PKHeX/PKHeX.Drawing/QR/QRDecode.cs

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3.9 KiB
C#
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using System;
using System.Diagnostics;
using System.Net;
using System.Text;
using System.Text.RegularExpressions;
using PKHeX.Core;
namespace PKHeX.Drawing
{
public static class QRDecode
{
// QR Utility
private const string DecodeAPI = "http://api.qrserver.com/v1/read-qr-code/?fileurl=";
public static QRDecodeResult GetQRData(string address, out byte[] result)
{
result = Array.Empty<byte>();
// Fetch data from QR code...
if (!address.StartsWith("http"))
return QRDecodeResult.BadPath;
string url = DecodeAPI + WebUtility.UrlEncode(address);
string data;
try
{
var str = NetUtil.GetStringFromURL(url);
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
if (str is null)
return QRDecodeResult.BadConnection;
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
data = str;
if (data.Contains("could not find"))
return QRDecodeResult.BadImage;
if (data.Contains("filetype not supported"))
return QRDecodeResult.BadType;
}
#pragma warning disable CA1031 // Do not catch general exception types
catch { return QRDecodeResult.BadConnection; }
#pragma warning restore CA1031 // Do not catch general exception types
// Quickly convert the json response to a data string
try
{
result = DecodeQRJson(data);
return QRDecodeResult.Success;
}
#pragma warning disable CA1031 // Do not catch general exception types
catch (Exception e)
#pragma warning restore CA1031 // Do not catch general exception types
{
Debug.WriteLine(e.Message);
return QRDecodeResult.BadConversion;
}
}
private static byte[] DecodeQRJson(string data)
{
const string cap = "\",\"error\":null}]}]";
const string intro = "[{\"type\":\"qrcode\",\"symbol\":[{\"seq\":0,\"data\":\"";
const string qrcode = "nQR-Code:";
if (!data.StartsWith(intro))
throw new FormatException();
string pkstr = data[intro.Length..];
// Remove multiple QR codes in same image
var qr = pkstr.IndexOf(qrcode, StringComparison.Ordinal);
if (qr != -1)
pkstr = pkstr[..qr];
// Trim outro
var outroIndex = pkstr.IndexOf(cap, StringComparison.Ordinal);
if (outroIndex == -1)
throw new FormatException();
pkstr = pkstr[..outroIndex];
if (!pkstr.StartsWith("http") && !pkstr.StartsWith("null")) // G7
{
string fstr = Regex.Unescape(pkstr);
byte[] raw = Encoding.Unicode.GetBytes(fstr);
// Remove 00 interstitials and retrieve from offset 0x30, take PK7 Stored Size (always)
byte[] result = new byte[0xE8];
for (int i = 0; i < result.Length; i++)
result[i] = raw[(i + 0x30) * 2];
return result;
}
// All except G7
pkstr = pkstr[(pkstr.IndexOf('#') + 1)..]; // Trim URL
pkstr = pkstr.Replace("\\", string.Empty); // Rectify response
return Convert.FromBase64String(pkstr);
}
public static string ConvertMsg(this QRDecodeResult result) => result switch
{
QRDecodeResult.Success => string.Empty,
QRDecodeResult.BadPath => MessageStrings.MsgQRUrlFailPath,
QRDecodeResult.BadImage => MessageStrings.MsgQRUrlFailImage,
QRDecodeResult.BadType => MessageStrings.MsgQRUrlFailType,
QRDecodeResult.BadConnection => MessageStrings.MsgQRUrlFailConnection,
QRDecodeResult.BadConversion => MessageStrings.MsgQRUrlFailConvert,
_ => throw new ArgumentOutOfRangeException(nameof(result), result, null)
};
}
}