PKHeX/PKHeX.Core/Saves/Storage/SAV4Ranch.cs

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using System;
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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using System.Collections.Generic;
using System.Security.Cryptography;
using System.Text;
namespace PKHeX.Core
{
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/// <summary>
/// Generation 4 <see cref="SaveFile"/> object for My Pok<6F>mon Ranch saves.
/// </summary>
public sealed class SAV4Ranch : BulkStorage, ISaveFileRevision
{
protected override int SIZE_STORED => 0x88 + 0x1C;
protected override int SIZE_PARTY => SIZE_STORED;
public int SaveRevision => Version == GameVersion.DP ? 0 : 1;
public string SaveRevisionString => Version == GameVersion.DP ? "-DP" : "-Pt";
public override int BoxCount { get; }
public override int SlotCount { get; }
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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public override PersonalTable Personal => PersonalTable.Pt;
public override IReadOnlyList<ushort> HeldItems => Legal.HeldItems_Pt;
public override SaveFile Clone() => new SAV4Ranch((byte[])Data.Clone());
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public override string PlayTimeString => Checksums.CRC16(Data, 0, Data.Length).ToString("X4");
protected override string BAKText => $"{OT} {PlayTimeString}";
public override string Extension => ".bin";
public override string Filter { get; } = "Ranch G4 Storage|*.bin*";
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protected override PKM GetPKM(byte[] data) => new PK4(data);
protected override byte[] DecryptPKM(byte[] data) => PokeCrypto.DecryptArray45(data);
public override StorageSlotFlag GetSlotFlags(int index) => index >= SlotCount ? StorageSlotFlag.Locked : StorageSlotFlag.None;
protected override bool IsSlotSwapProtected(int box, int slot) => IsSlotOverwriteProtected(box, slot);
public SAV4Ranch(byte[] data) : base(data, typeof(PK4), 0)
{
Version = Data.Length == SaveUtil.SIZE_G4RANCH_PLAT ? GameVersion.Pt : GameVersion.DP;
OT = GetString(0x770, 0x12);
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// 0x18 starts the header table
// Block 00, Offset = ???
// Block 01, Offset = Mii Data
// Block 02, Offset = Mii Link Data
// Block 03, Offset = Pokemon Data
// Block 04, Offset = ??
// Unpack the binary a little:
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// size, count, Mii data[count]
// size, count, Mii Link data[count]
// size, count, Pokemon (PK4 + metadata)[count]
// size, count, ???
/* ====Metadata====
* uint8_t poke_type;// 01 trainer, 04 hayley, 05 traded
* uint8_t tradeable;// 02 is tradeable, normal 00
* uint16_t tid;
* uint16_t sid;
* uint32_t name1;
* uint32_t name2;
* uint32_t name3;
* uint32_t name4;
*/
var pkCountOffset = BigEndian.ToInt32(Data, 0x34) + 4;
SlotCount = BigEndian.ToInt32(Data, pkCountOffset);
BoxCount = (int)Math.Ceiling((decimal)SlotCount / SlotsPerBox);
Box = pkCountOffset + 4;
FinalCountOffset = BigEndian.ToInt32(Data, 0x3C);
FinalCount = BigEndian.ToInt32(Data, FinalCountOffset);
}
private readonly int FinalCount;
private readonly int FinalCountOffset;
protected override void SetChecksums()
{
BigEndian.GetBytes(FinalCount).CopyTo(Data, FinalCountOffset); // ensure the final data is written if the user screws stuff up
var goodlen = (FinalCountOffset + 4);
Array.Clear(Data, goodlen, Data.Length - goodlen);
// 20 byte SHA checksum at the top of the file, which covers all data that follows.
using var hash = SHA1.Create();
var result = hash.ComputeHash(Data, 20, Data.Length - 20);
SetData(result, 0);
}
public override string GetString(byte[] data, int offset, int length) => Util.TrimFromZero(Encoding.BigEndianUnicode.GetString(data, offset, length));
public override byte[] SetString(string value, int maxLength, int PadToSize = 0, ushort PadWith = 0)
{
if (value.Length > maxLength)
value = value.Substring(0, maxLength); // Hard cap
string temp = value
.PadRight(value.Length + 1, (char)0) // Null Terminator
.PadRight(PadToSize, (char)PadWith); // Padding
return Encoding.BigEndianUnicode.GetBytes(temp);
}
}
}