PKHeX/PKHeX.Core/Editing/PKM/QR/QRMessageUtil.cs

111 lines
4.1 KiB
C#
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using System;
using System.Linq;
namespace PKHeX.Core
{
/// <summary>
/// QR Message reading &amp; writing logic
/// </summary>
public static class QRMessageUtil
{
private const string QR6PathBad = "null/#";
private const string QR6Path = "http://lunarcookies.github.io/b1s1.html#";
private const string QR6PathWC = "http://lunarcookies.github.io/wc.html#";
private static string GetExploitURLPrefixPKM(int format) => format == 6 ? QR6Path : QR6PathBad;
private static string GetExploitURLPrefixWC(int format) => format == 6 ? QR6PathWC : QR6PathBad;
/// <summary>
/// Gets the <see cref="PKM"/> data from the message that is encoded in a QR.
/// </summary>
/// <param name="message">QR Message</param>
/// <param name="context">Preferred <see cref="PKM.Context"/> to expect.</param>
/// <returns>Decoded <see cref="PKM"/> object, null if invalid.</returns>
public static PKM? GetPKM(string message, EntityContext context)
{
var data = DecodeMessagePKM(message);
if (data == null)
return null;
return EntityFormat.GetFromBytes(data, context);
}
/// <summary>
/// Gets a QR Message from the input <see cref="PKM"/> data.
/// </summary>
/// <param name="pkm">Pokémon to encode</param>
/// <returns>QR Message</returns>
public static string GetMessage(PKM pkm)
{
if (pkm is PK7 pk7)
{
byte[] payload = QR7.GenerateQRData(pk7);
return GetMessage(payload);
}
var server = GetExploitURLPrefixPKM(pkm.Format);
var data = pkm.EncryptedBoxData;
return GetMessageBase64(data, server);
}
/// <summary>
/// Gets a QR Message from the input <see cref="byte"/> data.
/// </summary>
/// <param name="payload">Data to encode</param>
/// <returns>QR Message</returns>
public static string GetMessage(byte[] payload) => string.Concat(payload.Select(z => (char) z));
/// <summary>
/// Gets a QR Message from the input <see cref="MysteryGift"/> data.
/// </summary>
/// <param name="mg">Gift data to encode</param>
/// <returns>QR Message</returns>
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
public static string GetMessage(DataMysteryGift mg)
{
var server = GetExploitURLPrefixWC(mg.Generation);
var data = mg.Write();
return GetMessageBase64(data, server);
}
public static string GetMessageBase64(byte[] data, string server)
{
string payload = Convert.ToBase64String(data);
return server + payload;
}
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
private static byte[]? DecodeMessagePKM(string message)
{
if (message.Length < 32) // arbitrary length check; everything should be greater than this
return null;
if (message.StartsWith(QR6PathBad)) // fake url
return DecodeMessageDataBase64(message);
if (message.StartsWith("http")) // inject url
return DecodeMessageDataBase64(message);
if (message.StartsWith("POKE") && message.Length > 0x30 + 0xE8) // G7 data
return GetBytesFromMessage(message, 0x30, 0xE8);
return null;
}
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
private static byte[]? DecodeMessageDataBase64(string url)
{
try
{
int payloadBegin = url.IndexOf('#');
if (payloadBegin < 0) // bad URL, need the payload separator
return null;
url = url[(payloadBegin + 1)..]; // Trim URL to right after #
return Convert.FromBase64String(url);
}
catch
{
return null;
}
}
private static byte[] GetBytesFromMessage(string seed, int skip, int take)
{
byte[] data = new byte[take];
for (int i = 0; i < take; i++)
data[i] = (byte)seed[i + skip];
return data;
}
}
}