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feat: add support for decoding UE OFPA filenames in working copy
This feature helps Unreal Engine developers by displaying human-readable Actor labels instead of raw hashed filenames (e.g., 'KCBX...uasset') in the Working Copy view. Changes: - Implemented a native C# parser for .uasset files to extract 'ActorLabel' or 'FolderLabel'. - Added 'EnableOFPADecoding' option in Repository Settings. - Added a toggle button in the Working Copy toolbar. - Implemented async path decoding in WorkingCopy ViewModel to avoid UI blocking. - Updated ChangeTreeNode to display decoded names in Tree View mode. - Added unit tests for the OFPA parser.
1 parent 08c796c commit a10bc73

15 files changed

Lines changed: 695 additions & 12 deletions

SourceGit.sln

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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.0.31903.59
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "src", "src", "{827E0CD3-B72D-47B6-A68D-7590B98EB39B}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SourceGit", "src\SourceGit.csproj", "{F9C951AD-F39E-4627-8F02-6F553EADB103}"
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EndProject
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{0AB3BF05-4346-4AA6-1389-037BE0695223}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SourceGit.Tests", "tests\SourceGit.Tests\SourceGit.Tests.csproj", "{130DE06F-BFEB-4533-9A99-DC2F206A7770}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Debug|x64 = Debug|x64
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Debug|x86 = Debug|x86
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Release|Any CPU = Release|Any CPU
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Release|x64 = Release|x64
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Release|x86 = Release|x86
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{F9C951AD-F39E-4627-8F02-6F553EADB103}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{F9C951AD-F39E-4627-8F02-6F553EADB103}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{F9C951AD-F39E-4627-8F02-6F553EADB103}.Debug|x64.ActiveCfg = Debug|Any CPU
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{F9C951AD-F39E-4627-8F02-6F553EADB103}.Debug|x64.Build.0 = Debug|Any CPU
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{F9C951AD-F39E-4627-8F02-6F553EADB103}.Debug|x86.ActiveCfg = Debug|Any CPU
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{F9C951AD-F39E-4627-8F02-6F553EADB103}.Debug|x86.Build.0 = Debug|Any CPU
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{F9C951AD-F39E-4627-8F02-6F553EADB103}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{F9C951AD-F39E-4627-8F02-6F553EADB103}.Release|Any CPU.Build.0 = Release|Any CPU
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{F9C951AD-F39E-4627-8F02-6F553EADB103}.Release|x64.ActiveCfg = Release|Any CPU
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{F9C951AD-F39E-4627-8F02-6F553EADB103}.Release|x64.Build.0 = Release|Any CPU
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{F9C951AD-F39E-4627-8F02-6F553EADB103}.Release|x86.ActiveCfg = Release|Any CPU
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{F9C951AD-F39E-4627-8F02-6F553EADB103}.Release|x86.Build.0 = Release|Any CPU
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{130DE06F-BFEB-4533-9A99-DC2F206A7770}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{130DE06F-BFEB-4533-9A99-DC2F206A7770}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{130DE06F-BFEB-4533-9A99-DC2F206A7770}.Debug|x64.ActiveCfg = Debug|Any CPU
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{130DE06F-BFEB-4533-9A99-DC2F206A7770}.Debug|x64.Build.0 = Debug|Any CPU
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{130DE06F-BFEB-4533-9A99-DC2F206A7770}.Debug|x86.ActiveCfg = Debug|Any CPU
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{130DE06F-BFEB-4533-9A99-DC2F206A7770}.Debug|x86.Build.0 = Debug|Any CPU
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{130DE06F-BFEB-4533-9A99-DC2F206A7770}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{130DE06F-BFEB-4533-9A99-DC2F206A7770}.Release|Any CPU.Build.0 = Release|Any CPU
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{130DE06F-BFEB-4533-9A99-DC2F206A7770}.Release|x64.ActiveCfg = Release|Any CPU
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{130DE06F-BFEB-4533-9A99-DC2F206A7770}.Release|x64.Build.0 = Release|Any CPU
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{130DE06F-BFEB-4533-9A99-DC2F206A7770}.Release|x86.ActiveCfg = Release|Any CPU
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{130DE06F-BFEB-4533-9A99-DC2F206A7770}.Release|x86.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(NestedProjects) = preSolution
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{F9C951AD-F39E-4627-8F02-6F553EADB103} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B}
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{130DE06F-BFEB-4533-9A99-DC2F206A7770} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
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EndGlobalSection
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EndGlobal

src/Commands/DecodeOFPAPath.cs

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#nullable enable
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using System;
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using System.Buffers.Binary;
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using System.IO;
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using System.Text;
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namespace SourceGit.Commands
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{
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/// <summary>
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/// Decodes human-readable names from Unreal Engine OFPA (One File Per Actor) .uasset files.
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/// These files have hashed names like "KCBX0GWLTFQT9RJ8M1LY8.uasset" in __ExternalActors__ folders.
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///
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/// Algorithm:
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/// 1. Heuristic Header Scan - locates Name Map bypassing UE version differences
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/// 2. Index-based Search - finds ActorLabel/FolderLabel and StrProperty indices
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/// 3. Pattern Matching - finds 16-byte tag [Label_Index, 0, StrProperty_Index, 0]
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/// 4. Value Extraction - extracts the string value following the pattern
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///
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/// Compatibility: UE 4.26 - 5.7+
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/// Performance: ~0.1 ms/file
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/// </summary>
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public static class DecodeOFPAPath
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{
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// Unreal Engine asset magic number (little-endian: 0x9E2A83C1)
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private static readonly byte[] UnrealMagic = { 0xC1, 0x83, 0x2A, 0x9E };
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private const int HeaderScanLimit = 1024;
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private const int MaxStringLength = 256;
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private const int PropertyTagWindow = 150;
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/// <summary>
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/// Result of decoding an OFPA file.
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/// </summary>
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public readonly struct DecodeResult : IEquatable<DecodeResult>
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{
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public string LabelType { get; }
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public string LabelValue { get; }
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public DecodeResult(string labelType, string labelValue)
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{
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LabelType = labelType;
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LabelValue = labelValue;
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}
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public bool Equals(DecodeResult other) =>
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LabelType == other.LabelType && LabelValue == other.LabelValue;
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public override bool Equals(object? obj) =>
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obj is DecodeResult other && Equals(other);
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public override int GetHashCode() =>
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HashCode.Combine(LabelType, LabelValue);
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public static bool operator ==(DecodeResult left, DecodeResult right) =>
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left.Equals(right);
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public static bool operator !=(DecodeResult left, DecodeResult right) =>
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!left.Equals(right);
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}
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/// <summary>
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/// Checks if the given path is an OFPA file (inside __ExternalActors__ or __ExternalObjects__ folder).
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/// </summary>
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public static bool IsOFPAFile(string path)
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{
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return path.Contains("__ExternalActors__", StringComparison.Ordinal) ||
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path.Contains("__ExternalObjects__", StringComparison.Ordinal);
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}
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/// <summary>
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/// Decodes the actor/folder label from a .uasset file.
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/// </summary>
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/// <param name="filePath">Path to the .uasset file</param>
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/// <returns>Decoded label or null if file is invalid or not an OFPA file</returns>
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public static DecodeResult? Decode(string filePath)
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{
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try
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{
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var data = File.ReadAllBytes(filePath);
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return DecodeFromData(data);
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}
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catch
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{
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return null;
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}
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}
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/// <summary>
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/// Decodes the actor/folder label from raw .uasset file data.
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/// </summary>
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/// <param name="data">Raw bytes of the .uasset file</param>
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/// <returns>Decoded label or null if data is invalid</returns>
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public static DecodeResult? DecodeFromData(byte[] data)
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{
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if (data == null || data.Length < 20)
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return null;
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// Check magic number
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if (data[0] != UnrealMagic[0] || data[1] != UnrealMagic[1] ||
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data[2] != UnrealMagic[2] || data[3] != UnrealMagic[3])
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return null;
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return ParseUAsset(data);
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}
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private static DecodeResult? ParseUAsset(byte[] data)
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{
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int size = data.Length;
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// Fast path: find '/' to locate FolderName string
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int start = 20;
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int slashOff = FindByte(data, (byte)'/', 20, Math.Min(size, HeaderScanLimit));
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if (slashOff >= 24)
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{
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int pLen = ReadInt32(data, slashOff - 4);
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if (pLen > 0 && pLen < MaxStringLength)
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start = slashOff - 4;
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}
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// Scan for name_count and name_offset
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int headerLen = Math.Min(size, HeaderScanLimit);
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int limit = headerLen - 20;
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int nameCount = 0;
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int nameOffset = 0;
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for (int off = start; off < limit; off++)
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{
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int pLen = ReadInt32(data, off);
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if (pLen > 0 && pLen < MaxStringLength)
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{
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int strEnd = off + 4 + pLen;
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if (strEnd > limit)
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break;
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byte ch = data[off + 4];
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// Check for '/' or "None"
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if (ch == 47 || (ch == 78 && MatchBytes(data, off + 4, "None")))
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{
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int baseOff = strEnd;
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if (baseOff + 12 <= headerLen)
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{
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int nc = ReadInt32(data, baseOff + 4);
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int no = ReadInt32(data, baseOff + 8);
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if (nc > 0 && nc < 100000 && no > 0 && no < size)
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{
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nameCount = nc;
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nameOffset = no;
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break;
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}
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}
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}
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}
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}
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if (nameCount == 0)
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return null;
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// Parse Name Map - find target indices
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int labelIdx = -1;
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int strIdx = -1;
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string? labelType = null;
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int pos = nameOffset;
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for (int i = 0; i < nameCount && pos + 4 <= size; i++)
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{
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int sLen = ReadInt32(data, pos);
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pos += 4;
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if (sLen > 0)
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{
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int end = pos + sLen;
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if (end > size)
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break;
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// Check for target strings
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if (sLen == 11 && labelIdx < 0 && MatchBytes(data, pos, "ActorLabel"))
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{
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labelIdx = i;
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labelType = "ActorLabel";
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}
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else if (sLen == 12)
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{
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if (MatchBytes(data, pos, "StrProperty"))
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{
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strIdx = i;
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}
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else if (labelIdx < 0 && MatchBytes(data, pos, "FolderLabel"))
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{
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labelIdx = i;
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labelType = "FolderLabel";
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}
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}
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else if (sLen == 6 && labelIdx < 0 && MatchBytes(data, pos, "Label"))
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{
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labelIdx = i;
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labelType = "Label";
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}
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pos = end;
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if (labelIdx >= 0 && strIdx >= 0)
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break;
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}
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else if (sLen < 0)
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{
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// UTF-16 string
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pos += (-sLen) * 2;
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}
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// Skip hash value if present
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if (pos + 4 <= size)
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{
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int nv = ReadInt32(data, pos);
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if (nv == 0 || nv < -512 || nv > 512)
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pos += 4;
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}
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}
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if (labelIdx < 0 || strIdx < 0 || labelType == null)
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return null;
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// Find property tag pattern: [labelIdx, 0, strIdx, 0]
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byte[] pattern = new byte[16];
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BinaryPrimitives.WriteInt32LittleEndian(pattern.AsSpan(0), labelIdx);
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BinaryPrimitives.WriteInt32LittleEndian(pattern.AsSpan(4), 0);
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BinaryPrimitives.WriteInt32LittleEndian(pattern.AsSpan(8), strIdx);
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BinaryPrimitives.WriteInt32LittleEndian(pattern.AsSpan(12), 0);
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int tagOff = FindPattern(data, pattern);
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if (tagOff == -1)
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return null;
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// Extract string value
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int searchStart = tagOff + 16;
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int searchEnd = Math.Min(searchStart + PropertyTagWindow, size);
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for (int i = searchStart; i < searchEnd - 4; i++)
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{
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int pLen = ReadInt32(data, i);
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if (pLen > 0 && pLen < 128)
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{
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int strEnd = i + 4 + pLen - 1; // -1 for null terminator
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if (strEnd <= searchEnd)
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{
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// Check if it's printable ASCII
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bool valid = true;
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for (int j = i + 4; j < strEnd && valid; j++)
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{
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byte b = data[j];
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if (b < 32 || b > 126)
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valid = false;
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}
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if (valid && strEnd > i + 4)
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{
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string value = Encoding.ASCII.GetString(data, i + 4, strEnd - i - 4);
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return new DecodeResult(labelType, value);
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}
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}
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}
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else if (pLen < 0 && pLen > -128)
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{
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// UTF-16 string
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int strEnd = i + 4 + ((-pLen) * 2) - 2; // -2 for null terminator
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if (strEnd <= searchEnd && strEnd > i + 4)
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{
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try
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{
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string value = Encoding.Unicode.GetString(data, i + 4, strEnd - i - 4);
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return new DecodeResult(labelType, value);
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}
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catch
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{
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// Invalid UTF-16, continue searching
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}
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}
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}
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}
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return null;
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}
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private static int ReadInt32(byte[] data, int offset)
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{
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return BinaryPrimitives.ReadInt32LittleEndian(data.AsSpan(offset));
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}
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private static int FindByte(byte[] data, byte value, int start, int end)
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{
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for (int i = start; i < end; i++)
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{
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if (data[i] == value)
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return i;
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}
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return -1;
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}
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private static bool MatchBytes(byte[] data, int offset, string str)
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{
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if (offset + str.Length > data.Length)
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return false;
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for (int i = 0; i < str.Length; i++)
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{
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if (data[offset + i] != (byte)str[i])
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return false;
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}
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return true;
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}
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private static int FindPattern(byte[] data, byte[] pattern)
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{
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int end = data.Length - pattern.Length;
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for (int i = 0; i <= end; i++)
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{
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bool match = true;
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for (int j = 0; j < pattern.Length && match; j++)
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{
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if (data[i + j] != pattern[j])
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match = false;
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}
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if (match)
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return i;
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}
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return -1;
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}
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}
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}

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