2019-09-29 16:47:06 +00:00
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using System;
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using System.Diagnostics;
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using System.Linq;
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using System.Net;
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using System.Text;
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using System.Text.RegularExpressions;
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using PKHeX.Core;
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namespace PKHeX.Drawing
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{
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public static class QRDecode
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{
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// QR Utility
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private const string DecodeAPI = "http://api.qrserver.com/v1/read-qr-code/?fileurl=";
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2020-06-17 02:46:22 +00:00
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public static QRDecodeResult GetQRData(string address, out byte[] result)
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2019-09-29 16:47:06 +00:00
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{
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result = Array.Empty<byte>();
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// Fetch data from QR code...
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if (!address.StartsWith("http"))
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2020-06-17 02:46:22 +00:00
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return QRDecodeResult.BadPath;
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2019-09-29 16:47:06 +00:00
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2020-06-17 02:46:22 +00:00
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string url = DecodeAPI + WebUtility.UrlEncode(address);
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2019-09-29 16:47:06 +00:00
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string data;
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try
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{
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2020-06-17 02:46:22 +00:00
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var str = NetUtil.GetStringFromURL(url);
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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
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if (str is null)
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2020-06-17 02:46:22 +00:00
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return QRDecodeResult.BadConnection;
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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
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data = str;
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2019-09-29 16:47:06 +00:00
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if (data.Contains("could not find"))
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2020-06-17 02:46:22 +00:00
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return QRDecodeResult.BadImage;
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2019-09-29 16:47:06 +00:00
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if (data.Contains("filetype not supported"))
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2020-06-17 02:46:22 +00:00
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return QRDecodeResult.BadType;
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2019-09-29 16:47:06 +00:00
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}
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2020-09-19 05:11:13 +00:00
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#pragma warning disable CA1031 // Do not catch general exception types
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2020-06-17 02:46:22 +00:00
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catch { return QRDecodeResult.BadConnection; }
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2020-09-19 05:11:13 +00:00
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#pragma warning restore CA1031 // Do not catch general exception types
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2019-09-29 16:47:06 +00:00
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// Quickly convert the json response to a data string
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try
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{
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result = DecodeQRJson(data);
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2020-06-17 02:46:22 +00:00
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return QRDecodeResult.Success;
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2019-09-29 16:47:06 +00:00
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}
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2020-09-19 05:11:13 +00:00
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#pragma warning disable CA1031 // Do not catch general exception types
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2019-09-29 16:47:06 +00:00
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catch (Exception e)
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2020-09-19 05:11:13 +00:00
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#pragma warning restore CA1031 // Do not catch general exception types
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2019-09-29 16:47:06 +00:00
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{
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Debug.WriteLine(e.Message);
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2020-06-17 02:46:22 +00:00
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return QRDecodeResult.BadConversion;
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2019-09-29 16:47:06 +00:00
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}
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}
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private static byte[] DecodeQRJson(string data)
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{
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const string cap = "\",\"error\":null}]}]";
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const string intro = "[{\"type\":\"qrcode\",\"symbol\":[{\"seq\":0,\"data\":\"";
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const string qrcode = "nQR-Code:";
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if (!data.StartsWith(intro))
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throw new FormatException();
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string pkstr = data.Substring(intro.Length);
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if (pkstr.Contains(qrcode)) // Remove multiple QR codes in same image
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pkstr = pkstr.Substring(0, pkstr.IndexOf(qrcode, StringComparison.Ordinal));
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pkstr = pkstr.Substring(0, pkstr.IndexOf(cap, StringComparison.Ordinal)); // Trim outro
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if (!pkstr.StartsWith("http") && !pkstr.StartsWith("null")) // G7
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{
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string fstr = Regex.Unescape(pkstr);
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byte[] raw = Encoding.Unicode.GetBytes(fstr);
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// Remove 00 interstitials and retrieve from offset 0x30, take PK7 Stored Size (always)
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return raw.Where((_, i) => i % 2 == 0).Skip(0x30).Take(0xE8).ToArray();
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}
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// All except G7
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pkstr = pkstr.Substring(pkstr.IndexOf('#') + 1); // Trim URL
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pkstr = pkstr.Replace("\\", string.Empty); // Rectify response
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return Convert.FromBase64String(pkstr);
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}
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2021-01-02 01:08:49 +00:00
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public static string ConvertMsg(this QRDecodeResult result) => result switch
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2019-09-29 16:47:06 +00:00
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{
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2021-01-02 01:08:49 +00:00
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QRDecodeResult.Success => string.Empty,
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QRDecodeResult.BadPath => MessageStrings.MsgQRUrlFailPath,
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QRDecodeResult.BadImage => MessageStrings.MsgQRUrlFailImage,
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QRDecodeResult.BadType => MessageStrings.MsgQRUrlFailType,
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QRDecodeResult.BadConnection => MessageStrings.MsgQRUrlFailConnection,
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QRDecodeResult.BadConversion => MessageStrings.MsgQRUrlFailConvert,
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_ => throw new ArgumentOutOfRangeException(nameof(result), result, null)
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};
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2019-09-29 16:47:06 +00:00
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}
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}
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