internal bool UpdateSync(NameSpace xNS, long ID, SyncType xType) { if (xType == SyncType.None) return true; int idx1 = -1, idx2 = -1; for (int i = 0; i < xIndexRecords.Count; i++) { if (xIndexRecords[i].NS != xNS) continue; idx1 = i; break; } for (int i = 0; i < xSyncs.Count; i++) { if (xSyncs[i].NS != xNS) continue; idx2 = i; break; } if (idx1 == -1 || idx2 == -1) { RecordEntry xidx = null; SyncEntry xsync = null; if (idx1 == -1) { int xsize; if (xNS != NameSpace.Achievement) xsize = 0x10; else xsize = (0x10 * xAchievements.Count); int pos = AllocateData(xsize); if (pos == -1) return false; xidx = new RecordEntry(new XDBFEntry(xNS, (long)GPDIDs.IndexRecord, pos, xsize, this)); if (xNS == NameSpace.Achievement) { for (int i = 0; i < xAchievements.Count; i++) xidx.xpairs.Add(new SyncPair(xAchievements[i].ID, i + 1)); } } if (idx2 == -1) { int pos = AllocateData(0x18); if (pos == -1) return false; xsync = new SyncEntry(new XDBFEntry(xNS, (long)GPDIDs.SyncRecord, pos, 0x18, this)); if (xNS == NameSpace.Achievement) { xsync.xLastSync = 0; xsync.xNext = xAchievements.Count + 1; } } if (xidx != null) { xIndexRecords.Add(xidx); xIndexRecords.Sort(new Comparison<RecordEntry>(sortns)); idx1 = xIndexRecords.IndexOf(xidx); } if (xsync != null) { xSyncs.Add(xsync); xSyncs.Sort(new Comparison<SyncEntry>(sortns)); idx2 = xSyncs.IndexOf(xsync); } } long curnext = xSyncs[idx2].Next; for (int i = 0; i < xIndexRecords[idx1].xpairs.Count; i++) { if (xIndexRecords[idx1].xpairs[i].ID == ID) xIndexRecords[idx1].xpairs.RemoveAt(i--); } if (xType == SyncType.Server) xIndexRecords[idx1].xpairs.Add(new SyncPair(ID, curnext++)); else xIndexRecords[idx1].xpairs.Add(new SyncPair(ID, 0)); if (xIndexRecords[idx1].xUpdate()) { xSyncs[idx2].xNext = curnext; return xSyncs[idx2].xUpdate(); } return false; }
/* All functions are self explanitory, here's a general structure: * Header * - Info * - XDBF Entries (Data entries) * - Free space entries (old unused data that can be reused) * Entries * * To comment everything out in GPD's would be useless and repetitive * * Achievements, Settings, and TitlesPlayed have syncs associated with them. * This is used when updating information to the servers without having to * constantly update every single item, it would be a bad system, uneffecient. * Each syncable NameSpace has a Sync Entry and an Index Record (I don't know * why they wouldn't just combine them, maybe it's a spacial issue). Sync Entry * contains the last synced entry and the next sync ID to be used when needing to * assign a sync ID. To update a sync, you just get the next SyncID, assign it to * the respected SyncPair in the IndexRecord, move it to the bottom, and increase * the next sync by one. The Xbox checks it and will sync all ID's that are * between the last sync and the next sync. One trick is you have to make sure you * order the entries in the header properly. */ internal GPD(string GPDLocale, uint xTitleID) { xActive = true; xIO = new DJsIO(GPDLocale, DJFileMode.Open, true); if (!xIO.Accessed) return; TitleID = xTitleID; xIO.IsBigEndian = true; xIO.Position = 0; if (xIO.ReadUInt32() != 0x58444246) throw GPDExcepts.IsntXDBF; xIO.Position += 4; // Version xEntryMax = xIO.ReadInt32(); xEntryCurrent = xIO.ReadInt32(); xFreeMax = xIO.ReadInt32(); xFreeCurrent = xIO.ReadInt32(); List<XDBFEntry> xEntries = new List<XDBFEntry>(); try { for (int i = 0; i < xEntryCurrent; i++) xEntries.Add(new XDBFEntry(this)); xIO.Position = (0x18 + (xEntryMax * 0x12)); for (int i = 0; i < xFreeCurrent - 1; i++) { FreeSpaceEntry x = new FreeSpaceEntry(this); xFreeEnts.Add(x); } PatchFree(); for (int i = 0; i < xEntries.Count; i++) { XDBFEntry x = xEntries[i]; switch (x.ID) { case (long)GPDIDs.IndexRecord: { RecordEntry xThisRec = new RecordEntry(x); xIndexRecords.Add(xThisRec); if (xThisRec.NS == NameSpace.Achievement && xAchievements.Count == 0) xIsInErase = true; } break; case (long)GPDIDs.SyncRecord: { SyncEntry xThisSync = new SyncEntry(x); xSyncs.Add(xThisSync); } break; default: { switch (x.NS) { case NameSpace.Nothing: xEntries.RemoveAt(i--); break; case NameSpace.Achievement: { AchievementEntry xCurrentAchievment = new AchievementEntry(x); xAchievements.Add(xCurrentAchievment); } break; case NameSpace.Image: { if (!ContainsEntry(x)) { ImageEntry xCurrentImage = new ImageEntry(x); xImages.Add(xCurrentImage); } } break; case NameSpace.Setting: { if (!ContainsEntry(x)) { Setting xThisSetting = new Setting(x); xUserSettings.Add(xThisSetting); } } break; case NameSpace.Title: { if (!ContainsEntry(x)) { TitlePlayedEntry xTitle = new TitlePlayedEntry(x); xTitlesPlayed.Add(xTitle); } } break; case NameSpace.String: { if (!ContainsEntry(x)) { StringEntry x_String = new StringEntry(x); xStrings.Add(x_String); } } break; default: xEntries.RemoveAt(i--); xEntryCurrent--; break; } } break; } } for (int i = 0; i < xUserSettings.Count; i++) { if (!xUserSettings[i].LoadDetails()) { OtherEntry xUnknown = new OtherEntry(xUserSettings[i]); xUnknownData.Add(xUnknown); xUserSettings.RemoveAt(i--); } } for (int i = 0; i < xUnknownData.Count; i++) { if (!xUnknownData[i].LoadData()) { xUnknownData.RemoveAt(i--); xEntryCurrent--; } } for (int i = 0; i < xImages.Count; i++) { if (!xImages[i].LoadImage()) { xImages.RemoveAt(i--); xEntryCurrent--; } } for (int i = 0; i < xStrings.Count; i++) { if (!xStrings[i].LoadString()) { xStrings.RemoveAt(i--); xEntryCurrent--; } } for (int i = 0; i < xIndexRecords.Count; i++) { if (!xIndexRecords[i].xLoadDetails()) { xIndexRecords.RemoveAt(i--); xEntryCurrent--; } } for (int i = 0; i < xSyncs.Count; i++) { if (!xSyncs[i].LoadSyncs()) { xSyncs.RemoveAt(i--); xEntryCurrent--; } } for (int i = 0; i < xFreeEnts.Count; i++) { if (xFreeEnts[i].Size == 0) { xFreeEnts.RemoveAt(i--); xEntryCurrent--; } } xUserSettings.Sort(sortbyid); xAchievements.Sort(sortbyid); } catch (Exception x) { xIO = null; throw x; } }