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jadeite/game_payload/src/hi3.c

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#include <utils.h>
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#include <msg.h>
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#include <game.h>
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const char *HI3_BASE_MODULE_NAME = "BH3Base.dll";
const char *HI3_ASSEMBLY_NAME = "UserAssembly.dll";
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const char *HI3_TVM_SECTION_NAME = ".tvm0";
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struct crc_id_pair {
uint32_t crc;
enum game_id id;
};
const struct crc_id_pair HI3_REGIONS[] = {
// It may be possible to get rid of region-specific data altogether in the future
{ 0xcb8041ff, GAME_HI3_GLB }, // glb v6.8.0
{ 0x104cbfc5, GAME_HI3_SEA }, // sea v6.8.0
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{ 0x2efd9099, GAME_HI3_CN }, // cn v6.8.0
{ 0x30fa5b0f, GAME_HI3_TW }, // tw v6.8.0
{ 0xe47327fb, GAME_HI3_KR }, // kr v6.8.0
{ 0x992b6b63, GAME_HI3_JP } // jp v6.8.0
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};
void hi3_fill_data(struct game_data *buf) {
uint32_t crc = utils_file_crc32c(L"UnityPlayer.dll");
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enum game_id id = GAME_INVALID;
for (size_t i = 0; i < sizeof(HI3_REGIONS) / sizeof(struct crc_id_pair); i++) {
if (HI3_REGIONS[i].crc == crc) {
id = HI3_REGIONS[i].id;
}
}
if (id == GAME_INVALID) {
msg_err_a("Invalid UnityPlayer.dll checksum: %x", crc);
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}
buf->id = id;
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buf->base_module_name = HI3_BASE_MODULE_NAME;
buf->assembly_name = HI3_ASSEMBLY_NAME;
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buf->tvm_section_name = HI3_TVM_SECTION_NAME;
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buf->unityplayer_callback = NULL;
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}