2019-06-19 03:10:01 +00:00
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using System;
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using System.Linq;
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namespace PKHeX.Core
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{
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/// <summary>
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/// QR Message reading & writing logic
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/// </summary>
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public static class QRMessageUtil
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{
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private const string QR6PathBad = "null/#";
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private const string QR6Path = "http://lunarcookies.github.io/b1s1.html#";
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private const string QR6PathWC = "http://lunarcookies.github.io/wc.html#";
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private static string GetExploitURLPrefixPKM(int format) => format == 6 ? QR6Path : QR6PathBad;
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private static string GetExploitURLPrefixWC(int format) => format == 6 ? QR6PathWC : QR6PathBad;
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/// <summary>
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/// Gets the <see cref="PKM"/> data from the message that is encoded in a QR.
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/// </summary>
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/// <param name="message">QR Message</param>
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/// <param name="format">Preferred <see cref="PKM.Format"/> to expect.</param>
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/// <returns>Decoded <see cref="PKM"/> object, null if invalid.</returns>
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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 static PKM? GetPKM(string message, int format)
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2019-06-19 03:10:01 +00:00
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{
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2020-06-17 02:46:22 +00:00
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var data = DecodeMessagePKM(message);
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if (data == null)
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2019-06-19 03:10:01 +00:00
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return null;
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2020-06-17 02:46:22 +00:00
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return PKMConverter.GetPKMfromBytes(data, format);
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2019-06-19 03:10:01 +00:00
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}
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/// <summary>
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/// Gets a QR Message from the input <see cref="PKM"/> data.
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/// </summary>
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/// <param name="pkm">Pokémon to encode</param>
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/// <returns>QR Message</returns>
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public static string GetMessage(PKM pkm)
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{
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if (pkm is PK7 pk7)
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{
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byte[] payload = QR7.GenerateQRData(pk7);
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2019-09-29 16:47:06 +00:00
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return GetMessage(payload);
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2019-06-19 03:10:01 +00:00
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}
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var server = GetExploitURLPrefixPKM(pkm.Format);
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var data = pkm.EncryptedBoxData;
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return GetMessageBase64(data, server);
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}
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2019-09-29 16:47:06 +00:00
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/// <summary>
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/// Gets a QR Message from the input <see cref="byte"/> data.
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/// </summary>
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/// <param name="payload">Data to encode</param>
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/// <returns>QR Message</returns>
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public static string GetMessage(byte[] payload) => string.Concat(payload.Select(z => (char) z));
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2019-06-19 03:10:01 +00:00
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/// <summary>
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/// Gets a QR Message from the input <see cref="MysteryGift"/> data.
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/// </summary>
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/// <param name="mg">Gift data to encode</param>
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/// <returns>QR Message</returns>
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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 static string GetMessage(DataMysteryGift mg)
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2019-06-19 03:10:01 +00:00
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{
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var server = GetExploitURLPrefixWC(mg.Format);
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2019-12-25 07:24:28 +00:00
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var data = mg.Write();
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2019-06-19 03:10:01 +00:00
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return GetMessageBase64(data, server);
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}
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public static string GetMessageBase64(byte[] data, string server)
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{
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2020-06-17 02:46:22 +00:00
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string payload = Convert.ToBase64String(data);
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return server + payload;
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2019-06-19 03:10:01 +00:00
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}
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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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private static byte[]? DecodeMessagePKM(string message)
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2019-06-19 03:10:01 +00:00
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{
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if (message.Length < 32) // arbitrary length check; everything should be greater than this
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return null;
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if (message.StartsWith(QR6PathBad)) // fake url
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return DecodeMessageDataBase64(message);
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if (message.StartsWith("http")) // inject url
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return DecodeMessageDataBase64(message);
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if (message.StartsWith("POKE") && message.Length > 0x30 + 0xE8) // G7 data
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return GetBytesFromMessage(message, 0x30, 0xE8);
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return null;
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}
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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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private static byte[]? DecodeMessageDataBase64(string url)
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2019-06-19 03:10:01 +00:00
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{
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try
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{
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int payloadBegin = url.IndexOf('#');
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if (payloadBegin < 0) // bad URL, need the payload separator
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return null;
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url = url.Substring(payloadBegin + 1); // Trim URL to right after #
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return Convert.FromBase64String(url);
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}
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2020-09-19 05:11:13 +00:00
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#pragma warning disable CA1031 // Do not catch general exception types
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2019-06-19 03:10:01 +00:00
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catch
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2020-09-19 05:11:13 +00:00
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#pragma warning restore CA1031 // Do not catch general exception types
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2019-06-19 03:10:01 +00:00
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{
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return null;
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}
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}
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private static byte[] GetBytesFromMessage(string seed, int skip, int take)
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{
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byte[] data = new byte[take];
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for (int i = 0; i < take; i++)
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data[i] = (byte)seed[i + skip];
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return data;
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}
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}
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}
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