"""Refuse files that look like game content, keys, generated game code or compiled shaders. Runs in CI on every push and pull request, and locally as the pre-commit hook (.githooks/pre-commit). With no arguments it checks every tracked file; with --staged it checks the files staged for the next commit. Standard library only, so it runs before any environment is set up. """ import argparse import re import subprocess import sys from pathlib import Path MAX_BYTES = 1024 * 1024 # Switch containers, executables and game data formats. BLOCKED_SUFFIXES = { ".xci", ".xcz", ".nsp", ".nsz", ".nca", ".ncz", ".tik", ".cert", ".nso", ".nro", ".nrr", ".npdm", ".keys", ".bfres", ".bntx", ".bnsh", ".sarc", ".szs", ".zs", ".pack", ".byml", ".bgyml", ".msbt", ".bars", ".bwav", ".bfwav", ".bfstm", ".bfttf", ".bfotf", ".sharcb", ".webm", } # ExeFS modules carry no extension. BLOCKED_NAMES = {"main", "sdk", "rtld", "subsdk0", "subsdk1", "main.npdm"} # Written by the code generator into every file it emits. GENERATED_MARKER = "NX2NAVI_" + "GENERATED_FROM_GAME_CODE" # A prod.keys / title.keys line: name containing key, kek or seed, then hex. KEY_LINE = re.compile( r"^\s*[A-Za-z0-9_]*(key|kek|seed)[A-Za-z0-9_]*\s*=\s*[0-9A-Fa-f]{32,}\s*$", re.MULTILINE, ) def list_files(staged: bool) -> list[Path]: if staged: cmd = ["git", "diff", "--cached", "--name-only", "--diff-filter=ACMR", "-z"] else: # Tracked files plus untracked ones that are not ignored: everything a commit could pick up. cmd = ["git", "ls-files", "-z", "--cached", "--others", "--exclude-standard"] out = subprocess.run(cmd, check=True, capture_output=True).stdout return [Path(p) for p in out.decode("utf-8").split("\0") if p] def staged_bytes(path: Path) -> bytes | None: """The content of path as staged for the next commit (the index), not the working copy, which may differ.""" r = subprocess.run(["git", "cat-file", "blob", f":{path.as_posix()}"], capture_output=True) return r.stdout if r.returncode == 0 else None def problems_for(path: Path, allow_large: bool = False, data: bytes | None = None) -> list[str]: """allow_large: files over MAX_BYTES (toolchain binaries in a release folder) are checked for the generated marker only, not refused. data: the content to check in place of the file on disk (the staged one, for --staged).""" found = [] if path.suffix.lower() in BLOCKED_SUFFIXES: found.append(f"blocked file type {path.suffix}") if path.name.lower() in BLOCKED_NAMES: found.append("name of a Switch executable module") if data is None: if not path.is_file(): return found size = path.stat().st_size else: size = len(data) if size > MAX_BYTES and allow_large: if GENERATED_MARKER.encode() in (path.read_bytes() if data is None else data): found.append("generated from game code") return found if size > MAX_BYTES: found.append(f"{size // 1024} KiB, over the {MAX_BYTES // 1024} KiB limit") return found if data is None: data = path.read_bytes() if GENERATED_MARKER.encode() in data: found.append("generated from game code") if KEY_LINE.search(data.decode("utf-8", errors="ignore")): found.append("contains a key in prod.keys format") return found def compiled_shader(path: Path) -> bool: """A SPIR-V binary or a header of SPIR-V words. The repository holds its shaders as source (runtime/shaders/, the tools/make_*.py assemblers) and tools/build_shaders.py builds runtime/_spv.h from them when the game is built. A build kit or a release folder carries the headers, so make_kit.py and make_release.py, which call problems_for, are not held to this.""" return path.suffix.lower() == ".spv" or path.name.lower().endswith("_spv.h") # What a game folder records in play and what tools/pipeline_list.py folds from it: the game's shader code, the # answers it was translated for, the pipelines it drew. All of it is derived from game data. RECORD_MAGICS = (b"NX2NSPRG", b"NX2NSANS", b"NX2NPKEY", b"NX2NPLST") def recorded_in_play(path: Path, data: bytes | None) -> bool: """A shader-programs.bin, shader-answers.bin, pipeline-keys.bin or a pipeline list, by its first bytes. A build kit or a release folder may carry a pipeline list (data/pipeline_list.bin), so make_kit.py and make_release.py, which call problems_for, are not held to this.""" if data is None: if not path.is_file(): return False with open(path, "rb") as f: data = f.read(8) return data[:8] in RECORD_MAGICS def execution_profile(path: Path) -> bool: """The counts an instrumented game wrote (.profraw) or their merged profile (.profdata, tools/pgo.py): they name the lifted functions and count their branches, so they are derived from the game's code. A launcher release or an installer release may carry a profile (data/pgo-.profdata), so make_launcher.py and make_release.py, which call problems_for, are not held to this.""" return path.suffix.lower() in (".profdata", ".profraw") def main() -> int: parser = argparse.ArgumentParser(description=__doc__.splitlines()[0]) parser.add_argument("--staged", action="store_true", help="check staged files only") args = parser.parse_args() failed = False for path in list_files(args.staged): # --staged checks what the commit takes: a marker staged and then removed from the working copy alone # passed when the file on disk was read data = staged_bytes(path) if args.staged else None problems = problems_for(path, data=data) if compiled_shader(path): problems.append("compiled shader: the repository holds the source, tools/build_shaders.py builds this") if recorded_in_play(path, data): problems.append("recorded from a game folder (shaders, answers, pipeline keys or a pipeline list)") if execution_profile(path): problems.append("execution profile of the game's code: it stays in build/ (tools/pgo.py)") for problem in problems: print(f"{path}: {problem}") failed = True if failed: print("\nGame content, keys, generated game code and compiled shaders never go into the repository.") print("See CONTRIBUTING.md.") return 1 return 0 if __name__ == "__main__": sys.exit(main())