PKHeX/PKHeX.Core/Util/FileUtil.cs

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C#
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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
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using System.IO;
namespace PKHeX.Core
{
/// <summary>
/// Logic for detecting supported binary object formats.
/// </summary>
public static class FileUtil
{
/// <summary>
/// Attempts to get a binary object from the provided path.
/// </summary>
/// <param name="path"></param>
/// <param name="reference">Reference savefile used for PC Binary compatibility checks.</param>
/// <returns>Supported file object reference, null if none found.</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
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public static object? GetSupportedFile(string path, SaveFile? reference = null)
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{
try
{
var fi = new FileInfo(path);
if (IsFileTooBig(fi.Length) || IsFileTooSmall(fi.Length))
return null;
var data = File.ReadAllBytes(path);
var ext = Path.GetExtension(path);
return GetSupportedFile(data, ext, reference);
}
#pragma warning disable CA1031 // Do not catch general exception types
// User input data can be fuzzed; if anything blows up, just fail safely.
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catch (Exception e)
#pragma warning restore CA1031 // Do not catch general exception types
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{
Debug.WriteLine(MessageStrings.MsgFileInUse);
Debug.WriteLine(e.Message);
return null;
}
}
/// <summary>
/// Attempts to get a binary object from the provided inputs.
/// </summary>
/// <param name="data">Binary data for the file.</param>
/// <param name="ext">File extension used as a hint.</param>
/// <param name="reference">Reference savefile used for PC Binary compatibility checks.</param>
/// <returns>Supported file object reference, null if none found.</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
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public static object? GetSupportedFile(byte[] data, string ext, SaveFile? reference = null)
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{
if (TryGetSAV(data, out var sav))
return sav;
if (TryGetMemoryCard(data, out var mc))
return mc;
if (TryGetPKM(data, out var pk, ext))
return pk;
if (TryGetPCBoxBin(data, out IEnumerable<byte[]> pks, reference))
return pks;
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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if (TryGetBattleVideo(data, out var bv))
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return bv;
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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if (TryGetMysteryGift(data, out var g, ext))
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return g;
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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if (TryGetGP1(data, out var gp))
return gp;
if (TryGetBundle(data, out var bundle))
return bundle;
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return null;
}
public static bool IsFileLocked(string path)
{
try { return (File.GetAttributes(path) & FileAttributes.ReadOnly) != 0; }
#pragma warning disable CA1031 // Do not catch general exception types
catch { return true; }
#pragma warning restore CA1031 // Do not catch general exception types
}
public static int GetFileSize(string path)
{
try
{
var size = new FileInfo(path).Length;
if (size > int.MaxValue)
return -1;
return (int)size;
}
#pragma warning disable CA1031 // Do not catch general exception types
catch { return -1; } // Bad File / Locked
#pragma warning restore CA1031 // Do not catch general exception types
}
private static bool TryGetGP1(byte[] data, [NotNullWhen(true)] out GP1? gp1)
{
gp1 = null;
if (data.Length != GP1.SIZE || BitConverter.ToUInt32(data, 0x28) == 0)
return false;
gp1 = new GP1(data);
return true;
}
private static bool TryGetBundle(byte[] data, [NotNullWhen(true)] out IPokeGroup? result)
{
result = null;
if (RentalTeam8.IsRentalTeam(data))
{
result = new RentalTeam8(data);
return true;
}
return false;
}
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/// <summary>
/// Checks if the length is too big to be a detectable file.
/// </summary>
/// <param name="length">File size</param>
public static bool IsFileTooBig(long length)
{
if (length <= 0x10_0000) // 1 MB
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return false;
if (length > int.MaxValue)
return true;
if (SaveUtil.IsSizeValid((int)length))
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return false;
if (SAV3GCMemoryCard.IsMemoryCardSize(length))
return false; // pbr/GC have size > 1MB
return true;
}
/// <summary>
/// Checks if the length is too small to be a detectable file.
/// </summary>
/// <param name="length">File size</param>
public static bool IsFileTooSmall(long length) => length < 0x20; // bigger than PK1
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/// <summary>
/// Tries to get an <see cref="SaveFile"/> object from the input parameters.
/// </summary>
/// <param name="data">Binary data</param>
/// <param name="sav">Output result</param>
/// <returns>True if file object reference is valid, false if none found.</returns>
public static bool TryGetSAV(byte[] data, [NotNullWhen(true)] out SaveFile? sav)
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{
sav = SaveUtil.GetVariantSAV(data);
return sav != null;
}
/// <summary>
/// Tries to get an <see cref="SAV3GCMemoryCard"/> object from the input parameters.
/// </summary>
/// <param name="data">Binary data</param>
/// <param name="memcard">Output result</param>
/// <returns>True if file object reference is valid, false if none found.</returns>
public static bool TryGetMemoryCard(byte[] data, [NotNullWhen(true)] out SAV3GCMemoryCard? memcard)
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{
if (!SAV3GCMemoryCard.IsMemoryCardSize(data))
{
memcard = null;
return false;
}
memcard = new SAV3GCMemoryCard(data);
return true;
}
/// <summary>
/// Tries to get an <see cref="PKM"/> object from the input parameters.
/// </summary>
/// <param name="data">Binary data</param>
/// <param name="pk">Output result</param>
/// <param name="ext">Format hint</param>
/// <param name="sav">Reference savefile used for PC Binary compatibility checks.</param>
/// <returns>True if file object reference is valid, false if none found.</returns>
public static bool TryGetPKM(byte[] data, [NotNullWhen(true)] out PKM? pk, string ext, ITrainerInfo? sav = null)
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{
if (ext == ".pgt") // size collision with pk6
{
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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pk = null;
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return false;
}
var format = PKX.GetPKMFormatFromExtension(ext, sav?.Generation ?? 6);
pk = PKMConverter.GetPKMfromBytes(data, prefer: format);
return pk != null;
}
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/// <summary>
/// Tries to get an <see cref="IEnumerable{T}"/> object from the input parameters.
/// </summary>
/// <param name="data">Binary data</param>
/// <param name="pkms">Output result</param>
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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/// <param name="sav">Reference savefile used for PC Binary compatibility checks.</param>
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/// <returns>True if file object reference is valid, false if none found.</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
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public static bool TryGetPCBoxBin(byte[] data, out IEnumerable<byte[]> pkms, SaveFile? sav)
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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
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if (sav == null)
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{
pkms = Array.Empty<byte[]>();
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return false;
}
var length = data.Length;
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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if (PKX.IsPKM(length / sav.SlotCount) || PKX.IsPKM(length / sav.BoxSlotCount))
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{
pkms = ArrayUtil.EnumerateSplit(data, length);
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return true;
}
pkms = Array.Empty<byte[]>();
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return false;
}
/// <summary>
/// Tries to get a <see cref="BattleVideo"/> object from the input parameters.
/// </summary>
/// <param name="data">Binary data</param>
/// <param name="bv">Output result</param>
/// <returns>True if file object reference is valid, false if none found.</returns>
public static bool TryGetBattleVideo(byte[] data, [NotNullWhen(true)] out BattleVideo? bv)
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{
bv = BattleVideo.GetVariantBattleVideo(data);
return bv != null;
}
/// <summary>
/// Tries to get a <see cref="MysteryGift"/> object from the input parameters.
/// </summary>
/// <param name="data">Binary data</param>
/// <param name="mg">Output result</param>
/// <param name="ext">Format hint</param>
/// <returns>True if file object reference is valid, false if none found.</returns>
public static bool TryGetMysteryGift(byte[] data, [NotNullWhen(true)] out MysteryGift? mg, string ext)
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{
mg = MysteryGift.GetMysteryGift(data, ext);
return mg != null;
}
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/// <summary>
/// Gets a Temp location File Name for the <see cref="PKM"/>.
/// </summary>
/// <param name="pk">Data to be exported</param>
/// <param name="encrypt">Data is to be encrypted</param>
/// <returns>Path to temporary file location to write to.</returns>
public static string GetPKMTempFileName(PKM pk, bool encrypt)
{
string fn = pk.FileNameWithoutExtension;
string filename = fn + (encrypt ? $".ek{pk.Format}" : $".{pk.Extension}");
return Path.Combine(Path.GetTempPath(), Util.CleanFileName(filename));
}
/// <summary>
/// Gets a <see cref="PKM"/> from the provided <see cref="file"/> path, which is to be loaded to the <see cref="SaveFile"/>.
/// </summary>
/// <param name="file"><see cref="PKM"/> or <see cref="MysteryGift"/> file path.</param>
/// <param name="sav">Generation Info</param>
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/// <returns>New <see cref="PKM"/> reference from the file.</returns>
public static PKM? GetSingleFromPath(string file, ITrainerInfo sav)
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{
var fi = new FileInfo(file);
if (!fi.Exists)
return null;
if (fi.Length == GP1.SIZE && TryGetGP1(File.ReadAllBytes(file), out var gp1))
return gp1.ConvertToPB7(sav);
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if (!PKX.IsPKM(fi.Length) && !MysteryGift.IsMysteryGift(fi.Length))
return null;
var data = File.ReadAllBytes(file);
var ext = fi.Extension;
var mg = MysteryGift.GetMysteryGift(data, ext);
var gift = mg?.ConvertToPKM(sav);
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if (gift != null)
return gift;
int prefer = PKX.GetPKMFormatFromExtension(ext, sav.Generation);
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return PKMConverter.GetPKMfromBytes(data, prefer: prefer);
}
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}
}