PKHeX/PKHeX.Core/Legality/Learnset/LearnsetReader.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

87 lines
3 KiB
C#

using System;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core
{
/// <summary>
/// Unpacks <see cref="Learnset"/> data from legality binary inputs.
/// </summary>
public static class LearnsetReader
{
private static readonly Learnset EMPTY = new(Array.Empty<int>(), Array.Empty<int>());
/// <summary>
/// Loads a learnset using the 8-bit-per-move storage structure used by Generation 1 &amp; 2 games.
/// </summary>
/// <param name="input">Raw ROM data containing the contiguous moves</param>
/// <param name="maxSpecies">Highest species ID for the input game.</param>
public static Learnset[] GetArray(byte[] input, int maxSpecies)
{
var data = new Learnset[maxSpecies + 1];
int offset = 0;
for (int s = 0; s < data.Length; s++)
data[s] = ReadLearnset8(input, ref offset);
return data;
}
/// <summary>
/// Loads a learnset by reading 16-bit move,level pairs.
/// </summary>
/// <param name="entries">Entry data</param>
public static Learnset[] GetArray(byte[][] entries)
{
Learnset[] data = new Learnset[entries.Length];
for (int i = 0; i < data.Length; i++)
data[i] = ReadLearnset16(entries[i]);
return data;
}
/// <summary>
/// Reads a Level up move pool definition from a contiguous chunk of GB era ROM data.
/// </summary>
/// <remarks>Moves and Levels are 8-bit</remarks>
private static Learnset ReadLearnset8(ReadOnlySpan<byte> data, ref int offset)
{
int end = offset; // scan for count
if (data[end] == 0)
{
++offset;
return EMPTY;
}
do { end += 2; } while (data[end] != 0);
var Count = (end - offset) / 2;
var Moves = new int[Count];
var Levels = new int[Count];
for (int i = 0; i < Moves.Length; i++)
{
Levels[i] = data[offset++];
Moves[i] = data[offset++];
}
++offset;
return new Learnset(Moves, Levels);
}
/// <summary>
/// Reads a Level up move pool definition from a single move pool definition.
/// </summary>
/// <remarks>Count of moves, followed by Moves and Levels which are 16-bit</remarks>
private static Learnset ReadLearnset16(ReadOnlySpan<byte> data)
{
if (data.Length == 0)
return EMPTY;
var Count = (data.Length / 4) - 1;
var Moves = new int[Count];
var Levels = new int[Count];
for (int i = 0; i < Count; i++)
{
var move = data.Slice(i * 4, 4);
Moves[i] = ReadInt16LittleEndian(move);
Levels[i] = ReadInt16LittleEndian(move[2..]);
}
return new Learnset(Moves, Levels);
}
}
}