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import zipfile
import tempfile
import json
import re
import subprocess
import UnityPy
from fastapi import FastAPI, UploadFile, File
from fastapi.responses import FileResponse
from fastapi.middleware.cors import CORSMiddleware
from typing import Optional
app = FastAPI()
app.add_middleware(
CORSMiddleware,
allow_origins=["*"],
allow_credentials=True,
allow_methods=["*"],
allow_headers=["*"],
)
@app.post("/generate_dll")
async def generate_dll(binary_file: UploadFile = File(...), metadata_file: UploadFile = File(...)):
temp_dir = tempfile.mkdtemp()
binary_path = os.path.join(temp_dir, binary_file.filename)
metadata_path = os.path.join(temp_dir, metadata_file.filename)
with open(binary_path, "wb") as f: f.write(await binary_file.read())
with open(metadata_path, "wb") as f: f.write(await metadata_file.read())
output_dir = os.path.join(temp_dir, "output")
os.makedirs(output_dir, exist_ok=True)
subprocess.run(["/app/dumper/Il2CppDumper", binary_path, metadata_path, output_dir], capture_output=True)
zip_path = os.path.join(temp_dir, "DummyDlls.zip")
with zipfile.ZipFile(zip_path, 'w', zipfile.ZIP_DEFLATED) as zipf:
for root, _, files in os.walk(output_dir):
for file in files:
if file.endswith(".dll"): zipf.write(os.path.join(root, file), arcname=file)
return FileResponse(zip_path, media_type="application/zip", filename="DummyDlls.zip")
@app.post("/extract")
async def extract_dialogues(file: UploadFile = File(...), assembly_file: Optional[UploadFile] = File(None)):
temp_dir = tempfile.mkdtemp()
asset_path = os.path.join(temp_dir, file.filename)
with open(asset_path, "wb") as f: f.write(await file.read())
env = UnityPy.load(asset_path)
zip_filename = os.path.join(temp_dir, f"{file.filename}_dialogues.zip")
extracted_count = 0
with zipfile.ZipFile(zip_filename, 'w', zipfile.ZIP_DEFLATED) as zipf:
for obj in env.objects:
if obj.type.name in ["TextAsset", "MonoBehaviour"]:
# Dosya ismini geri paketlerken tanıyabilmemiz için ID'yi garanti altına alıyoruz
obj_name = f"{obj.type.name}_{obj.path_id}"
if obj.type.name == "MonoBehaviour":
raw_data = obj.get_raw_data()
found_strings = {}
i = 28
while i <= len(raw_data) - 4:
length = int.from_bytes(raw_data[i:i+4], 'little')
if 2 <= length <= 5000 and (i + 4 + length) <= len(raw_data):
str_bytes = raw_data[i+4 : i+4+length]
pad_len = (4 - (length % 4)) % 4
if (i + 4 + length + pad_len) <= len(raw_data):
padding = raw_data[i+4+length : i+4+length+pad_len]
if all(b == 0 for b in padding):
try:
text = str_bytes.decode('utf-8')
if len(text.strip()) > 1 and any(c.isalpha() for c in text):
found_strings[text] = text
i += 4 + length + pad_len
continue
except UnicodeDecodeError:
pass
i += 4
if found_strings:
zipf.writestr(f"{obj_name}_raw.json", json.dumps(found_strings, indent=4, ensure_ascii=False).encode('utf-8'))
extracted_count += 1
elif obj.type.name == "TextAsset":
try:
content = obj.read().text.encode('utf-8')
zipf.writestr(f"{obj_name}.txt", content)
extracted_count += 1
except: pass
return FileResponse(zip_filename, media_type="application/zip", filename=f"{file.filename}_dialogues.zip")
@app.post("/repack")
async def repack_dialogues(asset_file: UploadFile = File(...), mod_zip: UploadFile = File(...)):
temp_dir = tempfile.mkdtemp()
asset_path = os.path.join(temp_dir, asset_file.filename)
zip_path = os.path.join(temp_dir, mod_zip.filename)
with open(asset_path, "wb") as f: f.write(await asset_file.read())
with open(zip_path, "wb") as f: f.write(await mod_zip.read())
# DİNAMİK PAKETLEME VE IŞIK HIZINDA O(1) ALGORİTMASI
env = UnityPy.load(asset_path)
# 1. Zip'in içindeki çevirileri ID'lerine göre hafızaya al (Hız Aşırtma)
path_id_to_translations = {}
with zipfile.ZipFile(zip_path, 'r') as zipf:
for file_info in zipf.infolist():
filename = file_info.filename
if filename.endswith(".json"):
# Regex ile dosya isminden ID'yi güvenle kopar
match = re.search(r'_(\d+)(_raw)?\.json$', filename)
if match:
path_id = int(match.group(1))
content = zipf.read(filename)
path_id_to_translations[path_id] = json.loads(content.decode('utf-8'))
# 2. Oyun dosyasını sadece BİR KERE tara (Zaman Aşımını Kırar)
for obj in env.objects:
if obj.path_id in path_id_to_translations:
translations = path_id_to_translations[obj.path_id]
if obj.type.name == "MonoBehaviour":
raw_data = obj.get_raw_data()
patched_data = bytearray(raw_data)
for orig_str, trans_str in translations.items():
if orig_str == trans_str: continue
# Orijinal metnin tam Binary (İkili) haritasını çıkar
orig_bytes = orig_str.encode('utf-8')
orig_pad = (4 - (len(orig_bytes) % 4)) % 4
orig_block = len(orig_bytes).to_bytes(4, 'little') + orig_bytes + (b'\x00' * orig_pad)
# Çevrilmiş YENİ metnin (uzunluğu fark etmeksizin) Binary haritasını çıkar
trans_bytes = trans_str.encode('utf-8')
trans_pad = (4 - (len(trans_bytes) % 4)) % 4
trans_block = len(trans_bytes).to_bytes(4, 'little') + trans_bytes + (b'\x00' * trans_pad)
# Bloğu değiştir (Eski sınırlar kalktı!)
patched_data = patched_data.replace(orig_block, trans_block)
# Değişmiş veriyi kaydet (UnityPy burada POINTER REBUILD yapar!)
obj.set_raw_data(bytes(patched_data))
# 3. Dosyayı Kaydet
output_path = os.path.join(temp_dir, f"repacked_{asset_file.filename}")
with open(output_path, "wb") as f: f.write(env.file.save())
return FileResponse(output_path, media_type="application/octet-stream", filename=asset_file.filename)
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