/// <summary>
        /// Imports a binary physics file.
        /// </summary>
        public void ImportFile(string filePath)
        {
            var file = File.ReadAllBytes(filePath);

            StructArray.FromArray <AdventurePhysics>(file, out var physics, true);

            // WARNING: Order of AllCharacters must match binary file!
            foreach (AllCharacters character in (AllCharacters[])Enum.GetValues(typeof(AllCharacters)))
            {
                Physics[character] = physics[(int)character];
            }
        }
Exemplo n.º 2
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        /// <summary>
        /// Obtains the AFS header from a specific file path.
        /// </summary>
        private AfsFileEntry[] GetEntriesFromFile(string filePath)
        {
            using FileStream stream = new FileStream(filePath, FileMode.Open, FileAccess.Read, FileShare.ReadWrite, 8192);

            var data = new byte[sizeof(AfsHeader)];

            stream.Read(data, 0, data.Length);
            Struct.FromArray(data, out AfsHeader header);

            data = new byte[sizeof(AfsFileEntry) * header.NumberOfFiles];
            stream.Read(data, 0, data.Length);
            StructArray.FromArray(data, out AfsFileEntry[] entries);

            return(entries);
        }
Exemplo n.º 3
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        /// <summary>
        /// Shows some functionality of the <see cref="Struct"/> and <see cref="StructArray"/> utility classes.
        /// </summary>
        /// <param name="memory">This object is used to perform memory read/write/free/allocate operations.</param>
        /// <param name="memoryLocation">Arbitrary location in memory where this tutorial will be held.</param>
        private static void StructUtilityExample(IMemory memory, IntPtr memoryLocation)
        {
            // Under the hood; the IMemory implementations may use a certain struct utility classes known as Struct
            // and StructArray which provide various methods for struct conversions and general work with structs.

            // Like earlier; let's load the adventure binary file.
            byte[] physicsData = File.ReadAllBytes($"phys.bin");

            // But this time; do a direct conversion rather than reading from memory.
            // Note that you don't even need to specify item count this time arounnd.
            // This is auto-decided from array size, but can be manually overwritten.
            StructArray.FromArray(physicsData, out AdventurePhysics[] adventurePhysics);

            // Calculate total array size (in bytes).
            int arraySize = StructArray.GetSize <AdventurePhysics>(adventurePhysics.Length);

            // Get raw bytes for the struct.
            byte[] physicsDataBack = StructArray.GetBytes(adventurePhysics);

            // You can also read/write structures; as a shorthand to Memory class.
            StructArray.ToPtr(memoryLocation, adventurePhysics);
            StructArray.FromPtr(memoryLocation, out AdventurePhysics[] adventurePhysicsCopy, adventurePhysics.Length);

            // Beware of the double sided blade however.
            // A. Struct class allows you to change the source read/write source for FromPtr and ToPtr.
            // B. It affects both Struct and StructArray.

            // Note: There are also explicit overloads for FromPtr and ToPtr that let you use a source without modifying current source.
            Struct.Source = memory; // And of course the source is an implementation of IMemory.

            // Print details.
            if (physicsDataBack.SequenceEqual(physicsDataBack))
            {
                Console.WriteLine($"Success: Original Physics Data and StructArray.GetBytes() are Equal");
            }

            Console.WriteLine($"Struct Array Size: {arraySize}");
        }