PKHeX/PKHeX.Core/Saves/Util/SaveUtil.cs

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using static System.Buffers.Binary.BinaryPrimitives;
using static PKHeX.Core.MessageStrings;
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
using static PKHeX.Core.GameVersion;
namespace PKHeX.Core;
/// <summary>
/// Logic for <see cref="SaveFile"/> data loading and manipulation.
/// </summary>
public static class SaveUtil
{
public const int BEEF = 0x42454546;
public const int SIZE_G9_0 = 0x31626F; // 1.0.0 fresh
public const int SIZE_G9_0a = 0x31627C; // 1.0.0 after multiplayer
public const int SIZE_G9_1 = 0x319DB3; // 1.0.1 fresh
public const int SIZE_G9_1a = 0x319DC0; // 1.0.1 after multiplayer
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public const int SIZE_G9_3 = 0x319DC3; // 1.1.0 fresh
public const int SIZE_G9_1Ba = 0x319DD0; // 1.0.1 -> 1.1.0
public const int SIZE_G9_1A = 0x31A2C0; // 1.0.0 -> 1.0.1
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public const int SIZE_G9_1Aa = 0x31A2CD; // 1.0.0 -> 1.0.1 -> 1.0.1 after multiplayer
public const int SIZE_G9_1Ab = 0x31A2DD; // 1.0.0 -> 1.0.1 -> 1.0.1 after multiplayer -> 1.1.0
public const int SIZE_G9_2 = 0x31A2D0; // 1.0.0 -> 1.1.0
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// 1.2.0: add 0x2C9F; clean upgrade (1.1.0->1.2.0 is same as *1.2.0)
public const int SIZE_G9_3A0 = 0x31CF7C; // 1.0.0 -> 1.0.1 -> 1.1.0 -> 1.2.0 AM
public const int SIZE_G9_3A1 = 0x31CA6F; // 1.0.1 -> 1.1.0 -> 1.2.0 AM
public const int SIZE_G9_3B0 = SIZE_G9_3A0 - 0xD; // BM
public const int SIZE_G9_3B1 = SIZE_G9_3A1 - 0xD; // BM
public const int SIZE_G9_3G0 = SIZE_G9_3A0 + 0x5; // GO
public const int SIZE_G9_3G1 = SIZE_G9_3A1 + 0x5; // GO
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public const int SIZE_G9_3P0 = SIZE_G9_3B0 + 0x5; // GO (before Multiplayer)
public const int SIZE_G9_3P1 = SIZE_G9_3B1 + 0x5; // GO (before Multiplayer)
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// 2.0.1 (2.0.0 skipped): Teal Mask
public const int SIZE_G9_DLC1_B = 0x4329A0;
public const int SIZE_G9_DLC1_T = 0x4329A5; // +5
public const int SIZE_G9_DLC1_0 = 0x4329A9; // +4
public const int SIZE_G9_DLC1_E = 0x4329AD; // +1
public const int SIZE_G9_DLC1_1 = 0x4329AE; // +1
public const int SIZE_G9_DLC1_D = 0x4329B2; // +4
public const int SIZE_G9_DLC1_F = 0x4329B3; // +1
public const int SIZE_G9_DLC1_A = 0x4329B6; // +3
public const int SIZE_G9_DLC1_Q = 0x4329B7; // +1
public const int SIZE_G9_DLC1_2 = 0x4329BB; // +5
public const int SIZE_G9_DLC1_U = 0x4329BC; // +1
public const int SIZE_G9_DLC1_W = 0x4329BF; // +4
public const int SIZE_G9_DLC1_3 = 0x4329C0; // +5
public const int SIZE_G9_DLC1_9 = 0x4329C4;
public const int SIZE_G9_DLC1_V = 0x4329C9;
public const int SIZE_G9_DLC1_4 = 0x432EB6;
public const int SIZE_G9_DLC1_C = 0x432EBB; // +5
public const int SIZE_G9_DLC1_5 = 0x432EBF; // +4
public const int SIZE_G9_DLC1_H = 0x432EC0; // +1
public const int SIZE_G9_DLC1_6 = 0x432EC3; // +4
public const int SIZE_G9_DLC1_G = 0x432EC4; // +1
public const int SIZE_G9_DLC1_7 = 0x432EC8; // +5
public const int SIZE_G9_DLC1_I = 0x432EC9; // +1
public const int SIZE_G9_DLC1_R = 0x432ECC; // +1
public const int SIZE_G9_DLC1_8 = 0x432ECD; // +5
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public const int SIZE_G9_DLC1_Y = 0x432ED1; // +1
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public const int SIZE_G9_DLC1_Z = 0x432ED6; // +5
public const int SIZE_G8LA = 0x136DDE;
public const int SIZE_G8LA_1 = 0x13AD06;
public const int SIZE_G8BDSP = 0xE9828;
public const int SIZE_G8BDSP_1 = 0xEDC20;
public const int SIZE_G8BDSP_2 = 0xEED8C;
public const int SIZE_G8BDSP_3 = 0xEF0A4;
public const int SIZE_G8SWSH = 0x1716B3; // 1.0
public const int SIZE_G8SWSH_1 = 0x17195E; // 1.0 -> 1.1
public const int SIZE_G8SWSH_2 = 0x180B19; // 1.0 -> 1.1 -> 1.2
public const int SIZE_G8SWSH_2B = 0x180AD0; // 1.0 -> 1.2
public const int SIZE_G8SWSH_3 = 0x1876B1; // 1.0 -> 1.1 -> 1.2 -> 1.3
public const int SIZE_G8SWSH_3A = 0x187693; // 1.0 -> 1.1 -> 1.3
public const int SIZE_G8SWSH_3B = 0x187668; // 1.0 -> 1.2 -> 1.3
public const int SIZE_G8SWSH_3C = 0x18764A; // 1.0 -> 1.3
public const int SIZE_G7GG = 0x100000;
public const int SIZE_G7USUM = 0x6CC00;
public const int SIZE_G7SM = 0x6BE00;
public const int SIZE_G6XY = 0x65600;
public const int SIZE_G6ORAS = 0x76000;
public const int SIZE_G6ORASDEMO = 0x5A00;
public const int SIZE_G5RAW = 0x80000;
public const int SIZE_G5BW = 0x24000;
public const int SIZE_G5B2W2 = 0x26000;
public const int SIZE_G4BR = 0x380000;
public const int SIZE_G4RAW = 0x80000;
public const int SIZE_G3BOX = 0x76000;
public const int SIZE_G3COLO = 0x60000;
public const int SIZE_G3XD = 0x56000;
public const int SIZE_G3RAW = 0x20000;
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public const int SIZE_G3EMU = 0x20010;
public const int SIZE_G3RAWHALF = 0x10000;
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public const int SIZE_G2STAD = 0x20000; // same as G3RAW
public const int SIZE_G2STADF = 0x1FF00;
public const int SIZE_G2RAW_U = 0x8000;
public const int SIZE_G2VC_U = 0x8010;
public const int SIZE_G2BAT_U = 0x802C;
public const int SIZE_G2EMU_U = 0x8030;
public const int SIZE_G2RAW_J = 0x10000;
public const int SIZE_G2VC_J = 0x10010;
public const int SIZE_G2BAT_J = 0x1002C;
public const int SIZE_G2EMU_J = 0x10030;
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public const int SIZE_G1STAD = 0x20000; // same as G3RAW
public const int SIZE_G1STADF = 0x1FF00;
public const int SIZE_G1STADJ = 0x8000; // same as G1RAW
public const int SIZE_G1RAW = 0x8000;
public const int SIZE_G1BAT = 0x802C;
// Bank Binaries
public const int SIZE_G7BANK = 0xACA48;
public const int SIZE_G4BANK = 0x405C4;
public const int SIZE_G4RANCH = 0x54000;
public const int SIZE_G4RANCH_PLAT = 0x7C000;
private static readonly SaveHandlerGCI DolphinHandler = new();
#if !EXCLUDE_HACKS
/// <summary>
/// Specialized readers for loading save files from non-standard games (e.g. hacks).
/// </summary>
// ReSharper disable once CollectionNeverUpdated.Global
public static readonly List<ISaveReader> CustomSaveReaders = [];
#endif
#if !EXCLUDE_EMULATOR_FORMATS
/// <summary>
/// Pre-formatters for loading save files from non-standard formats (e.g. emulators).
/// </summary>
public static readonly List<ISaveHandler> Handlers =
[
DolphinHandler,
new SaveHandlerDeSmuME(),
new SaveHandlerBizHawk(),
new SaveHandlerARDS(),
];
#endif
private const int SIZE_G9_202 = 0xC8E; // Add 2 blocks (1 obj 0xC80, 1 bool) = 4{key}1{obj}4{len} + 4{key}1{boolT/boolF}
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private const int SIZE_G9_300 = 0x83AD;
private static readonly HashSet<long> SizesSV =
[
SIZE_G9_0, SIZE_G9_0a,
SIZE_G9_1, SIZE_G9_1a,
SIZE_G9_1A, SIZE_G9_1Aa,
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SIZE_G9_1Ba, SIZE_G9_1Ab,
SIZE_G9_2, SIZE_G9_3,
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SIZE_G9_3A0, SIZE_G9_3A1,
SIZE_G9_3B0, SIZE_G9_3B1,
SIZE_G9_3G0, SIZE_G9_3G1,
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SIZE_G9_3P0, SIZE_G9_3P1,
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SIZE_G9_DLC1_0, SIZE_G9_DLC1_0 + SIZE_G9_202, SIZE_G9_DLC1_0 + SIZE_G9_300,
SIZE_G9_DLC1_1, SIZE_G9_DLC1_1 + SIZE_G9_202, SIZE_G9_DLC1_1 + SIZE_G9_300,
SIZE_G9_DLC1_2, SIZE_G9_DLC1_2 + SIZE_G9_202, SIZE_G9_DLC1_2 + SIZE_G9_300,
SIZE_G9_DLC1_3, SIZE_G9_DLC1_3 + SIZE_G9_202, SIZE_G9_DLC1_3 + SIZE_G9_300,
SIZE_G9_DLC1_4, SIZE_G9_DLC1_4 + SIZE_G9_202, SIZE_G9_DLC1_4 + SIZE_G9_300,
SIZE_G9_DLC1_5, SIZE_G9_DLC1_5 + SIZE_G9_202, SIZE_G9_DLC1_5 + SIZE_G9_300,
SIZE_G9_DLC1_6, SIZE_G9_DLC1_6 + SIZE_G9_202, SIZE_G9_DLC1_6 + SIZE_G9_300,
SIZE_G9_DLC1_7, SIZE_G9_DLC1_7 + SIZE_G9_202, SIZE_G9_DLC1_7 + SIZE_G9_300,
SIZE_G9_DLC1_8, SIZE_G9_DLC1_8 + SIZE_G9_202, SIZE_G9_DLC1_8 + SIZE_G9_300,
SIZE_G9_DLC1_9, SIZE_G9_DLC1_9 + SIZE_G9_202, SIZE_G9_DLC1_9 + SIZE_G9_300,
SIZE_G9_DLC1_A, SIZE_G9_DLC1_A + SIZE_G9_202, SIZE_G9_DLC1_A + SIZE_G9_300,
SIZE_G9_DLC1_B, SIZE_G9_DLC1_B + SIZE_G9_202, SIZE_G9_DLC1_B + SIZE_G9_300,
SIZE_G9_DLC1_C, SIZE_G9_DLC1_C + SIZE_G9_202, SIZE_G9_DLC1_C + SIZE_G9_300,
SIZE_G9_DLC1_D, SIZE_G9_DLC1_D + SIZE_G9_202, SIZE_G9_DLC1_D + SIZE_G9_300,
SIZE_G9_DLC1_E, SIZE_G9_DLC1_E + SIZE_G9_202, SIZE_G9_DLC1_E + SIZE_G9_300,
SIZE_G9_DLC1_F, SIZE_G9_DLC1_F + SIZE_G9_202, SIZE_G9_DLC1_F + SIZE_G9_300,
SIZE_G9_DLC1_G, SIZE_G9_DLC1_G + SIZE_G9_202, SIZE_G9_DLC1_G + SIZE_G9_300,
SIZE_G9_DLC1_H, SIZE_G9_DLC1_H + SIZE_G9_202, SIZE_G9_DLC1_H + SIZE_G9_300,
SIZE_G9_DLC1_I, SIZE_G9_DLC1_I + SIZE_G9_202, SIZE_G9_DLC1_I + SIZE_G9_300,
SIZE_G9_DLC1_Q, SIZE_G9_DLC1_Q + SIZE_G9_202, SIZE_G9_DLC1_Q + SIZE_G9_300,
SIZE_G9_DLC1_W, SIZE_G9_DLC1_W + SIZE_G9_202, SIZE_G9_DLC1_W + SIZE_G9_300,
SIZE_G9_DLC1_R, SIZE_G9_DLC1_R + SIZE_G9_202, SIZE_G9_DLC1_R + SIZE_G9_300,
SIZE_G9_DLC1_T, SIZE_G9_DLC1_T + SIZE_G9_202, SIZE_G9_DLC1_T + SIZE_G9_300,
SIZE_G9_DLC1_Y, SIZE_G9_DLC1_Y + SIZE_G9_202, SIZE_G9_DLC1_Y + SIZE_G9_300,
SIZE_G9_DLC1_U, SIZE_G9_DLC1_U + SIZE_G9_202, SIZE_G9_DLC1_U + SIZE_G9_300,
SIZE_G9_DLC1_V, SIZE_G9_DLC1_V + SIZE_G9_202, SIZE_G9_DLC1_V + SIZE_G9_300,
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SIZE_G9_DLC1_Z, SIZE_G9_DLC1_Z + SIZE_G9_202, SIZE_G9_DLC1_Z + SIZE_G9_300,
];
private static readonly HashSet<long> SizesSWSH =
[
SIZE_G8SWSH, SIZE_G8SWSH_1, SIZE_G8SWSH_2, SIZE_G8SWSH_2B, SIZE_G8SWSH_3, SIZE_G8SWSH_3A, SIZE_G8SWSH_3B, SIZE_G8SWSH_3C,
];
private static readonly HashSet<long> SizesGen2 =
[
SIZE_G2RAW_U, SIZE_G2VC_U, SIZE_G2BAT_U, SIZE_G2EMU_U, SIZE_G2RAW_J, SIZE_G2BAT_J, SIZE_G2EMU_J, SIZE_G2VC_J,
];
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private static readonly HashSet<long> Sizes =
[
..SizesGen2, ..SizesSWSH, ..SizesSV,
SIZE_G8LA, SIZE_G8LA_1, SIZE_G8BDSP, SIZE_G8BDSP_1, SIZE_G8BDSP_2, SIZE_G8BDSP_3,
// SizesSWSH covers Gen8 sizes since there's so many
SIZE_G7SM, SIZE_G7USUM, SIZE_G7GG,
SIZE_G6XY, SIZE_G6ORAS, SIZE_G6ORASDEMO,
SIZE_G5RAW, SIZE_G5BW, SIZE_G5B2W2,
SIZE_G4BR, SIZE_G4RAW,
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SIZE_G3BOX, SIZE_G3COLO, SIZE_G3XD, SIZE_G3RAW, SIZE_G3EMU, SIZE_G3RAWHALF,
// SizesGen2 covers Gen2 sizes since there's so many
SIZE_G1RAW, SIZE_G1BAT,
SIZE_G7BANK, SIZE_G4BANK, SIZE_G4RANCH, SIZE_G4RANCH_PLAT,
];
/// <summary>Determines the type of the provided save data.</summary>
/// <param name="data">Save data of which to determine the origins of</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
private static GameVersion GetSAVType(ReadOnlySpan<byte> data)
{
GameVersion ver;
if ((ver = GetIsG1SAV(data)) != Invalid)
return ver;
if ((ver = GetIsG2SAV(data)) != Invalid)
return ver;
if ((ver = GetIsG3SAV(data)) != Invalid)
return ver;
if ((ver = GetIsG4SAV(data)) != Invalid)
return ver;
if ((ver = GetIsG5SAV(data)) != Invalid)
return ver;
if ((ver = GetIsG6SAV(data)) != Invalid)
return ver;
if ((ver = GetIsG7SAV(data)) != Invalid)
return ver;
if (GetIsBelugaSAV(data) != Invalid)
return GG;
if (GetIsG3COLOSAV(data) != Invalid)
return COLO;
if (GetIsG3XDSAV(data) != Invalid)
return XD;
if (GetIsG3BOXSAV(data) != Invalid)
return RSBOX;
if (GetIsG4BRSAV(data) != Invalid)
return BATREV;
if (GetIsBank7(data)) // pokebank
return Gen7;
if (GetIsBank4(data)) // pokestock
return Gen4;
if (GetIsBank3(data)) // pokestock
return Gen3;
if (GetIsRanch4(data)) // ranch
return DPPt;
if (SAV2Stadium.IsStadium(data))
return Stadium2;
if (SAV1Stadium.IsStadium(data))
return Stadium;
if (SAV1StadiumJ.IsStadium(data))
return StadiumJ;
if ((ver = GetIsG8SAV(data)) != Invalid)
return ver;
if ((ver = GetIsG8SAV_BDSP(data)) != Invalid)
return ver;
if ((ver = GetIsG8SAV_LA(data)) != Invalid)
return ver;
if ((ver = GetIsG9SAV(data)) != Invalid)
return ver;
return Invalid;
}
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/// <summary>
/// Determines if a Gen1/2 Pokémon List is Invalid
/// </summary>
/// <param name="data">Save data</param>
/// <param name="offset">Offset the list starts at</param>
/// <param name="listCount">Max count of Pokémon in the list</param>
/// <returns>True if a valid list, False otherwise</returns>
private static bool IsG12ListValid(ReadOnlySpan<byte> data, int offset, int listCount)
{
byte num_entries = data[offset];
return num_entries <= listCount && data[offset + 1 + num_entries] == 0xFF;
}
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/// <summary>Checks to see if the data belongs to a Gen1 save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
internal static GameVersion GetIsG1SAV(ReadOnlySpan<byte> data)
{
if (data.Length is not (SIZE_G1RAW or SIZE_G1BAT))
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
return Invalid;
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// Check if it's not an american save or a japanese save
if (!(GetIsG1SAVU(data) || GetIsG1SAVJ(data)))
return Invalid;
// I can't actually detect which game version, because it's not stored anywhere.
// If you can think of anything to do here, please implement :)
return RBY;
}
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/// <summary>Checks to see if the data belongs to an International Gen1 save</summary>
/// <param name="data">Save data of which to determine the region</param>
/// <returns>True if a valid International save, False otherwise.</returns>
private static bool GetIsG1SAVU(ReadOnlySpan<byte> data)
{
return IsG12ListValid(data, 0x2F2C, 20) && IsG12ListValid(data, 0x30C0, 20);
}
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/// <summary>Checks to see if the data belongs to a Japanese Gen1 save</summary>
/// <param name="data">Save data of which to determine the region</param>
/// <returns>True if a valid Japanese save, False otherwise.</returns>
internal static bool GetIsG1SAVJ(ReadOnlySpan<byte> data)
{
return IsG12ListValid(data, 0x2ED5, 30) && IsG12ListValid(data, 0x302D, 30);
}
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/// <summary>Checks to see if the data belongs to a Gen2 save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
internal static GameVersion GetIsG2SAV(ReadOnlySpan<byte> data)
{
if (!SizesGen2.Contains(data.Length))
return Invalid;
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// Check if it's not an International, Japanese, or Korean save file
GameVersion result;
if ((result = GetIsG2SAVU(data)) != Invalid)
return result;
if ((result = GetIsG2SAVJ(data)) != Invalid)
return result;
if ((result = GetIsG2SAVK(data)) != Invalid)
return result;
return Invalid;
}
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/// <summary>Checks to see if the data belongs to an International (not Japanese or Korean) Gen2 save</summary>
/// <param name="data">Save data of which to determine the region</param>
/// <returns>True if a valid International save, False otherwise.</returns>
private static GameVersion GetIsG2SAVU(ReadOnlySpan<byte> data)
{
if (IsG12ListValid(data, 0x288A, 20) && IsG12ListValid(data, 0x2D6C, 20))
return GS;
if (IsG12ListValid(data, 0x2865, 20) && IsG12ListValid(data, 0x2D10, 20))
return C;
return Invalid;
}
/// <summary>Checks to see if the data belongs to a Japanese Gen2 save</summary>
/// <param name="data">Save data of which to determine the region</param>
/// <returns>True if a valid Japanese save, False otherwise.</returns>
internal static GameVersion GetIsG2SAVJ(ReadOnlySpan<byte> data)
{
if (!IsG12ListValid(data, 0x2D10, 30))
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
return Invalid;
if (IsG12ListValid(data, 0x283E, 30))
return GS;
if (IsG12ListValid(data, 0x281A, 30))
return C;
return Invalid;
}
2018-07-29 20:27:48 +00:00
/// <summary>Checks to see if the data belongs to a Korean Gen2 save</summary>
/// <param name="data">Save data of which to determine the region</param>
/// <returns>True if a valid Korean save, False otherwise.</returns>
internal static GameVersion GetIsG2SAVK(ReadOnlySpan<byte> data)
{
if (IsG12ListValid(data, 0x2DAE, 20) && IsG12ListValid(data, 0x28CC, 20))
return GS;
return Invalid;
}
/// <summary>Checks to see if the data belongs to a Gen3 save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
private static GameVersion GetIsG3SAV(ReadOnlySpan<byte> data)
{
2022-10-14 14:29:52 +00:00
if (data.Length is not (SIZE_G3RAW or SIZE_G3EMU or SIZE_G3RAWHALF))
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
return Invalid;
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// check the save file(s)
int count = data.Length/SIZE_G3RAWHALF;
for (int slot = 0; slot < count; slot++)
{
if (!SAV3.IsAllMainSectorsPresent(data, slot, out var smallOffset))
continue;
// Detect RS/E/FRLG
return GetVersionG3SAV(data[smallOffset..]);
}
return Invalid;
}
2018-07-29 20:27:48 +00:00
/// <summary>
/// Checks the input <see cref="data"/> to see which game is for this file.
/// </summary>
/// <param name="data">Data to check</param>
/// <returns>RS, E, or FR/LG.</returns>
private static GameVersion GetVersionG3SAV(ReadOnlySpan<byte> data)
{
// 0xAC
// RS: Battle Tower Data, which will never match the FR/LG fixed value.
// E: Encryption Key
// FR/LG @ 0xAC has a fixed value (01 00 00 00)
// RS has battle tower data (variable)
uint _0xAC = ReadUInt32LittleEndian(data[0xAC..]);
switch (_0xAC)
{
case 1: return FRLG; // fixed value
case 0: return RS; // save has no battle tower record data
default:
// RS data structure only extends 0x890 bytes; check if any data is present afterward.
var remainder = data[0x890..0xF2C];
if (remainder.ContainsAnyExcept<byte>(0))
return E;
return RS;
}
}
2018-07-29 20:27:48 +00:00
/// <summary>Checks to see if the data belongs to a Gen3 Box RS save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
private static GameVersion GetIsG3BOXSAV(ReadOnlySpan<byte> data)
{
if (data.Length is not SIZE_G3BOX)
return Invalid;
// Verify first checksum
const int offset = 0x2000;
var span = data.Slice(offset, 0x1FFC);
var actual = ReadUInt32BigEndian(span);
var chk = Checksums.CheckSum16BigInvert(span[4..]);
return chk == actual ? RSBOX : Invalid;
}
/// <summary>Checks to see if the data belongs to a Colosseum save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
private static GameVersion GetIsG3COLOSAV(ReadOnlySpan<byte> data)
{
if (data.Length is not SIZE_G3COLO)
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
return Invalid;
// Check the intro bytes for each save slot
const int offset = 0x6000;
for (int i = 0; i < 3; i++)
{
var ofs = offset + (0x1E000 * i);
if (ReadUInt32LittleEndian(data[ofs..]) != 0x00000101)
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
return Invalid;
}
return COLO;
}
/// <summary>Checks to see if the data belongs to a Gen3 XD save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
private static GameVersion GetIsG3XDSAV(ReadOnlySpan<byte> data)
{
if (data.Length is not SIZE_G3XD)
return Invalid;
2018-07-29 20:27:48 +00:00
// Check the intro bytes for each save slot
const int offset = 0x6000;
for (int i = 0; i < 2; i++)
{
var ofs = offset + (0x28000 * i);
if ((ReadUInt32LittleEndian(data[ofs..]) & 0xFFFE_FFFF) != 0x00000101)
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
return Invalid;
}
return XD;
}
2018-07-29 20:27:48 +00:00
/// <summary>Checks to see if the data belongs to a Gen4 save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
private static GameVersion GetIsG4SAV(ReadOnlySpan<byte> data)
{
if (data.Length != SIZE_G4RAW)
return Invalid;
// Check the other save -- first save is done to the latter half of the binary.
// The second save should be all that is needed to check.
2023-11-10 06:02:23 +00:00
const int generalOffset = 0x40000;
if (IsValidGeneralFooter(data.Slice(generalOffset, SAV4DP.GeneralSize)))
return DP;
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if (IsValidGeneralFooter(data.Slice(generalOffset, SAV4Pt.GeneralSize)))
return Pt;
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if (IsValidGeneralFooter(data.Slice(generalOffset, SAV4HGSS.GeneralSize)))
return HGSS;
2018-05-12 15:13:39 +00:00
return Invalid;
2023-11-10 06:02:23 +00:00
// The block footers contain a 32-bit 'size' followed by a 32-bit binary-coded-decimal timestamp
2023-11-10 06:02:23 +00:00
// Korean saves have a different timestamp from other localizations.
static bool IsValidGeneralFooter(ReadOnlySpan<byte> general)
{
var size = ReadUInt32LittleEndian(general[^0xC..]);
if (size != general.Length)
return false;
var sdk = ReadUInt32LittleEndian(general[^0x8..]);
return sdk is SAV4.MAGIC_JAPAN_INTL or SAV4.MAGIC_KOREAN;
}
}
/// <summary>Checks to see if the data belongs to a Gen4 Battle Revolution save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
private static GameVersion GetIsG4BRSAV(ReadOnlySpan<byte> data)
{
if (data.Length != SIZE_G4BR)
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
return Invalid;
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byte[] sav = SAV4BR.DecryptPBRSaveData(data);
return SAV4BR.IsChecksumsValid(sav) ? BATREV : Invalid;
}
/// <summary>Checks to see if the data belongs to a Gen5 save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
private static GameVersion GetIsG5SAV(ReadOnlySpan<byte> data)
{
if (data.Length != SIZE_G5RAW)
return Invalid;
// check the checksum footer block validity; nobody would normally modify this region
if (IsValidFooter(data, SIZE_G5BW, 0x8C))
return BW;
if (IsValidFooter(data, SIZE_G5B2W2, 0x94))
return B2W2;
return Invalid;
2018-07-29 20:27:48 +00:00
static bool IsValidFooter(ReadOnlySpan<byte> data, int mainSize, int infoLength)
{
var footer = data.Slice(mainSize - 0x100, infoLength + 0x10);
ushort stored = ReadUInt16LittleEndian(footer[^2..]);
ushort actual = Checksums.CRC16_CCITT(footer[..infoLength]);
return stored == actual;
}
}
/// <summary>Checks to see if the data belongs to a Gen6 save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
private static GameVersion GetIsG6SAV(ReadOnlySpan<byte> data)
{
if (data.Length is not (SIZE_G6XY or SIZE_G6ORAS or SIZE_G6ORASDEMO))
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
return Invalid;
if (ReadUInt32LittleEndian(data[^0x1F0..]) != BEEF)
return Invalid;
2018-07-29 20:27:48 +00:00
return data.Length switch
{
SIZE_G6XY => XY,
SIZE_G6ORAS => ORAS,
_ => ORASDEMO, // least likely
};
}
/// <summary>Checks to see if the data belongs to a Gen7 save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
private static GameVersion GetIsG7SAV(ReadOnlySpan<byte> data)
{
if (data.Length is not (SIZE_G7SM or SIZE_G7USUM))
return Invalid;
if (ReadUInt32LittleEndian(data[^0x1F0..]) != BEEF)
return Invalid;
2018-07-29 20:27:48 +00:00
return data.Length == SIZE_G7SM ? SM : USUM;
}
/// <summary>Determines if the input data belongs to a <see cref="SAV7b"/> save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
private static GameVersion GetIsBelugaSAV(ReadOnlySpan<byte> data)
{
if (data.Length != SIZE_G7GG)
return Invalid;
const int actualLength = 0xB8800;
if (ReadUInt32LittleEndian(data[(actualLength - 0x1F0)..]) != BEEF) // beef table start
return Invalid;
if (ReadUInt16LittleEndian(data[(actualLength - 0x200 + 0xB0)..]) != 0x13) // check a block number to double-check
return Invalid;
return GG;
}
2018-11-14 03:18:29 +00:00
/// <summary>Checks to see if the data belongs to a Gen8 save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
private static GameVersion GetIsG8SAV(ReadOnlySpan<byte> data)
{
if (!SizesSWSH.Contains(data.Length))
return Invalid;
2018-11-14 03:18:29 +00:00
return SwishCrypto.GetIsHashValid(data) ? SWSH : Invalid;
}
2018-11-14 03:18:29 +00:00
private static GameVersion GetIsG8SAV_BDSP(ReadOnlySpan<byte> data)
{
if (data.Length is not (SIZE_G8BDSP or SIZE_G8BDSP_1 or SIZE_G8BDSP_2 or SIZE_G8BDSP_3))
return Invalid;
var ver = (Gem8Version)ReadUInt32LittleEndian(data);
if (ver is not (Gem8Version.V1_0 or Gem8Version.V1_1 or Gem8Version.V1_2 or Gem8Version.V1_3))
return Invalid;
return BDSP;
}
private static GameVersion GetIsG8SAV_LA(ReadOnlySpan<byte> data)
{
if (data.Length is not (SIZE_G8LA or SIZE_G8LA_1))
return Invalid;
return SwishCrypto.GetIsHashValid(data) ? PLA : Invalid;
}
/// <summary>Checks to see if the data belongs to a Gen8 save</summary>
/// <param name="data">Save data of which to determine the type</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
private static GameVersion GetIsG9SAV(ReadOnlySpan<byte> data)
{
if (!SizesSV.Contains(data.Length))
return Invalid;
return SwishCrypto.GetIsHashValid(data) ? SV : Invalid;
}
private static bool GetIsBank7(ReadOnlySpan<byte> data) => data.Length == SIZE_G7BANK && data[0] != 0;
private static bool GetIsBank4(ReadOnlySpan<byte> data) => data.Length == SIZE_G4BANK && ReadUInt32LittleEndian(data[0x3FC00..]) != 0; // box name present
private static bool GetIsBank3(ReadOnlySpan<byte> data) => data.Length == SIZE_G4BANK && ReadUInt32LittleEndian(data[0x3FC00..]) == 0; // size collision with ^
private static bool GetIsRanchDP(ReadOnlySpan<byte> data) => data.Length == SIZE_G4RANCH && ReadUInt32BigEndian(data[0x22AC..]) != 0;
private static bool GetIsRanchPlat(ReadOnlySpan<byte> data) => data.Length == SIZE_G4RANCH_PLAT && ReadUInt32BigEndian(data[0x268C..]) != 0;
private static bool GetIsRanch4(ReadOnlySpan<byte> data) => GetIsRanchDP(data) || GetIsRanchPlat(data);
/// <summary>Creates an instance of a SaveFile using the given save data.</summary>
/// <param name="path">File location from which to create a SaveFile.</param>
/// <returns>An appropriate type of save file for the given data, or null if the save data is invalid.</returns>
public static SaveFile? GetVariantSAV(string path)
{
// Many things can go wrong with loading save data (file no longer present toc-tou, or bad save layout).
try
{
var data = File.ReadAllBytes(path);
var sav = GetVariantSAV(data, path);
sav?.Metadata.SetExtraInfo(path);
return sav;
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine(ex);
return null;
}
}
/// <summary>Creates an instance of a SaveFile using the given save data.</summary>
/// <param name="data">Save data from which to create a SaveFile.</param>
/// <param name="path">Optional save file path, may help initialize a non-standard save file format.</param>
/// <returns>An appropriate type of save file for the given data, or null if the save data is invalid.</returns>
public static SaveFile? GetVariantSAV(byte[] data, string? path = null)
{
#if !EXCLUDE_HACKS
foreach (var h in CustomSaveReaders)
{
if (!h.IsRecognized(data.Length))
continue;
var custom = h.ReadSaveFile(data, path);
if (custom != null)
return custom;
}
#endif
var sav = GetVariantSAVInternal(data);
if (sav != null)
return sav;
#if !EXCLUDE_EMULATOR_FORMATS
foreach (var h in Handlers)
{
if (!h.IsRecognized(data.Length))
continue;
var split = h.TrySplit(data);
if (split == null)
continue;
sav = GetVariantSAVInternal(split.Data);
if (sav == null)
continue;
var meta = sav.Metadata;
meta.SetExtraInfo(split.Header, split.Footer);
if (path is not null)
meta.SetExtraInfo(path);
return sav;
}
#endif
// unrecognized.
return null;
}
private static SaveFile? GetVariantSAVInternal(byte[] data)
{
var type = GetSAVType(data);
return type switch
{
// Main Games
RBY => new SAV1(data, type),
GS or C => new SAV2(data, type),
RS => new SAV3RS(data),
E => new SAV3E(data),
FRLG => new SAV3FRLG(data),
DP => new SAV4DP(data),
Pt => new SAV4Pt(data),
HGSS => new SAV4HGSS(data),
BW => new SAV5BW(data),
B2W2 => new SAV5B2W2(data),
XY => new SAV6XY(data),
ORAS => new SAV6AO(data),
ORASDEMO => new SAV6AODemo(data),
SM => new SAV7SM(data),
USUM => new SAV7USUM(data),
GG => new SAV7b(data),
SWSH => new SAV8SWSH(data),
BDSP => new SAV8BS(data),
PLA => new SAV8LA(data),
SV => new SAV9SV(data),
// Side Games
COLO => new SAV3Colosseum(data),
XD => new SAV3XD(data),
RSBOX => new SAV3RSBox(data),
BATREV => new SAV4BR(data),
Stadium2 => new SAV2Stadium(data),
Stadium => new SAV1Stadium(data),
StadiumJ => new SAV1StadiumJ(data),
// Bulk Storage
Gen3 => new Bank3(data),
DPPt => new SAV4Ranch(data),
Gen4 => new Bank4(data),
Gen7 => Bank7.GetBank7(data),
// No pattern matched
_ => null,
};
}
public static SaveFile? GetVariantSAV(SAV3GCMemoryCard memCard)
{
// Pre-check for header/footer signatures
var memory = memCard.ReadSaveGameData();
if (memory.Length == 0)
return null;
var split = DolphinHandler.TrySplit(memory.Span);
var data = split != null ? split.Data : memory.ToArray();
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SaveFile sav;
switch (memCard.SelectedGameVersion)
{
// Side Games
case COLO: sav = new SAV3Colosseum(data) { MemoryCard = memCard }; break;
case XD: sav = new SAV3XD(data) { MemoryCard = memCard }; break;
case RSBOX: sav = new SAV3RSBox(data, memCard) { MemoryCard = memCard }; break;
// No pattern matched
default: return null;
}
if (split != null)
sav.Metadata.SetExtraInfo(split.Header, split.Footer);
return sav;
}
/// <summary>
/// Returns a <see cref="LanguageID"/> that feels best for the save file's language.
/// </summary>
public static LanguageID GetSafeLanguage(SaveFile? sav) => sav switch
{
null => LanguageID.English,
ILangDeviantSave s => s.Japanese ? LanguageID.Japanese : s.Korean ? LanguageID.Korean : LanguageID.English,
_ => (uint)sav.Language <= Legal.GetMaxLanguageID(sav.Generation) ? (LanguageID)sav.Language : LanguageID.English,
};
/// <summary>
/// Returns a Trainer Name that feels best for the save file's language.
/// </summary>
public static string GetSafeTrainerName(SaveFile? sav, LanguageID lang) => lang switch
{
LanguageID.Japanese => sav?.Generation >= 3 ? "" : "1337",
_ => "PKHeX",
};
/// <summary>
/// Creates an instance of a SaveFile with a blank base.
/// </summary>
/// <param name="game">Version to create the save file for.</param>
/// <param name="trainerName">Trainer Name</param>
/// <param name="language">Language to initialize with</param>
/// <returns>Blank save file from the requested game, null if no game exists for that <see cref="GameVersion"/>.</returns>
public static SaveFile GetBlankSAV(GameVersion game, string trainerName, LanguageID language = LanguageID.English)
{
var sav = GetBlankSAV(game, language);
sav.Game = (int)game;
sav.OT = trainerName;
if (sav.Generation >= 4)
sav.Language = (int)language;
// Secondary Properties may not be used but can be filled in as template.
(uint tid, uint sid) = sav.Generation >= 7 ? (123456u, 1234u) : (12345u, 54321u);
sav.SetDisplayID(tid, sid);
sav.Language = (int)language;
// Only set geolocation data for 3DS titles
if (sav is IRegionOrigin o)
o.SetDefaultRegionOrigins((int)language);
return sav;
}
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/// <summary>
/// Creates an instance of a SaveFile with a blank base.
/// </summary>
/// <param name="game">Version to create the save file for.</param>
/// <param name="language">Save file language to initialize for</param>
/// <returns>Blank save file from the requested game, null if no game exists for that <see cref="GameVersion"/>.</returns>
private static SaveFile GetBlankSAV(GameVersion game, LanguageID language) => game switch
{
RD or BU or GN or YW or RBY => new SAV1(version: game, japanese: language == LanguageID.Japanese || game == BU),
StadiumJ => new SAV1StadiumJ(),
Stadium => new SAV1Stadium(language == LanguageID.Japanese),
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GD or SI or GS => new SAV2(version: GS, lang: language),
C or GSC => new SAV2(version: C, lang: language),
Stadium2 => new SAV2Stadium(language == LanguageID.Japanese),
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R or S or RS => new SAV3RS(language == LanguageID.Japanese),
E or RSE => new SAV3E(language == LanguageID.Japanese),
FR or LG or FRLG => new SAV3FRLG(language == LanguageID.Japanese),
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CXD or COLO => new SAV3Colosseum(),
XD => new SAV3XD(),
RSBOX => new SAV3RSBox(),
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D or P or DP => new SAV4DP(),
Pt or DPPt => new SAV4Pt(),
HG or SS or HGSS => new SAV4HGSS(),
BATREV => new SAV4BR(),
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B or W or BW => new SAV5BW(),
B2 or W2 or B2W2 => new SAV5B2W2(),
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X or Y or XY => new SAV6XY(),
ORASDEMO => new SAV6AODemo(),
OR or AS or ORAS => new SAV6AO(),
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SN or MN or SM => new SAV7SM(),
US or UM or USUM => new SAV7USUM(),
GP or GE or GG or GO => new SAV7b(),
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SW or SH or SWSH => new SAV8SWSH(),
BD or SP or BDSP => new SAV8BS(),
PLA => new SAV8LA(),
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SL or VL or SV => new SAV9SV(),
_ => throw new ArgumentOutOfRangeException(nameof(game)),
};
/// <summary>
/// Creates an instance of a SaveFile with a blank base.
/// </summary>
/// <param name="context">Context of the Save File.</param>
/// <param name="trainerName">Trainer Name</param>
/// <param name="language">Save file language to initialize for</param>
/// <returns>Save File for that generation.</returns>
public static SaveFile GetBlankSAV(EntityContext context, string trainerName, LanguageID language = LanguageID.English)
{
var ver = context.GetSingleGameVersion();
return GetBlankSAV(ver, trainerName, language);
}
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/// <summary>
/// Retrieves possible save file paths from the provided <see cref="folderPath"/>.
/// </summary>
/// <param name="folderPath">Folder to look within</param>
/// <param name="deep">Search all subfolders</param>
/// <param name="result">If this function returns true, full path of all <see cref="SaveFile"/> that match criteria. If this function returns false, the error message, or null if the directory could not be found</param>
/// <param name="ignoreBackups">Option to ignore files with backup names and extensions</param>
/// <returns>Boolean indicating if the operation was successful.</returns>
public static bool GetSavesFromFolder(string folderPath, bool deep, out IEnumerable<string> result, bool ignoreBackups = true)
{
if (!Directory.Exists(folderPath))
{
result = [];
return false;
}
try
{
var searchOption = deep ? SearchOption.AllDirectories : SearchOption.TopDirectoryOnly;
var files = Directory.EnumerateFiles(folderPath, "*", searchOption)
.IterateSafe(log: z => System.Diagnostics.Debug.WriteLine(z));
result = FilterSaveFiles(ignoreBackups, files);
return true;
}
catch (Exception ex)
{
result =
[
MsgFileLoadFailAuto + Environment.NewLine + folderPath,
MsgFileLoadFailAutoAdvise + Environment.NewLine + MsgFileLoadFailAutoCause,
ex.Message,
];
return false;
}
}
private static IEnumerable<string> FilterSaveFiles(bool ignoreBackups, IEnumerable<string> files)
{
foreach (string file in files)
{
if (ignoreBackups && IsBackup(file))
continue;
var size = FileUtil.GetFileSize(file);
if (!IsSizeValid(size))
continue;
yield return file;
}
}
public static bool IsBackup(ReadOnlySpan<char> path)
{
var fn = Path.GetFileNameWithoutExtension(path);
if (fn is "backup")
return true;
var ext = Path.GetExtension(path);
return ext is ".bak";
}
/// <summary>
/// Determines whether the save data size is valid for automatically detecting saves.
/// </summary>
/// <param name="size">Size in bytes of the save data</param>
/// <returns>A boolean indicating if the save data size is valid.</returns>
public static bool IsSizeValid(long size) => IsSizeValidNoHandler(size) || IsSizeValidHandler(size) || SAV3GCMemoryCard.IsMemoryCardSize(size);
/// <summary>
/// Determines whether the save data size is valid for automatically detecting saves.
/// </summary>
/// <remarks>Only checks the <see cref="Handlers"/> list.</remarks>
public static bool IsSizeValidHandler(long size) => Handlers.Any(z => z.IsRecognized(size));
/// <summary>
/// Determines whether the save data size is valid for automatically detecting saves.
/// </summary>
/// <remarks>Does not check the <see cref="Handlers"/> list.</remarks>
public static bool IsSizeValidNoHandler(long size) => Sizes.Contains(size);
}