PKHeX/PKHeX.Core/Saves/Substructures/Battle Videos/BVRequestUtil.cs
Kurt 02420d3e93
PKHeX.Core Nullable cleanup (#2401)
* 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
2019-10-16 18:47:31 -07:00

100 lines
3.2 KiB
C#

using System;
using System.Diagnostics;
namespace PKHeX.Core
{
public static class BVRequestUtil
{
public static string GetSMBattleVideoURL(string code)
{
code = code.Replace("-", string.Empty);
Debug.Assert(code.Length == 16);
var video_id = StrToU64(code, out bool valid);
if (!valid)
return string.Empty;
return $"https://ctr-bnda-live.s3.amazonaws.com/10.CTR_BNDA_datastore/ds/1/data/{video_id:D11}-00001"; // Sun datastore
}
public static ulong StrToU64(string input, out bool valid)
{
var chk = Pull(0, 4) >> 4; // first four chars are checksum bits
var result = Pull(4, input.Length); // next 12 chars are the 70 value bits
var actual = Checksums.CRC16_CCITT(BitConverter.GetBytes(result));
valid = chk == actual;
return result;
ulong Pull(int start, int count)
{
ulong val = 0;
for (int i = start; i < count; i++)
{
var c = input[i];
if (c == '-')
continue;
val <<= 5;
val |= Get5BitFromChar(c) & 0b11111;
}
return val;
}
}
public static string U64ToStr(ulong input, bool insertDash)
{
uint chk = Checksums.CRC16_CCITT(BitConverter.GetBytes(input));
var buff = new char[16];
int ctr = 15;
Push(input, 12); // store value bits
Push(chk << 4, 4); // store checksum bits
return !insertDash ? string.Concat(buff) : GetStringWithDashesEvery(buff, 4);
void Push(ulong v, int count)
{
for (int i = 0; i < count; i++)
{
buff[ctr--] = Set5BitToChar((char)(v & 0b11111));
v >>= 5;
}
}
}
private static string GetStringWithDashesEvery(char[] buff, int spacer)
{
var buff2 = new char[buff.Length + ((buff.Length / spacer) - 1)];
for (int i = 0, ctr = 0; i < buff.Length; i++)
{
buff2[ctr++] = buff[i];
if (i % spacer == 3 && ctr < buff2.Length)
buff2[ctr++] = '-'; // add dash between every chunk of size {spacer}
}
return string.Concat(buff2);
}
private static char Set5BitToChar(char c)
{
var shift = c > 9 ? '7' : '0';
c += shift;
return c switch
{
'0' => 'W',
'1' => 'X',
'I' => 'Y',
'O' => 'Z',
_ => c
};
}
private static uint Get5BitFromChar(char c)
{
switch (c)
{
case 'W': c = '0'; break;
case 'X': c = '1'; break;
case 'Y': c = 'I'; break;
case 'Z': c = 'O'; break;
}
var shift = c >= 'A' ? '7' : '0';
return (uint)(c - shift);
}
}
}