mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-27 14:30:56 +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.
81 lines
2.8 KiB
C#
81 lines
2.8 KiB
C#
using System;
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using static System.Buffers.Binary.BinaryPrimitives;
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namespace PKHeX.Core
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{
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/// <summary>
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/// Logic pertaining to Pokémon Stadium Save Files.
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/// </summary>
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public static class StadiumUtil
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{
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/// <summary>
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/// Checks if the <see cref="magic"/> value is present either with or without byte-swapping.
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/// </summary>
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public static bool IsMagicPresentEither(ReadOnlySpan<byte> data, int size, uint magic)
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{
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if (IsMagicPresent(data, size, magic))
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return true;
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if (IsMagicPresentSwap(data, size, magic))
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return true;
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return false;
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}
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/// <summary>
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/// Checks if the <see cref="magic"/> value is present without byte-swapping.
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/// </summary>
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public static bool IsMagicPresent(ReadOnlySpan<byte> data, int size, uint magic)
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{
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// Check footers of first few teams to see if the magic value is there.
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for (int i = 0; i < 10; i++)
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{
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var footer = data[(size - 6 + (i * size))..];
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if (ReadUInt32LittleEndian(footer) != magic)
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return false;
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}
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return true;
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}
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/// <summary>
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/// Checks if the <see cref="magic"/> value is present either with byte-swapping.
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/// </summary>
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public static bool IsMagicPresentSwap(ReadOnlySpan<byte> data, int size, uint magic)
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{
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// Check footers of first few teams to see if the magic value is there.
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var left = (ushort)magic;
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var right = (ushort)(magic >> 16);
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left = (ushort)((left >> 8) | (left << 8));
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right = (ushort)((right >> 8) | (right << 8));
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for (int i = 0; i < 10; i++)
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{
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var ofs = size - 6 + (i * size);
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if (ReadUInt16LittleEndian(data[(ofs - 2)..]) != left) // OP
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return false;
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if (ReadUInt16LittleEndian(data[(ofs + 4)..]) != right) // EK
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return false;
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}
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return true;
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}
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public static bool IsMagicPresentAbsolute(ReadOnlySpan<byte> data, int offset, uint magic)
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{
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var actual = ReadUInt32LittleEndian(data[offset..]);
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if (actual == magic) // POKE
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return true;
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var left = (ushort)magic;
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var right = (ushort)(magic >> 16);
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left = (ushort)((left >> 8) | (left << 8));
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right = (ushort)((right >> 8) | (right << 8));
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if (ReadUInt16LittleEndian(data[(offset - 2)..]) != left) // OP
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return false;
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if (ReadUInt16LittleEndian(data[(offset + 4)..]) != right) // EK
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return false;
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return true;
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}
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}
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}
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