PKHeX/PKHeX.Core/Saves/Substructures/Battle Videos/BVRequestUtil.cs

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3.4 KiB
C#
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using System;
using System.Diagnostics;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core
{
public static class BVRequestUtil
{
public static string GetSMBattleVideoURL(string code)
{
code = code.Replace("-", string.Empty);
Debug.Assert(code.Length == 16);
var video_id = StrToU64(code, out bool valid);
if (!valid)
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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return string.Empty;
return $"https://ctr-bnda-live.s3.amazonaws.com/10.CTR_BNDA_datastore/ds/1/data/{video_id:D11}-00001"; // Sun datastore
}
public static ulong StrToU64(string input, out bool valid)
{
var chk = Pull(0, 4) >> 4; // first four chars are checksum bits
var result = Pull(4, input.Length); // next 12 chars are the 70 value bits
Span<byte> temp = stackalloc byte[8];
WriteUInt64LittleEndian(temp, result);
var actual = Checksums.CRC16_CCITT(temp);
valid = chk == actual;
return result;
ulong Pull(int start, int count)
{
ulong val = 0;
for (int i = start; i < count; i++)
{
var c = input[i];
if (c == '-')
continue;
val <<= 5;
val |= Get5BitFromChar(c) & 0b11111;
}
return val;
}
}
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public static string U64ToStr(ulong input, bool insertDash)
{
Span<byte> temp = stackalloc byte[8];
WriteUInt64LittleEndian(temp, input);
uint chk = Checksums.CRC16_CCITT(temp);
var buff = new char[16];
int ctr = 15;
Push(input, 12); // store value bits
Push(chk << 4, 4); // store checksum bits
return !insertDash ? string.Concat(buff) : GetStringWithDashesEvery(buff, 4);
void Push(ulong v, int count)
{
for (int i = 0; i < count; i++)
{
buff[ctr--] = Set5BitToChar((char)(v & 0b11111));
v >>= 5;
}
}
}
private static string GetStringWithDashesEvery(char[] buff, int spacer)
{
var buff2 = new char[buff.Length + ((buff.Length / spacer) - 1)];
for (int i = 0, ctr = 0; i < buff.Length; i++)
{
buff2[ctr++] = buff[i];
if (i % spacer == 3 && ctr < buff2.Length)
buff2[ctr++] = '-'; // add dash between every chunk of size {spacer}
}
return string.Concat(buff2);
}
private static char Set5BitToChar(char c)
{
var shift = c > 9 ? '7' : '0';
c += shift;
return MapToChar(c);
}
private static uint Get5BitFromChar(char c)
{
c = MapFromChar(c);
var shift = c >= 'A' ? '7' : '0';
return (uint)(c - shift);
}
private static char MapToChar(char c) => c switch
{
'0' => 'W',
'1' => 'X',
'I' => 'Y',
'O' => 'Z',
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_ => c,
};
private static char MapFromChar(char c) => c switch
{
'W' => '0',
'X' => '1',
'Y' => 'I',
'Z' => 'O',
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_ => c,
};
}
}