PKHeX/PKHeX.Core/Saves/Util/SaveUtil.cs
Kurt 691f941bb6 Add savedata models
Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
Co-Authored-By: SciresM <8676005+SciresM@users.noreply.github.com>
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
2022-02-04 17:31:20 -08:00

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using static System.Buffers.Binary.BinaryPrimitives;
using static PKHeX.Core.MessageStrings;
using static PKHeX.Core.GameVersion;
namespace PKHeX.Core
{
/// <summary>
/// Logic for <see cref="SaveFile"/> data loading and manipulation.
/// </summary>
public static class SaveUtil
{
public const int BEEF = 0x42454546;
public const int SIZE_G8LA = 0x136DDE;
public const int SIZE_G8BDSP = 0xE9828;
public const int SIZE_G8BDSP_1 = 0xEDC20;
public const int SIZE_G8SWSH = 0x1716B3; // 1.0
public const int SIZE_G8SWSH_1 = 0x17195E; // 1.0 -> 1.1
public const int SIZE_G8SWSH_2 = 0x180B19; // 1.0 -> 1.1 -> 1.2
public const int SIZE_G8SWSH_2B = 0x180AD0; // 1.0 -> 1.2
public const int SIZE_G8SWSH_3 = 0x1876B1; // 1.0 -> 1.1 -> 1.2 -> 1.3
public const int SIZE_G8SWSH_3A = 0x187693; // 1.0 -> 1.1 -> 1.3
public const int SIZE_G8SWSH_3B = 0x187668; // 1.0 -> 1.2 -> 1.3
public const int SIZE_G8SWSH_3C = 0x18764A; // 1.0 -> 1.3
public const int SIZE_G7GG = 0x100000;
public const int SIZE_G7USUM = 0x6CC00;
public const int SIZE_G7SM = 0x6BE00;
public const int SIZE_G6XY = 0x65600;
public const int SIZE_G6ORAS = 0x76000;
public const int SIZE_G6ORASDEMO = 0x5A00;
public const int SIZE_G5RAW = 0x80000;
public const int SIZE_G5BW = 0x24000;
public const int SIZE_G5B2W2 = 0x26000;
public const int SIZE_G4BR = 0x380000;
public const int SIZE_G4RAW = 0x80000;
public const int SIZE_G3BOX = 0x76000;
public const int SIZE_G3COLO = 0x60000;
public const int SIZE_G3XD = 0x56000;
public const int SIZE_G3RAW = 0x20000;
public const int SIZE_G3RAWHALF = 0x10000;
public const int SIZE_G2STAD = 0x20000; // same as G3RAW_U
public const int SIZE_G2RAW_U = 0x8000;
public const int SIZE_G2VC_U = 0x8010;
public const int SIZE_G2BAT_U = 0x802C;
public const int SIZE_G2EMU_U = 0x8030;
public const int SIZE_G2RAW_J = 0x10000;
public const int SIZE_G2VC_J = 0x10010;
public const int SIZE_G2BAT_J = 0x1002C;
public const int SIZE_G2EMU_J = 0x10030;
public const int SIZE_G1STAD = 0x20000; // same as G3RAW_U
public const int SIZE_G1STADJ = 0x8000; // same as G1RAW
public const int SIZE_G1RAW = 0x8000;
public const int SIZE_G1BAT = 0x802C;
// Bank Binaries
public const int SIZE_G7BANK = 0xACA48;
public const int SIZE_G4BANK = 0x405C4;
public const int SIZE_G4RANCH = 0x54000;
public const int SIZE_G4RANCH_PLAT = 0x7C000;
private static readonly SaveHandlerGCI DolphinHandler = new();
#if !EXCLUDE_HACKS
/// <summary>
/// Specialized readers for loading save files from non-standard games (e.g. hacks).
/// </summary>
// ReSharper disable once CollectionNeverUpdated.Global
public static readonly List<ISaveReader> CustomSaveReaders = new();
#endif
#if !EXCLUDE_EMULATOR_FORMATS
/// <summary>
/// Pre-formatters for loading save files from non-standard formats (e.g. emulators).
/// </summary>
public static readonly ICollection<ISaveHandler> Handlers = new List<ISaveHandler>
{
DolphinHandler,
new SaveHandlerDeSmuME(),
new SaveHandlerARDS(),
};
#endif
internal static readonly HashSet<int> SizesSWSH = new()
{
SIZE_G8SWSH, SIZE_G8SWSH_1, SIZE_G8SWSH_2, SIZE_G8SWSH_2B, SIZE_G8SWSH_3, SIZE_G8SWSH_3A, SIZE_G8SWSH_3B, SIZE_G8SWSH_3C,
};
private static readonly HashSet<int> SizesGen2 = new()
{
SIZE_G2RAW_U, SIZE_G2VC_U, SIZE_G2BAT_U, SIZE_G2EMU_U, SIZE_G2RAW_J, SIZE_G2BAT_J, SIZE_G2EMU_J, SIZE_G2VC_J,
};
private static readonly HashSet<int> Sizes = new(SizesGen2.Concat(SizesSWSH))
{
SIZE_G8LA, SIZE_G8BDSP, SIZE_G8BDSP_1,
// SizesSWSH covers gen8 sizes since there's so many
SIZE_G7SM, SIZE_G7USUM, SIZE_G7GG,
SIZE_G6XY, SIZE_G6ORAS, SIZE_G6ORASDEMO,
SIZE_G5RAW, SIZE_G5BW, SIZE_G5B2W2,
SIZE_G4BR, SIZE_G4RAW,
SIZE_G3BOX, SIZE_G3COLO, SIZE_G3XD, SIZE_G3RAW, SIZE_G3RAWHALF,
// SizesGen2 covers gen2 sizes since there's so many
SIZE_G1RAW, SIZE_G1BAT,
SIZE_G7BANK, SIZE_G4BANK, SIZE_G4RANCH, SIZE_G4RANCH_PLAT,
};
/// <summary>Determines the type of the provided save data.</summary>
/// <param name="data">Save data of which to determine the origins of</param>
/// <returns>Version Identifier or Invalid if type cannot be determined.</returns>
private static GameVersion GetSAVType(byte[] data)
{
GameVersion ver;
if ((ver = GetIsG1SAV(data)) != Invalid)
return ver;
if ((ver = GetIsG2SAV(data)) != Invalid)
return ver;
if ((ver = GetIsG3SAV(data)) != Invalid)
return ver;
if ((ver = GetIsG4SAV(data)) != Invalid)
return ver;
if ((ver = GetIsG5SAV(data)) != Invalid)
return ver;
if ((ver = GetIsG6SAV(data)) != Invalid)
return ver;
if ((ver = GetIsG7SAV(data)) != Invalid)
return ver;
if (GetIsBelugaSAV(data) != Invalid)
return GG;
if (GetIsG3COLOSAV(data) != Invalid)
return COLO;
if (GetIsG3XDSAV(data) != Invalid)
return XD;
if (GetIsG3BOXSAV(data) != Invalid)
return RSBOX;
if (GetIsG4BRSAV(data) != Invalid)
return BATREV;
if (GetIsBank7(data)) // pokebank
return Gen7;
if (GetIsBank4(data)) // pokestock
return Gen4;
if (GetIsBank3(data)) // pokestock
return Gen3;
if (GetIsRanch4(data)) // ranch
return DPPt;
if (SAV2Stadium.IsStadium(data))
return Stadium2;
if (SAV1Stadium.IsStadium(data))
return Stadium;
if (SAV1StadiumJ.IsStadium(data))
return StadiumJ;
if ((ver = GetIsG8SAV(data)) != Invalid)
return ver;
if ((ver = GetIsG8SAV_BDSP(data)) != Invalid)
return ver;
if ((ver = GetIsG8SAV_LA(data)) != Invalid)
return ver;
return Invalid;
}
/// <summary>
/// Determines if a Gen1/2 Pokémon List is Invalid
/// </summary>
/// <param name="data">Save data</param>
/// <param name="offset">Offset the list starts at</param>
/// <param name="listCount">Max count of Pokémon in the list</param>
/// <returns>True if a valid list, False otherwise</returns>
private static bool IsG12ListValid(ReadOnlySpan<byte> data, int offset, int listCount)
{
byte num_entries = data[offset];
return num_entries <= listCount && data[offset + 1 + num_entries] == 0xFF;
}
/// <summary>Checks to see if the data belongs to a Gen1 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>
internal static GameVersion GetIsG1SAV(ReadOnlySpan<byte> data)
{
if (data.Length is not (SIZE_G1RAW or SIZE_G1BAT))
return Invalid;
// Check if it's not an american save or a japanese save
if (!(GetIsG1SAVU(data) || GetIsG1SAVJ(data)))
return Invalid;
// I can't actually detect which game version, because it's not stored anywhere.
// If you can think of anything to do here, please implement :)
return RBY;
}
/// <summary>Checks to see if the data belongs to an International Gen1 save</summary>
/// <param name="data">Save data of which to determine the region</param>
/// <returns>True if a valid International save, False otherwise.</returns>
private static bool GetIsG1SAVU(ReadOnlySpan<byte> data)
{
return IsG12ListValid(data, 0x2F2C, 20) && IsG12ListValid(data, 0x30C0, 20);
}
/// <summary>Checks to see if the data belongs to a Japanese Gen1 save</summary>
/// <param name="data">Save data of which to determine the region</param>
/// <returns>True if a valid Japanese save, False otherwise.</returns>
internal static bool GetIsG1SAVJ(ReadOnlySpan<byte> data)
{
return IsG12ListValid(data, 0x2ED5, 30) && IsG12ListValid(data, 0x302D, 30);
}
/// <summary>Checks to see if the data belongs to a Gen2 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>
internal static GameVersion GetIsG2SAV(ReadOnlySpan<byte> data)
{
if (!SizesGen2.Contains(data.Length))
return Invalid;
// Check if it's not an International, Japanese, or Korean save file
GameVersion result;
if ((result = GetIsG2SAVU(data)) != Invalid)
return result;
if ((result = GetIsG2SAVJ(data)) != Invalid)
return result;
if ((result = GetIsG2SAVK(data)) != Invalid)
return result;
return Invalid;
}
/// <summary>Checks to see if the data belongs to an International (not Japanese or Korean) Gen2 save</summary>
/// <param name="data">Save data of which to determine the region</param>
/// <returns>True if a valid International save, False otherwise.</returns>
private static GameVersion GetIsG2SAVU(ReadOnlySpan<byte> data)
{
if (IsG12ListValid(data, 0x288A, 20) && IsG12ListValid(data, 0x2D6C, 20))
return GS;
if (IsG12ListValid(data, 0x2865, 20) && IsG12ListValid(data, 0x2D10, 20))
return C;
return Invalid;
}
/// <summary>Checks to see if the data belongs to a Japanese Gen2 save</summary>
/// <param name="data">Save data of which to determine the region</param>
/// <returns>True if a valid Japanese save, False otherwise.</returns>
internal static GameVersion GetIsG2SAVJ(ReadOnlySpan<byte> data)
{
if (!IsG12ListValid(data, 0x2D10, 30))
return Invalid;
if (IsG12ListValid(data, 0x283E, 30))
return GS;
if (IsG12ListValid(data, 0x281A, 30))
return C;
return Invalid;
}
/// <summary>Checks to see if the data belongs to a Korean Gen2 save</summary>
/// <param name="data">Save data of which to determine the region</param>
/// <returns>True if a valid Korean save, False otherwise.</returns>
internal static GameVersion GetIsG2SAVK(ReadOnlySpan<byte> data)
{
if (IsG12ListValid(data, 0x2DAE, 20) && IsG12ListValid(data, 0x28CC, 20))
return GS;
return Invalid;
}
/// <summary>Checks to see if the data belongs to a Gen3 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 GetIsG3SAV(ReadOnlySpan<byte> data)
{
if (data.Length is not (SIZE_G3RAW or SIZE_G3RAWHALF))
return Invalid;
// check the save file(s)
int count = data.Length/SIZE_G3RAWHALF;
for (int slot = 0; slot < count; slot++)
{
if (!SAV3.IsAllMainSectorsPresent(data, slot, out var smallOffset))
continue;
// Detect RS/E/FRLG
return GetVersionG3SAV(data[smallOffset..]);
}
return Invalid;
}
/// <summary>
/// Checks the input <see cref="data"/> to see which game is for this file.
/// </summary>
/// <param name="data">Data to check</param>
/// <returns>RS, E, or FR/LG.</returns>
private static GameVersion GetVersionG3SAV(ReadOnlySpan<byte> data)
{
// 0xAC
// RS: Battle Tower Data, which will never match the FR/LG fixed value.
// E: Encryption Key
// FR/LG @ 0xAC has a fixed value (01 00 00 00)
// RS has battle tower data (variable)
uint _0xAC = ReadUInt32LittleEndian(data[0xAC..]);
switch (_0xAC)
{
case 1: return FRLG; // fixed value
case 0: return RS; // save has no battle tower record data
default:
// RS data structure only extends 0x890 bytes; check if any data is present afterwards.
for (int i = 0x890; i < 0xF2C; i += 4)
{
if (ReadUInt64LittleEndian(data[i..]) != 0)
return E;
}
return RS;
}
}
/// <summary>Checks to see if the data belongs to a Gen3 Box RS 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 GetIsG3BOXSAV(ReadOnlySpan<byte> data)
{
if (data.Length is not SIZE_G3BOX)
return Invalid;
// Verify first checksum
const int offset = 0x2000;
var span = data.Slice(offset, 0x1FFC);
var actual = ReadUInt32BigEndian(span);
var chk = Checksums.CheckSum16BigInvert(span[4..]);
return chk == actual ? RSBOX : Invalid;
}
/// <summary>Checks to see if the data belongs to a Colosseum 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 GetIsG3COLOSAV(ReadOnlySpan<byte> data)
{
if (data.Length is not SIZE_G3COLO)
return Invalid;
// Check the intro bytes for each save slot
const int offset = 0x6000;
for (int i = 0; i < 3; i++)
{
var ofs = offset + (0x1E000 * i);
if (ReadUInt32LittleEndian(data[ofs..]) != 0x00000101)
return Invalid;
}
return COLO;
}
/// <summary>Checks to see if the data belongs to a Gen3 XD 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 GetIsG3XDSAV(ReadOnlySpan<byte> data)
{
if (data.Length is not SIZE_G3XD)
return Invalid;
// Check the intro bytes for each save slot
const int offset = 0x6000;
for (int i = 0; i < 2; i++)
{
var ofs = offset + (0x28000 * i);
if ((ReadUInt32LittleEndian(data[ofs..]) & 0xFFFE_FFFF) != 0x00000101)
return Invalid;
}
return XD;
}
/// <summary>Checks to see if the data belongs to a Gen4 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 GetIsG4SAV(ReadOnlySpan<byte> data)
{
if (data.Length != SIZE_G4RAW)
return Invalid;
// The block footers contain a u32 'size' followed by a u32 binary-coded-decimal timestamp(?)
// Korean saves have a different timestamp from other localizations.
static bool validSequence(ReadOnlySpan<byte> data, int offset)
{
var size = ReadUInt32LittleEndian(data[(offset - 0xC)..]);
if (size != (offset & 0xFFFF))
return false;
var sdk = ReadUInt32LittleEndian(data[(offset - 0x8)..]);
const int DATE_INT = 0x20060623;
const int DATE_KO = 0x20070903;
return sdk is DATE_INT or DATE_KO;
}
// Check the other save -- first save is done to the latter half of the binary.
// The second save should be all that is needed to check.
if (validSequence(data, 0x4C100))
return DP;
if (validSequence(data, 0x4CF2C))
return Pt;
if (validSequence(data, 0x4F628))
return HGSS;
return Invalid;
}
/// <summary>Checks to see if the data belongs to a Gen4 Battle Revolution 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 GetIsG4BRSAV(ReadOnlySpan<byte> data)
{
if (data.Length != SIZE_G4BR)
return Invalid;
byte[] sav = SAV4BR.DecryptPBRSaveData(data);
return SAV4BR.IsChecksumsValid(sav) ? BATREV : Invalid;
}
/// <summary>Checks to see if the data belongs to a Gen5 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 GetIsG5SAV(ReadOnlySpan<byte> data)
{
if (data.Length != SIZE_G5RAW)
return Invalid;
// check the checksum block validity; nobody would normally modify this region
ushort chk1 = ReadUInt16LittleEndian(data[(SIZE_G5BW - 0x100 + 0x8C + 0xE)..]);
ushort actual1 = Checksums.CRC16_CCITT(data.Slice(SIZE_G5BW - 0x100, 0x8C));
if (chk1 == actual1)
return BW;
ushort chk2 = ReadUInt16LittleEndian(data[(SIZE_G5B2W2 - 0x100 + 0x94 + 0xE)..]);
ushort actual2 = Checksums.CRC16_CCITT(data.Slice(SIZE_G5B2W2 - 0x100, 0x94));
if (chk2 == actual2)
return B2W2;
return Invalid;
}
/// <summary>Checks to see if the data belongs to a Gen6 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 GetIsG6SAV(ReadOnlySpan<byte> data)
{
if (data.Length is not (SIZE_G6XY or SIZE_G6ORAS or SIZE_G6ORASDEMO))
return Invalid;
if (ReadUInt32LittleEndian(data[^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(ReadOnlySpan<byte> data)
{
if (data.Length is not (SIZE_G7SM or SIZE_G7USUM))
return Invalid;
if (ReadUInt32LittleEndian(data[^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(ReadOnlySpan<byte> data)
{
if (data.Length != SIZE_G7GG)
return Invalid;
const int actualLength = 0xB8800;
if (ReadUInt32LittleEndian(data[(actualLength - 0x1F0)..]) != BEEF) // beef table start
return Invalid;
if (ReadUInt16LittleEndian(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 GameVersion GetIsG8SAV_BDSP(ReadOnlySpan<byte> data)
{
if (data.Length is not SIZE_G8BDSP && data.Length is not SIZE_G8BDSP_1)
return Invalid;
return BDSP;
}
private static GameVersion GetIsG8SAV_LA(byte[] data)
{
if (data.Length is not SIZE_G8LA)
return Invalid;
return SwishCrypto.GetIsHashValidLA(data) ? PLA : Invalid;
}
private static bool GetIsBank7(ReadOnlySpan<byte> data) => data.Length == SIZE_G7BANK && data[0] != 0;
private static bool GetIsBank4(ReadOnlySpan<byte> data) => data.Length == SIZE_G4BANK && ReadUInt32LittleEndian(data[0x3FC00..]) != 0; // box name present
private static bool GetIsBank3(ReadOnlySpan<byte> data) => data.Length == SIZE_G4BANK && ReadUInt32LittleEndian(data[0x3FC00..]) == 0; // size collision with ^
private static bool GetIsRanchDP(ReadOnlySpan<byte> data) => data.Length == SIZE_G4RANCH && ReadUInt32BigEndian(data[0x22AC..]) != 0;
private static bool GetIsRanchPlat(ReadOnlySpan<byte> data) => data.Length == SIZE_G4RANCH_PLAT && ReadUInt32BigEndian(data[0x268C..]) != 0;
private static bool GetIsRanch4(ReadOnlySpan<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;
var meta = sav.Metadata;
meta.SetExtraInfo(split.Header, split.Footer);
if (path is not null)
meta.SetExtraInfo(path);
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),
BDSP => new SAV8BS(data),
PLA => new SAV8LA(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 ? "" : "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(),
BD or SP or BDSP => new SAV8BS(),
PLA => new SAV8LA(),
_ => 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 => !IsBackup(f) && IsSizeValid(FileUtil.GetFileSize(f)));
return true;
}
catch (Exception ex)
{
result = new[]
{
MsgFileLoadFailAuto + Environment.NewLine + folderPath,
MsgFileLoadFailAutoAdvise + Environment.NewLine + MsgFileLoadFailAutoCause,
ex.Message,
};
return false;
}
}
public static bool IsBackup(string path) => Path.GetFileName(path) is "backup" || Path.GetExtension(path) is ".bak";
/// <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)),
};
}
}