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[GH-ISSUE #3633] [Feature] Godot PCK inspection and extraction as an artifact reader #1357
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opened 2026-10-16 21:04:37 +00:00 by bsakaguchi
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Originally created by @0xthearchitect on GitHub (Oct 14, 2026).
Original GitHub issue: https://github.com/morluto/rea/issues/3633
Area: Evidence, artifacts, or reconstruction
Expected interaction with targets: Read existing files or captured data
Verification available so far: I have a prototype or observed results
Current limitation
REA has no support for Godot Engine games. A Godot export is usually a native executable with an embedded PCK archive (trailer magic
GDPC), or a standalone.pck. The game's scenes (.tscn/.scn), scripts (GDScript, often compiled to bytecode), resources and data all live inside that archive.Today the only path is native analysis of the executable. That analysis only sees the Godot engine, not the game. On large exports it is also impractical. In my case a 1.6 GB Godot 4.6.1 export was killed by the kernel OOM killer when Ghidra's JVM reached about 3.9 GB of resident memory during import, before any findings were produced.
Desired outcome and success criteria
inspect-artifactrecognizes a standalone.pck, or a PCK embedded in an ELF/PE/Mach-O executable. It reports the following as observed facts with Evidence:res://path, offset, size and MD5.extract-artifactextracts unencrypted entries through the existing safe output tree, verifying the per-entry MD5 when present.Alternatives considered
Possible direction
Add a
PckArtifactReadernext toAsarArtifactReader/ZipArtifactReader, so that inventory, inspection and extraction reuse the existing ownership, resource-scope and safe-output code.The PCK format is open source, so it can be checked against the reference implementation (Godot
core/io/file_access_pack.cpp, format versions 1–3). Embedded packs are located via the trailer (GDPCmagic plus a 64-bit offset at the end of the file), or via thepcksection for ELF/PE exports.Out of scope for this first step, as possible separate proposals:
.scn/.res) to text;Verification
--pck-create). A pack exported by the official Godot editor is still to do.Prototype results
A draft prototype (
GodotPckArtifactReader, plusgodot-pckin the format enums, classification, inventory and extraction) is on a branch. This is not a request to integrate; it exists to inform the scope decision.inspect-artifactandextract-artifactwork end to end on standalone.pckfiles produced by GDRE Tools (--pck-create, formats 2 and 3, engine 4.6.1).check:fastanddocs:checkpass; the artifact/domain/contract/application suites pass (4334 tests).Known prototype limits:
ArtifactEntryonly carries SHA-256, sorecord-and-continuedoes not apply to it yet.Questions for maintainers
inspect-artifact/extract-artifact, or through a dedicatedinspect-godot-packoperation?ArtifactEntrygain a declared-digest algorithm so the MD5 participates in integrity policy?@matbrgz commented on GitHub (Oct 14, 2026):
Seams related or dup https://github.com/morluto/rea/issues/3631
@0xthearchitect commented on GitHub (Oct 14, 2026):
Thanks, I missed #3631 (it didn't show up in search when I filed this). They overlap, but this one is intentionally narrower: just reading and extracting PCK containers, with no decryption, resource decoding or GDScript decompilation, so it stays within the documented format-inspection/extraction scope. It also already has a working draft in #3634.
I'm happy to treat this as the first slice of #3631, and to close this issue and retarget #3634 there if maintainers prefer one thread. The open questions above (CLI surface, embedded packs, MD5 as declared integrity) would apply either way.
@matbrgz commented on GitHub (Oct 14, 2026):
Go ahead all yours. Wating your PR.
@matbrgz commented on GitHub (Oct 16, 2026):
Duplicate of #3631.
This feature request covers Godot PCK inspection and entry extraction (
GDPCmagic, standalone.pckarchives, and embedded executable trailers), which was already proposed earlier in #3631 ([Feature] Godot reverse engineering: PCK unpacking, scene/resource deserialization, GDScript bytecode decompilation, and signal graph reconstruction).@morluto: could you please review and consider closing this issue in favor of the earlier canonical issue #3631 (or consolidating the specific artifact reader criteria into #3631) to maintain unified tracking for Godot engine support?
@morluto commented on GitHub (Oct 26, 2026):
Thank you for the focused PCK proposal, prototype and fixture evidence. #3634 landed standalone and EOF-embedded PCK inspection/extraction for formats 2–4, with retained header/member facts, MD5 integrity handling and explicit unknowns for encrypted content. I’m closing this first-slice request as completed. Godot 3 format 1 remains under #7063, and the merged embedded path covers EOF trailers; please feel free to reopen if a distinct executable-section lookup case needs tracking. Broader Godot resource and GDScript work remains in #3631. I did not rerun the artifact workflow in this pass.
@0xthearchitect commented on GitHub (Oct 27, 2026):
Thank you