// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. #include "SignedArchiveReader.h" #include "HAL/FileManager.h" #include "HAL/Event.h" #include "HAL/RunnableThread.h" DECLARE_FLOAT_ACCUMULATOR_STAT(TEXT("FChunkCacheWorker.ProcessQueue"), STAT_FChunkCacheWorker_ProcessQueue, STATGROUP_PakFile); DECLARE_FLOAT_ACCUMULATOR_STAT(TEXT("FChunkCacheWorker.CheckSignature"), STAT_FChunkCacheWorker_CheckSignature, STATGROUP_PakFile); DECLARE_FLOAT_ACCUMULATOR_STAT(TEXT("FChunkCacheWorker.Serialize"), STAT_FChunkCacheWorker_Serialize, STATGROUP_PakFile); DECLARE_FLOAT_ACCUMULATOR_STAT(TEXT("FChunkCacheWorker.HashBuffer"), STAT_FChunkCacheWorker_HashBuffer, STATGROUP_PakFile); DECLARE_FLOAT_ACCUMULATOR_STAT(TEXT("FSignedArchiveReader.Serialize"), STAT_SignedArchiveReader_Serialize, STATGROUP_PakFile); FChunkCacheWorker::FChunkCacheWorker(FArchive* InReader, const TCHAR* Filename) : Reader(InReader) , QueuedRequestsEvent(NULL) { SetupDecryptionKey(); FString SigFileFilename = FPaths::ChangeExtension(Filename, TEXT("sig")); FArchive* SigFileReader = IFileManager::Get().CreateFileReader(*SigFileFilename); if (SigFileReader == nullptr) { UE_LOG(LogPakFile, Fatal, TEXT("Couldn't find pak signature file '%s'"), *SigFileFilename); } FEncryptedSignature MasterSignature; *SigFileReader << MasterSignature; *SigFileReader << ChunkHashes; delete SigFileReader; uint32 ChunkHashesCRC = ComputePakChunkHash(&ChunkHashes[0], ChunkHashes.Num() * sizeof(TPakChunkHash)); FDecryptedSignature DecryptedMasterSignature; FEncryption::DecryptSignature(MasterSignature, DecryptedMasterSignature, DecryptionKey); ensure(DecryptedMasterSignature.Data == ChunkHashesCRC); QueuedRequestsEvent = FPlatformProcess::GetSynchEventFromPool(); Thread = FRunnableThread::Create(this, TEXT("FChunkCacheWorker"), 0, TPri_BelowNormal); } FChunkCacheWorker::~FChunkCacheWorker() { delete Thread; Thread = NULL; FPlatformProcess::ReturnSynchEventToPool(QueuedRequestsEvent); QueuedRequestsEvent = nullptr; } bool FChunkCacheWorker::Init() { return true; } void FChunkCacheWorker::SetupDecryptionKey() { FString PakSigningKeyExponent, PakSigningKeyModulus; FPakPlatformFile::GetPakSigningKeys(PakSigningKeyExponent, PakSigningKeyModulus); DecryptionKey.Exponent.Parse(PakSigningKeyExponent); DecryptionKey.Modulus.Parse(PakSigningKeyModulus); // Public key should never be zero at this point. UE_CLOG(DecryptionKey.Exponent.IsZero() || DecryptionKey.Modulus.IsZero(), LogPakFile, Fatal, TEXT("Invalid decryption key detected")); // Public key should produce decrypted results - check for identity keys static TEncryptionInt TestValues[] = { 11, 23, 67, 121, 180, 211 }; bool bIdentical = true; for (int32 Index = 0; bIdentical && Index < ARRAY_COUNT(TestValues); ++Index) { TEncryptionInt DecryptedValue = FEncryption::ModularPow(TestValues[Index], DecryptionKey.Exponent, DecryptionKey.Modulus); bIdentical = (DecryptedValue == TestValues[Index]); } UE_CLOG(bIdentical, LogPakFile, Fatal, TEXT("Decryption key produces identical results to source data.")); } uint32 FChunkCacheWorker::Run() { while (StopTaskCounter.GetValue() == 0) { if (ProcessQueue() == 0) { QueuedRequestsEvent->Wait(500); } } return 0; } void FChunkCacheWorker::Stop() { StopTaskCounter.Increment(); } FChunkBuffer* FChunkCacheWorker::GetCachedChunkBuffer(int32 ChunkIndex) { for (int32 BufferIndex = 0; BufferIndex < MaxCachedChunks; ++BufferIndex) { if (CachedChunks[BufferIndex].ChunkIndex == ChunkIndex) { // Update access info and lock CachedChunks[BufferIndex].LockCount++; CachedChunks[BufferIndex].LastAccessTime = FPlatformTime::Seconds(); return &CachedChunks[BufferIndex]; } } return NULL; } FChunkBuffer* FChunkCacheWorker::GetFreeBuffer() { // Find the least recently accessed, free buffer. FChunkBuffer* LeastRecentFreeBuffer = NULL; for (int32 BufferIndex = 0; BufferIndex < MaxCachedChunks; ++BufferIndex) { if (CachedChunks[BufferIndex].LockCount == 0 && (LeastRecentFreeBuffer == NULL || LeastRecentFreeBuffer->LastAccessTime > CachedChunks[BufferIndex].LastAccessTime)) { LeastRecentFreeBuffer = &CachedChunks[BufferIndex]; } } if (LeastRecentFreeBuffer) { // Update access info and lock LeastRecentFreeBuffer->LockCount++; LeastRecentFreeBuffer->LastAccessTime = FPlatformTime::Seconds(); } return LeastRecentFreeBuffer; } void FChunkCacheWorker::ReleaseBuffer(int32 ChunkIndex) { for (int32 BufferIndex = 0; BufferIndex < MaxCachedChunks; ++BufferIndex) { if (CachedChunks[BufferIndex].ChunkIndex == ChunkIndex) { CachedChunks[BufferIndex].LockCount--; check(CachedChunks[BufferIndex].LockCount >= 0); } } } int32 FChunkCacheWorker::ProcessQueue() { SCOPE_SECONDS_ACCUMULATOR(STAT_FChunkCacheWorker_ProcessQueue); // Add the queue to the active requests list { FScopeLock LockQueue(&QueueLock); ActiveRequests.Append(RequestQueue); RequestQueue.Empty(); } // Keep track how many request have been process this loop int32 ProcessedRequests = ActiveRequests.Num(); for (int32 RequestIndex = 0; RequestIndex < ActiveRequests.Num(); ++RequestIndex) { FChunkRequest& Request = *ActiveRequests[RequestIndex]; if (Request.RefCount.GetValue() == 0) { // ChunkRequest is no longer used by anything. Add it to the free requests lists // and release the associated buffer. ReleaseBuffer(Request.Index); ActiveRequests.RemoveAt(RequestIndex--); FreeChunkRequests.Push(&Request); } else if (Request.Buffer == NULL) { // See if the requested chunk is already cached. FChunkBuffer* CachedBuffer = GetCachedChunkBuffer(Request.Index); if (!CachedBuffer) { // This chunk is not cached. Get a free buffer if possible. CachedBuffer = GetFreeBuffer(); if (!!CachedBuffer) { // Load and verify. CachedBuffer->ChunkIndex = Request.Index; Request.Buffer = CachedBuffer; CheckSignature(Request); } } else { Request.Buffer = CachedBuffer; } if (!!CachedBuffer) { check(Request.Buffer == CachedBuffer); // Chunk is cached and trusted. We no longer need the request handle on this thread. // Let the other thread know the chunk is ready to read. Request.RefCount.Decrement(); Request.IsTrusted.Increment(); } } } return ProcessedRequests; } bool FChunkCacheWorker::CheckSignature(const FChunkRequest& ChunkInfo) { SCOPE_SECONDS_ACCUMULATOR(STAT_FChunkCacheWorker_CheckSignature); TPakChunkHash ChunkHash = 0; { SCOPE_SECONDS_ACCUMULATOR(STAT_FChunkCacheWorker_Serialize); Reader->Seek(ChunkInfo.Offset); Reader->Serialize(ChunkInfo.Buffer->Data, ChunkInfo.Size); } { SCOPE_SECONDS_ACCUMULATOR(STAT_FChunkCacheWorker_HashBuffer); ChunkHash = ComputePakChunkHash(ChunkInfo.Buffer->Data, ChunkInfo.Size); } bool bHashesMatch = (ChunkHash == ChunkHashes[ChunkInfo.Index]); if (!bHashesMatch) { UE_LOG(LogPakFile, Warning, TEXT("Pak chunk signature verification failed!")); UE_LOG(LogPakFile, Warning, TEXT(" Chunk Index: %d"), ChunkInfo.Index); UE_LOG(LogPakFile, Warning, TEXT(" Chunk Offset: %d"), ChunkInfo.Offset); UE_LOG(LogPakFile, Warning, TEXT(" Chunk Size: %d"), ChunkInfo.Size); ensure(bHashesMatch); //FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, TEXT("Corrupt Installation Detected. Please use \"Verify\" in the Epic Games Launcher"), TEXT("Pakfile Error")); //FPlatformMisc::RequestExit(1); } return bHashesMatch; } FChunkRequest& FChunkCacheWorker::RequestChunk(int32 ChunkIndex, int64 StartOffset, int64 ChunkSize) { FChunkRequest* NewChunk = FreeChunkRequests.Pop(); if (NewChunk == NULL) { NewChunk = new FChunkRequest(); } NewChunk->Index = ChunkIndex; NewChunk->Offset = StartOffset; NewChunk->Size = ChunkSize; NewChunk->Buffer = NULL; NewChunk->IsTrusted.Set(0); // At this point both worker and the archive use this chunk so increase ref count NewChunk->RefCount.Set(2); QueueLock.Lock(); RequestQueue.Add(NewChunk); QueueLock.Unlock(); QueuedRequestsEvent->Trigger(); return *NewChunk; } void FChunkCacheWorker::ReleaseChunk(FChunkRequest& Chunk) { Chunk.RefCount.Decrement(); } FSignedArchiveReader::FSignedArchiveReader(FArchive* InPakReader, FChunkCacheWorker* InSignatureChecker) : ChunkCount(0) , PakReader(InPakReader) , SizeOnDisk(0) , PakSize(0) , PakOffset(0) , SignatureChecker(InSignatureChecker) { // Cache global info about the archive ArIsLoading = true; SizeOnDisk = PakReader->TotalSize(); ChunkCount = SizeOnDisk / FPakInfo::MaxChunkDataSize + ((SizeOnDisk % FPakInfo::MaxChunkDataSize) ? 1 : 0); PakSize = SizeOnDisk; } FSignedArchiveReader::~FSignedArchiveReader() { delete PakReader; PakReader = NULL; } int64 FSignedArchiveReader::CalculateChunkSize(int64 ChunkIndex) const { if (ChunkIndex == (ChunkCount - 1)) { const int64 MaxChunkSize = FPakInfo::MaxChunkDataSize; int64 Slack = SizeOnDisk % MaxChunkSize; if (!Slack) { return FPakInfo::MaxChunkDataSize; } else { check(Slack > 0); return Slack; } } else { return FPakInfo::MaxChunkDataSize; } } int64 FSignedArchiveReader::PrecacheChunks(TArray& Chunks, int64 Length) { // Request all the chunks that are needed to complete this read int64 DataOffset; int64 DestOffset = 0; int32 FirstChunkIndex = CalculateChunkIndex(PakOffset); int64 ChunkStartOffset = CalculateChunkOffset(PakOffset, DataOffset); int64 NumChunksForRequest = (DataOffset - ChunkStartOffset + Length) / FPakInfo::MaxChunkDataSize + 1; int64 NumChunks = NumChunksForRequest; int64 RemainingLength = Length; int64 ArchiveOffset = PakOffset; // And then try to precache 'PrecacheLength' more chunks because it's likely // we're going to try to read them next if ((NumChunks + FirstChunkIndex + PrecacheLength - 1) < ChunkCount) { NumChunks += PrecacheLength; } Chunks.Empty(NumChunks); for (int32 ChunkIndexOffset = 0; ChunkIndexOffset < NumChunks; ++ChunkIndexOffset) { ChunkStartOffset = RemainingLength > 0 ? CalculateChunkOffset(ArchiveOffset, DataOffset) : CalculateChunkOffsetFromIndex(ChunkIndexOffset + FirstChunkIndex); int64 SizeToReadFromBuffer = RemainingLength; if (DataOffset + SizeToReadFromBuffer > ChunkStartOffset + FPakInfo::MaxChunkDataSize) { SizeToReadFromBuffer = ChunkStartOffset + FPakInfo::MaxChunkDataSize - DataOffset; } FReadInfo ChunkInfo; ChunkInfo.SourceOffset = DataOffset - ChunkStartOffset; ChunkInfo.DestOffset = DestOffset; ChunkInfo.Size = SizeToReadFromBuffer; const int32 ChunkIndex = ChunkIndexOffset + FirstChunkIndex; if (LastCachedChunk.ChunkIndex == ChunkIndex) { ChunkInfo.Request = NULL; ChunkInfo.PreCachedChunk = &LastCachedChunk; } else { const int64 ChunkSize = CalculateChunkSize(ChunkIndex); ChunkInfo.Request = &SignatureChecker->RequestChunk(ChunkIndex, ChunkStartOffset, ChunkSize); ChunkInfo.PreCachedChunk = NULL; } Chunks.Add(ChunkInfo); ArchiveOffset += SizeToReadFromBuffer; DestOffset += SizeToReadFromBuffer; RemainingLength -= SizeToReadFromBuffer; } return NumChunksForRequest; } void FSignedArchiveReader::Serialize(void* Data, int64 Length) { SCOPE_SECONDS_ACCUMULATOR(STAT_SignedArchiveReader_Serialize); // First make sure the chunks we're going to read are actually cached. TArray QueuedChunks; int64 ChunksToRead = PrecacheChunks(QueuedChunks, Length); int64 FirstPrecacheChunkIndex = ChunksToRead; // Read data from chunks. int64 RemainingLength = Length; uint8* DestData = (uint8*)Data; const int32 LastRequestIndex = ChunksToRead - 1; do { int32 ChunksReadThisLoop = 0; // Try to read cached chunks. If a chunk is not yet ready, skip to the next chunk - it's possible // that it has already been precached in one of the previous reads. for (int32 QueueIndex = 0; QueueIndex <= LastRequestIndex; ++QueueIndex) { FReadInfo& ChunkInfo = QueuedChunks[QueueIndex]; if (ChunkInfo.Request && ChunkInfo.Request->IsReady()) { // Read FMemory::Memcpy(DestData + ChunkInfo.DestOffset, ChunkInfo.Request->Buffer->Data + ChunkInfo.SourceOffset, ChunkInfo.Size); // Is this the last chunk? if so, copy it to pre-cache if (LastRequestIndex == QueueIndex && ChunkInfo.Request->Index != LastCachedChunk.ChunkIndex) { LastCachedChunk.ChunkIndex = ChunkInfo.Request->Index; FMemory::Memcpy(LastCachedChunk.Data, ChunkInfo.Request->Buffer->Data, FPakInfo::MaxChunkDataSize); } // Let the worker know we're done with this chunk for now. SignatureChecker->ReleaseChunk(*ChunkInfo.Request); ChunkInfo.Request = NULL; // One less chunk remaining ChunksToRead--; ChunksReadThisLoop++; } else if (ChunkInfo.PreCachedChunk) { // Copy directly from the pre-cached chunk. FMemory::Memcpy(DestData + ChunkInfo.DestOffset, ChunkInfo.PreCachedChunk->Data + ChunkInfo.SourceOffset, ChunkInfo.Size); ChunkInfo.PreCachedChunk = NULL; // One less chunk remaining ChunksToRead--; ChunksReadThisLoop++; } } if (ChunksReadThisLoop == 0) { // No chunks read, avoid tight spinning loops and give up some time to the other threads QUICK_SCOPE_CYCLE_COUNTER(STAT_FSignedArchiveReader_Spin); FPlatformProcess::SleepNoStats(0.001f); } } while (ChunksToRead > 0); PakOffset += Length; // Free precached chunks (they will still get precached but simply marked as not used by anything) for (int32 QueueIndex = FirstPrecacheChunkIndex; QueueIndex < QueuedChunks.Num(); ++QueueIndex) { FReadInfo& CachedChunk = QueuedChunks[QueueIndex]; if (CachedChunk.Request) { SignatureChecker->ReleaseChunk(*CachedChunk.Request); } } }