mirror of
https://github.com/sp-tarkov/assembly-tool.git
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Adds the source code used for this modification, this de4dot source code has been cleaned of any things not needed for deobfuscating the tarkov assembly Co-authored-by: 静穏靄 <170472707+seionmoya@users.noreply.github.com>
292 lines
8.4 KiB
C#
292 lines
8.4 KiB
C#
/*
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Copyright (C) 2011-2015 de4dot@gmail.com
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This file is part of de4dot.
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de4dot is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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de4dot is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with de4dot. If not, see <http://www.gnu.org/licenses/>.
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*/
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using System;
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using System.Collections.Generic;
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namespace de4dot.blocks {
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class BlocksSorter {
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ScopeBlock scopeBlock;
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class BlockInfo {
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public int dfsNumber = -1;
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public int low;
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public BaseBlock baseBlock;
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public bool onStack;
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public BlockInfo(BaseBlock baseBlock) => this.baseBlock = baseBlock;
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public bool Visited() => dfsNumber >= 0;
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public override string ToString() => $"L:{low}, D:{dfsNumber}, S:{onStack}";
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}
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// It uses Tarjan's strongly connected components algorithm to find all SCCs.
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// See http://www.ics.uci.edu/~eppstein/161/960220.html or wikipedia for a good explanation.
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// The non-Tarjan code is still pretty simple and can (should) be improved.
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class Sorter {
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ScopeBlock scopeBlock;
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IList<BaseBlock> validBlocks;
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Dictionary<BaseBlock, BlockInfo> blockToInfo = new Dictionary<BaseBlock, BlockInfo>();
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Stack<BlockInfo> stack = new Stack<BlockInfo>();
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List<BaseBlock> sorted;
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int dfsNumber = 0;
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bool skipFirstBlock;
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BaseBlock firstBlock;
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public Sorter(ScopeBlock scopeBlock, IList<BaseBlock> validBlocks, bool skipFirstBlock) {
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this.scopeBlock = scopeBlock;
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this.validBlocks = validBlocks;
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this.skipFirstBlock = skipFirstBlock;
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}
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public List<BaseBlock> Sort() {
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if (validBlocks.Count == 0)
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return new List<BaseBlock>();
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if (skipFirstBlock)
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firstBlock = validBlocks[0];
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foreach (var block in validBlocks) {
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if (block != firstBlock)
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blockToInfo[block] = new BlockInfo(block);
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}
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sorted = new List<BaseBlock>(validBlocks.Count);
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var finalList = new List<BaseBlock>(validBlocks.Count);
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if (firstBlock is Block) {
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foreach (var target in GetTargets(firstBlock)) {
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Visit(target);
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finalList.AddRange(sorted);
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sorted.Clear();
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}
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}
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foreach (var bb in validBlocks) {
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Visit(bb);
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finalList.AddRange(sorted);
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sorted.Clear();
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}
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if (stack.Count > 0)
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throw new ApplicationException("Stack isn't empty");
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if (firstBlock != null)
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finalList.Insert(0, firstBlock);
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else if (validBlocks[0] != finalList[0]) {
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// Make sure the original first block is first
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int index = finalList.IndexOf(validBlocks[0]);
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finalList.RemoveAt(index);
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finalList.Insert(0, validBlocks[0]);
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}
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return finalList;
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}
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void Visit(BaseBlock bb) {
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var info = GetInfo(bb);
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if (info == null)
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return;
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if (info.baseBlock == firstBlock)
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return;
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if (info.Visited())
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return;
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Visit(info);
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}
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BlockInfo GetInfo(BaseBlock baseBlock) {
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baseBlock = scopeBlock.ToChild(baseBlock);
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if (baseBlock == null)
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return null;
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blockToInfo.TryGetValue(baseBlock, out var info);
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return info;
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}
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List<BaseBlock> GetTargets(BaseBlock baseBlock) {
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var list = new List<BaseBlock>();
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if (baseBlock is Block block)
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AddTargets(list, block.GetTargets());
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else if (baseBlock is TryBlock)
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AddTargets(list, (TryBlock)baseBlock);
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else if (baseBlock is TryHandlerBlock)
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AddTargets(list, (TryHandlerBlock)baseBlock);
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else
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AddTargets(list, (ScopeBlock)baseBlock);
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return list;
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}
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void AddTargets(List<BaseBlock> dest, TryBlock tryBlock) {
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AddTargets(dest, (ScopeBlock)tryBlock);
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foreach (var tryHandlerBlock in tryBlock.TryHandlerBlocks) {
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dest.Add(tryHandlerBlock);
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AddTargets(dest, tryHandlerBlock);
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}
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}
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void AddTargets(List<BaseBlock> dest, TryHandlerBlock tryHandlerBlock) {
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AddTargets(dest, (ScopeBlock)tryHandlerBlock);
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dest.Add(tryHandlerBlock.FilterHandlerBlock);
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AddTargets(dest, tryHandlerBlock.FilterHandlerBlock);
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dest.Add(tryHandlerBlock.HandlerBlock);
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AddTargets(dest, tryHandlerBlock.HandlerBlock);
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}
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void AddTargets(List<BaseBlock> dest, ScopeBlock scopeBlock) {
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foreach (var block in scopeBlock.GetAllBlocks())
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AddTargets(dest, block.GetTargets());
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}
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void AddTargets(List<BaseBlock> dest, IEnumerable<Block> source) {
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var list = new List<Block>(source);
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list.Reverse();
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foreach (var block in list)
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dest.Add(block);
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}
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struct VisitState {
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public BlockInfo Info;
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public List<BaseBlock> Targets;
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public int TargetIndex;
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public BlockInfo TargetInfo;
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public VisitState(BlockInfo info) {
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Info = info;
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Targets = null;
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TargetIndex = 0;
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TargetInfo = null;
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}
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}
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Stack<VisitState> visitStateStack = new Stack<VisitState>();
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void Visit(BlockInfo info) {
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// This method used to be recursive but to prevent stack overflows,
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// it's not recursive anymore.
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var state = new VisitState(info);
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recursive_call:
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if (state.Info.baseBlock == firstBlock)
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throw new ApplicationException("Can't visit firstBlock");
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stack.Push(state.Info);
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state.Info.onStack = true;
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state.Info.dfsNumber = dfsNumber;
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state.Info.low = dfsNumber;
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dfsNumber++;
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state.Targets = GetTargets(state.Info.baseBlock);
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state.TargetIndex = 0;
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return_to_caller:
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for (; state.TargetIndex < state.Targets.Count; state.TargetIndex++) {
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state.TargetInfo = GetInfo(state.Targets[state.TargetIndex]);
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if (state.TargetInfo == null)
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continue;
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if (state.TargetInfo.baseBlock == firstBlock)
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continue;
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if (!state.TargetInfo.Visited()) {
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visitStateStack.Push(state);
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state = new VisitState(state.TargetInfo);
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goto recursive_call;
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}
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else if (state.TargetInfo.onStack)
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state.Info.low = Math.Min(state.Info.low, state.TargetInfo.dfsNumber);
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}
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if (state.Info.low != state.Info.dfsNumber)
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goto return_from_method;
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var sccBlocks = new List<BaseBlock>();
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while (true) {
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var poppedInfo = stack.Pop();
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poppedInfo.onStack = false;
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sccBlocks.Add(poppedInfo.baseBlock);
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if (ReferenceEquals(state.Info, poppedInfo))
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break;
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}
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if (sccBlocks.Count > 1) {
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sccBlocks.Reverse();
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var result = new Sorter(scopeBlock, sccBlocks, true).Sort();
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SortLoopBlock(result);
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sorted.InsertRange(0, result);
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}
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else {
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sorted.Insert(0, sccBlocks[0]);
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}
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return_from_method:
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if (visitStateStack.Count == 0)
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return;
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state = visitStateStack.Pop();
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state.Info.low = Math.Min(state.Info.low, state.TargetInfo.low);
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state.TargetIndex++;
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goto return_to_caller;
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}
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void SortLoopBlock(List<BaseBlock> list) {
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// Some popular decompilers sometimes produce bad output unless the loop condition
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// checker block is at the end of the loop. Eg., they may use a while loop when
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// it's really a for/foreach loop.
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var loopStart = GetLoopStartBlock(list);
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if (loopStart == null)
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return;
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if (!list.Remove(loopStart))
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throw new ApplicationException("Could not remove block");
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list.Add(loopStart);
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}
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Block GetLoopStartBlock(List<BaseBlock> list) {
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var loopBlocks = new Dictionary<Block, bool>(list.Count);
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foreach (var bb in list) {
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if (bb is Block block)
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loopBlocks[block] = true;
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}
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var targetBlocks = new Dictionary<Block, int>();
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foreach (var bb in list) {
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var block = bb as Block;
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if (block == null)
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continue;
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foreach (var source in block.Sources) {
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if (loopBlocks.ContainsKey(source))
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continue;
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targetBlocks.TryGetValue(block, out int count);
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targetBlocks[block] = count + 1;
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}
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}
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int max = -1;
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Block loopStart = null;
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foreach (var kv in targetBlocks) {
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if (kv.Value <= max)
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continue;
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max = kv.Value;
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loopStart = kv.Key;
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}
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return loopStart;
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}
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}
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public BlocksSorter(ScopeBlock scopeBlock) => this.scopeBlock = scopeBlock;
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public List<BaseBlock> Sort() {
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var sorted = new Sorter(scopeBlock, scopeBlock.BaseBlocks, false).Sort();
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return new ForwardScanOrder(scopeBlock, sorted).Fix();
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}
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}
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}
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