PKHeX/PKHeX.Core/Saves/Substructures/Gen8/TeamIndexes8.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

71 lines
2.1 KiB
C#

using System;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core
{
public sealed class TeamIndexes8 : SaveBlock, ITeamIndexSet
{
private const int TeamCount = 6;
private const int NONE_SELECTED = -1;
public readonly int[] TeamSlots = new int[TeamCount * 6];
public TeamIndexes8(SAV8SWSH sav, SCBlock block) : base(sav, block.Data) { }
public void LoadBattleTeams()
{
if (!SAV.State.Exportable)
{
ClearBattleTeams();
return;
}
for (int i = 0; i < TeamCount * 6; i++)
{
short val = ReadInt16LittleEndian(Data.AsSpan(Offset + (i * 2)));
if (val < 0)
{
TeamSlots[i] = NONE_SELECTED;
continue;
}
int box = val >> 8;
int slot = val & 0xFF;
int index = (SAV.BoxSlotCount * box) + slot;
TeamSlots[i] = index & 0xFFFF;
}
}
public void ClearBattleTeams()
{
for (int i = 0; i < TeamSlots.Length; i++)
TeamSlots[i] = NONE_SELECTED;
}
public void UnlockAllTeams()
{
for (int i = 0; i < TeamCount; i++)
SetIsTeamLocked(i, false);
}
public void SaveBattleTeams()
{
var span = Data.AsSpan(Offset);
for (int i = 0; i < TeamCount * 6; i++)
{
int index = TeamSlots[i];
if (index < 0)
{
WriteInt16LittleEndian(span[(i * 2)..], (short)index);
continue;
}
SAV.GetBoxSlotFromIndex(index, out var box, out var slot);
index = (box << 8) | slot;
WriteInt16LittleEndian(span[(i * 2)..], (short)index);
}
}
public bool GetIsTeamLocked(int team) => true;
public void SetIsTeamLocked(int team, bool value) { }
}
}