PKHeX/PKHeX.Core/PersonalInfo/PersonalInfoGG.cs
Kurt 47071b41f3
Refactoring: Span-based value writes and method signatures (#3361)
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.
2022-01-02 21:35:59 -08:00

19 lines
668 B
C#

using System;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core
{
/// <summary>
/// <see cref="PersonalInfo"/> class with values from the <see cref="GameVersion.GG"/> games.
/// </summary>
public class PersonalInfoGG : PersonalInfoSM
{
public PersonalInfoGG(byte[] data) : base(data)
{
TMHM = GetBits(Data.AsSpan(0x28, 8)); // only 60 TMs used
TypeTutors = GetBits(Data.AsSpan(0x38, 1)); // at most 8 flags used
}
public int GoSpecies { get => ReadUInt16LittleEndian(Data.AsSpan(0x48)); set => WriteUInt16LittleEndian(Data.AsSpan(0x48), (ushort)value); }
}
}