2019-01-15 05:31:53 +00:00
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using System;
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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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using System.Collections.Generic;
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2019-01-15 05:31:53 +00:00
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using System.Security.Cryptography;
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using System.Text;
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namespace PKHeX.Core
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{
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2019-02-10 04:24:38 +00:00
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/// <summary>
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/// Generation 4 <see cref="SaveFile"/> object for My Pok<6F>mon Ranch saves.
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/// </summary>
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2020-09-26 20:30:17 +00:00
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public sealed class SAV4Ranch : BulkStorage, ISaveFileRevision
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2019-01-15 05:31:53 +00:00
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{
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2020-08-07 23:16:10 +00:00
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protected override int SIZE_STORED => 0x88 + 0x1C;
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2019-01-15 05:31:53 +00:00
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protected override int SIZE_PARTY => SIZE_STORED;
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2020-09-26 20:30:17 +00:00
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public int SaveRevision => Version == GameVersion.DP ? 0 : 1;
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public string SaveRevisionString => Version == GameVersion.DP ? "-DP" : "-Pt";
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2019-01-15 05:31:53 +00:00
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public override int BoxCount { get; }
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public override int SlotCount { get; }
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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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public override PersonalTable Personal => PersonalTable.Pt;
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public override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_Pt;
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2020-12-05 13:36:23 +00:00
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protected override SaveFile CloneInternal() => new SAV4Ranch((byte[])Data.Clone());
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2021-05-14 19:30:40 +00:00
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public override string PlayTimeString => Checksums.CRC16Invert(Data).ToString("X4");
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2020-12-05 13:36:23 +00:00
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protected internal override string ShortSummary => $"{OT} {PlayTimeString}";
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2019-01-15 05:31:53 +00:00
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public override string Extension => ".bin";
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2019-03-30 02:43:33 +00:00
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protected override PKM GetPKM(byte[] data) => new PK4(data);
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2020-01-04 22:48:39 +00:00
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protected override byte[] DecryptPKM(byte[] data) => PokeCrypto.DecryptArray45(data);
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2019-01-15 05:31:53 +00:00
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public override StorageSlotFlag GetSlotFlags(int index) => index >= SlotCount ? StorageSlotFlag.Locked : StorageSlotFlag.None;
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protected override bool IsSlotSwapProtected(int box, int slot) => IsSlotOverwriteProtected(box, slot);
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public SAV4Ranch(byte[] data) : base(data, typeof(PK4), 0)
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{
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2019-01-26 00:51:58 +00:00
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Version = Data.Length == SaveUtil.SIZE_G4RANCH_PLAT ? GameVersion.Pt : GameVersion.DP;
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2019-01-15 05:31:53 +00:00
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OT = GetString(0x770, 0x12);
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2019-01-16 00:47:54 +00:00
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// 0x18 starts the header table
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// Block 00, Offset = ???
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// Block 01, Offset = Mii Data
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// Block 02, Offset = Mii Link Data
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// Block 03, Offset = Pokemon Data
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// Block 04, Offset = ??
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2019-01-15 05:31:53 +00:00
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// Unpack the binary a little:
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2019-01-16 00:47:54 +00:00
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// size, count, Mii data[count]
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// size, count, Mii Link data[count]
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// size, count, Pokemon (PK4 + metadata)[count]
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// size, count, ???
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2019-01-15 05:31:53 +00:00
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/* ====Metadata====
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* uint8_t poke_type;// 01 trainer, 04 hayley, 05 traded
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* uint8_t tradeable;// 02 is tradeable, normal 00
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* uint16_t tid;
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* uint16_t sid;
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* uint32_t name1;
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* uint32_t name2;
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* uint32_t name3;
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* uint32_t name4;
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*/
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2019-01-26 00:51:58 +00:00
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var pkCountOffset = BigEndian.ToInt32(Data, 0x34) + 4;
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2019-01-15 05:31:53 +00:00
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SlotCount = BigEndian.ToInt32(Data, pkCountOffset);
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BoxCount = (int)Math.Ceiling((decimal)SlotCount / SlotsPerBox);
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Box = pkCountOffset + 4;
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2019-01-26 00:51:58 +00:00
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FinalCountOffset = BigEndian.ToInt32(Data, 0x3C);
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2019-01-15 05:31:53 +00:00
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FinalCount = BigEndian.ToInt32(Data, FinalCountOffset);
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}
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private readonly int FinalCount;
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private readonly int FinalCountOffset;
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protected override void SetChecksums()
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{
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BigEndian.GetBytes(FinalCount).CopyTo(Data, FinalCountOffset); // ensure the final data is written if the user screws stuff up
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var goodlen = (FinalCountOffset + 4);
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Array.Clear(Data, goodlen, Data.Length - goodlen);
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// 20 byte SHA checksum at the top of the file, which covers all data that follows.
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2019-10-08 01:40:09 +00:00
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using var hash = SHA1.Create();
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var result = hash.ComputeHash(Data, 20, Data.Length - 20);
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SetData(result, 0);
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2019-01-15 05:31:53 +00:00
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}
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2021-01-15 06:50:13 +00:00
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public override string GetString(byte[] data, int offset, int length) => StringConverter4.GetBEString4(data, offset, length);
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2019-01-15 05:31:53 +00:00
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public override byte[] SetString(string value, int maxLength, int PadToSize = 0, ushort PadWith = 0)
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{
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if (value.Length > maxLength)
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2021-05-14 22:30:55 +00:00
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value = value[..maxLength]; // Hard cap
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2019-01-15 05:31:53 +00:00
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string temp = value
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.PadRight(value.Length + 1, (char)0) // Null Terminator
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.PadRight(PadToSize, (char)PadWith); // Padding
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return Encoding.BigEndianUnicode.GetBytes(temp);
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}
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}
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}
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