Wire up a whole bunch of stuff on read

This commit is contained in:
Matt Nadareski
2020-08-23 21:10:29 -07:00
parent 79e7446266
commit a1d81a8e5f
13 changed files with 470 additions and 271 deletions

View File

@@ -1083,6 +1083,7 @@ namespace SabreTools.Library.DatFiles
OneRomPerGame();
// If we are removing fields, do that now
// TODO: If this works, why in the hell do I have all of the "GetField" crap?????
if (Header.ExcludeFields != null && Header.ExcludeFields.Any())
RemoveFieldsFromItems();
@@ -1536,8 +1537,8 @@ namespace SabreTools.Library.DatFiles
// If the game has no devices, we continue
if (Items[game][0].Machine.DeviceReferences == null
|| Items[game][0].Machine.DeviceReferences.Count == 0
|| (slotoptions && Items[game][0].Machine.SlotOptions == null)
|| (slotoptions && Items[game][0].Machine.SlotOptions.Count == 0))
|| (slotoptions && Items[game][0].Machine.Slots == null)
|| (slotoptions && Items[game][0].Machine.Slots.Count == 0))
{
continue;
}
@@ -1577,36 +1578,39 @@ namespace SabreTools.Library.DatFiles
// If we're checking slotoptions too
if (slotoptions)
{
// Determine if the game has any slotoptions or not
List<string> slotopts = Items[game][0].Machine.SlotOptions;
List<string> newslotopts = new List<string>();
foreach (string slotopt in slotopts)
// Determine if the game has any slots or not
List<ListXmlSlot> slots = Items[game][0].Machine.Slots;
List<ListXmlSlot> newSlots = new List<ListXmlSlot>();
foreach (ListXmlSlot slot in slots)
{
// If the slotoption doesn't exist then we continue
if (Items[slotopt].Count == 0)
continue;
// Otherwise, copy the items from the slotoption to the current game
DatItem copyFrom = Items[game][0];
List<DatItem> slotItems = Items[slotopt];
foreach (DatItem item in slotItems)
foreach (ListXmlSlotOption slotOption in slot.SlotOptions)
{
DatItem datItem = (DatItem)item.Clone();
newslotopts.AddRange(datItem.Machine.SlotOptions ?? new List<string>());
datItem.CopyMachineInformation(copyFrom);
if (Items[game].Where(i => i.Name.ToLowerInvariant() == datItem.Name.ToLowerInvariant()).Count() == 0)
// If the slotoption doesn't exist then we continue
if (Items[slotOption.Name].Count == 0)
continue;
// Otherwise, copy the items from the slotoption to the current game
DatItem copyFrom = Items[game][0];
List<DatItem> slotItems = Items[slotOption.Name];
foreach (DatItem item in slotItems)
{
foundnew = true;
Items.Add(game, datItem);
DatItem datItem = (DatItem)item.Clone();
newSlots.AddRange(datItem.Machine.Slots ?? new List<ListXmlSlot>());
datItem.CopyMachineInformation(copyFrom);
if (Items[game].Where(i => i.Name.ToLowerInvariant() == datItem.Name.ToLowerInvariant()).Count() == 0)
{
foundnew = true;
Items.Add(game, datItem);
}
}
}
}
// Now that every slotoption is accounted for, add the new list of slotoptions, if they don't already exist
foreach (string slotopt in newslotopts)
// Now that every slotoption is accounted for, add the new list of slots, if they don't already exist
foreach (ListXmlSlot slot in newSlots)
{
if (!Items[game][0].Machine.SlotOptions.Contains(slotopt))
Items[game][0].Machine.SlotOptions.Add(slotopt);
Items[game][0].Machine.Slots.Add(slot);
}
}
}