PKHeX/PKHeX.Core/Saves/Blocks/BlockInfo3DS.cs

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using System;
namespace PKHeX.Core
{
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/// <summary>
/// Gen6+ Block Info
/// </summary>
public sealed class BlockInfo3DS : BlockInfo
{
public ushort Checksum;
private int BlockInfoOffset;
private readonly Func<byte[], int, int, ushort> CheckFunc;
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public BlockInfo3DS() { }
private BlockInfo3DS(Func<byte[], int, int, ushort> func) => CheckFunc = func;
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private int ChecksumOffset => BlockInfoOffset + 6 + ((int)ID * 8);
private ushort GetChecksum(byte[] data) => CheckFunc(data, Offset, Length);
protected override bool ChecksumValid(byte[] data)
{
ushort chk = GetChecksum(data);
var old = BitConverter.ToUInt16(data, ChecksumOffset);
return chk == old;
}
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protected override void SetChecksum(byte[] data)
{
ushort chk = GetChecksum(data);
BitConverter.GetBytes(chk).CopyTo(data, ChecksumOffset);
}
/// <summary>
/// Gets the <see cref="BlockInfo"/> table for the input <see cref="data"/>.
/// </summary>
/// <param name="data">Complete data array</param>
/// <param name="blockInfoOffset">Offset the <see cref="BlockInfo"/> starts at.</param>
/// <param name="CheckFunc">Checksum method for validating each block.</param>
public static BlockInfo[] GetBlockInfoData(byte[] data, out int blockInfoOffset, Func<byte[], int, int, ushort> CheckFunc)
{
blockInfoOffset = data.Length - 0x200 + 0x10;
if (BitConverter.ToUInt32(data, blockInfoOffset) != SaveUtil.BEEF)
blockInfoOffset -= 0x200; // No savegames have more than 0x3D blocks, maybe in the future?
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int len = data.Length;
return GetBlockInfo(data, ref blockInfoOffset, CheckFunc, len);
}
/// <summary>
/// Gets the <see cref="BlockInfo"/> table for the input <see cref="data"/>.
/// </summary>
/// <param name="data">Complete data array</param>
/// <param name="blockInfoOffset">Offset the <see cref="BlockInfo"/> starts at.</param>
/// <param name="CheckFunc">Checksum method for validating each block.</param>
/// <param name="dataLength"></param>
public static BlockInfo[] GetBlockInfoData(byte[] data, ref int blockInfoOffset, Func<byte[], int, int, ushort> CheckFunc, int dataLength)
{
if (BitConverter.ToUInt32(data, blockInfoOffset) != SaveUtil.BEEF)
blockInfoOffset -= 0x200; // No savegames have more than 0x3D blocks, maybe in the future?
return GetBlockInfo(data, ref blockInfoOffset, CheckFunc, dataLength);
}
private static BlockInfo[] GetBlockInfo(byte[] data, ref int blockInfoOffset, Func<byte[], int, int, ushort> CheckFunc, int dataLength)
{
int count = (dataLength - blockInfoOffset - 0x8) / 8;
blockInfoOffset += 4;
var Blocks = new BlockInfo[count];
int CurrentPosition = 0;
for (int i = 0; i < Blocks.Length; i++)
{
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int ofs = i * 8;
Blocks[i] = new BlockInfo3DS(CheckFunc)
{
Offset = CurrentPosition,
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Length = BitConverter.ToInt32(data, blockInfoOffset + ofs + 0),
ID = BitConverter.ToUInt16(data, blockInfoOffset + ofs + 4),
Checksum = BitConverter.ToUInt16(data, blockInfoOffset + ofs + 6),
BlockInfoOffset = blockInfoOffset
};
// Expand out to nearest 0x200
var remainder = Blocks[i].Length & 0x1FF;
CurrentPosition += remainder == 0 ? Blocks[i].Length : Blocks[i].Length + 0x200 - remainder;
if (Blocks[i].ID != 0 || i == 0)
continue;
count = i;
break;
}
// Fix Final Array Lengths
Array.Resize(ref Blocks, count);
return Blocks;
}
}
}