mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-23 20:43:07 +00:00
805 lines
34 KiB
C#
805 lines
34 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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using static PKHeX.Core.MessageStrings;
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using static PKHeX.Core.GameVersion;
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namespace PKHeX.Core
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{
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/// <summary>
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/// Logic for <see cref="SaveFile"/> data loading and manipulation.
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/// </summary>
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public static class SaveUtil
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{
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public const int BEEF = 0x42454546;
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public const int SIZE_G8SWSH = 0x1716B3; // 1.0
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public const int SIZE_G8SWSH_1 = 0x17195E; // 1.0 -> 1.1
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public const int SIZE_G8SWSH_2 = 0x180B19; // 1.0 -> 1.1 -> 1.2
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public const int SIZE_G8SWSH_2B = 0x180AD0; // 1.0 -> 1.2
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public const int SIZE_G8SWSH_3 = 0x1876B1; // 1.0 -> 1.1 -> 1.2 -> 1.3
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public const int SIZE_G8SWSH_3A = 0x187693; // 1.0 -> 1.1 -> 1.3
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public const int SIZE_G8SWSH_3B = 0x187668; // 1.0 -> 1.2 -> 1.3
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public const int SIZE_G8SWSH_3C = 0x18764A; // 1.0 -> 1.3
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public const int SIZE_G7GG = 0x100000;
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public const int SIZE_G7USUM = 0x6CC00;
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public const int SIZE_G7SM = 0x6BE00;
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public const int SIZE_G6XY = 0x65600;
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public const int SIZE_G6ORAS = 0x76000;
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public const int SIZE_G6ORASDEMO = 0x5A00;
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public const int SIZE_G5RAW = 0x80000;
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public const int SIZE_G5BW = 0x24000;
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public const int SIZE_G5B2W2 = 0x26000;
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public const int SIZE_G4BR = 0x380000;
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public const int SIZE_G4RAW = 0x80000;
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public const int SIZE_G3BOX = 0x76000;
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public const int SIZE_G3COLO = 0x60000;
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public const int SIZE_G3XD = 0x56000;
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public const int SIZE_G3RAW = 0x20000;
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public const int SIZE_G3RAWHALF = 0x10000;
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public const int SIZE_G2STAD = 0x20000; // same as G3RAW_U
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public const int SIZE_G2RAW_U = 0x8000;
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public const int SIZE_G2VC_U = 0x8010;
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public const int SIZE_G2BAT_U = 0x802C;
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public const int SIZE_G2EMU_U = 0x8030;
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public const int SIZE_G2RAW_J = 0x10000;
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public const int SIZE_G2VC_J = 0x10010;
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public const int SIZE_G2BAT_J = 0x1002C;
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public const int SIZE_G2EMU_J = 0x10030;
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public const int SIZE_G1STAD = 0x20000; // same as G3RAW_U
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public const int SIZE_G1STADJ = 0x8000; // same as G1RAW
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public const int SIZE_G1RAW = 0x8000;
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public const int SIZE_G1BAT = 0x802C;
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// Bank Binaries
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public const int SIZE_G7BANK = 0xACA48;
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public const int SIZE_G4BANK = 0x405C4;
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public const int SIZE_G4RANCH = 0x54000;
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public const int SIZE_G4RANCH_PLAT = 0x7C000;
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private static readonly SaveHandlerGCI DolphinHandler = new();
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#if !EXCLUDE_HACKS
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/// <summary>
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/// Specialized readers for loading save files from non-standard games (e.g. hacks).
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/// </summary>
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// ReSharper disable once CollectionNeverUpdated.Global
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public static readonly List<ISaveReader> CustomSaveReaders = new();
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#endif
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#if !EXCLUDE_EMULATOR_FORMATS
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/// <summary>
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/// Pre-formatters for loading save files from non-standard formats (e.g. emulators).
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/// </summary>
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public static readonly ICollection<ISaveHandler> Handlers = new List<ISaveHandler>
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{
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DolphinHandler,
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new SaveHandlerDeSmuME(),
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new SaveHandlerARDS(),
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};
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#endif
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internal static readonly HashSet<int> SizesSWSH = new()
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{
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SIZE_G8SWSH, SIZE_G8SWSH_1, SIZE_G8SWSH_2, SIZE_G8SWSH_2B, SIZE_G8SWSH_3, SIZE_G8SWSH_3A, SIZE_G8SWSH_3B, SIZE_G8SWSH_3C,
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};
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private static readonly HashSet<int> SizesGen2 = new()
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{
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SIZE_G2RAW_U, SIZE_G2VC_U, SIZE_G2BAT_U, SIZE_G2EMU_U, SIZE_G2RAW_J, SIZE_G2BAT_J, SIZE_G2EMU_J, SIZE_G2VC_J,
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};
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private static readonly HashSet<int> Sizes = new(SizesGen2.Concat(SizesSWSH))
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{
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// SizesSWSH covers gen8 sizes since there's so many
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SIZE_G7SM, SIZE_G7USUM, SIZE_G7GG,
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SIZE_G6XY, SIZE_G6ORAS, SIZE_G6ORASDEMO,
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SIZE_G5RAW, SIZE_G5BW, SIZE_G5B2W2,
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SIZE_G4BR, SIZE_G4RAW,
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SIZE_G3BOX, SIZE_G3COLO, SIZE_G3XD, SIZE_G3RAW, SIZE_G3RAWHALF,
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// SizesGen2 covers gen2 sizes since there's so many
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SIZE_G1RAW, SIZE_G1BAT,
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SIZE_G7BANK, SIZE_G4BANK, SIZE_G4RANCH, SIZE_G4RANCH_PLAT,
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};
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/// <summary>Determines the type of the provided save data.</summary>
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/// <param name="data">Save data of which to determine the origins of</param>
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/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
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private static GameVersion GetSAVType(byte[] data)
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{
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GameVersion ver;
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if ((ver = GetIsG1SAV(data)) != Invalid)
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return ver;
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if ((ver = GetIsG2SAV(data)) != Invalid)
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return ver;
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if ((ver = GetIsG3SAV(data)) != Invalid)
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return ver;
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if ((ver = GetIsG4SAV(data)) != Invalid)
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return ver;
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if ((ver = GetIsG5SAV(data)) != Invalid)
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return ver;
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if ((ver = GetIsG6SAV(data)) != Invalid)
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return ver;
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if ((ver = GetIsG7SAV(data)) != Invalid)
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return ver;
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if (GetIsBelugaSAV(data) != Invalid)
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return GG;
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if (GetIsG3COLOSAV(data) != Invalid)
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return COLO;
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if (GetIsG3XDSAV(data) != Invalid)
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return XD;
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if (GetIsG3BOXSAV(data) != Invalid)
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return RSBOX;
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if (GetIsG4BRSAV(data) != Invalid)
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return BATREV;
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if (GetIsBank7(data)) // pokebank
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return Gen7;
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if (GetIsBank4(data)) // pokestock
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return Gen4;
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if (GetIsBank3(data)) // pokestock
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return Gen3;
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if (GetIsRanch4(data)) // ranch
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return DPPt;
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if (SAV2Stadium.IsStadium(data))
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return Stadium2;
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if (SAV1Stadium.IsStadium(data))
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return Stadium;
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if (SAV1StadiumJ.IsStadium(data))
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return StadiumJ;
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if ((ver = GetIsG8SAV(data)) != Invalid)
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return ver;
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return Invalid;
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}
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/// <summary>
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/// Determines if a Gen1/2 Pokémon List is Invalid
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/// </summary>
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/// <param name="data">Save data</param>
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/// <param name="offset">Offset the list starts at</param>
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/// <param name="listCount">Max count of Pokémon in the list</param>
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/// <returns>True if a valid list, False otherwise</returns>
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private static bool IsG12ListValid(byte[] data, int offset, int listCount)
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{
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byte num_entries = data[offset];
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return num_entries <= listCount && data[offset + 1 + num_entries] == 0xFF;
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}
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/// <summary>Checks to see if the data belongs to a Gen1 save</summary>
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/// <param name="data">Save data of which to determine the type</param>
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/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
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internal static GameVersion GetIsG1SAV(byte[] data)
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{
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if (data.Length is not (SIZE_G1RAW or SIZE_G1BAT))
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return Invalid;
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// Check if it's not an american save or a japanese save
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if (!(GetIsG1SAVU(data) || GetIsG1SAVJ(data)))
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return Invalid;
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// I can't actually detect which game version, because it's not stored anywhere.
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// If you can think of anything to do here, please implement :)
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return RBY;
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}
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/// <summary>Checks to see if the data belongs to an International Gen1 save</summary>
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/// <param name="data">Save data of which to determine the region</param>
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/// <returns>True if a valid International save, False otherwise.</returns>
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private static bool GetIsG1SAVU(byte[] data)
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{
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return IsG12ListValid(data, 0x2F2C, 20) && IsG12ListValid(data, 0x30C0, 20);
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}
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/// <summary>Checks to see if the data belongs to a Japanese Gen1 save</summary>
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/// <param name="data">Save data of which to determine the region</param>
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/// <returns>True if a valid Japanese save, False otherwise.</returns>
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internal static bool GetIsG1SAVJ(byte[] data)
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{
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return IsG12ListValid(data, 0x2ED5, 30) && IsG12ListValid(data, 0x302D, 30);
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}
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/// <summary>Checks to see if the data belongs to a Gen2 save</summary>
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/// <param name="data">Save data of which to determine the type</param>
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/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
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internal static GameVersion GetIsG2SAV(byte[] data)
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{
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if (!SizesGen2.Contains(data.Length))
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return Invalid;
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// Check if it's not an International, Japanese, or Korean save file
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GameVersion result;
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if ((result = GetIsG2SAVU(data)) != Invalid)
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return result;
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if ((result = GetIsG2SAVJ(data)) != Invalid)
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return result;
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if ((result = GetIsG2SAVK(data)) != Invalid)
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return result;
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return Invalid;
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}
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/// <summary>Checks to see if the data belongs to an International (not Japanese or Korean) Gen2 save</summary>
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/// <param name="data">Save data of which to determine the region</param>
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/// <returns>True if a valid International save, False otherwise.</returns>
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private static GameVersion GetIsG2SAVU(byte[] data)
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{
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if (IsG12ListValid(data, 0x288A, 20) && IsG12ListValid(data, 0x2D6C, 20))
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return GS;
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if (IsG12ListValid(data, 0x2865, 20) && IsG12ListValid(data, 0x2D10, 20))
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return C;
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return Invalid;
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}
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/// <summary>Checks to see if the data belongs to a Japanese Gen2 save</summary>
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/// <param name="data">Save data of which to determine the region</param>
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/// <returns>True if a valid Japanese save, False otherwise.</returns>
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internal static GameVersion GetIsG2SAVJ(byte[] data)
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{
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if (!IsG12ListValid(data, 0x2D10, 30))
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return Invalid;
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if (IsG12ListValid(data, 0x283E, 30))
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return GS;
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if (IsG12ListValid(data, 0x281A, 30))
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return C;
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return Invalid;
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}
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/// <summary>Checks to see if the data belongs to a Korean Gen2 save</summary>
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/// <param name="data">Save data of which to determine the region</param>
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/// <returns>True if a valid Korean save, False otherwise.</returns>
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internal static GameVersion GetIsG2SAVK(byte[] data)
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{
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if (IsG12ListValid(data, 0x2DAE, 20) && IsG12ListValid(data, 0x28CC, 20))
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return GS;
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return Invalid;
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}
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/// <summary>Checks to see if the data belongs to a Gen3 save</summary>
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/// <param name="data">Save data of which to determine the type</param>
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/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
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private static GameVersion GetIsG3SAV(byte[] data)
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{
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if (data.Length is not (SIZE_G3RAW or SIZE_G3RAWHALF))
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return Invalid;
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// check the save file(s)
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int count = data.Length/SIZE_G3RAWHALF;
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for (int slot = 0; slot < count; slot++)
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{
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if (!SAV3.IsAllMainSectorsPresent(data, slot, out var smallOffset))
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continue;
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// Detect RS/E/FRLG
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return GetVersionG3SAV(data, smallOffset);
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}
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return Invalid;
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}
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/// <summary>
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/// Checks the input <see cref="data"/> to see which game is for this file.
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/// </summary>
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/// <param name="data">Data to check</param>
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/// <param name="offset">Offset for the start of the first Small chunk.</param>
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/// <returns>RS, E, or FR/LG.</returns>
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private static GameVersion GetVersionG3SAV(byte[] data, int offset = 0)
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{
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// 0xAC
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// RS: Battle Tower Data, which will never match the FR/LG fixed value.
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// E: Encryption Key
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// FR/LG @ 0xAC has a fixed value (01 00 00 00)
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// RS has battle tower data (variable)
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uint _0xAC = BitConverter.ToUInt32(data, offset + 0xAC);
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switch (_0xAC)
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{
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case 1: return FRLG; // fixed value
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case 0: return RS; // save has no battle tower record data
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default:
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// RS data structure only extends 0x890 bytes; check if any data is present afterwards.
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for (int i = 0x890; i < 0xF2C; i += 4)
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{
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if (BitConverter.ToUInt64(data, offset + i) != 0)
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return E;
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}
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return RS;
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}
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}
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/// <summary>Checks to see if the data belongs to a Gen3 Box RS save</summary>
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/// <param name="data">Save data of which to determine the type</param>
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/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
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private static GameVersion GetIsG3BOXSAV(byte[] data)
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{
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if (data.Length is not SIZE_G3BOX)
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return Invalid;
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// Verify first checksum
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const int offset = 0x2000;
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var span = new ReadOnlySpan<byte>(data, offset + 4, 0x1FF8);
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var chk = Checksums.CheckSum16BigInvert(span);
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var actual = BigEndian.ToUInt32(data, offset);
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return chk == actual ? RSBOX : Invalid;
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}
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/// <summary>Checks to see if the data belongs to a Colosseum save</summary>
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/// <param name="data">Save data of which to determine the type</param>
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/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
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private static GameVersion GetIsG3COLOSAV(byte[] data)
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{
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if (data.Length is not SIZE_G3COLO)
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return Invalid;
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// Check the intro bytes for each save slot
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const int offset = 0x6000;
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for (int i = 0; i < 3; i++)
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{
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var ofs = offset + (0x1E000 * i);
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if (BitConverter.ToUInt32(data, ofs) != 0x00000101)
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return Invalid;
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}
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return COLO;
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}
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/// <summary>Checks to see if the data belongs to a Gen3 XD save</summary>
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/// <param name="data">Save data of which to determine the type</param>
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/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
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private static GameVersion GetIsG3XDSAV(byte[] data)
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{
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if (data.Length is not SIZE_G3XD)
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return Invalid;
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// Check the intro bytes for each save slot
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const int offset = 0x6000;
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for (int i = 0; i < 2; i++)
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{
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var ofs = offset + (0x28000 * i);
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if ((BitConverter.ToUInt32(data, ofs) & 0xFFFE_FFFF) != 0x00000101)
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return Invalid;
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}
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return XD;
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}
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/// <summary>Checks to see if the data belongs to a Gen4 save</summary>
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/// <param name="data">Save data of which to determine the type</param>
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/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
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private static GameVersion GetIsG4SAV(byte[] data)
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{
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if (data.Length != SIZE_G4RAW)
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return Invalid;
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// The block footers contain a u32 'size' followed by a u32 binary-coded-decimal timestamp(?)
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// Korean saves have a different timestamp from other localizations.
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bool validSequence(int offset)
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{
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var size = BitConverter.ToUInt32(data, offset - 0xC);
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if (size != (offset & 0xFFFF))
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return false;
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var sdk = BitConverter.ToUInt32(data, offset - 0x8);
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const int DATE_INT = 0x20060623;
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const int DATE_KO = 0x20070903;
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return sdk is DATE_INT or DATE_KO;
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}
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// Check the other save -- first save is done to the latter half of the binary.
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// The second save should be all that is needed to check.
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if (validSequence(0x4C100))
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return DP;
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if (validSequence(0x4CF2C))
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return Pt;
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if (validSequence(0x4F628))
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return HGSS;
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return Invalid;
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}
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/// <summary>Checks to see if the data belongs to a Gen4 Battle Revolution save</summary>
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/// <param name="data">Save data of which to determine the type</param>
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/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
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private static GameVersion GetIsG4BRSAV(byte[] data)
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{
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if (data.Length != SIZE_G4BR)
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return Invalid;
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byte[] sav = SAV4BR.DecryptPBRSaveData(data);
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return SAV4BR.IsChecksumsValid(sav) ? BATREV : Invalid;
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}
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/// <summary>Checks to see if the data belongs to a Gen5 save</summary>
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/// <param name="data">Save data of which to determine the type</param>
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/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
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private static GameVersion GetIsG5SAV(byte[] data)
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{
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if (data.Length != SIZE_G5RAW)
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return Invalid;
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// check the checksum block validity; nobody would normally modify this region
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ushort chk1 = BitConverter.ToUInt16(data, SIZE_G5BW - 0x100 + 0x8C + 0xE);
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ushort actual1 = Checksums.CRC16_CCITT(new ReadOnlySpan<byte>(data, SIZE_G5BW - 0x100, 0x8C));
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if (chk1 == actual1)
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return BW;
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ushort chk2 = BitConverter.ToUInt16(data, SIZE_G5B2W2 - 0x100 + 0x94 + 0xE);
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ushort actual2 = Checksums.CRC16_CCITT(new ReadOnlySpan<byte>(data, SIZE_G5B2W2 - 0x100, 0x94));
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if (chk2 == actual2)
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return B2W2;
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return Invalid;
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}
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/// <summary>Checks to see if the data belongs to a Gen6 save</summary>
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/// <param name="data">Save data of which to determine the type</param>
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/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
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private static GameVersion GetIsG6SAV(byte[] data)
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{
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if (data.Length is not (SIZE_G6XY or SIZE_G6ORAS or SIZE_G6ORASDEMO))
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return Invalid;
|
||
|
||
if (BitConverter.ToUInt32(data, data.Length - 0x1F0) != BEEF)
|
||
return Invalid;
|
||
|
||
return data.Length switch
|
||
{
|
||
SIZE_G6XY => XY,
|
||
SIZE_G6ORAS => ORAS,
|
||
_ => ORASDEMO, // least likely
|
||
};
|
||
}
|
||
|
||
/// <summary>Checks to see if the data belongs to a Gen7 save</summary>
|
||
/// <param name="data">Save data of which to determine the type</param>
|
||
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
|
||
private static GameVersion GetIsG7SAV(byte[] data)
|
||
{
|
||
if (data.Length is not (SIZE_G7SM or SIZE_G7USUM))
|
||
return Invalid;
|
||
|
||
if (BitConverter.ToUInt32(data, data.Length - 0x1F0) != BEEF)
|
||
return Invalid;
|
||
|
||
return data.Length == SIZE_G7SM ? SM : USUM;
|
||
}
|
||
|
||
/// <summary>Determines if the input data belongs to a <see cref="SAV7b"/> save</summary>
|
||
/// <param name="data">Save data of which to determine the type</param>
|
||
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
|
||
private static GameVersion GetIsBelugaSAV(byte[] data)
|
||
{
|
||
if (data.Length != SIZE_G7GG)
|
||
return Invalid;
|
||
|
||
const int actualLength = 0xB8800;
|
||
if (BitConverter.ToUInt32(data, actualLength - 0x1F0) != BEEF) // beef table start
|
||
return Invalid;
|
||
if (BitConverter.ToUInt16(data, actualLength - 0x200 + 0xB0) != 0x13) // check a block number to double check
|
||
return Invalid;
|
||
|
||
return GG;
|
||
}
|
||
|
||
/// <summary>Checks to see if the data belongs to a Gen7 save</summary>
|
||
/// <param name="data">Save data of which to determine the type</param>
|
||
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
|
||
private static GameVersion GetIsG8SAV(byte[] data)
|
||
{
|
||
if (!SizesSWSH.Contains(data.Length))
|
||
return Invalid;
|
||
|
||
return SwishCrypto.GetIsHashValid(data) ? SWSH : Invalid;
|
||
}
|
||
|
||
private static bool GetIsBank7(byte[] data) => data.Length == SIZE_G7BANK && data[0] != 0;
|
||
private static bool GetIsBank4(byte[] data) => data.Length == SIZE_G4BANK && BitConverter.ToUInt32(data, 0x3FC00) != 0; // box name present
|
||
private static bool GetIsBank3(byte[] data) => data.Length == SIZE_G4BANK && BitConverter.ToUInt32(data, 0x3FC00) == 0; // size collision with ^
|
||
private static bool GetIsRanchDP(byte[] data) => data.Length == SIZE_G4RANCH && BigEndian.ToUInt32(data, 0x22AC) != 0;
|
||
private static bool GetIsRanchPlat(byte[] data) => data.Length == SIZE_G4RANCH_PLAT && BigEndian.ToUInt32(data, 0x268C) != 0;
|
||
private static bool GetIsRanch4(byte[] data) => GetIsRanchDP(data) || GetIsRanchPlat(data);
|
||
|
||
/// <summary>Creates an instance of a SaveFile using the given save data.</summary>
|
||
/// <param name="path">File location from which to create a SaveFile.</param>
|
||
/// <returns>An appropriate type of save file for the given data, or null if the save data is invalid.</returns>
|
||
public static SaveFile? GetVariantSAV(string path)
|
||
{
|
||
var data = File.ReadAllBytes(path);
|
||
var sav = GetVariantSAV(data, path);
|
||
if (sav == null)
|
||
return null;
|
||
sav.Metadata.SetExtraInfo(path);
|
||
return sav;
|
||
}
|
||
|
||
/// <summary>Creates an instance of a SaveFile using the given save data.</summary>
|
||
/// <param name="data">Save data from which to create a SaveFile.</param>
|
||
/// <param name="path">Optional save file path, may help initialize a non-standard save file format.</param>
|
||
/// <returns>An appropriate type of save file for the given data, or null if the save data is invalid.</returns>
|
||
public static SaveFile? GetVariantSAV(byte[] data, string? path = null)
|
||
{
|
||
#if !EXCLUDE_HACKS
|
||
foreach (var h in CustomSaveReaders)
|
||
{
|
||
if (!h.IsRecognized(data.Length))
|
||
continue;
|
||
|
||
var custom = h.ReadSaveFile(data, path);
|
||
if (custom != null)
|
||
return custom;
|
||
}
|
||
#endif
|
||
|
||
var sav = GetVariantSAVInternal(data);
|
||
if (sav != null)
|
||
return sav;
|
||
|
||
#if !EXCLUDE_EMULATOR_FORMATS
|
||
foreach (var h in Handlers)
|
||
{
|
||
if (!h.IsRecognized(data.Length))
|
||
continue;
|
||
|
||
var split = h.TrySplit(data);
|
||
if (split == null)
|
||
continue;
|
||
|
||
sav = GetVariantSAVInternal(split.Data);
|
||
if (sav == null)
|
||
continue;
|
||
|
||
sav.Metadata.SetExtraInfo(split.Header, split.Footer);
|
||
return sav;
|
||
}
|
||
#endif
|
||
|
||
// unrecognized.
|
||
return null;
|
||
}
|
||
|
||
private static SaveFile? GetVariantSAVInternal(byte[] data)
|
||
{
|
||
var type = GetSAVType(data);
|
||
return type switch
|
||
{
|
||
// Main Games
|
||
RBY => new SAV1(data, type),
|
||
GS or C => new SAV2(data, type),
|
||
|
||
RS => new SAV3RS(data),
|
||
E => new SAV3E(data),
|
||
FRLG => new SAV3FRLG(data),
|
||
|
||
DP => new SAV4DP(data),
|
||
Pt => new SAV4Pt(data),
|
||
HGSS => new SAV4HGSS(data),
|
||
|
||
BW => new SAV5BW(data),
|
||
B2W2 => new SAV5B2W2(data),
|
||
|
||
XY => new SAV6XY(data),
|
||
ORAS => new SAV6AO(data),
|
||
ORASDEMO => new SAV6AODemo(data),
|
||
|
||
SM => new SAV7SM(data),
|
||
USUM => new SAV7USUM(data),
|
||
GG => new SAV7b(data),
|
||
|
||
SWSH => new SAV8SWSH(data),
|
||
|
||
// Side Games
|
||
COLO => new SAV3Colosseum(data),
|
||
XD => new SAV3XD(data),
|
||
RSBOX => new SAV3RSBox(data),
|
||
BATREV => new SAV4BR(data),
|
||
Stadium2 => new SAV2Stadium(data),
|
||
Stadium => new SAV1Stadium(data),
|
||
StadiumJ => new SAV1StadiumJ(data),
|
||
|
||
// Bulk Storage
|
||
Gen3 => new Bank3(data),
|
||
DPPt => new SAV4Ranch(data),
|
||
Gen4 => new Bank4(data),
|
||
Gen7 => Bank7.GetBank7(data),
|
||
|
||
// No pattern matched
|
||
_ => null,
|
||
};
|
||
}
|
||
|
||
public static SaveFile? GetVariantSAV(SAV3GCMemoryCard memCard)
|
||
{
|
||
// Pre-check for header/footer signatures
|
||
byte[] data = memCard.ReadSaveGameData();
|
||
if (data.Length == 0)
|
||
return null;
|
||
|
||
var split = DolphinHandler.TrySplit(data);
|
||
if (split != null)
|
||
data = split.Data;
|
||
|
||
SaveFile sav;
|
||
switch (memCard.SelectedGameVersion)
|
||
{
|
||
// Side Games
|
||
case COLO: sav = new SAV3Colosseum(data, memCard); break;
|
||
case XD: sav = new SAV3XD(data, memCard); break;
|
||
case RSBOX: sav = new SAV3RSBox(data, memCard); break;
|
||
|
||
// No pattern matched
|
||
default: return null;
|
||
}
|
||
|
||
if (split != null)
|
||
sav.Metadata.SetExtraInfo(split.Header, split.Footer);
|
||
return sav;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Returns a <see cref="LanguageID"/> that feels best for the save file's language.
|
||
/// </summary>
|
||
public static LanguageID GetSafeLanguage(SaveFile? sav) => sav switch
|
||
{
|
||
null => LanguageID.English,
|
||
ILangDeviantSave s => s.Japanese ? LanguageID.Japanese : s.Korean ? LanguageID.Korean : LanguageID.English,
|
||
_ => (uint)sav.Language <= Legal.GetMaxLanguageID(sav.Generation) ? (LanguageID)sav.Language : LanguageID.English,
|
||
};
|
||
|
||
/// <summary>
|
||
/// Returns a Trainer Name that feels best for the save file's language.
|
||
/// </summary>
|
||
public static string GetSafeTrainerName(SaveFile? sav, LanguageID lang) => lang switch
|
||
{
|
||
LanguageID.Japanese => sav?.Generation >= 3 ? "PKHeX" : "1337",
|
||
_ => "PKHeX",
|
||
};
|
||
|
||
/// <summary>
|
||
/// Creates an instance of a SaveFile with a blank base.
|
||
/// </summary>
|
||
/// <param name="game">Version to create the save file for.</param>
|
||
/// <param name="trainerName">Trainer Name</param>
|
||
/// <param name="language">Language to initialize with</param>
|
||
/// <returns>Blank save file from the requested game, null if no game exists for that <see cref="GameVersion"/>.</returns>
|
||
public static SaveFile GetBlankSAV(GameVersion game, string trainerName, LanguageID language = LanguageID.English)
|
||
{
|
||
var sav = GetBlankSAV(game, language);
|
||
sav.Game = (int)game;
|
||
sav.OT = trainerName;
|
||
if (sav.Generation >= 4)
|
||
sav.Language = (int)language;
|
||
|
||
// Secondary Properties may not be used but can be filled in as template.
|
||
if (sav.Generation >= 7)
|
||
{
|
||
sav.TrainerID7 = 123456;
|
||
sav.TrainerSID7 = 1234;
|
||
}
|
||
else
|
||
{
|
||
sav.TID = 12345;
|
||
sav.SID = 54321;
|
||
}
|
||
sav.Language = (int)language;
|
||
|
||
// Only set geolocation data for 3DS titles
|
||
if (sav is IRegionOrigin o)
|
||
o.SetDefaultRegionOrigins();
|
||
|
||
return sav;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Creates an instance of a SaveFile with a blank base.
|
||
/// </summary>
|
||
/// <param name="game">Version to create the save file for.</param>
|
||
/// <param name="language">Save file language to initialize for</param>
|
||
/// <returns>Blank save file from the requested game, null if no game exists for that <see cref="GameVersion"/>.</returns>
|
||
private static SaveFile GetBlankSAV(GameVersion game, LanguageID language) => game switch
|
||
{
|
||
RD or BU or GN or YW or RBY => new SAV1(version: game, japanese: language == LanguageID.Japanese || game == BU),
|
||
StadiumJ => new SAV1StadiumJ(),
|
||
Stadium => new SAV1Stadium(language == LanguageID.Japanese),
|
||
|
||
GD or SV or GS => new SAV2(version: GS, lang: language),
|
||
C or GSC => new SAV2(version: C, lang: language),
|
||
Stadium2 => new SAV2Stadium(language == LanguageID.Japanese),
|
||
|
||
R or S or RS => new SAV3RS(language == LanguageID.Japanese),
|
||
E or RSE => new SAV3E(language == LanguageID.Japanese),
|
||
FR or LG or FRLG => new SAV3FRLG(language == LanguageID.Japanese),
|
||
|
||
CXD or COLO => new SAV3Colosseum(),
|
||
XD => new SAV3XD(),
|
||
RSBOX => new SAV3RSBox(),
|
||
|
||
D or P or DP => new SAV4DP(),
|
||
Pt or DPPt => new SAV4Pt(),
|
||
HG or SS or HGSS => new SAV4HGSS(),
|
||
BATREV => new SAV4BR(),
|
||
|
||
B or W or BW => new SAV5BW(),
|
||
B2 or W2 or B2W2 => new SAV5B2W2(),
|
||
|
||
X or Y or XY => new SAV6XY(),
|
||
ORASDEMO => new SAV6AODemo(),
|
||
OR or AS or ORAS => new SAV6AO(),
|
||
|
||
SN or MN or SM => new SAV7SM(),
|
||
US or UM or USUM => new SAV7USUM(),
|
||
GP or GE or GG or GO => new SAV7b(),
|
||
|
||
SW or SH or SWSH => new SAV8SWSH(),
|
||
|
||
_ => throw new ArgumentOutOfRangeException(nameof(game)),
|
||
};
|
||
|
||
/// <summary>
|
||
/// Creates an instance of a SaveFile with a blank base.
|
||
/// </summary>
|
||
/// <param name="generation">Generation of the Save File.</param>
|
||
/// <param name="trainerName">Trainer Name</param>
|
||
/// <param name="language">Save file language to initialize for</param>
|
||
/// <returns>Save File for that generation.</returns>
|
||
public static SaveFile GetBlankSAV(int generation, string trainerName, LanguageID language = LanguageID.English)
|
||
{
|
||
var ver = GameUtil.GetVersion(generation);
|
||
return GetBlankSAV(ver, trainerName, language);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Retrieves possible save file paths from the provided <see cref="folderPath"/>.
|
||
/// </summary>
|
||
/// <param name="folderPath">Folder to look within</param>
|
||
/// <param name="deep">Search all subfolders</param>
|
||
/// <param name="result">If this function returns true, full path of all <see cref="SaveFile"/> that match criteria. If this function returns false, the error message, or null if the directory could not be found</param>
|
||
/// <returns>Boolean indicating whether or not operation was successful.</returns>
|
||
public static bool GetSavesFromFolder(string folderPath, bool deep, out IEnumerable<string> result)
|
||
{
|
||
if (!Directory.Exists(folderPath))
|
||
{
|
||
result = Array.Empty<string>();
|
||
return false;
|
||
}
|
||
try
|
||
{
|
||
var searchOption = deep ? SearchOption.AllDirectories : SearchOption.TopDirectoryOnly;
|
||
// force evaluation so that an invalid path will throw before we return true/false.
|
||
// EnumerateFiles throws an exception while iterating, which won't be caught by the try-catch here.
|
||
var files = Directory.GetFiles(folderPath, "*", searchOption);
|
||
result = files.Where(f => IsSizeValid(FileUtil.GetFileSize(f)));
|
||
return true;
|
||
}
|
||
#pragma warning disable CA1031 // Do not catch general exception types
|
||
catch (Exception ex)
|
||
#pragma warning restore CA1031 // Do not catch general exception types
|
||
{
|
||
result = new[]
|
||
{
|
||
MsgFileLoadFailAuto + Environment.NewLine + folderPath,
|
||
MsgFileLoadFailAutoAdvise + Environment.NewLine + MsgFileLoadFailAutoCause,
|
||
ex.Message,
|
||
};
|
||
return false;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// Determines whether the save data size is valid for automatically detecting saves.
|
||
/// </summary>
|
||
/// <param name="size">Size in bytes of the save data</param>
|
||
/// <returns>A boolean indicating whether or not the save data size is valid.</returns>
|
||
public static bool IsSizeValid(int size) => Sizes.Contains(size) || Handlers.Any(z => z.IsRecognized(size));
|
||
|
||
/// <summary>
|
||
/// Force loads the provided <see cref="sav"/> to the requested <see cref="version"/>.
|
||
/// </summary>
|
||
/// <param name="sav">SaveFile data to force</param>
|
||
/// <param name="version"> Version to retrieve for</param>
|
||
/// <returns>New <see cref="SaveFile"/> object.</returns>
|
||
public static SAV3 GetG3SaveOverride(SaveFile sav, GameVersion version) => version switch // Reset save file info
|
||
{
|
||
R or S or RS => new SAV3RS(sav.State.BAK),
|
||
E => new SAV3E(sav.State.BAK),
|
||
FR or LG or FRLG => new SAV3FRLG(sav.State.BAK),
|
||
_ => throw new ArgumentOutOfRangeException(nameof(version)),
|
||
};
|
||
}
|
||
}
|