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// Copyright 2024 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#ifdef USE_RETRO_ACHIEVEMENTS
#include <array>
#include <map>
#include <string>
#include <string_view>
#include <vector>
#include <fmt/format.h>
#include <gtest/gtest.h>
#include <picojson.h>
#include "Common/BitUtils.h"
#include "Common/CommonPaths.h"
#include "Common/Crypto/SHA1.h"
#include "Common/FileUtil.h"
#include "Common/IOFile.h"
#include "Common/IniFile.h"
#include "Common/JsonUtil.h"
#include "Core/AchievementManager.h"
#include "Core/ActionReplay.h"
#include "Core/CheatCodes.h"
#include "Core/GeckoCode.h"
#include "Core/GeckoCodeConfig.h"
#include "Core/PatchEngine.h"
struct GameHashes
{
std::string game_title;
std::map<std::string /*hash*/, std::string /*patch name*/> hashes;
};
using AllowList = std::map<std::string /*ID*/, GameHashes>;
template <typename T>
void ReadVerified(const Common::IniFile& ini, const std::string& filename,
const std::string& section, bool enabled, std::vector<T>* codes);
TEST(PatchAllowlist, VerifyHashes)
{
// Iterate over GameSettings directory
picojson::object new_allowlist;
std::string cur_directory = File::GetExeDirectory()
#if defined(__APPLE__)
+ DIR_SEP "Tests" // FIXME: Ugly hack.
#endif
;
std::string sys_directory = cur_directory + DIR_SEP "Sys";
auto directory =
File::ScanDirectoryTree(fmt::format("{}{}GameSettings", sys_directory, DIR_SEP), false);
for (const auto& file : directory.children)
{
// Load ini file
picojson::object approved;
Common::IniFile ini_file;
ini_file.Load(file.physicalName, true);
std::string game_id = file.virtualName.substr(0, file.virtualName.find_first_of('.'));
std::vector<PatchEngine::Patch> patches;
PatchEngine::LoadPatchSection("OnFrame", &patches, ini_file, Common::IniFile());
std::vector<Gecko::GeckoCode> geckos = Gecko::LoadCodes(Common::IniFile(), ini_file);
std::vector<ActionReplay::ARCode> action_replays =
ActionReplay::LoadCodes(Common::IniFile(), ini_file);
// Filter patches for RetroAchievements approved
ReadVerified<PatchEngine::Patch>(ini_file, game_id, "Patches_RetroAchievements_Verified", true,
&patches);
ReadVerified<Gecko::GeckoCode>(ini_file, game_id, "Gecko_RetroAchievements_Verified", true,
&geckos);
ReadVerified<ActionReplay::ARCode>(ini_file, game_id, "AR_RetroAchievements_Verified", true,
&action_replays);
// Iterate over approved patches
for (const auto& patch : patches)
{
if (!patch.enabled)
continue;
// Hash patch
auto context = Common::SHA1::CreateContext();
context->Update(Common::BitCastToArray<u8>(static_cast<u64>(patch.entries.size())));
for (const auto& entry : patch.entries)
{
context->Update(Common::BitCastToArray<u8>(entry.type));
context->Update(Common::BitCastToArray<u8>(entry.address));
context->Update(Common::BitCastToArray<u8>(entry.value));
context->Update(Common::BitCastToArray<u8>(entry.comparand));
context->Update(Common::BitCastToArray<u8>(entry.conditional));
}
auto digest = context->Finish();
approved[patch.name] = picojson::value(Common::SHA1::DigestToString(digest));
}
// Iterate over approved geckos
for (const auto& code : geckos)
{
if (!code.enabled)
continue;
// Hash patch
auto context = Common::SHA1::CreateContext();
context->Update(Common::BitCastToArray<u8>(static_cast<u64>(code.codes.size())));
for (const auto& entry : code.codes)
{
context->Update(Common::BitCastToArray<u8>(entry.address));
context->Update(Common::BitCastToArray<u8>(entry.data));
}
auto digest = context->Finish();
approved[code.name] = picojson::value(Common::SHA1::DigestToString(digest));
}
// Iterate over approved AR codes
for (const auto& code : action_replays)
{
if (!code.enabled)
continue;
// Hash patch
auto context = Common::SHA1::CreateContext();
context->Update(Common::BitCastToArray<u8>(static_cast<u64>(code.ops.size())));
for (const auto& entry : code.ops)
{
context->Update(Common::BitCastToArray<u8>(entry.cmd_addr));
context->Update(Common::BitCastToArray<u8>(entry.value));
}
auto digest = context->Finish();
approved[code.name] = picojson::value(Common::SHA1::DigestToString(digest));
}
// Add approved patches and codes to tree
if (!approved.empty())
new_allowlist[game_id] = picojson::value(approved);
}
// Hash new allowlist
std::string new_allowlist_str = picojson::value(new_allowlist).serialize();
auto context = Common::SHA1::CreateContext();
context->Update(new_allowlist_str);
auto digest = context->Finish();
if (digest != AchievementManager::APPROVED_LIST_HASH)
{
ADD_FAILURE() << "Approved list hash does not match the one in AchievementMananger."
<< std::endl
<< "Please update APPROVED_LIST_HASH to the following:" << std::endl
<< Common::SHA1::DigestToString(digest);
}
// Compare with old allowlist
static constexpr std::string_view APPROVED_LIST_FILENAME = "ApprovedInis.json";
std::string old_allowlist;
std::string error;
const auto& list_filepath = fmt::format("{}{}{}", sys_directory, DIR_SEP, APPROVED_LIST_FILENAME);
if (!File::ReadFileToString(list_filepath, old_allowlist) || old_allowlist != new_allowlist_str)
{
static constexpr std::string_view NEW_APPROVED_LIST_FILENAME = "New-ApprovedInis.json";
const auto& new_list_filepath =
fmt::format("{}{}{}", sys_directory, DIR_SEP, NEW_APPROVED_LIST_FILENAME);
if (!JsonToFile(new_list_filepath, picojson::value(new_allowlist), false))
{
ADD_FAILURE() << "Failed to write new approved list to " << list_filepath;
}
ADD_FAILURE() << "Approved list needs to be updated. Please run this test in your" << std::endl
<< "local environment and copy" << std::endl
<< new_list_filepath << std::endl
<< "to Data/Sys/ApprovedInis.json to pass this test.";
}
}
template <typename T>
void ReadVerified(const Common::IniFile& ini, const std::string& filename,
const std::string& section, bool enabled, std::vector<T>* codes)
{
for (auto& code : *codes)
code.enabled = false;
std::vector<std::string> lines;
ini.GetLines(section, &lines, false);
for (const std::string& line : lines)
{
if (line.empty() || line[0] != '$')
continue;
bool found = false;
for (T& code : *codes)
{
// Exclude the initial '$' from the comparison.
if (line.compare(1, std::string::npos, code.name) == 0)
{
code.enabled = enabled;
found = true;
}
}
if (!found)
{
// Report: approved patch in ini doesn't actually exist
ADD_FAILURE() << "Code with approval not found" << std::endl
<< "Game ID: " << filename << std::endl
<< "Name: \"" << line << "\"";
}
}
}
#endif // USE_RETRO_ACHIEVEMENTS
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