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SabreTools/SabreTools.Helper/Dats/Partials/DatFile.Bucketing.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Web;
using SabreTools.Helper.Data;
namespace SabreTools.Helper.Dats
{
public partial class DatFile
{
#region Instance Methods
#region Bucketing [MODULAR DONE]
/// <summary>
/// Take the arbitrarily sorted Files Dictionary and convert to one sorted by CRC
/// </summary>
/// <param name="mergeroms">True if roms should be deduped, false otherwise</param>
/// <param name="logger">Logger object for file and console output</param>
/// <param name="output">True if the number of hashes counted is to be output (default), false otherwise</param>
public void BucketByCRC(bool mergeroms, Logger logger, bool output = true)
{
// If we already have the right sorting, trust it
if (_sortedBy == SortedBy.CRC)
{
return;
}
// Set the sorted type
_sortedBy = SortedBy.CRC;
SortedDictionary<string, List<DatItem>> sortable = new SortedDictionary<string, List<DatItem>>();
long count = 0;
logger.User("Organizing " + (mergeroms ? "and merging " : "") + "roms by CRC");
// Process each all of the roms
List<string> keys = Keys.ToList();
foreach (string key in keys)
{
List<DatItem> roms = this[key];
// If we're merging the roms, do so
if (mergeroms)
{
roms = DatItem.Merge(roms, logger);
}
// Now add each of the roms to their respective games
foreach (DatItem rom in roms)
{
count++;
string newkey = (rom.Type == ItemType.Rom ? ((Rom)rom).CRC : Constants.CRCZero);
if (!sortable.ContainsKey(newkey))
{
sortable.Add(newkey, new List<DatItem>());
}
sortable[newkey].Add(rom);
}
}
// Now go through and sort all of the lists
keys = sortable.Keys.ToList();
foreach (string key in keys)
{
List<DatItem> sortedlist = sortable[key];
DatItem.Sort(ref sortedlist, false);
sortable[key] = sortedlist;
}
// Output the count if told to
if (output)
{
logger.User("A total of " + count + " file hashes will be written out to file");
}
// Now assign the dictionary back
_files = sortable;
}
/// <summary>
/// Take the arbitrarily sorted Files Dictionary and convert to one sorted by Game
/// </summary>
/// <param name="mergeroms">True if roms should be deduped, false otherwise</param>
/// <param name="norename">True if games should only be compared on game and file name, false if system and source are counted</param>
/// <param name="logger">Logger object for file and console output</param>
/// <param name="output">True if the number of hashes counted is to be output (default), false otherwise</param>
/// <param name="lower">True if the game should be lowercased (default), false otherwise</param>
public void BucketByGame(bool mergeroms, bool norename, Logger logger, bool output = true, bool lower = true)
{
// If we already have the right sorting, trust it
if (_sortedBy == SortedBy.Game)
{
return;
}
// Set the sorted type
_sortedBy = SortedBy.Game;
SortedDictionary<string, List<DatItem>> sortable = new SortedDictionary<string, List<DatItem>>();
long count = 0;
logger.User("Organizing " + (mergeroms ? "and merging " : "") + "roms by game");
// Process each all of the roms
List<string> keys = Keys.ToList();
foreach (string key in keys)
{
List<DatItem> roms = this[key];
// If we're merging the roms, do so
if (mergeroms)
{
roms = DatItem.Merge(roms, logger);
}
// Now add each of the roms to their respective games
foreach (DatItem rom in roms)
{
count++;
string newkey = (norename ? ""
: rom.SystemID.ToString().PadLeft(10, '0')
+ "-"
+ rom.SourceID.ToString().PadLeft(10, '0') + "-")
+ (String.IsNullOrEmpty(rom.Machine.Name)
? "Default"
: rom.Machine.Name);
if (lower)
{
newkey = newkey.ToLowerInvariant();
}
newkey = HttpUtility.HtmlEncode(newkey);
if (!sortable.ContainsKey(newkey))
{
sortable.Add(newkey, new List<DatItem>());
}
sortable[newkey].Add(rom);
}
}
// Now go through and sort all of the lists
keys = sortable.Keys.ToList();
foreach (string key in keys)
{
List<DatItem> sortedlist = sortable[key];
DatItem.Sort(ref sortedlist, norename);
sortable[key] = sortedlist;
}
// Output the count if told to
if (output)
{
logger.User("A total of " + count + " file hashes will be written out to file");
}
// Now assign the dictionary back
_files = sortable;
}
/// <summary>
/// Take the arbitrarily sorted Files Dictionary and convert to one sorted by MD5
/// </summary>
/// <param name="mergeroms">True if roms should be deduped, false otherwise</param>
/// <param name="logger">Logger object for file and console output</param>
/// <param name="output">True if the number of hashes counted is to be output (default), false otherwise</param>
public void BucketByMD5(bool mergeroms, Logger logger, bool output = true)
{
// If we already have the right sorting, trust it
if (_sortedBy == SortedBy.MD5)
{
return;
}
// Set the sorted type
_sortedBy = SortedBy.MD5;
SortedDictionary<string, List<DatItem>> sortable = new SortedDictionary<string, List<DatItem>>();
long count = 0;
logger.User("Organizing " + (mergeroms ? "and merging " : "") + "roms by MD5");
// Process each all of the roms
List<string> keys = Keys.ToList();
foreach (string key in keys)
{
List<DatItem> roms = this[key];
// If we're merging the roms, do so
if (mergeroms)
{
roms = DatItem.Merge(roms, logger);
}
// Now add each of the roms to their respective games
foreach (DatItem rom in roms)
{
count++;
string newkey = (rom.Type == ItemType.Rom
? ((Rom)rom).MD5
: (rom.Type == ItemType.Disk
? ((Disk)rom).MD5
: Constants.MD5Zero));
if (!sortable.ContainsKey(newkey))
{
sortable.Add(newkey, new List<DatItem>());
}
sortable[newkey].Add(rom);
}
}
// Now go through and sort all of the lists
keys = sortable.Keys.ToList();
foreach (string key in keys)
{
List<DatItem> sortedlist = sortable[key];
DatItem.Sort(ref sortedlist, false);
sortable[key] = sortedlist;
}
// Output the count if told to
if (output)
{
logger.User("A total of " + count + " file hashes will be written out to file");
}
// Now assign the dictionary back
_files = sortable;
}
/// <summary>
/// Take the arbitrarily sorted Files Dictionary and convert to one sorted by SHA1
/// </summary>
/// <param name="mergeroms">True if roms should be deduped, false otherwise</param>
/// <param name="logger">Logger object for file and console output</param>
/// <param name="output">True if the number of hashes counted is to be output (default), false otherwise</param>
public void BucketBySHA1(bool mergeroms, Logger logger, bool output = true)
{
// If we already have the right sorting, trust it
if (_sortedBy == SortedBy.SHA1)
{
return;
}
// Set the sorted type
_sortedBy = SortedBy.SHA1;
SortedDictionary<string, List<DatItem>> sortable = new SortedDictionary<string, List<DatItem>>();
long count = 0;
logger.User("Organizing " + (mergeroms ? "and merging " : "") + "roms by SHA-1");
// Process each all of the roms
List<string> keys = Keys.ToList();
foreach (string key in keys)
{
List<DatItem> roms = this[key];
// If we're merging the roms, do so
if (mergeroms)
{
roms = DatItem.Merge(roms, logger);
}
// Now add each of the roms to their respective games
foreach (DatItem rom in roms)
{
count++;
string newkey = (rom.Type == ItemType.Rom
? ((Rom)rom).SHA1
: (rom.Type == ItemType.Disk
? ((Disk)rom).SHA1
: Constants.MD5Zero));
if (!sortable.ContainsKey(newkey))
{
sortable.Add(newkey, new List<DatItem>());
}
sortable[newkey].Add(rom);
}
}
// Now go through and sort all of the lists
keys = sortable.Keys.ToList();
foreach (string key in keys)
{
List<DatItem> sortedlist = sortable[key];
DatItem.Sort(ref sortedlist, false);
sortable[key] = sortedlist;
}
// Output the count if told to
if (output)
{
logger.User("A total of " + count + " file hashes will be written out to file");
}
// Now assign the dictionary back
_files = sortable;
}
/// <summary>
/// Take the arbitrarily sorted Files Dictionary and convert to one sorted by Size
/// </summary>
/// <param name="mergeroms">True if roms should be deduped, false otherwise</param>
/// <param name="logger">Logger object for file and console output</param>
/// <param name="output">True if the number of hashes counted is to be output (default), false otherwise</param>
public void BucketBySize(bool mergeroms, Logger logger, bool output = true)
{
// If we already have the right sorting, trust it
if (_sortedBy == SortedBy.Size)
{
return;
}
// Set the sorted type
_sortedBy = SortedBy.Size;
SortedDictionary<string, List<DatItem>> sortable = new SortedDictionary<string, List<DatItem>>();
long count = 0;
logger.User("Organizing " + (mergeroms ? "and merging " : "") + "roms by size");
// Process each all of the roms
List<string> keys = Keys.ToList();
foreach (string key in keys)
{
List<DatItem> roms = this[key];
// If we're merging the roms, do so
if (mergeroms)
{
roms = DatItem.Merge(roms, logger);
}
// Now add each of the roms to their respective games
foreach (DatItem rom in roms)
{
count++;
string newkey = (rom.Type == ItemType.Rom ? ((Rom)rom).Size.ToString() : "-1");
if (!sortable.ContainsKey(newkey))
{
sortable.Add(newkey, new List<DatItem>());
}
sortable[newkey].Add(rom);
}
}
// Now go through and sort all of the lists
keys = sortable.Keys.ToList();
foreach (string key in keys)
{
List<DatItem> sortedlist = sortable[key];
DatItem.Sort(ref sortedlist, false);
sortable[key] = sortedlist;
}
// Output the count if told to
if (output)
{
logger.User("A total of " + count + " file hashes will be written out to file");
}
// Now assign the dictionary back
_files = sortable;
}
/// <summary>
/// Use cloneof tags to create non-merged sets and remove the tags plus using the device_ref tags to get full sets
/// </summary>
/// <param name="mergeroms">True if roms should be deduped, false otherwise</param>
/// <param name="logger">Logger object for file and console output</param>
/// <param name="output">True if the number of hashes counted is to be output (default), false otherwise</param>
public void CreateFullyNonMergedSets(bool mergeroms, Logger logger, bool output = true)
{
// For sake of ease, the first thing we want to do is sort by game
BucketByGame(mergeroms, true, logger, output);
_sortedBy = SortedBy.Default;
// Now we want to loop through all of the games and set the correct information
List<string> games = Keys.ToList();
foreach (string game in games)
{
// Determine if the game has any devices or not
if (this[game][0].Machine.Devices.Count > 0)
{
List<string> devices = this[game][0].Machine.Devices;
foreach (string device in devices)
{
// If the device doesn't exist then we continue
if (this[device].Count == 0)
{
continue;
}
// Otherwise, copy the items from the device to the current game
Machine musheen = this[game][0].Machine;
List<DatItem> devItems = this[device];
foreach (DatItem item in devItems)
{
// Figure out the type of the item and add it accordingly
switch (item.Type)
{
case ItemType.Archive:
Archive archive = ((Archive)item).Clone() as Archive;
archive.Machine = musheen;
if (!this[game].Contains(archive))
{
this[game].Add(archive);
}
break;
case ItemType.BiosSet:
BiosSet biosSet = ((BiosSet)item).Clone() as BiosSet;
biosSet.Machine = musheen;
if (!this[game].Contains(biosSet))
{
this[game].Add(biosSet);
}
break;
case ItemType.Disk:
Disk disk = ((Disk)item).Clone() as Disk;
disk.Machine = musheen;
if (!this[game].Contains(disk))
{
this[game].Add(disk);
}
break;
case ItemType.Release:
Release release = ((Release)item).Clone() as Release;
release.Machine = musheen;
if (!this[game].Contains(release))
{
this[game].Add(release);
}
break;
case ItemType.Rom:
Rom rom = ((Rom)item).Clone() as Rom;
rom.Machine = musheen;
if (!this[game].Contains(rom))
{
this[game].Add(rom);
}
break;
case ItemType.Sample:
Sample sample = ((Sample)item).Clone() as Sample;
sample.Machine = musheen;
if (!this[game].Contains(sample))
{
this[game].Add(sample);
}
break;
}
}
// Then, remove the romof and cloneof tags so it's not picked up by the manager
devItems = this[game];
foreach (DatItem item in devItems)
{
item.Machine.CloneOf = null;
item.Machine.RomOf = null;
}
}
}
// Determine if the game has a parent or not
string parent = null;
if (!String.IsNullOrEmpty(this[game][0].Machine.CloneOf))
{
parent = this[game][0].Machine.CloneOf;
}
else if (!String.IsNullOrEmpty(this[game][0].Machine.RomOf))
{
parent = this[game][0].Machine.RomOf;
}
// If there is no parent, then we continue
if (String.IsNullOrEmpty(parent))
{
continue;
}
// If the parent doesn't exist, then we continue and remove
if (this[parent].Count == 0)
{
List<DatItem> curitems = this[game];
foreach (DatItem item in curitems)
{
item.Machine.CloneOf = null;
item.Machine.RomOf = null;
}
continue;
}
// Otherwise, copy the items from the parent to the current game
Machine currentMachine = this[game][0].Machine;
List<DatItem> items = this[parent];
foreach (DatItem item in items)
{
// Figure out the type of the item and add it accordingly
switch (item.Type)
{
case ItemType.Archive:
Archive archive = ((Archive)item).Clone() as Archive;
archive.Machine = currentMachine;
if (!this[game].Contains(archive))
{
this[game].Add(archive);
}
break;
case ItemType.BiosSet:
BiosSet biosSet = ((BiosSet)item).Clone() as BiosSet;
biosSet.Machine = currentMachine;
if (!this[game].Contains(biosSet))
{
this[game].Add(biosSet);
}
break;
case ItemType.Disk:
Disk disk = ((Disk)item).Clone() as Disk;
disk.Machine = currentMachine;
if (!this[game].Contains(disk))
{
this[game].Add(disk);
}
break;
case ItemType.Release:
Release release = ((Release)item).Clone() as Release;
release.Machine = currentMachine;
if (!this[game].Contains(release))
{
this[game].Add(release);
}
break;
case ItemType.Rom:
Rom rom = ((Rom)item).Clone() as Rom;
rom.Machine = currentMachine;
if (!this[game].Contains(rom))
{
this[game].Add(rom);
}
break;
case ItemType.Sample:
Sample sample = ((Sample)item).Clone() as Sample;
sample.Machine = currentMachine;
if (!this[game].Contains(sample))
{
this[game].Add(sample);
}
break;
}
}
// Then, remove the romof and cloneof tags so it's not picked up by the manager
items = this[game];
foreach (DatItem item in items)
{
item.Machine.CloneOf = null;
item.Machine.RomOf = null;
}
}
// Finally, we want to remove all games that have the BIOS or Device tags
games = Keys.ToList();
foreach (string game in games)
{
if (this[game][0].Machine.MachineType == MachineType.Bios || this[game][0].Machine.MachineType == MachineType.Device)
{
Remove(game);
}
}
}
/// <summary>
/// Use cloneof tags to create merged sets and remove the tags
/// </summary>
/// <param name="mergeroms">True if roms should be deduped, false otherwise</param>
/// <param name="logger">Logger object for file and console output</param>
/// <param name="output">True if the number of hashes counted is to be output (default), false otherwise</param>
public void CreateMergedSets(bool mergeroms, Logger logger, bool output = true)
{
// For sake of ease, the first thing we want to do is sort by game
BucketByGame(mergeroms, true, logger, output);
_sortedBy = SortedBy.Default;
// Now we want to loop through all of the games and set the correct information
List<string> games = Keys.ToList();
foreach (string game in games)
{
// Determine if the game has a parent or not
string parent = null;
if (!String.IsNullOrEmpty(this[game][0].Machine.CloneOf))
{
parent = this[game][0].Machine.CloneOf;
}
// If there is no parent, then we continue
if (String.IsNullOrEmpty(parent))
{
continue;
}
// Otherwise, move the items from the current game to a subfolder of the parent game
Machine parentMachine = this[parent].Count == 0 ? new Machine { Name = parent, Description = parent } : this[parent][0].Machine;
List<DatItem> items = this[game];
foreach (DatItem item in items)
{
if (!this[parent].Contains(item))
{
item.Name = item.Machine.Name + "\\" + item.Name;
item.Machine = parentMachine;
this[parent].Add(item);
}
}
// Finally, remove the old game so it's not picked up by the writer
Remove(game);
}
}
/// <summary>
/// Use cloneof tags to create non-merged sets and remove the tags
/// </summary>
/// <param name="mergeroms">True if roms should be deduped, false otherwise</param>
/// <param name="logger">Logger object for file and console output</param>
/// <param name="output">True if the number of hashes counted is to be output (default), false otherwise</param>
public void CreateNonMergedSets(bool mergeroms, Logger logger, bool output = true)
{
// For sake of ease, the first thing we want to do is sort by game
BucketByGame(mergeroms, true, logger, output);
_sortedBy = SortedBy.Default;
// Now we want to loop through all of the games and set the correct information
List<string> games = Keys.ToList();
foreach (string game in games)
{
// Determine if the game has a parent or not
string parent = null;
if (!String.IsNullOrEmpty(this[game][0].Machine.CloneOf))
{
parent = this[game][0].Machine.CloneOf;
}
// If there is no parent, then we continue
if (String.IsNullOrEmpty(parent))
{
continue;
}
2017-01-09 12:34:35 -08:00
// If the parent doesn't exist, then we continue and remove
if (this[parent].Count == 0)
{
2017-01-09 12:34:35 -08:00
List<DatItem> curitems = this[game];
foreach (DatItem item in curitems)
{
item.Machine.CloneOf = null;
item.Machine.RomOf = null;
}
continue;
}
// Otherwise, copy the items from the parent to the current game
Machine currentMachine = this[game][0].Machine;
List<DatItem> items = this[parent];
foreach (DatItem item in items)
{
// Figure out the type of the item and add it accordingly
switch (item.Type)
{
case ItemType.Archive:
Archive archive = ((Archive)item).Clone() as Archive;
archive.Machine = currentMachine;
if (!this[game].Contains(archive))
{
this[game].Add(archive);
}
break;
case ItemType.BiosSet:
BiosSet biosSet = ((BiosSet)item).Clone() as BiosSet;
biosSet.Machine = currentMachine;
if (!this[game].Contains(biosSet))
{
this[game].Add(biosSet);
}
break;
case ItemType.Disk:
Disk disk = ((Disk)item).Clone() as Disk;
disk.Machine = currentMachine;
if (!this[game].Contains(disk))
{
this[game].Add(disk);
}
break;
case ItemType.Release:
Release release = ((Release)item).Clone() as Release;
release.Machine = currentMachine;
if (!this[game].Contains(release))
{
this[game].Add(release);
}
break;
case ItemType.Rom:
Rom rom = ((Rom)item).Clone() as Rom;
rom.Machine = currentMachine;
if (!this[game].Contains(rom))
{
this[game].Add(rom);
}
break;
case ItemType.Sample:
Sample sample = ((Sample)item).Clone() as Sample;
sample.Machine = currentMachine;
if (!this[game].Contains(sample))
{
this[game].Add(sample);
}
break;
}
}
// Finally, remove the romof and cloneof tags so it's not picked up by the manager
items = this[game];
foreach (DatItem item in items)
{
item.Machine.CloneOf = null;
item.Machine.RomOf = null;
}
}
}
#endregion
#endregion // Instance Methods
#region Static Methods
#region Bucketing [MODULAR DONE]
/// <summary>
/// Take an arbitrarily ordered List and return a Dictionary sorted by Game
/// </summary>
/// <param name="list">Input unsorted list</param>
/// <param name="mergeroms">True if roms should be deduped, false otherwise</param>
/// <param name="norename">True if games should only be compared on game and file name, false if system and source are counted</param>
/// <param name="logger">Logger object for file and console output</param>
/// <param name="output">True if the number of hashes counted is to be output (default), false otherwise</param>
/// <returns>SortedDictionary bucketed by game name</returns>
public static SortedDictionary<string, List<DatItem>> BucketListByGame(List<DatItem> list, bool mergeroms, bool norename, Logger logger, bool output = true)
{
logger.User("Organizing " + (mergeroms ? "and merging " : "") + "roms for output");
SortedDictionary<string, List<DatItem>> sortable = new SortedDictionary<string, List<DatItem>>();
long count = 0;
// If we have a null dict or an empty one, output a new dictionary
if (list == null || list.Count == 0)
{
return sortable;
}
// If we're merging the roms, do so
if (mergeroms)
{
list = DatItem.Merge(list, logger);
}
// Now add each of the roms to their respective games
foreach (DatItem rom in list)
{
if (rom == null)
{
continue;
}
count++;
string newkey = (norename ? ""
: rom.SystemID.ToString().PadLeft(10, '0')
+ "-"
+ rom.SourceID.ToString().PadLeft(10, '0') + "-")
+ (rom.Machine == null || String.IsNullOrEmpty(rom.Machine.Name)
? "Default"
: rom.Machine.Name.ToLowerInvariant());
newkey = HttpUtility.HtmlEncode(newkey);
if (!sortable.ContainsKey(newkey))
{
sortable.Add(newkey, new List<DatItem>());
}
sortable[newkey].Add(rom);
}
return sortable;
}
#endregion
#endregion // Static Methods
}
}