullname = f"{script.m_Namespace}.{script.m_ClassName}" else: fullname = script.m_ClassName node = generator.get_nodes_up(base_node, script.m_AssemblyName, fullname) if node: return node else: raise ValueError("Failed to get custom MonoBehaviour node!")