mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-22 18:33:14 +00:00
47071b41f3
Existing `get`/`set` logic is flawed in that it doesn't work on Big Endian operating systems, and it allocates heap objects when it doesn't need to. `System.Buffers.Binary.BinaryPrimitives` in the `System.Memory` NuGet package provides both Little Endian and Big Endian methods to read and write data; all the `get`/`set` operations have been reworked to use this new API. This removes the need for PKHeX's manual `BigEndian` class, as all functions are already covered by the BinaryPrimitives API. The `StringConverter` has now been rewritten to accept a Span to read from & write to, no longer requiring a temporary StringBuilder. Other Fixes included: - The Super Training UI for Gen6 has been reworked according to the latest block structure additions. - Cloning a Stadium2 Save File now works correctly (opening from the Folder browser list). - Checksum & Sanity properties removed from parent PKM class, and is now implemented via interface.
116 lines
4.3 KiB
C#
116 lines
4.3 KiB
C#
using System;
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using System.Buffers.Binary;
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using System.Runtime.InteropServices;
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namespace PKHeX.Core
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{
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/// <summary>
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/// Base class for GB Era Stadium files.
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/// </summary>
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public abstract class SAV_STADIUM : SaveFile, ILangDeviantSave
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{
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protected internal sealed override string ShortSummary => $"{OT} ({Version})";
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public sealed override string Extension => ".sav";
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public abstract int SaveRevision { get; }
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public abstract string SaveRevisionString { get; }
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public bool Japanese { get; }
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public bool Korean => false;
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public sealed override int MaxBallID => 0; // unused
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public sealed override int MaxGameID => 99; // unused
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public sealed override int MaxMoney => 999999;
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public sealed override int MaxCoins => 9999;
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/// <summary> If the original input data was swapped endianness. </summary>
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private readonly bool IsPairSwapped;
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protected abstract int TeamCount { get; }
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public sealed override string OT { get; set; }
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public sealed override int Language => Japanese ? 1 : 2;
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protected SAV_STADIUM(byte[] data, bool japanese, bool swap) : base(data)
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{
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Japanese = japanese;
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OT = SaveUtil.GetSafeTrainerName(this, (LanguageID)Language);
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if (!swap)
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return;
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ReverseEndianness(Data);
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IsPairSwapped = true;
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}
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protected SAV_STADIUM(bool japanese, int size) : base(size)
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{
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Japanese = japanese;
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OT = SaveUtil.GetSafeTrainerName(this, (LanguageID)Language);
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}
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protected sealed override byte[] DecryptPKM(byte[] data) => data;
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public sealed override int GetPartyOffset(int slot) => -1;
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public override string GetBoxName(int box) => $"Box {box + 1}";
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public sealed override void SetBoxName(int box, string value) { }
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public sealed override bool ChecksumsValid => GetBoxChecksumsValid();
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public sealed override string ChecksumInfo => ChecksumsValid ? "Checksum valid." : "Checksum invalid";
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protected abstract void SetBoxChecksum(int box);
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protected abstract bool GetIsBoxChecksumValid(int box);
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protected sealed override void SetChecksums() => SetBoxChecksums();
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protected abstract void SetBoxMetadata(int box);
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protected void SetBoxChecksums()
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{
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for (int i = 0; i < BoxCount; i++)
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{
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SetBoxMetadata(i);
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SetBoxChecksum(i);
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}
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}
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private bool GetBoxChecksumsValid()
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{
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for (int i = 0; i < BoxCount; i++)
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{
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if (!GetIsBoxChecksumValid(i))
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return false;
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}
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return true;
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}
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protected sealed override byte[] GetFinalData()
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{
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var result = base.GetFinalData();
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if (IsPairSwapped)
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ReverseEndianness(result = (byte[])result.Clone());
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return result;
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}
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public abstract SlotGroup GetTeam(int team);
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public virtual SlotGroup[] GetRegisteredTeams()
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{
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var result = new SlotGroup[TeamCount];
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for (int i = 0; i < result.Length; i++)
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result[i] = GetTeam(i);
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return result;
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}
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public sealed override string GetString(ReadOnlySpan<byte> data) => StringConverter12.GetString(data, Japanese);
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public sealed override int SetString(Span<byte> destBuffer, ReadOnlySpan<char> value, int maxLength, StringConverterOption option)
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{
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return StringConverter12.SetString(destBuffer, value, maxLength, Japanese, option);
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}
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/// <summary>
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/// Some emulators emit with system architecture endianness (Little Endian) instead of the original Big Endian ordering.
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/// This will efficiently swap 32-bit endianness for the entire span.
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/// </summary>
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/// <param name="data">Full savedata</param>
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private static void ReverseEndianness(Span<byte> data)
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{
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var uintArr = MemoryMarshal.Cast<byte, uint>(data);
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for (int i = 0; i < uintArr.Length; i++)
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uintArr[i] = BinaryPrimitives.ReverseEndianness(uintArr[i]);
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}
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}
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}
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