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PKHeX/PKHeX.Core/Saves/SAV_STADIUM.cs
Kurt 47071b41f3
Refactoring: Span-based value writes and method signatures ()
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

116 lines
4.3 KiB
C#

using System;
using System.Buffers.Binary;
using System.Runtime.InteropServices;
namespace PKHeX.Core
{
/// <summary>
/// Base class for GB Era Stadium files.
/// </summary>
public abstract class SAV_STADIUM : SaveFile, ILangDeviantSave
{
protected internal sealed override string ShortSummary => $"{OT} ({Version})";
public sealed override string Extension => ".sav";
public abstract int SaveRevision { get; }
public abstract string SaveRevisionString { get; }
public bool Japanese { get; }
public bool Korean => false;
public sealed override int MaxBallID => 0; // unused
public sealed override int MaxGameID => 99; // unused
public sealed override int MaxMoney => 999999;
public sealed override int MaxCoins => 9999;
/// <summary> If the original input data was swapped endianness. </summary>
private readonly bool IsPairSwapped;
protected abstract int TeamCount { get; }
public sealed override string OT { get; set; }
public sealed override int Language => Japanese ? 1 : 2;
protected SAV_STADIUM(byte[] data, bool japanese, bool swap) : base(data)
{
Japanese = japanese;
OT = SaveUtil.GetSafeTrainerName(this, (LanguageID)Language);
if (!swap)
return;
ReverseEndianness(Data);
IsPairSwapped = true;
}
protected SAV_STADIUM(bool japanese, int size) : base(size)
{
Japanese = japanese;
OT = SaveUtil.GetSafeTrainerName(this, (LanguageID)Language);
}
protected sealed override byte[] DecryptPKM(byte[] data) => data;
public sealed override int GetPartyOffset(int slot) => -1;
public override string GetBoxName(int box) => $"Box {box + 1}";
public sealed override void SetBoxName(int box, string value) { }
public sealed override bool ChecksumsValid => GetBoxChecksumsValid();
public sealed override string ChecksumInfo => ChecksumsValid ? "Checksum valid." : "Checksum invalid";
protected abstract void SetBoxChecksum(int box);
protected abstract bool GetIsBoxChecksumValid(int box);
protected sealed override void SetChecksums() => SetBoxChecksums();
protected abstract void SetBoxMetadata(int box);
protected void SetBoxChecksums()
{
for (int i = 0; i < BoxCount; i++)
{
SetBoxMetadata(i);
SetBoxChecksum(i);
}
}
private bool GetBoxChecksumsValid()
{
for (int i = 0; i < BoxCount; i++)
{
if (!GetIsBoxChecksumValid(i))
return false;
}
return true;
}
protected sealed override byte[] GetFinalData()
{
var result = base.GetFinalData();
if (IsPairSwapped)
ReverseEndianness(result = (byte[])result.Clone());
return result;
}
public abstract SlotGroup GetTeam(int team);
public virtual SlotGroup[] GetRegisteredTeams()
{
var result = new SlotGroup[TeamCount];
for (int i = 0; i < result.Length; i++)
result[i] = GetTeam(i);
return result;
}
public sealed override string GetString(ReadOnlySpan<byte> data) => StringConverter12.GetString(data, Japanese);
public sealed override int SetString(Span<byte> destBuffer, ReadOnlySpan<char> value, int maxLength, StringConverterOption option)
{
return StringConverter12.SetString(destBuffer, value, maxLength, Japanese, option);
}
/// <summary>
/// Some emulators emit with system architecture endianness (Little Endian) instead of the original Big Endian ordering.
/// This will efficiently swap 32-bit endianness for the entire span.
/// </summary>
/// <param name="data">Full savedata</param>
private static void ReverseEndianness(Span<byte> data)
{
var uintArr = MemoryMarshal.Cast<byte, uint>(data);
for (int i = 0; i < uintArr.Length; i++)
uintArr[i] = BinaryPrimitives.ReverseEndianness(uintArr[i]);
}
}
}