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sav_parse.py
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executable file
·1940 lines (1760 loc) · 103 KB
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#!/usr/bin/env python3
# This file is part of the Satisfactory Save Parser distribution
# (https://github.com/GreyHak/sat_sav_parse).
# Copyright (c) 2024-2026 GreyHak (github.com/GreyHak).
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, version 3.
#
# This program is distributed in the hope that it will be useful, but
# WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
# General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
# Potentially Helpful References:
# - https://satisfactory.wiki.gg/wiki/Save_files#Save_file_format
# - https://github.com/moritz-h/satisfactory-3d-map
import datetime
import enum
import glob
import os
import struct
import sys
import zlib
import string
from sav_data.data import CONVEYOR_BELTS, SOMERSLOOP, MERCER_SPHERE, MERCER_SHRINE, POWER_SLUG
import sav_data.readableNames
PROGRESS_BAR_ENABLE_DECOMPRESS = True
PROGRESS_BAR_ENABLE_PARSE = True
PROGRESS_BAR_ENABLE_DUMP = True
PRINT_DEBUG = False
class HistoryType(enum.Enum):
NONE = 255
BASE = 0
ARGUMENT_FORMAT = 3
STRING_TABLE_ENTRY = 11
satisfactoryCalculatorInteractiveMapExtras: list[str] = []
class ParseError(Exception):
pass
def parseInt8(offset: int, data) -> tuple:
nextOffset = offset + 1
if nextOffset > len(data):
raise ParseError(f"Offset {offset} too large for int8 in {len(data)}-byte data.")
return (nextOffset, struct.unpack("<c", data[offset:nextOffset])[0])
def parseUint8(offset: int, data) -> tuple:
nextOffset = offset + 1
if nextOffset > len(data):
raise ParseError(f"Offset {offset} too large for uint8 in {len(data)}-byte data.")
return (nextOffset, struct.unpack("<B", data[offset:nextOffset])[0])
def parseUint16(offset: int, data) -> tuple:
nextOffset = offset + 2
if nextOffset > len(data):
raise ParseError(f"Offset {offset} too large for uint16 in {len(data)}-byte data.")
return (nextOffset, struct.unpack("<H", data[offset:nextOffset])[0])
def parseInt32(offset: int, data) -> tuple:
nextOffset = offset + 4
if nextOffset > len(data):
raise ParseError(f"Offset {offset} too large for int32 in {len(data)}-byte data.")
return (nextOffset, struct.unpack("<i", data[offset:nextOffset])[0])
def parseUint32(offset: int, data) -> tuple:
nextOffset = offset + 4
if nextOffset > len(data):
raise ParseError(f"Offset {offset} too large for uint32 in {len(data)}-byte data.")
return (nextOffset, struct.unpack("<I", data[offset:nextOffset])[0])
def parseInt64(offset: int, data) -> tuple:
nextOffset = offset + 8
if nextOffset > len(data):
raise ParseError(f"Offset {offset} too large for int64 in {len(data)}-byte data.")
return (nextOffset, struct.unpack("<q", data[offset:nextOffset])[0])
def parseUint64(offset: int, data) -> tuple:
nextOffset = offset + 8
if nextOffset > len(data):
raise ParseError(f"Offset {offset} too large for int64 in {len(data)}-byte data.")
return (nextOffset, struct.unpack("<Q", data[offset:nextOffset])[0])
def parseFloat(offset: int, data) -> tuple:
nextOffset = offset + 4
if nextOffset > len(data):
raise ParseError(f"Offset {offset} too large for float in {len(data)}-byte data.")
return (nextOffset, struct.unpack("<f", data[offset:nextOffset])[0])
def parseDouble(offset: int, data) -> tuple:
nextOffset = offset + 8
if nextOffset > len(data):
raise ParseError(f"Offset {offset} too large for double in {len(data)}-byte data.")
return (nextOffset, struct.unpack("<d", data[offset:nextOffset])[0])
def parseBool(offset: int, data, parser, contextForException) -> tuple[int, bool]:
startOffset = offset
(offset, flag) = parser(offset, data)
if flag != 0 and flag != 1:
raise ParseError(f"Oops: Inaccurate assumption of {contextForException} value. Actual={flag} at offset {startOffset}")
return (offset, flag != 0)
def parseString(offset: int, data) -> tuple[int, str]:
(offset, strlen) = parseInt32(offset, data)
if strlen == 0:
return (offset, "")
if len(data) < offset + abs(strlen):
raise ParseError(f"String length too large, size {strlen} at offset {offset-4}.")
try:
if strlen > 0:
decodedString = data[offset:offset+strlen-1].decode()
else:
decodedString = data[offset:offset-strlen*2-2].decode("utf-16")
strlen = -strlen * 2
except UnicodeDecodeError as error:
raise ParseError(f"String decode failure at offset {offset} of length {strlen}: {error}")
return (offset + strlen, decodedString)
def parseData(offset: int, data, length: int) -> tuple:
if offset + length > len(data):
raise ParseError(f"Offset {offset} too large for data of length {length} in {len(data)}-byte data.")
return (offset + length, data[offset:offset+length])
def parseTextProperty(offset: int, data) -> tuple:
(offset, flags) = parseUint32(offset, data)
(offset, historyType) = parseUint8(offset, data)
if historyType == HistoryType.NONE.value:
(offset, isTextCultureInvariant) = parseUint32(offset, data)
(offset, s) = parseString(offset, data)
textProperty = [flags, historyType, isTextCultureInvariant, s]
elif historyType == HistoryType.BASE.value: # Only observed in modded save
(offset, namespace) = parseString(offset, data)
(offset, key) = parseString(offset, data)
(offset, value) = parseString(offset, data)
textProperty = [flags, historyType, namespace, key, value]
elif historyType == HistoryType.ARGUMENT_FORMAT.value: # Only observed in modded save (for propertyName="mMapText")
offset = confirmBasicType(offset, data, parseUint32, 8)
offset = confirmBasicType(offset, data, parseUint8, 0)
offset = confirmBasicType(offset, data, parseUint32, 1)
offset = confirmBasicType(offset, data, parseUint8, 0)
(offset, uuid) = parseString(offset, data)
(offset, format) = parseString(offset, data)
(offset, argCount) = parseUint32(offset, data)
args = []
for idx in range(argCount):
(offset, argName) = parseString(offset, data)
offset = confirmBasicType(offset, data, parseUint8, 4)
(offset, argFlags) = parseUint32(offset, data) # some-nuclear.sav
offset = confirmBasicType(offset, data, parseUint8, 255) # historyType
offset = confirmBasicType(offset, data, parseUint32, 1) # isTextCultureInvariant
(offset, argValue) = parseString(offset, data)
args.append([argName, argValue, argFlags])
textProperty = [flags, historyType, uuid, format, args]
elif historyType == HistoryType.STRING_TABLE_ENTRY.value: # Only observed in modded save
(offset, tableId) = parseString(offset, data)
(offset, textKey) = parseString(offset, data)
textProperty = [flags, historyType, tableId, textKey]
else:
raise ParseError(f"Unexpected TextProperty historyType {historyType}")
return (offset, textProperty)
def TESTING_ONLY_smartDump(offset: int, data, length: int, name: str = ""):
MIN_STR_LEN = 4
MAX_STR_LEN = 200
endOffset = offset + length
idx = 0
while offset + 4 + MIN_STR_LEN < endOffset:
foundStrOffset = 0
while foundStrOffset < 4:
(_, stringLen) = parseUint32(offset + foundStrOffset, data)
if stringLen >= MIN_STR_LEN and stringLen <= MAX_STR_LEN:
try:
(_, decodedString) = parseString(offset + foundStrOffset, data)
printableFlag = True
for cidx in range(len(decodedString)):
if not decodedString[cidx:cidx+1] in string.printable:
printableFlag = False
if printableFlag:
break
except ParseError as error:
pass
foundStrOffset += 1
if foundStrOffset < 4:
for _ in range(foundStrOffset):
(offset, int8) = parseInt8(offset, data)
print(f"SMART DUMP {name} [{idx}]int8 = {int8}")
idx += 1
(offset, decodedString) = parseString(offset, data)
print(f"SMART DUMP {name} [{idx}]string = {decodedString}")
idx += 4 + len(decodedString) + 1
else:
(offset, uint32) = parseUint32(offset, data)
print(f"SMART DUMP {name} [{idx}]uint32 = {hex(uint32)} = {uint32}")
idx += 4
numInts = int((endOffset - offset) / 4)
for _ in range(numInts):
(offset, uint32) = parseUint32(offset, data)
print(f"SMART DUMP {name} [{idx}]uint32 = {hex(uint32)} = {uint32}")
idx += 4
while offset < endOffset:
(offset, int8) = parseInt8(offset, data)
print(f"SMART DUMP {name} [{idx}]int8={int8}")
idx += 1
return offset
def TESTING_ONLY_dumpSection(offset: int, data, sectionStart: int, sectionSize: int, name: str = "") -> int:
if offset > sectionStart + sectionSize:
print(f"ERROR: TESTING_ONLY_dumpSection called already passed end offset")
return offset
print(f"RAW DUMP from {offset} to {sectionStart + sectionSize}")
numInts = int((sectionStart + sectionSize - offset) / 4)
for idx in range(numInts):
(offset, uint32) = parseUint32(offset, data)
print(f"RAW DUMP {name} uint32[{idx}]={hex(uint32)}")
idx = 0
while sectionStart + sectionSize - offset > 0:
(offset, int8) = parseInt8(offset, data)
print(f"RAW DUMP {name} int8[{idx}]={int8}")
idx += 1
return offset
def TESTING_ONLY_dumpData(offset: int, data, length: int, name: str = "") -> int:
return TESTING_ONLY_dumpSection(offset, data, offset, length, name)
def TESTING_ONLY_dumpInt8(offset: int, data: list, name: str = "") -> int:
(newOffset, int8) = parseInt8(offset, data)
print(f"DUMP({offset}) int8 {name} {int8}")
return newOffset
def TESTING_ONLY_dumpUint32(offset: int, data: list, name: str = "") -> int:
(newOffset, uint32) = parseUint32(offset, data)
print(f"DUMP({offset}) uint32 {name} {uint32}")
return newOffset
def TESTING_ONLY_dumpFloat(offset: int, data: list, name: str = "") -> int:
(newOffset, val) = parseFloat(offset, data)
print(f"DUMP({offset}) float {name} {val}")
return newOffset
def TESTING_ONLY_dumpString(offset: int, data: list, name: str = "") -> int:
(newOffset, decodedString) = parseString(offset, data)
print(f"DUMP({offset}) string {name} {decodedString}")
return newOffset
def confirmBasicType(originalOffset: int, data, parser, expectedValue, message = None) -> int:
(newOffset, value) = parser(originalOffset, data)
if value != expectedValue:
if message is None:
raise ParseError(f"Value {value} at offset {originalOffset} does not match the expected value {expectedValue}.")
else:
raise ParseError(f"Value {value} at offset {originalOffset} does not match the expected value {expectedValue}: {message}")
return newOffset
def parseSaveObjectVersionData(offset, data):
(offset, saveObjectVersionDataVersion) = parseUint32(offset, data)
(offset, packageFileVersion_FileVersionUE4) = parseUint32(offset, data)
(offset, packageFileVersion_FileVersionUE5) = parseUint32(offset, data)
(offset, licenseeVersion) = parseUint32(offset, data)
(offset, engineVersion_Major) = parseUint16(offset, data)
(offset, engineVersion_Minor) = parseUint16(offset, data)
(offset, engineVersion_Patch) = parseUint16(offset, data)
(offset, engineVersion_Changelist) = parseUint32(offset, data)
(offset, engineVersion_Branch) = parseString(offset, data)
customVersionContainer = []
(offset, customVersionContainer_count) = parseUint32(offset, data)
for idx in range(customVersionContainer_count):
(offset, keyUuidA) = parseUint64(offset, data)
(offset, keyUuidB) = parseUint64(offset, data)
(offset, version) = parseUint32(offset, data)
customVersionContainer.append([keyUuidA, keyUuidB, version])
return offset, [saveObjectVersionDataVersion, [packageFileVersion_FileVersionUE4, packageFileVersion_FileVersionUE5], licenseeVersion, [engineVersion_Major, engineVersion_Minor, engineVersion_Patch, engineVersion_Changelist, engineVersion_Branch], customVersionContainer]
def getUE5VersionFromObjectVersionData(objectVersionData):
return objectVersionData[1][1]
TICKS_IN_SECOND = 10 * 1000 * 1000
EPOCH_1_TO_1970 = 719162 * 24 * 60 * 60
class SaveFileInfo:
def parse(self, data):
(offset, self.saveHeaderType) = parseUint32(0, data)
if self.saveHeaderType != 14: # 13=(v0.8.3.3 thru v1.0.0.4) 14=(v1.1.0.0 thru v1.1.3.0)
raise ParseError(f"Unsupported save header version number {self.saveHeaderType}.")
(offset, self.saveVersion) = parseUint32(offset, data) # line 1491
if self.saveVersion != 52 and self.saveVersion != 53 and self.saveVersion != 58: # 30=v0.6.1.3 42=v0.8.3.3 46=v1.0.0.1-v1.0.0.4 51=v1.1.0.0-v1.1.0.3 52=v1.1.0.4-v1.1.2.2 53=v1.1.3.0 58=v1.2.0.0
raise ParseError(f"Unsupported save version number {self.saveVersion}.")
(offset, self.buildVersion) = parseUint32(offset, data)
if self.saveVersion >= 14:
(offset, self.saveName) = parseString(offset, data)
(offset, self.mapName) = parseString(offset, data)
(offset, self.mapOptions) = parseString(offset, data)
(offset, self.sessionName) = parseString(offset, data)
(offset, self.playDurationInSeconds) = parseUint32(offset, data)
(offset, self.saveDateTimeInTicks) = parseUint64(offset, data)
try:
self.saveDatetime = datetime.datetime.fromtimestamp(self.saveDateTimeInTicks / TICKS_IN_SECOND - EPOCH_1_TO_1970)
except:
print(f"ERROR: Failed to perform fromtimestamp with saveDateTimeInTicks={self.saveDateTimeInTicks}")
raise
(offset, self.sessionVisibility) = parseInt8(offset, data)
if self.saveVersion >= 7:
(offset, self.editorObjectVersion) = parseUint32(offset, data)
if self.saveVersion >= 8:
(offset, self.modMetadata) = parseString(offset, data)
(offset, self.isModdedSave) = parseBool(offset, data, parseUint32, "isModdedSave")
if self.saveVersion >= 10:
(offset, self.saveIdentifier) = parseString(offset, data)
if self.saveVersion >= 13:
offset = confirmBasicType(offset, data, parseUint32, 1) # isPartitionedWorld
offset = confirmBasicType(offset, data, parseUint32, 1)
(offset, saveDataHash1) = parseUint64(offset, data)
(offset, saveDataHash2) = parseUint64(offset, data)
self.saveDataHash = [saveDataHash1, saveDataHash2]
(offset, self.isCreativeModeEnabled) = parseBool(offset, data, parseUint32, "SaveFileInfo.isCreativeModeEnabled")
return offset
def __str__(self):
formattedString = "<SaveFileInfo: "
formattedString += f"saveHeaderType={self.saveHeaderType}, "
formattedString += f"saveVersion={self.saveVersion}, "
formattedString += f"buildVersion={self.buildVersion}, "
formattedString += f"mapName={self.mapName}, "
formattedString += f"mapOptions={self.mapOptions}, "
formattedString += f"sessionName={self.sessionName}, "
formattedString += f"playDurationInSeconds={self.playDurationInSeconds}, "
formattedString += f"saveDateTimeInTicks={self.saveDateTimeInTicks} ({self.saveDatetime.strftime('%m/%d/%Y %I:%M:%S %p')}), "
formattedString += f"sessionVisibility={self.sessionVisibility}, "
formattedString += f"editorObjectVersion={self.editorObjectVersion}, "
formattedString += f"modMetadata={self.modMetadata}, "
formattedString += f"isModdedSave={self.isModdedSave}, "
formattedString += f"saveIdentifier={self.saveIdentifier}, "
formattedString += f"saveDataHash={self.saveDataHash}, "
formattedString += f"isCreativeModeEnabled={self.isCreativeModeEnabled}>"
return formattedString
class ParsedSave:
def __init__(self, saveFileInfo, persistentLevelSaveObjectVersionData, partitions, levels, aLevelName, dropPodObjectReferenceList, extraObjectReferenceList):
self.saveFileInfo = saveFileInfo
self.persistentLevelSaveObjectVersionData = persistentLevelSaveObjectVersionData
self.partitions = partitions
self.levels = levels
self.aLevelName = aLevelName
self.dropPodObjectReferenceList = dropPodObjectReferenceList
self.extraObjectReferenceList = extraObjectReferenceList
class Level:
def __init__(self, levelName, actorAndComponentObjectHeaders, levelPersistentFlag, collectables1, objects, levelSaveVersion, collectables2, saveObjectVersionData):
self.levelName = levelName
self.actorAndComponentObjectHeaders = actorAndComponentObjectHeaders
self.levelPersistentFlag = levelPersistentFlag
self.collectables1 = collectables1
self.objects = objects
self.levelSaveVersion = levelSaveVersion
self.collectables2 = collectables2
self.saveObjectVersionData = saveObjectVersionData
class ActorHeader:
def parse(self, offset: int, data) -> int:
(offset, self.typePath) = parseString(offset, data)
(offset, self.rootObject) = parseString(offset, data)
(offset, self.instanceName) = parseString(offset, data)
(offset, self.flags) = parseUint32(offset, data)
(offset, self.needTransform) = parseBool(offset, data, parseUint32, "needTransform")
(offset, xRotation) = parseFloat(offset, data)
(offset, yRotation) = parseFloat(offset, data)
(offset, zRotation) = parseFloat(offset, data)
(offset, wRotation) = parseFloat(offset, data)
self.rotation = [xRotation, yRotation, zRotation, wRotation]
(offset, xPosition) = parseFloat(offset, data)
(offset, yPosition) = parseFloat(offset, data)
(offset, zPosition) = parseFloat(offset, data)
self.position = [xPosition, yPosition, zPosition]
(offset, xScale) = parseFloat(offset, data)
(offset, yScale) = parseFloat(offset, data)
(offset, zScale) = parseFloat(offset, data)
self.scale = [xScale, yScale, zScale]
(offset, self.wasPlacedInLevel) = parseBool(offset, data, parseUint32, "wasPlacedInLevel")
return offset
def __str__(self):
return f"<ActorHeader: typePath={self.typePath}, rootObject={self.rootObject}, instanceName={self.instanceName}, flags={self.flags}, needTransform={self.needTransform}, rotation={self.rotation}, position={self.position}, scale={self.scale}, wasPlacedInLevel={self.wasPlacedInLevel}>"
class ComponentHeader:
def parse(self, offset: int, data) -> int:
(offset, self.className) = parseString(offset, data)
(offset, self.rootObject) = parseString(offset, data)
(offset, self.instanceName) = parseString(offset, data)
(offset, self.flags) = parseUint32(offset, data)
(offset, self.parentActorName) = parseString(offset, data)
return offset
def __str__(self):
return f"<ComponentHeader: className={self.className}, rootObject={self.rootObject}, instanceName={self.instanceName}, flags={self.flags}, parentActorName={self.parentActorName}>"
def toString(value) -> str:
if isinstance(value, str):
return f"'{value}'"
elif isinstance(value, (tuple, list)):
formattedString = ""
for element in value:
if len(formattedString) > 0:
formattedString += ", "
formattedString += toString(element)
if isinstance(value, tuple):
return f"({formattedString})"
else:
return f"[{formattedString}]"
elif isinstance(value, dict):
formattedString = ""
for key in value:
if len(formattedString) > 0:
formattedString += ", "
formattedString += f"{toString(key)}: {toString(value[key])}"
return "{" + formattedString + "}"
else: # if isinstance(value, (int, float, bool, complex)):
return str(value)
def getPropertyValue(properties, needlePropertyName: str, caseInsensitiveFlag: bool = False):
# caseInsensitiveFlag added to support dimentional depots which could have "Amount" or "amount".
if caseInsensitiveFlag:
needlePropertyName = needlePropertyName.casefold()
for (haystackPropertyName, propertyValue) in properties:
if caseInsensitiveFlag:
haystackPropertyName = haystackPropertyName.casefold()
if haystackPropertyName == needlePropertyName:
return propertyValue
return None
class Object: # Both ActorObject and ComponentObject
def parse(self, headerSaveVersion: int, objectUE5Version: int, offset: int, data, actorOrComponentObjectHeader): # readEntity, line 1736/1739
self.instanceName = actorOrComponentObjectHeader.instanceName
(offset, self.objectGameVersion) = parseUint32(offset, data) # (line 1738) 42=v0.8.3.3 46=v1.0.0.1 & v1.0.0.3 52=v1.1.0.4-v1.1.2.2 53=v1.1.3.0
(offset, self.shouldMigrateObjectRefsToPersistentFlag) = parseBool(offset, data, parseUint32, "Object.shouldMigrateObjectRefsToPersistentFlag") # lines 1740-1741/1743-1744/1747-1748
(offset, objectSize) = parseUint32(offset, data) # 1743/1746/1750
offsetStartThis = offset
self.perObjectVersionData = None
if self.objectGameVersion >= 53:
jumpOffset = offset + objectSize
(jumpOffset, shouldSerializePerObjectVersionData) = parseBool(jumpOffset, data, parseUint32, "Object.shouldSerializePerObjectVersionData") # line //1753
if shouldSerializePerObjectVersionData:
(jumpOffset, self.perObjectVersionData) = parseSaveObjectVersionData(jumpOffset, data) # line //1754
objectUE5Version = getUE5VersionFromObjectVersionData(self.perObjectVersionData)
self.actorReferenceAssociations: list | None = None
if isinstance(actorOrComponentObjectHeader, ActorHeader): # line 1745/1748/1759
(offset, parentObjectReference) = parseObjectReference(offset, data) # readObjectProperty on line 1746/1749/1760
(offset, actorComponentReferenceCount) = parseUint32(offset, data) # line 1747
actorComponentReferences: list[ObjectReference] = []
for jdx in range(actorComponentReferenceCount):
(offset, actorComponentReference) = parseObjectReference(offset, data) # line 1750
actorComponentReferences.append(actorComponentReference)
self.actorReferenceAssociations = [parentObjectReference, actorComponentReferences]
if objectUE5Version >= 1011: # line 1754/1758 -- Proper version check thanks to Moritz
offset = confirmBasicType(offset, data, parseUint8, 0) # = serializationControl
(offset, self.properties, self.propertyTypes) = parseProperties(self.objectGameVersion, offset, data, objectUE5Version) # line 1755/1763
offset = confirmBasicType(offset, data, parseUint32, 0)
self.actorSpecificInfo: list | bool | int | None = None
trailingByteSize = offsetStartThis + objectSize - offset
if isinstance(actorOrComponentObjectHeader, ActorHeader):
if actorOrComponentObjectHeader.typePath in CONVEYOR_BELTS:
(offset, count) = parseUint32(offset, data)
self.actorSpecificInfo = []
for idx in range(count):
(offset, length) = parseUint32(offset, data)
(offset, name) = parseString(offset, data)
offset = confirmBasicType(offset, data, parseString, "")
offset = confirmBasicType(offset, data, parseString, "")
(offset, position) = parseFloat(offset, data)
self.actorSpecificInfo.append([length, name, position])
elif actorOrComponentObjectHeader.typePath in (
"/Game/FactoryGame/-Shared/Blueprint/BP_GameMode.BP_GameMode_C",
"/Game/FactoryGame/-Shared/Blueprint/BP_GameState.BP_GameState_C"):
(offset, count) = parseUint32(offset, data)
self.actorSpecificInfo = []
for idx in range(count):
(offset, levelPathName) = parseObjectReference(offset, data)
self.actorSpecificInfo.append(levelPathName)
elif actorOrComponentObjectHeader.typePath == "/Game/FactoryGame/Character/Player/BP_PlayerState.BP_PlayerState_C": # Format very similar to ClientIdentityInfo
(offset, playerStateType) = parseUint8(offset, data)
if trailingByteSize == 1 and playerStateType == 3:
self.actorSpecificInfo = playerStateType
elif playerStateType == 241: # = 0xF1
(offset, clientType) = parseUint8(offset, data) # Seen 1 or 6 (Maybe 1=Epic 6=Steam)
(offset, clientSize) = parseUint32(offset, data)
(offset, clientData) = parseData(offset, data, clientSize)
self.actorSpecificInfo = [clientType, clientData]
else: # Only observed in modded save
offset -= 1
(offset, self.actorSpecificInfo) = parseData(offset, data, trailingByteSize)
#print(f"TO DO: Unexpected player state {playerStateType} of size {trailingByteSize} now allows greater parse testing: 0x{self.actorSpecificInfo.hex(',')}", file=sys.stderr)
elif actorOrComponentObjectHeader.typePath == "/Game/FactoryGame/Buildable/Factory/DroneStation/BP_DroneTransport.BP_DroneTransport_C":
(offset, self.actorSpecificInfo) = parseData(offset, data, trailingByteSize)
elif actorOrComponentObjectHeader.typePath == "/Game/FactoryGame/-Shared/Blueprint/BP_CircuitSubsystem.BP_CircuitSubsystem_C":
(offset, numCircuits) = parseUint32(offset, data)
self.actorSpecificInfo = []
for idx in range(numCircuits):
(offset, circuitId) = parseUint32(offset, data)
(offset, circuitReference) = parseObjectReference(offset, data)
self.actorSpecificInfo.append([circuitId, circuitReference])
elif actorOrComponentObjectHeader.typePath in (
"/Game/FactoryGame/Buildable/Factory/PowerLine/Build_PowerLine.Build_PowerLine_C",
"/Game/FactoryGame/Events/Christmas/Buildings/PowerLineLights/Build_XmassLightsLine.Build_XmassLightsLine_C"):
(offset, source) = parseObjectReference(offset, data)
(offset, target) = parseObjectReference(offset, data)
self.actorSpecificInfo = [source, target]
elif actorOrComponentObjectHeader.typePath in (
"/Game/FactoryGame/Buildable/Vehicle/Train/Locomotive/BP_Locomotive.BP_Locomotive_C",
"/Game/FactoryGame/Buildable/Vehicle/Train/Wagon/BP_FreightWagon.BP_FreightWagon_C"):
(offset, numTrains) = parseUint32(offset, data)
#print(f" numTrains={numTrains}")
trainList: list[str] = []
for idx in range(numTrains):
raise ParseError(f"numTrains {numTrains} for Object trailing data for {actorOrComponentObjectHeader.typePath} now allows greater parse testing.")
#(offset, name) = parseString(offset, data)
#print(f" name={name}")
#offset += 53
#trainList.append(name)
(offset, previous) = parseObjectReference(offset, data)
#print(f" previous={toString(previous)}")
(offset, next) = parseObjectReference(offset, data)
#print(f" next={toString(next)}")
self.actorSpecificInfo = [trainList, previous, next]
elif actorOrComponentObjectHeader.typePath in (
"/Game/FactoryGame/Buildable/Vehicle/Cyberwagon/Testa_BP_WB.Testa_BP_WB_C",
"/Game/FactoryGame/Buildable/Vehicle/Explorer/BP_Explorer.BP_Explorer_C",
"/Game/FactoryGame/Buildable/Vehicle/Golfcart/BP_Golfcart.BP_Golfcart_C",
"/Game/FactoryGame/Buildable/Vehicle/Tractor/BP_Tractor.BP_Tractor_C",
"/Game/FactoryGame/Buildable/Vehicle/Truck/BP_Truck.BP_Truck_C",
"/Game/FactoryGame/Buildable/Vehicle/Truck/BP_FluidTruck.BP_FluidTruck_C"):
(offset, numVehicles) = parseUint32(offset, data)
self.actorSpecificInfo = []
for idx in range(numVehicles):
(offset, name) = parseString(offset, data)
(offset, vehicleData) = parseData(offset, data, 105)
self.actorSpecificInfo.append([name, vehicleData])
elif actorOrComponentObjectHeader.typePath == "/Script/FactoryGame.FGLightweightBuildableSubsystem": # Becomes <Object: instanceName=Persistent_Level:PersistentLevel.LightweightBuildableSubsystem ...>
(offset, lightweightVersion) = parseUint32(offset, data) # line 1931
(offset, count1) = parseUint32(offset, data) # line 1937
self.actorSpecificInfo = [lightweightVersion]
for jdx in range(count1):
offset = confirmBasicType(offset, data, parseUint32, 0) # line 1939
(offset, buildItemPathName) = parseString(offset, data) # line 1940
(offset, count2) = parseUint32(offset, data) # line 1941
lightweightBuildableInstances = []
for kdx in range(count2):
rotationQuaternion = []
for ldx in range(4): # line 1951
(offset, value) = parseDouble(offset, data)
rotationQuaternion.append(value)
position = []
for ldx in range(3): # X,Y,Z Position (line 1952)
(offset, value) = parseDouble(offset, data)
position.append(value)
for ldx in range(3): # X/Y/Z Scale (line 1954)
offset = confirmBasicType(offset, data, parseDouble, 1.0)
(offset, swatchLevelPath) = parseObjectReference(offset, data)
(offset, materialLevelPath) = parseObjectReference(offset, data)
if len(materialLevelPath.levelName) > 0 or len(materialLevelPath.pathName) > 0:
raise ParseError(f"ERROR: Unexpected material level path.")
(offset, patternLevelPath) = parseObjectReference(offset, data)
(offset, skinLevelPath) = parseObjectReference(offset, data)
if len(skinLevelPath.levelName) > 0 or len(skinLevelPath.pathName) > 0:
raise ParseError(f"ERROR: Unexpected skin level path.")
primaryColor = []
for ldx in range(4): # line 1964
(offset, value) = parseFloat(offset, data)
primaryColor.append(value)
secondaryColor = []
for ldx in range(4):
(offset, value) = parseFloat(offset, data)
secondaryColor.append(value)
(offset, paintFinishLevelPath) = parseObjectReference(offset, data)
(offset, patternRotation) = parseUint8(offset, data) # line 1980/1987
(offset, recipeLevelPath) = parseObjectReference(offset, data)
(offset, blueprintProxyLevelPath) = parseObjectReference(offset, data) # line 1987/1994
lightweightDataProperty = None
serviceProvider = None
playerInfoTableIndex = None
if lightweightVersion >= 2: # line 1991/1998
(offset, dataFlag) = parseUint32(offset, data) # line 1992/1999
if dataFlag:
offset = confirmBasicType(offset, data, parseUint32, 0) # ObjectReference.Level
offset = confirmBasicType(offset, data, parseString, "/Script/FactoryGame.BuildableBeamLightweightData")
(offset, lightweightDataPropertySize) = parseUint32(offset, data) # line 1993
lightweightDataPropertyStart = offset
(offset, prop, propTypes) = parseProperties(headerSaveVersion, offset, data, objectUE5Version) # line 1994
if offset != lightweightDataPropertyStart + lightweightDataPropertySize:
raise ParseError(f"Unexpected LightweightBuildableSubsystem lightweightDataPropertySize: offset={offset} != {lightweightDataPropertyStart + lightweightDataPropertySize} = start={lightweightDataPropertyStart} + size={lightweightDataPropertySize}.")
lightweightDataProperty = (prop, propTypes)
if lightweightVersion >= 3: # line 1999/2006
if headerSaveVersion == 57:
# Accounts for a bug in the game in an unreleased version caused by a merge conflict.
(offset, _) = parseUint8(offset, data)
(offset, _) = parseInt32(offset, data)
(offset, serviceProvider) = parseUint8(offset, data)
if headerSaveVersion >= 57:
(offset, playerInfoTableIndex) = parseInt32(offset, data)
else:
(offset, playerInfoTableIndex) = parseUint8(offset, data)
lightweightBuildableInstances.append([rotationQuaternion, position, swatchLevelPath, patternLevelPath, [primaryColor, secondaryColor], paintFinishLevelPath, patternRotation, recipeLevelPath, blueprintProxyLevelPath, lightweightDataProperty, serviceProvider, playerInfoTableIndex])
self.actorSpecificInfo.append([buildItemPathName, lightweightBuildableInstances])
elif actorOrComponentObjectHeader.typePath in (
"/Script/FactoryGame.FGConveyorChainActor",
"/Script/FactoryGame.FGConveyorChainActor_RepSizeNoCull",
"/Script/FactoryGame.FGConveyorChainActor_RepSizeMedium",
"/Script/FactoryGame.FGConveyorChainActor_RepSizeLarge",
"/Script/FactoryGame.FGConveyorChainActor_RepSizeHuge"):
(offset, levelPathName_startingBelt) = parseObjectReference(offset, data)
(offset, levelPathName_endingBelt) = parseObjectReference(offset, data)
(offset, numBeltsInChain) = parseUint32(offset, data)
chainBelts = []
for idx in range(numBeltsInChain):
(offset, levelPathName_conveyorChainActor) = parseObjectReference(offset, data)
(offset, levelPathName_belt) = parseObjectReference(offset, data)
chainBeltElements = []
(offset, numElements) = parseUint32(offset, data)
for jdx in range(numElements):
nine = []
for kdx in range(3):
three = []
for ldx in range(3):
(offset, uint3) = parseUint64(offset, data)
three.append(uint3)
nine.append(three)
chainBeltElements.append(nine)
(offset, buint32a) = parseUint32(offset, data)
(offset, buint32b) = parseUint32(offset, data)
(offset, buint32c) = parseUint32(offset, data)
(offset, beltLeadItemIndex) = parseInt32(offset, data)
(offset, beltTailItemIndex) = parseInt32(offset, data)
offset = confirmBasicType(offset, data, parseUint32, idx)
chainBelts.append([levelPathName_belt, chainBeltElements, buint32a, buint32b, buint32c, beltLeadItemIndex, beltTailItemIndex])
(offset, cuint32) = parseUint32(offset, data)
(offset, maximumItems) = parseInt32(offset, data)
(offset, chainLeadItemIndex) = parseInt32(offset, data)
(offset, chainTailItemIndex) = parseInt32(offset, data)
chainItems = []
(offset, numItems) = parseUint32(offset, data)
for jdx in range(numItems):
offset = confirmBasicType(offset, data, parseUint32, 0)
(offset, itemPath) = parseString(offset, data)
offset = confirmBasicType(offset, data, parseUint32, 0)
(offset, itemInstanceId) = parseUint32(offset, data)
chainItems.append([itemPath, itemInstanceId])
# Note: Able to reconstruct starting and ending belts and the ConveyorChainActor is the same for all belts
self.actorSpecificInfo = [levelPathName_conveyorChainActor, chainBelts, chainItems, cuint32, maximumItems, chainLeadItemIndex, chainTailItemIndex]
elif actorOrComponentObjectHeader.typePath == "/Script/FactoryGame.FGItemPickup_Spawnable":
if trailingByteSize == 4:
self.actorSpecificInfo = True
offset = confirmBasicType(offset, data, parseUint32, 0)
else:
self.actorSpecificInfo = False
elif actorOrComponentObjectHeader.typePath in ( # Only observed in modded save
"/AB_CableMod/Cables_Heavy/Build_AB-PLHeavy-Cu.Build_AB-PLHeavy-Cu_C",
"/FlexSplines/Conveyor/Build_Belt2.Build_Belt2_C",
"/FlexSplines/PowerLine/Build_FlexPowerline.Build_FlexPowerline_C",
"/Game/FactoryGame/Buildable/Vehicle/Golfcart/BP_GolfcartGold.BP_GolfcartGold_C",
"/CharacterReplacer/Logic/SCS_CR_PlayerHook.SCS_CR_PlayerHook_C"):
(offset, self.actorSpecificInfo) = parseData(offset, data, trailingByteSize)
else: # ComponentHeader
if actorOrComponentObjectHeader.className in (
"/Script/FactoryGame.FGDroneMovementComponent", # Nothern_Forest_20232627_191024-123703.sav
"/Script/FactoryGame.FGFactoryConnectionComponent",
"/Script/FactoryGame.FGFactoryLegsComponent",
"/Script/FactoryGame.FGHealthComponent",
"/Script/FactoryGame.FGInventoryComponent",
"/Script/FactoryGame.FGInventoryComponentEquipment",
"/Script/FactoryGame.FGInventoryComponentTrash",
"/Script/FactoryGame.FGPipeConnectionComponent",
"/Script/FactoryGame.FGPipeConnectionComponentHyper",
"/Script/FactoryGame.FGPipeConnectionFactory",
"/Script/FactoryGame.FGPowerConnectionComponent",
"/Script/FactoryGame.FGPowerInfoComponent",
"/Script/FactoryGame.FGRailroadTrackConnectionComponent",
"/Script/FactoryGame.FGShoppingListComponent",
"/Script/FactoryGame.FGTrainPlatformConnection",
"/Script/FactoryGame.FGVehicleAutopilotComponent",
"/Script/FicsitFarming.FFDoggoHealthInfoComponent", # Only observed in modded save
"/EditSwatchNames/DataHolder.DataHolder_C", # Only observed in modded save
):
self.actorSpecificInfo = offset < offsetStartThis + objectSize
if self.actorSpecificInfo: # some-nuclear.sav
offset = confirmBasicType(offset, data, parseUint32, 0, actorOrComponentObjectHeader.className)
if offset < offsetStartThis + objectSize: # Items here for save files saved by satisfactory-calculator.com/en/interactive-map
global satisfactoryCalculatorInteractiveMapExtras
if isinstance(actorOrComponentObjectHeader, ActorHeader):
satisfactoryCalculatorInteractiveMapExtras.append(actorOrComponentObjectHeader.typePath)
if actorOrComponentObjectHeader.typePath in (
"/Script/FactoryGame.FGBlueprintProxy",
"/Script/FactoryGame.FGCentralStorageSubsystem",
"/Script/FactoryGame.FGDockingStationInfo",
"/Script/FactoryGame.FGDrivingTargetList",
"/Script/FactoryGame.FGDroneStationInfo",
"/Script/FactoryGame.FGFoliageRemovalSubsystem",
"/Script/FactoryGame.FGGameRulesSubsystem",
"/Script/FactoryGame.FGMapManager",
"/Script/FactoryGame.FGPipeNetwork",
"/Script/FactoryGame.FGPipeSubsystem",
"/Script/FactoryGame.FGRailroadTimeTable",
"/Script/FactoryGame.FGRecipeManager",
"/Script/FactoryGame.FGResourceSinkSubsystem",
"/Script/FactoryGame.FGSavedWheeledVehiclePath",
"/Script/FactoryGame.FGScannableSubsystem",
"/Script/FactoryGame.FGStatisticsSubsystem",
"/Script/FactoryGame.FGTrainStationIdentifier",
"/Script/FactoryGame.FGWheeledVehicleInfo",
"/Script/FactoryGame.FGWorldSettings"):
offset = confirmBasicType(offset, data, parseUint32, 0)
else: # ComponentHeader
satisfactoryCalculatorInteractiveMapExtras.append(actorOrComponentObjectHeader.className)
if actorOrComponentObjectHeader.className in (
"/Script/FactoryGame.FGBlueprintShortcut",
"/Script/FactoryGame.FGEmoteShortcut",
"/Script/FactoryGame.FGFactoryCustomizationShortcut",
"/Script/FactoryGame.FGHighlightedMarker_MapMarker",
"/Script/FactoryGame.FGPlayerHotbar",
"/Script/FactoryGame.FGPowerCircuit",
"/Script/FactoryGame.FGRecipeShortcut"):
offset = confirmBasicType(offset, data, parseUint32, 0)
if offset > offsetStartThis + objectSize:
raise ParseError(f"Unexpected objectSize: expect={objectSize} < actual={offset - offsetStartThis}. Offset passed expected position by {offset - offsetStartThis - objectSize} bytes. Started at {offsetStartThis}.")
if offset < offsetStartThis + objectSize:
if isinstance(actorOrComponentObjectHeader, ActorHeader):
raise ParseError(f"Found {offsetStartThis + objectSize - offset} extra trailing bytes for ActorHeader {actorOrComponentObjectHeader.typePath}.")
else:
raise ParseError(f"Found {offsetStartThis + objectSize - offset} extra trailing bytes for ComponentHeader {actorOrComponentObjectHeader.className}.")
offset = offsetStartThis + objectSize
if self.objectGameVersion >= 53:
return jumpOffset
else:
return offset
def __str__(self) -> str:
actorReferenceAssociationsStr = "n/a"
if self.actorReferenceAssociations is not None:
actorReferenceAssociationsStr = ""
for levelPathName in self.actorReferenceAssociations[1]:
if len(actorReferenceAssociationsStr) > 0:
actorReferenceAssociationsStr += ", "
actorReferenceAssociationsStr += str(levelPathName)
actorReferenceAssociationsStr = f"({self.actorReferenceAssociations[0]}, [{actorReferenceAssociationsStr}])"
return f"<Object: instanceName={self.instanceName}, objectGameVersion={self.objectGameVersion}, smortpFlag={self.shouldMigrateObjectRefsToPersistentFlag}, actorReferenceAssociations={actorReferenceAssociationsStr}, properties={toString(self.properties)}, actorSpecificInfo={toString(self.actorSpecificInfo)}>"
class ObjectReference:
levelName = ""
pathName = ""
def parse(self, offset: int, data) -> int:
(offset, self.levelName) = parseString(offset, data)
(offset, self.pathName) = parseString(offset, data)
return offset
def __str__(self) -> str:
if self.levelName == "" and self.pathName == "":
return "<ObjectReference/>"
else:
return f"<ObjectReference: levelName={self.levelName}, pathName={self.pathName}>"
def parseObjectReference(offset: int, data) -> tuple[int, ObjectReference]:
objectReference = ObjectReference()
offset = objectReference.parse(offset, data)
return (offset, objectReference)
def getLevelSize(headerSaveVersion, offset: int, data, persistentLevelFlag: bool = False):
if persistentLevelFlag:
levelName = None
else:
(offset, levelName) = parseString(offset, data)
(offset, objectHeaderAndCollectable1Size) = parseUint64(offset, data)
objectHeaderAndCollectable1StartOffset = offset
(offset, actorAndComponentCount) = parseUint32(offset, data)
offset = objectHeaderAndCollectable1StartOffset + objectHeaderAndCollectable1Size
(offset, allObjectsSize) = parseUint64(offset, data)
offset += allObjectsSize
offset += 4 # levelSaveVersion
# Collectables #2
if not persistentLevelFlag:
(offset, collectedCount2) = parseUint32(offset, data)
for count in range(collectedCount2):
(offset, objectReference) = parseObjectReference(offset, data)
if not persistentLevelFlag and headerSaveVersion >= 53:
(offset, hasSaveObjectVersionData) = parseBool(offset, data, parseUint32, "hasSaveObjectVersionData")
if hasSaveObjectVersionData:
offset += 4+4+4+4+2+2+2+4
(offset, _) = parseString(offset, data)
(offset, count) = parseUint32(offset, data)
offset += count * (8+8+4)
return (offset, actorAndComponentCount * 2)
class ProgressBar():
prior = None
current = 0
fillChar = "#"
emptyChar = "."
completedChar = b'\x13\x27'.decode('utf-16')
fillColor = "\033[1;37;47m"
emptyColor = "\033[0;30;40m"
resetColor = "\033[0m"
def __init__(self, total, prefix: str = "", width: int = 70):
self.total = total
self.prefix = prefix
self.width = width
self.show()
def add(self, more = 1):
self.current += more
self.show()
def set(self, current = 1):
self.current = current
self.show()
def show(self):
# Loosely based on imbr's (https://stackoverflow.com/users/1207193/imbr) code at https://stackoverflow.com/questions/3160699/python-progress-bar
filled = int(round(self.current / self.total * self.width))
if filled != self.prior:
if sys.stdout.isatty():
print(f"{self.prefix}[{self.fillColor}{self.fillChar*filled}{self.emptyColor}{(self.emptyChar*(self.width-filled))}{self.resetColor}] {round(self.current)}/{self.total}", end='\r', flush=True)
self.prior = filled
def complete(self):
if sys.stdout.isatty():
print(f"{self.prefix}[{self.fillChar*self.width}] {self.completedChar} {self.total}/{self.total}", flush=True)
def parseLevel(headerSaveVersion, persistentLevelUE5Version: int, offset: int, data, persistentLevelFlag: bool = False, progressBar = ProgressBar):
if persistentLevelFlag:
levelName = None
else:
(offset, levelName) = parseString(offset, data)
(offset, objectHeaderAndCollectable1Size) = parseUint64(offset, data) # line 1594/1596
objectHeaderAndCollectable1StartOffset = offset
(offset, actorAndComponentCount) = parseUint32(offset, data) # line 1603/1605/1608
# ActorHeaders and ComponentHeaders
actorAndComponentObjectHeaders = []
for idx in range(actorAndComponentCount):
(offset, headerType) = parseUint32(offset, data) # line 1606/1608/1611
objectHeader: ActorHeader | ComponentHeader
if headerType == 1: # line 1612/1614
objectHeader = ActorHeader()
elif headerType == 0: # line 1608/1610
objectHeader = ComponentHeader()
else:
raise ParseError(f"Invalid headerType {headerType}")
offset = objectHeader.parse(offset, data)
actorAndComponentObjectHeaders.append(objectHeader)
if progressBar is not None:
progressBar.add()
levelPersistentFlag = None
if persistentLevelFlag:
(offset, levelPersistentFlag) = parseBool(offset, data, parseUint32, "Level Persistent Flag")
if levelPersistentFlag:
offset = confirmBasicType(offset, data, parseString, "Persistent_Level", "Level Persistent String") # line ?/1636
# Collectables #1
collectables1: list[ObjectReference] | None = None
if objectHeaderAndCollectable1Size != offset - objectHeaderAndCollectable1StartOffset:
collectables1 = []
(offset, collectedCount1) = parseUint32(offset, data) # line 1635/1637
for idx in range(collectedCount1):
(offset, objectReference) = parseObjectReference(offset, data) # line 1639/1640
collectables1.append(objectReference)
if objectHeaderAndCollectable1Size != offset - objectHeaderAndCollectable1StartOffset:
raise ParseError(f"Level actor/object size mismatch: expect={objectHeaderAndCollectable1Size} != actual={offset - objectHeaderAndCollectable1StartOffset}")
# Objects
objects = []
(offset, allObjectsSize) = parseUint64(offset, data) # line 1644/1645
objectStartOffset = objectDataOffset = offset
offset += allObjectsSize
offset, levelSaveVersion = parseUint32(offset, data) # line 1682/1686
collectables2 = []
saveObjectVersionData = None
if not persistentLevelFlag:
objectUE5Version = -1
# Collectables #2 (DestroyedActors)
(offset, collectedCount2) = parseUint32(offset, data) # line 1683/1687
for count in range(collectedCount2): # line 1686
(offset, objectReference) = parseObjectReference(offset, data) # readObjectProperty
collectables2.append(objectReference)
if headerSaveVersion >= 53: # line 1692
(offset, hasSaveObjectVersionData) = parseBool(offset, data, parseUint32, "hasSaveObjectVersionData") # line 1693/1694
if hasSaveObjectVersionData:
(offset, saveObjectVersionData) = parseSaveObjectVersionData(offset, data) # line 1693/1694
objectUE5Version = getUE5VersionFromObjectVersionData(saveObjectVersionData)
else:
objectUE5Version = persistentLevelUE5Version
(objectDataOffset, objectCount) = parseUint32(objectDataOffset, data) # line 1645/1646
if objectCount != actorAndComponentCount:
raise ParseError(f"Object count mismatch: objectCount={objectCount} != actorAndComponentCount={actorAndComponentCount}")
for idx in range(actorAndComponentCount):
object = Object()
objectDataOffset = object.parse(headerSaveVersion, objectUE5Version, objectDataOffset, data, actorAndComponentObjectHeaders[idx]) # SCIM readEntity
objects.append(object)
if progressBar is not None:
progressBar.add()
if objectDataOffset - objectStartOffset != allObjectsSize:
raise ParseError(f"Object size mismatch: expect={allObjectsSize} != actual={objectDataOffset - objectStartOffset}")
return (offset, Level(levelName, actorAndComponentObjectHeaders, levelPersistentFlag, collectables1, objects, levelSaveVersion, collectables2, saveObjectVersionData))
def parsePackageName(offset, data):
packageNames = []
(offset, packageNameFlag1) = parseBool(offset, data, parseUint32, "packageNameFlag1")
if packageNameFlag1:
(offset, packageName1) = parseString(offset, data)
packageNames.append(packageName1)
(offset, packageNameFlag23) = parseBool(offset, data, parseUint32, "packageNameFlag2")
if packageNameFlag23:
(offset, packageName2) = parseString(offset, data)
(offset, packageName3) = parseString(offset, data)
packageNames.extend((packageName2, packageName3))
return offset, packageNames
def parseProperties(currentEntitySaveVersion: int, offset: int, data: list, objectUE5Version = 0) -> tuple:
properties = []
propertyTypes = []
while True:
(offset, propertyName) = parseString(offset, data) # line 2029
if propertyName == "None":
break
(offset, propertyType) = parseString(offset, data) # line 2030
retainedPropertyType = [propertyName, propertyType]
propertyHeaderFlag = objectUE5Version >= 1012
if propertyHeaderFlag:
(offset, propertyHeaderTypeA) = parseUint32(offset, data) # line 2031
retainedPropertyType.append(propertyHeaderTypeA)
if propertyHeaderTypeA == 0:
enumName = None
elif propertyHeaderTypeA == 1: # line 2032
if propertyType == "ArrayProperty":