PKHeX/PKHeX.Core/Util/NetUtil.cs

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2.2 KiB
C#
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using System;
using System.Diagnostics;
using System.IO;
using System.Net;
using System.Text.RegularExpressions;
namespace PKHeX.Core
{
public static class NetUtil
{
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? GetStringFromURL(string webURL)
{
try
{
var stream = GetStreamFromURL(webURL);
using var reader = new StreamReader(stream);
return reader.ReadToEnd();
}
catch (Exception e)
{
Debug.WriteLine(e.Message);
return null;
}
}
private static Stream GetStreamFromURL(string webURL)
{
var httpWebRequest = (HttpWebRequest)WebRequest.Create(webURL);
// The GitHub API will fail if no user agent is provided
httpWebRequest.UserAgent = "Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/60.0.3112.113 Safari/537.36";
var httpWebResponse = httpWebRequest.GetResponse();
return httpWebResponse.GetResponseStream();
}
private static readonly Regex LatestGitTagRegex = new Regex("\\\"tag_name\"\\s*\\:\\s*\\\"([0-9]+\\.[0-9]+\\.[0-9]+)\\\""); // Match `"tag_name": "18.12.02"`. Group 1 is `18.12.02`
/// <summary>
/// Gets the latest version of PKHeX according to the Github API
/// </summary>
/// <returns>A version representing the latest available version of PKHeX, or null if the latest version could not be determined</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 Version? GetLatestPKHeXVersion()
{
const string apiEndpoint = "https://api.github.com/repos/kwsch/pkhex/releases/latest";
var responseJson = GetStringFromURL(apiEndpoint);
if (string.IsNullOrEmpty(responseJson))
return null;
// Using a regex to get the tag to avoid importing an entire JSON parsing library
var tagMatch = LatestGitTagRegex.Match(responseJson);
if (!tagMatch.Success)
return null;
var tagString = tagMatch.Groups[1].Value;
return !Version.TryParse(tagString, out var latestVersion) ? null : latestVersion;
}
}
}