refactor StardewSymphony

This commit formats/documents/simplifies code, standardises naming conventions, removes unused code, etc.
This commit is contained in:
Jesse Plamondon-Willard 2017-07-30 01:44:38 -04:00
parent 916722fe4c
commit 698f5d8498
4 changed files with 1457 additions and 1918 deletions

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@ -6,123 +6,114 @@ using StardewValley;
namespace Omegasis.StardewSymphony
{
class MusicHexProcessor
internal class MusicHexProcessor
{
public static List<string> allsoundBanks;
public static List<string> allHexDumps;
public static List<string> allWaveBanks;
/*********
** Properties
*********/
/// <summary>All of the music/soundbanks and their locations.</summary>
private readonly IList<MusicManager> MasterList;
public static void processHex()
/// <summary>The registered soundbanks.</summary>
private readonly List<string> SoundBanks = new List<string>();
/// <summary>The callback to reset the game audio.</summary>
private readonly Action Reset;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="masterList">All of the music/soundbanks and their locations.</param>
/// <param name="reset">The callback to reset the game audio.</param>
public MusicHexProcessor(IList<MusicManager> masterList, Action reset)
{
this.MasterList = masterList;
this.Reset = reset;
}
/// <summary>Add a file path to the list of soundbanks.</summary>
/// <param name="path">The soundbank file path.</param>
public void AddSoundBank(string path)
{
this.SoundBanks.Add(path);
}
public void ProcessHex()
{
int counter = 0;
string HexDumpContents = "";
string rawName = "";
string rawHexName = "";
string cueName = "";
List<string> cleanCueNames = new List<string>();
foreach (var v in allsoundBanks)
foreach (string entry in SoundBanks)
{
cleanCueNames = new List<string>();
byte[] array = System.IO.File.ReadAllBytes(v);
// Log.AsyncC(HexDump(array));
rawName=v.Substring(0,v.Length-4);
cueName = (rawName + "CueList.txt");
List<string> cleanCueNames = new List<string>();
byte[] array = File.ReadAllBytes(entry);
string rawName = entry.Substring(0, entry.Length - 4);
string cueName = rawName + "CueList.txt";
if (File.Exists(cueName)) continue;
HexDumpContents = HexDump(array);
string hexDumpContents = this.HexDump(array);
string rawHexName = rawName + "HexDump.txt";
File.WriteAllText(rawHexName, hexDumpContents);
rawHexName = rawName + "HexDump.txt";
File.WriteAllText(rawHexName, HexDumpContents);
// string fileName = (v.Remove(v.Length - 5, v.Length-1));
//Log.AsyncM(fileName);
allHexDumps.Add(rawHexName);
string[] readText = File.ReadAllLines(rawHexName);
string largeString="";
string largeString = "";
foreach (var line in readText)
{
// Log.AsyncY(line);
try
{
string newString = "";
for (int i = 62; i <= 77; i++)
{
newString += line[i];
}
// Log.AsyncG(newString);
largeString += newString;
// Log.AsyncC(largeString);
//Log.AsyncG(line.Substring(63, 78));
}
catch (Exception e)
{
// Log.AsyncY("WTF");
// Log.AsyncO(line.Length);
}
catch { }
}
string[] splits = largeString.Split('ÿ');
string fix = "";
foreach (string s in splits)
string[] splits = largeString.Split('ÿ');
string fix = "";
foreach (string s in splits)
{
if (s == "") continue;
fix += s;
}
splits = fix.Split('.');
foreach (var split in splits)
{
if (split == "") continue;
try
{
if (s == "") continue;
fix += s;
}
splits = fix.Split('.');
Game1.waveBank = this.MasterList[counter].Wavebank;
Game1.soundBank = this.MasterList[counter].Soundbank;
foreach (var split in splits)
{
if (split == "") continue;
// Log.AsyncM(split);
try
{
// Game1.playSound(split);
Game1.waveBank = Class1.master_list[counter].newwave;
Game1.soundBank = Class1.master_list[counter].new_sound_bank;
if (Game1.soundBank.GetCue(split) != null)
{
//Game1.playSound(split);
cleanCueNames.Add(split);
// Log.AsyncG("Sucessfully added " + split + " to the list of successful songs to play.");
}
Class1.reset();
}
catch(Exception e)
{
// Log.AsyncR(e);
}
this.Reset();
}
catch { }
}
cueName = (rawName + "CueList.txt");
// Log.AsyncM(cueName);
cueName = rawName + "CueList.txt";
cleanCueNames.Sort();
File.WriteAllLines(cueName, cleanCueNames);
counter++;
}
}
}
public static string HexDump(byte[] bytes, int bytesPerLine = 16)
/*********
** Private methods
*********/
private string HexDump(byte[] bytes, int bytesPerLine = 16)
{
if (bytes == null) return "<null>";
if (bytes == null)
return "<null>";
int bytesLength = bytes.Length;
char[] HexChars = "0123456789ABCDEF".ToCharArray();
char[] hexChars = "0123456789ABCDEF".ToCharArray();
int firstHexColumn =
8 // 8 characters for the address
@ -143,14 +134,14 @@ namespace Omegasis.StardewSymphony
for (int i = 0; i < bytesLength; i += bytesPerLine)
{
line[0] = HexChars[(i >> 28) & 0xF];
line[1] = HexChars[(i >> 24) & 0xF];
line[2] = HexChars[(i >> 20) & 0xF];
line[3] = HexChars[(i >> 16) & 0xF];
line[4] = HexChars[(i >> 12) & 0xF];
line[5] = HexChars[(i >> 8) & 0xF];
line[6] = HexChars[(i >> 4) & 0xF];
line[7] = HexChars[(i >> 0) & 0xF];
line[0] = hexChars[(i >> 28) & 0xF];
line[1] = hexChars[(i >> 24) & 0xF];
line[2] = hexChars[(i >> 20) & 0xF];
line[3] = hexChars[(i >> 16) & 0xF];
line[4] = hexChars[(i >> 12) & 0xF];
line[5] = hexChars[(i >> 8) & 0xF];
line[6] = hexChars[(i >> 4) & 0xF];
line[7] = hexChars[(i >> 0) & 0xF];
int hexColumn = firstHexColumn;
int charColumn = firstCharColumn;
@ -167,9 +158,9 @@ namespace Omegasis.StardewSymphony
else
{
byte b = bytes[i + j];
line[hexColumn] = HexChars[(b >> 4) & 0xF];
line[hexColumn + 1] = HexChars[b & 0xF];
line[charColumn] = asciiSymbol(b);
line[hexColumn] = hexChars[(b >> 4) & 0xF];
line[hexColumn + 1] = hexChars[b & 0xF];
line[charColumn] = this.GetAsciiSymbol(b);
}
hexColumn += 3;
charColumn++;
@ -178,20 +169,17 @@ namespace Omegasis.StardewSymphony
}
return result.ToString();
}
static char asciiSymbol(byte val)
private char GetAsciiSymbol(byte ch)
{
if (val < 32) return '.'; // Non-printable ASCII
if (val < 127) return (char)val; // Normal ASCII
if (ch < 32) return '.'; // Non-printable ASCII
if (ch < 127) return (char)ch; // Normal ASCII
// Handle the hole in Latin-1
if (val == 127) return '.';
if (val < 0x90) return "€.‚ƒ„…†‡ˆ‰Š‹Œ.Ž."[val & 0xF];
if (val < 0xA0) return ".‘’“”•–—˜™š›œ.žŸ"[val & 0xF];
if (val == 0xAD) return '.'; // Soft hyphen: this symbol is zero-width even in monospace fonts
return (char)val; // Normal Latin-1
if (ch == 127) return '.';
if (ch < 0x90) return "€.‚ƒ„…†‡ˆ‰Š‹Œ.Ž."[ch & 0xF];
if (ch < 0xA0) return ".‘’“”•–—˜™š›œ.žŸ"[ch & 0xF];
if (ch == 0xAD) return '.'; // Soft hyphen: this symbol is zero-width even in monospace fonts
return (char)ch; // Normal Latin-1
}
}
}
}

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@ -11,4 +11,4 @@
"UniqueID": "StardewSymphony",
"PerSaveConfigs": false,
"EntryDll": "StardewSymphony.dll"
}
}