PKHeX/PKHeX.Core/Saves/Util/SaveFinder.cs

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C#
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
namespace PKHeX.Core
{
/// <summary>
/// Utility logic for detecting a <see cref="SaveFile"/> from various locations on the host machine.
/// </summary>
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public static class SaveFinder
{
/// <summary>
/// Searches the provided <see cref="drives"/> to find a valid 3DS drive, usually from an inserted SD card.
/// </summary>
/// <param name="drives">List of drives on the host machine.</param>
/// <param name="skipFirstDrive">Optional parameter to skip the first drive.
/// The first drive is usually the system hard drive, or can be a floppy disk drive (slower to check, never has expected data).</param>
/// <returns>Folder path pointing to the Nintendo 3DS folder.</returns>
public static string? Get3DSLocation(IEnumerable<string> drives, bool skipFirstDrive = true) =>
FindConsoleRootFolder(drives, "Nintendo 3DS", skipFirstDrive);
/// <summary>
/// Searches the provided <see cref="drives"/> to find a valid Switch drive, usually from an inserted SD card.
/// </summary>
/// <param name="drives">List of drives on the host machine.</param>
/// <param name="skipFirstDrive">Optional parameter to skip the first drive.
/// The first drive is usually the system hard drive, or can be a floppy disk drive (slower to check, never has expected data).</param>
/// <returns>Folder path pointing to the Nintendo folder.</returns>
public static string? GetSwitchLocation(IEnumerable<string> drives, bool skipFirstDrive = true) =>
FindConsoleRootFolder(drives, "Nintendo", skipFirstDrive);
private static string? FindConsoleRootFolder(IEnumerable<string> drives, string path, bool skipFirstDrive)
{
if (skipFirstDrive)
drives = drives.Skip(1);
var paths = drives.Select(drive => Path.Combine(drive, path));
return paths.FirstOrDefault(Directory.Exists);
}
/// <summary>
/// Gets a list of 3DS save backup paths for the storage device.
/// </summary>
/// <param name="root">Root location of device</param>
/// <returns>List of possible 3DS save backup paths.</returns>
public static IEnumerable<string> Get3DSBackupPaths(string root)
{
yield return Path.Combine(root, "saveDataBackup");
yield return Path.Combine(root, "filer", "UserSaveData");
yield return Path.Combine(root, "JKSV", "Saves");
yield return Path.Combine(root, "TWLSaveTool");
yield return Path.Combine(root, "fbi", "save");
yield return Path.Combine(root, "gm9", "out");
yield return Path.Combine(root, "3ds", "Checkpoint", "saves");
}
/// <summary>
/// Gets a list of Switch save backup paths for the storage device.
/// </summary>
/// <param name="root">Root location of device</param>
/// <returns>List of possible 3DS save backup paths.</returns>
public static IEnumerable<string> GetSwitchBackupPaths(string root)
{
yield return Path.Combine(root, "switch", "Checkpoint", "saves");
}
/// <summary>
/// Extra list of Backup Paths used for detecting a save file.
/// </summary>
public static readonly List<string> CustomBackupPaths = new List<string>();
/// <summary>
/// Finds a compatible save file that was most recently saved (by file write time).
/// </summary>
/// <param name="drives">List of drives on the host machine.</param>
/// <param name="error">If this function does not return a save file, this parameter will be set to the error message.</param>
/// <param name="extra">Paths to check in addition to the default paths</param>
/// <returns>Reference to a valid save file, if any.</returns>
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public static SaveFile? FindMostRecentSaveFile(IReadOnlyList<string> drives, ref string error, params string[] extra)
{
var foldersToCheck = GetFoldersToCheck(drives, extra);
var result = GetSaveFilePathsFromFolders(foldersToCheck, out var possiblePaths);
if (!result)
{
error = string.Join(Environment.NewLine, possiblePaths); // `possiblePaths` contains the error message
return null;
}
// return newest save file path that is valid
var byMostRecent = possiblePaths.OrderByDescending(File.GetLastWriteTimeUtc);
var saves = byMostRecent.Select(SaveUtil.GetVariantSAV);
return saves.FirstOrDefault(z => z?.ChecksumsValid == true);
}
/// <summary>
/// Gets all detectable save files ordered by most recently saved (by file write time).
/// </summary>
/// <param name="drives">List of drives on the host machine.</param>
/// <param name="detect">Detect save files stored in common SD card homebrew locations.</param>
/// <param name="extra">Paths to check in addition to the default paths</param>
/// <returns>Valid save files, if any.</returns>
public static IEnumerable<SaveFile> GetSaveFiles(IReadOnlyList<string> drives, bool detect, params string[] extra) => GetSaveFiles(drives, detect, (IEnumerable<string>)extra);
/// <summary>
/// Gets all detectable save files ordered by most recently saved (by file write time).
/// </summary>
/// <param name="drives">List of drives on the host machine.</param>
/// <param name="detect">Detect save files stored in common SD card homebrew locations.</param>
/// <param name="extra">Paths to check in addition to the default paths</param>
/// <returns>Valid save files, if any.</returns>
public static IEnumerable<SaveFile> GetSaveFiles(IReadOnlyList<string> drives, bool detect, IEnumerable<string> extra)
{
var paths = detect ? GetFoldersToCheck(drives, extra) : extra;
var result = GetSaveFilePathsFromFolders(paths, out var possiblePaths);
if (!result)
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
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yield break;
var byMostRecent = possiblePaths.OrderByDescending(File.GetLastWriteTimeUtc);
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
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foreach (var s in byMostRecent)
{
var sav = SaveUtil.GetVariantSAV(s);
if (sav != null)
yield return sav;
}
}
public static IEnumerable<string> GetFoldersToCheck(IReadOnlyList<string> drives, IEnumerable<string> extra)
{
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var foldersToCheck = extra.Where(f => !string.IsNullOrWhiteSpace(f)).Concat(CustomBackupPaths);
string path3DS = Path.GetPathRoot(Get3DSLocation(drives));
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if (!string.IsNullOrEmpty(path3DS)) // check for Homebrew/CFW backups
foldersToCheck = foldersToCheck.Concat(Get3DSBackupPaths(path3DS));
string pathNX = Path.GetPathRoot(GetSwitchLocation(drives));
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if (!string.IsNullOrEmpty(pathNX)) // check for Homebrew/CFW backups
foldersToCheck = foldersToCheck.Concat(GetSwitchBackupPaths(pathNX));
return foldersToCheck;
}
private static bool GetSaveFilePathsFromFolders(IEnumerable<string> foldersToCheck, out IEnumerable<string> possible)
{
var possiblePaths = new List<string>();
foreach (var folder in foldersToCheck)
{
if (!SaveUtil.GetSavesFromFolder(folder, true, out IEnumerable<string> files))
{
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
if (!(files is string[] msg)) // should always return string[]
continue;
if (msg.Length == 0) // folder doesn't exist
continue;
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
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possible = msg;
return false;
}
possiblePaths.AddRange(files);
}
possible = possiblePaths;
return true;
}
public static bool DetectSaveFile(out string path, out SaveFile? sav) => DetectSaveFile(out path, out sav, Environment.GetLogicalDrives());
public static bool DetectSaveFile(out string path, out SaveFile? sav, IReadOnlyList<string> drives)
{
string errorMsg = string.Empty;
var result = FindMostRecentSaveFile(drives, ref errorMsg);
if (result == null)
{
path = errorMsg;
sav = null;
return false;
}
path = result.Metadata.FilePath!;
sav = result;
return File.Exists(path);
}
}
}