2019-06-19 03:10:01 +00:00
|
|
|
|
using System;
|
|
|
|
|
using System.Linq;
|
|
|
|
|
|
|
|
|
|
namespace PKHeX.Core
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// QR Message reading & 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="format">Preferred <see cref="PKM.Format"/> to expect.</param>
|
|
|
|
|
/// <returns>Decoded <see cref="PKM"/> object, null if invalid.</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 PKM? GetPKM(string message, int format)
|
2019-06-19 03:10:01 +00:00
|
|
|
|
{
|
|
|
|
|
var pkdata = DecodeMessagePKM(message);
|
|
|
|
|
if (pkdata == null)
|
|
|
|
|
return null;
|
|
|
|
|
return PKMConverter.GetPKMfromBytes(pkdata, format);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <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);
|
2019-09-29 16:47:06 +00:00
|
|
|
|
return GetMessage(payload);
|
2019-06-19 03:10:01 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var server = GetExploitURLPrefixPKM(pkm.Format);
|
|
|
|
|
var data = pkm.EncryptedBoxData;
|
|
|
|
|
return GetMessageBase64(data, server);
|
|
|
|
|
}
|
|
|
|
|
|
2019-09-29 16:47:06 +00:00
|
|
|
|
/// <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));
|
|
|
|
|
|
2019-06-19 03:10:01 +00:00
|
|
|
|
/// <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)
|
2019-06-19 03:10:01 +00:00
|
|
|
|
{
|
|
|
|
|
var server = GetExploitURLPrefixWC(mg.Format);
|
2019-12-25 07:24:28 +00:00
|
|
|
|
var data = mg.Write();
|
2019-06-19 03:10:01 +00:00
|
|
|
|
return GetMessageBase64(data, server);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public static string GetMessageBase64(byte[] data, string server)
|
|
|
|
|
{
|
|
|
|
|
string qrdata = Convert.ToBase64String(data);
|
|
|
|
|
return server + qrdata;
|
|
|
|
|
}
|
|
|
|
|
|
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)
|
2019-06-19 03:10:01 +00:00
|
|
|
|
{
|
|
|
|
|
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)
|
2019-06-19 03:10:01 +00:00
|
|
|
|
{
|
|
|
|
|
try
|
|
|
|
|
{
|
|
|
|
|
int payloadBegin = url.IndexOf('#');
|
|
|
|
|
if (payloadBegin < 0) // bad URL, need the payload separator
|
|
|
|
|
return null;
|
|
|
|
|
url = url.Substring(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;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|