Port SetOneGamePerRegion to IDDB

This commit is contained in:
Matt Nadareski
2024-03-19 22:10:59 -04:00
parent 6ae89789de
commit e1ef1caf5b
2 changed files with 106 additions and 2 deletions

View File

@@ -437,6 +437,18 @@ namespace SabreTools.DatFiles
return true;
}
/// <summary>
/// Remove a machine, returning if it could be removed
/// </summary>
public bool RemoveMachine(string machineName)
{
if (string.IsNullOrEmpty(machineName))
return false;
var machine = _machines.FirstOrDefault(m => m.Value.GetStringFieldValue(Models.Metadata.Machine.NameKey) == machineName);
return RemoveMachine(machine.Key);
}
/// <summary>
/// Add an item, returning the insert index
/// </summary>
@@ -955,6 +967,96 @@ namespace SabreTools.DatFiles
}
}
/// <summary>
/// Filter a DAT using 1G1R logic given an ordered set of regions
/// </summary>
/// <param name="regionList">List of regions in order of priority</param>
/// <remarks>
/// In the most technical sense, the way that the region list is being used does not
/// confine its values to be just regions. Since it's essentially acting like a
/// specialized version of the machine name filter, anything that is usually encapsulated
/// in parenthesis would be matched on, including disc numbers, languages, editions,
/// and anything else commonly used. Please note that, unlike other existing 1G1R
/// solutions, this does not have the ability to contain custom mappings of parent
/// to clone sets based on name, nor does it have the ability to match on the
/// Release DatItem type.
/// </remarks>
public void SetOneGamePerRegion(List<string> regionList)
{
// If we have null region list, make it empty
regionList ??= [];
// For sake of ease, the first thing we want to do is bucket by game
BucketBy(ItemKey.Machine, DedupeType.None, norename: true);
// Then we want to get a mapping of all machines to parents
Dictionary<string, List<string>> parents = [];
foreach (string key in SortedKeys)
{
var items = GetDatItemsForBucket(key);
if (items == null || items.Length == 0)
continue;
var item = items[0];
var machine = GetMachineForItem(item.Item1);
if (machine.Item2 == null)
continue;
// Match on CloneOf first
if (!string.IsNullOrEmpty(machine.Item2.GetStringFieldValue(Models.Metadata.Machine.CloneOfKey)))
{
if (!parents.ContainsKey(machine.Item2.GetStringFieldValue(Models.Metadata.Machine.CloneOfKey)!.ToLowerInvariant()))
parents.Add(machine.Item2.GetStringFieldValue(Models.Metadata.Machine.CloneOfKey)!.ToLowerInvariant(), []);
parents[machine.Item2.GetStringFieldValue(Models.Metadata.Machine.CloneOfKey)!.ToLowerInvariant()].Add(machine.Item2.GetStringFieldValue(Models.Metadata.Machine.NameKey)!.ToLowerInvariant());
}
// Then by RomOf
else if (!string.IsNullOrEmpty(machine.Item2.GetStringFieldValue(Models.Metadata.Machine.RomOfKey)))
{
if (!parents.ContainsKey(machine.Item2.GetStringFieldValue(Models.Metadata.Machine.RomOfKey)!.ToLowerInvariant()))
parents.Add(machine.Item2.GetStringFieldValue(Models.Metadata.Machine.RomOfKey)!.ToLowerInvariant(), []);
parents[machine.Item2.GetStringFieldValue(Models.Metadata.Machine.RomOfKey)!.ToLowerInvariant()].Add(machine.Item2.GetStringFieldValue(Models.Metadata.Machine.NameKey)!.ToLowerInvariant());
}
// Otherwise, treat it as a parent
else
{
if (!parents.ContainsKey(machine.Item2.GetStringFieldValue(Models.Metadata.Machine.NameKey)!.ToLowerInvariant()))
parents.Add(machine.Item2.GetStringFieldValue(Models.Metadata.Machine.NameKey)!.ToLowerInvariant(), []);
parents[machine.Item2.GetStringFieldValue(Models.Metadata.Machine.NameKey)!.ToLowerInvariant()].Add(machine.Item2.GetStringFieldValue(Models.Metadata.Machine.NameKey)!.ToLowerInvariant());
}
}
// Once we have the full list of mappings, filter out games to keep
foreach (string key in parents.Keys)
{
// Find the first machine that matches the regions in order, if possible
string? machine = default;
foreach (string region in regionList)
{
machine = parents[key].FirstOrDefault(m => Regex.IsMatch(m, @"\(.*" + region + @".*\)", RegexOptions.IgnoreCase));
if (machine != default)
break;
}
// If we didn't get a match, use the parent
if (machine == default)
machine = key;
// Remove the key from the list
parents[key].Remove(machine);
// Remove the rest of the items from this key
parents[key].ForEach(k => RemoveMachine(k));
}
// Finally, strip out the parent tags
RemoveTagsFromChild();
}
/// <summary>
/// Ensure that all roms are in their own game (or at least try to ensure)
/// </summary>