mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-16 00:58:01 +00:00
02420d3e93
* 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
164 lines
7.9 KiB
C#
164 lines
7.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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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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/// Utility logic for detecting a <see cref="SaveFile"/> from various locations on the host machine.
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/// </summary>
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public static class SaveDetection
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{
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/// <summary>
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/// Gets the 3DS's root folder, usually from an inserted SD card.
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/// </summary>
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/// <param name="drives">List of drives on the host machine.</param>
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/// <param name="skipFirstDrive">Optional parameter to skip the first drive.
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/// The first drive is usually the system hard drive, or can be a floppy disk drive (slower to check, never has expected data).</param>
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/// <returns>Folder path pointing to the Nintendo 3DS folder.</returns>
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public static string Get3DSLocation(IEnumerable<string> drives, bool skipFirstDrive = true) =>
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FindConsoleRootFolder(drives, "Nintendo 3DS", skipFirstDrive);
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/// <summary>
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/// Gets the Switch's root folder, usually from an inserted SD card.
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/// </summary>
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/// <param name="drives">List of drives on the host machine.</param>
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/// <param name="skipFirstDrive">Optional parameter to skip the first drive.
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/// The first drive is usually the system hard drive, or can be a floppy disk drive (slower to check, never has expected data).</param>
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/// <returns>Folder path pointing to the Nintendo folder.</returns>
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public static string GetSwitchLocation(IEnumerable<string> drives, bool skipFirstDrive = true) =>
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FindConsoleRootFolder(drives, "Nintendo", skipFirstDrive);
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private static string FindConsoleRootFolder(IEnumerable<string> drives, string path, bool skipFirstDrive)
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{
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if (skipFirstDrive)
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drives = drives.Skip(1);
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var paths = drives.Select(drive => Path.Combine(drive, path));
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return paths.FirstOrDefault(Directory.Exists);
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}
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/// <summary>
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/// Gets a list of 3DS save backup paths for the storage device.
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/// </summary>
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/// <param name="root">Root location of device</param>
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/// <returns>List of possible 3DS save backup paths.</returns>
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public static IEnumerable<string> Get3DSBackupPaths(string root)
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{
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yield return Path.Combine(root, "saveDataBackup");
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yield return Path.Combine(root, "filer", "UserSaveData");
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yield return Path.Combine(root, "JKSV", "Saves");
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yield return Path.Combine(root, "TWLSaveTool");
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yield return Path.Combine(root, "fbi", "save");
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yield return Path.Combine(root, "gm9", "out");
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yield return Path.Combine(root, "3ds", "Checkpoint", "saves");
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}
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/// <summary>
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/// Gets a list of Switch save backup paths for the storage device.
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/// </summary>
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/// <param name="root">Root location of device</param>
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/// <returns>List of possible 3DS save backup paths.</returns>
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public static IEnumerable<string> GetSwitchBackupPaths(string root)
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{
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yield return Path.Combine(root, "switch", "Checkpoint", "saves");
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}
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/// <summary>
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/// Extra list of Backup Paths used for detecting a save file.
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/// </summary>
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public static readonly List<string> CustomBackupPaths = new List<string>();
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/// <summary>
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/// Finds a compatible save file that was most recently saved (by file write time).
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/// </summary>
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/// <param name="drives">List of drives on the host machine.</param>
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/// <param name="error">If this function does not return a save file, this parameter will be set to the error message.</param>
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/// <param name="extra">Paths to check in addition to the default paths</param>
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/// <returns>Reference to a valid save file, if any.</returns>
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public static SaveFile? DetectSaveFile(IReadOnlyList<string> drives, ref string error, params string[] extra)
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{
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var foldersToCheck = GetFoldersToCheck(drives, extra);
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var result = GetSaveFilePathsFromFolders(foldersToCheck, out var possiblePaths);
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if (!result)
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{
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error = string.Join(Environment.NewLine, possiblePaths); // `possiblePaths` contains the error message
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return null;
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}
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// return newest save file path that is valid
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var byMostRecent = possiblePaths.OrderByDescending(File.GetLastWriteTimeUtc);
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var saves = byMostRecent.Select(SaveUtil.GetVariantSAV);
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return saves.FirstOrDefault(z => z?.ChecksumsValid == true);
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}
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/// <summary>
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/// Gets all detectable save files ordered by most recently saved (by file write time).
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/// </summary>
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/// <param name="drives">List of drives on the host machine.</param>
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/// <param name="detect">Detect save files stored in common SD card homebrew locations.</param>
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/// <param name="extra">Paths to check in addition to the default paths</param>
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/// <returns>Valid save files, if any.</returns>
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public static IEnumerable<SaveFile> GetSaveFiles(IReadOnlyList<string> drives, bool detect, params string[] extra) => GetSaveFiles(drives, detect, (IEnumerable<string>)extra);
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/// <summary>
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/// Gets all detectable save files ordered by most recently saved (by file write time).
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/// </summary>
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/// <param name="drives">List of drives on the host machine.</param>
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/// <param name="detect">Detect save files stored in common SD card homebrew locations.</param>
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/// <param name="extra">Paths to check in addition to the default paths</param>
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/// <returns>Valid save files, if any.</returns>
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public static IEnumerable<SaveFile> GetSaveFiles(IReadOnlyList<string> drives, bool detect, IEnumerable<string> extra)
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{
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var paths = detect ? GetFoldersToCheck(drives, extra) : extra;
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var result = GetSaveFilePathsFromFolders(paths, out var possiblePaths);
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if (!result)
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yield break;
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var byMostRecent = possiblePaths.OrderByDescending(File.GetLastWriteTimeUtc);
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foreach (var s in byMostRecent)
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{
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var sav = SaveUtil.GetVariantSAV(s);
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if (sav != null)
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yield return sav;
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}
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}
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public static IEnumerable<string> GetFoldersToCheck(IReadOnlyList<string> drives, IEnumerable<string> extra)
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{
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var foldersToCheck = extra.Where(f => f?.Length > 0).Concat(CustomBackupPaths);
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string path3DS = Path.GetPathRoot(Get3DSLocation(drives));
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if (path3DS != null) // check for Homebrew/CFW backups
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foldersToCheck = foldersToCheck.Concat(Get3DSBackupPaths(path3DS));
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string pathNX = Path.GetPathRoot(GetSwitchLocation(drives));
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if (pathNX != null) // check for Homebrew/CFW backups
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foldersToCheck = foldersToCheck.Concat(GetSwitchBackupPaths(pathNX));
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return foldersToCheck;
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}
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private static bool GetSaveFilePathsFromFolders(IEnumerable<string> foldersToCheck, out IEnumerable<string> possible)
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{
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var possiblePaths = new List<string>();
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foreach (var folder in foldersToCheck)
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{
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if (!SaveUtil.GetSavesFromFolder(folder, true, out IEnumerable<string> files))
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{
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if (!(files is string[] msg)) // should always return string[]
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continue;
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if (msg.Length == 0) // folder doesn't exist
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continue;
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possible = msg;
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return false;
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}
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if (files != null)
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possiblePaths.AddRange(files);
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}
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possible = possiblePaths;
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return true;
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}
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}
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}
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