PKHeX/Tests/PKHeX.Core.Tests/Util/ConvertUtilTests.cs

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Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
using System;
using FluentAssertions;
using Xunit;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core.Tests.Util;
public class ConvertUtilTests
{
[Theory]
[InlineData("-050 ", -50)]
[InlineData("123 45678", 12345678)]
[InlineData("--8765-43 21", -87654321)]
public void CheckConvertValidI32(string v, int result)
{
var convert = Core.Util.ToInt32(v);
convert.Should().Be(result);
}
[Theory]
[InlineData("50", 50)]
[InlineData("12 345678", 12345678)]
[InlineData("87654 321", 87654321)]
public void CheckConvertValidU32(string v, uint result)
{
var convert = Core.Util.ToUInt32(v);
convert.Should().Be(result);
}
[Theory]
[InlineData("0x50", 0x50)]
[InlineData("0x12 345678", 0x12345678)]
[InlineData("8aF5z4 32-1", 0x8aF54321)]
public void CheckConvertValidHexU32(string v, uint result)
{
var convert = Core.Util.GetHexValue(v);
convert.Should().Be(result);
}
[Theory]
[InlineData("01020304", 0x1020304)]
public void CheckConvertHexString(string v, uint result)
{
var convert = Core.Util.GetBytesFromHexString(v);
var u32 = ReadUInt32LittleEndian(convert);
u32.Should().Be(result);
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
var remake = Core.Util.GetHexStringFromBytes(convert);
remake.Should().Be(v);
}
[Theory]
[InlineData(0x12345678, 12345678)]
public void CheckConvertBCD_Little(uint raw, int expect)
{
Span<byte> data = stackalloc byte[4];
WriteUInt32LittleEndian(data, raw);
var result = BinaryCodedDecimal.ToInt32LE(data);
result.Should().Be(expect);
Span<byte> newData = stackalloc byte[4];
BinaryCodedDecimal.WriteBytesLE(newData, result);
data.SequenceEqual(newData).Should().BeTrue();
}
[Theory]
[InlineData(0x78563412, 12345678)]
public void CheckConvertBCD_Big(uint raw, int expect)
{
Span<byte> data = stackalloc byte[4];
WriteUInt32LittleEndian(data, raw);
var result = BinaryCodedDecimal.ToInt32BE(data);
result.Should().Be(expect);
Span<byte> newData = stackalloc byte[4];
BinaryCodedDecimal.WriteBytesBE(newData, result);
data.SequenceEqual(newData).Should().BeTrue();
}
}