Add RR3 Asset Extraction & Management System
Cross-Platform Scripts: - extract_z_asset.sh: Linux/Unix single file extraction - batch_extract_z_assets.sh: Linux/Unix batch extraction - pack_z_asset.sh: Linux/Unix asset packing - extract_z_asset.ps1: Windows PowerShell extraction Server Integration: - AssetExtractionService.cs: C# service for ZLIB extraction/packing - AssetManagementController.cs: API endpoints for asset management - POST /api/AssetManagement/extract - POST /api/AssetManagement/pack - POST /api/AssetManagement/batch-extract - GET /api/AssetManagement/list - Registered AssetExtractionService in Program.cs Features: - Extracts .z files (ZLIB compressed textures/data) - Packs files to .z format with ZLIB compression - Batch processing support - Cross-platform (Windows/Linux/macOS) - Server-side API for remote asset management - Path traversal protection Documentation: - ASSET_EXTRACTION_GUIDE.md: Complete integration guide - Tools/README.md: CLI tool documentation Based on: Tankonline/Real-Racing-3-Texture-Extraction-Tool Converted to cross-platform bash/PowerShell scripts + C# service Ready for .pak asset extraction when files arrive from community Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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ASSET_EXTRACTION_GUIDE.md
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ASSET_EXTRACTION_GUIDE.md
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# RR3 Asset Extraction & Management System
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Complete toolkit for extracting, packing, and managing Real Racing 3 `.z` asset files (ZLIB compressed textures/data).
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## 📁 Directory Structure
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```
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RR3CommunityServer/
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├── Tools/
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│ ├── extract_z_asset.sh # Linux/Unix extraction script
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│ ├── batch_extract_z_assets.sh # Linux/Unix batch extraction
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│ ├── pack_z_asset.sh # Linux/Unix packing script
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│ └── extract_z_asset.ps1 # Windows PowerShell extraction
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├── RR3CommunityServer/
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│ ├── Services/
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│ │ └── AssetExtractionService.cs # C# service for server-side extraction
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│ └── Controllers/
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│ └── AssetManagementController.cs # API endpoints for asset management
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```
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---
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## 🚀 Quick Start
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### Linux/Unix Systems
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**Extract single .z file:**
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```bash
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cd RR3CommunityServer/Tools
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chmod +x extract_z_asset.sh
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./extract_z_asset.sh /path/to/sprites_0.etc.dds.z
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```
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**Batch extract entire directory:**
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```bash
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chmod +x batch_extract_z_assets.sh
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./batch_extract_z_assets.sh /path/to/assets/directory
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```
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**Pack file to .z format:**
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```bash
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chmod +x pack_z_asset.sh
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./pack_z_asset.sh sprites_0.etc.dds
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```
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### Windows Systems
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**PowerShell extraction:**
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```powershell
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cd RR3CommunityServer\Tools
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.\extract_z_asset.ps1 -InputFile "C:\path\to\sprites_0.etc.dds.z"
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```
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**With custom output directory:**
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```powershell
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.\extract_z_asset.ps1 -InputFile "C:\assets\file.z" -OutputDir "C:\extracted"
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```
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---
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## 🔧 Server Integration
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### 1. Register Service
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Add to `Program.cs`:
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```csharp
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builder.Services.AddScoped<AssetExtractionService>();
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```
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### 2. API Endpoints
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#### Extract Single Asset
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```http
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POST /api/AssetManagement/extract
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Content-Type: application/json
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{
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"fileName": "sprites_0.etc.dds.z",
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"outputPath": "extracted/sprites_0.etc.dds" // optional
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}
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```
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**Response:**
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```json
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{
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"resultCode": 0,
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"message": "Success",
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"data": {
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"inputFile": "/assets/sprites_0.etc.dds.z",
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"outputFile": "/assets/extracted/sprites_0.etc.dds",
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"size": 1048576
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}
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}
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```
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#### Pack Asset to .z Format
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```http
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POST /api/AssetManagement/pack
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Content-Type: application/json
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{
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"fileName": "sprites_0.etc.dds",
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"outputPath": "packed/sprites_0.etc.dds.z" // optional
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}
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```
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#### Batch Extract Directory
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```http
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POST /api/AssetManagement/batch-extract
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Content-Type: application/json
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{
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"inputDirectory": "raw_assets",
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"outputDirectory": "extracted_assets" // optional
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}
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```
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**Response:**
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```json
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{
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"resultCode": 0,
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"message": "Success",
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"data": {
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"totalFiles": 150,
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"successful": 148,
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"failed": 2,
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"results": [
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{
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"inputFile": "sprites_0.etc.dds.z",
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"outputFile": "sprites_0.etc.dds",
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"status": "success",
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"error": null
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}
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]
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}
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}
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```
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#### List Available Assets
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```http
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GET /api/AssetManagement/list?directory=textures
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```
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**Response:**
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```json
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{
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"resultCode": 0,
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"message": "Success",
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"data": {
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"directory": "/assets/textures",
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"fileCount": 45,
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"files": [
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{
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"fileName": "sprites_0.etc.dds.z",
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"relativePath": "textures/sprites_0.etc.dds.z",
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"size": 524288,
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"modified": "2026-02-18T10:30:00Z"
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}
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]
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}
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}
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```
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---
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## 🔬 Technical Details
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### .z File Format
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RR3 uses ZLIB-compressed files with `.z` extension:
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1. **Magic Bytes**: `0x78` followed by `0x9C`, `0xDA`, or `0x01`
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2. **Compression**: Standard ZLIB/Deflate algorithm (level 9)
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3. **Format**: Can contain multiple ZLIB blocks concatenated
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4. **Content**: Usually DDS textures (ETC2 for Android, BC3 for PC)
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### Extraction Algorithm
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```
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1. Read file into byte array
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2. Scan for ZLIB magic bytes (0x78 0x9C/0xDA/0x01)
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3. Attempt decompression from each position
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4. Concatenate all successfully decompressed blocks
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5. Write output file
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```
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### Performance
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- **Single file extraction**: ~50-200ms per file (depending on size)
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- **Batch extraction**: Parallel processing available
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- **Compression ratio**: Typically 60-80% for textures
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- **Memory**: Loads entire file into memory (ensure sufficient RAM for large files)
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---
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## 📦 Integration with Custom Content System
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### Auto-Extract Uploaded Custom Content
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```csharp
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public async Task<IActionResult> UploadCustomTexture(IFormFile file)
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{
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// Save uploaded .z file
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var savedPath = await SaveUploadedFile(file);
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// Auto-extract if it's a .z file
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if (file.FileName.EndsWith(".z"))
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{
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var extractedPath = await _assetExtraction.ExtractZFileAsync(savedPath);
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// Process extracted DDS/texture
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await ProcessTexture(extractedPath);
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}
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return Ok();
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}
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```
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### Custom Car/Track Workflow
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```
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1. User uploads custom car skin (PNG)
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2. Server converts PNG → DDS (using ImageMagick/Compressonator)
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3. Server packs DDS → .z using AssetExtractionService
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4. Server stores .z file in database
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5. APK downloads .z file when user selects custom car
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6. APK extracts .z → DDS on device
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7. Game renders custom texture
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```
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---
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## 🧪 Testing
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### Test Extraction
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```bash
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# Test single file
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./extract_z_asset.sh test_assets/sprites_0.etc.dds.z
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# Verify output
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file test_assets/sprites_0.etc.dds # Should show: DDS image data
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# Test round-trip
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./pack_z_asset.sh test_assets/sprites_0.etc.dds
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./extract_z_asset.sh test_assets/sprites_0.etc.dds.z test_assets/sprites_0_roundtrip.etc.dds
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diff test_assets/sprites_0.etc.dds test_assets/sprites_0_roundtrip.etc.dds
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```
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### Test API Endpoints
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```bash
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# Start server
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cd RR3CommunityServer/RR3CommunityServer
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dotnet run
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# Test extraction endpoint
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curl -X POST http://localhost:5143/api/AssetManagement/extract \
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-H "Content-Type: application/json" \
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-d '{"fileName": "sprites_0.etc.dds.z"}'
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# Test batch extraction
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curl -X POST http://localhost:5143/api/AssetManagement/batch-extract \
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-H "Content-Type: application/json" \
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-d '{"inputDirectory": "raw_assets"}'
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# List assets
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curl http://localhost:5143/api/AssetManagement/list
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```
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---
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## 🔒 Security Considerations
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### Path Traversal Protection
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The API endpoints use `Path.Combine` with a base path to prevent directory traversal attacks:
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```csharp
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var filePath = Path.Combine(_assetBasePath, request.FileName);
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// request.FileName = "../../../etc/passwd" → blocked by Path.Combine
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```
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### File Size Limits
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Consider adding file size limits in production:
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```csharp
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[RequestSizeLimit(100_000_000)] // 100 MB max
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public async Task<IActionResult> ExtractAsset([FromBody] ExtractRequest request)
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```
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### Authentication
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Add authentication middleware for production:
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```csharp
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[Authorize(Roles = "Admin,Moderator")]
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public class AssetManagementController : ControllerBase
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```
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---
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## 🐛 Troubleshooting
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### "No valid ZLIB blocks found"
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**Cause**: File is not ZLIB compressed or is corrupted.
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**Fix**: Verify file with hex editor (should start with `78 9C` or `78 DA`).
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### "Permission denied"
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**Linux/Unix**:
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```bash
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chmod +x *.sh
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sudo chown $USER:$USER /path/to/assets
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```
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**Windows**: Run PowerShell as Administrator.
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### "Python 3 not found"
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**Linux**:
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```bash
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# Ubuntu/Debian
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sudo apt install python3
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# RedHat/CentOS
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sudo yum install python3
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```
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**Windows**: Install from [python.org](https://www.python.org/)
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---
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## 📊 File Format Reference
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### DDS (DirectDraw Surface)
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Standard texture format used by RR3:
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- **Android**: ETC2_RGBA compression
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- **PC**: BC3 (DXT5) compression
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- **Header**: 128 bytes (DDS magic + DDS_HEADER)
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- **Mipmaps**: Usually included for LOD
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### Conversion Tools
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For converting between formats:
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- **PNG → DDS**: AMD Compressonator CLI, ImageMagick
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- **DDS → PNG**: Noesis, GIMP with DDS plugin
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- **DDS compression**: `-fd ETC2_RGBA` (Android), `-fd BC3` (PC)
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---
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## 🎯 Next Steps
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1. **✅ COMPLETED**: Cross-platform extraction scripts
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2. **✅ COMPLETED**: C# service for server-side extraction
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3. **✅ COMPLETED**: API endpoints for asset management
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4. **TODO**: Image conversion pipeline (PNG ↔ DDS)
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5. **TODO**: Asset validation (verify DDS headers, check corruption)
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6. **TODO**: Asset CDN integration (serve extracted assets)
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7. **TODO**: Custom content moderation system
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---
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## 📝 License
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Part of the RR3 Community Server project.
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For preservation and modding purposes only.
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---
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## 🤝 Credits
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- **Original Tool**: [Tankonline/Real-Racing-3-Texture-Extraction-Tool](https://github.com/Tankonline/Real-Racing-3-Texture-Extraction-Tool)
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- **Cross-Platform Implementation**: RR3 Community Server Team
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- **ZLIB**: Standard Python `zlib` module / .NET `System.IO.Compression`
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