using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using SabreTools.Library.Data; using SabreTools.Library.DatItems; using SabreTools.Library.IO; namespace SabreTools.Library.DatFiles { /// /// Represents parsing and writing of an Everdrive SMDB file /// internal class EverdriveSMDB : DatFile { /// /// Constructor designed for casting a base DatFile /// /// Parent DatFile to copy from public EverdriveSMDB(DatFile datFile) : base(datFile) { } /// /// Parse an Everdrive SMDB file and return all found games within /// /// Name of the file to be parsed /// Index ID for the DAT /// True if full pathnames are to be kept, false otherwise (default) protected override void ParseFile(string filename, int indexId, bool keep) { // Open a file reader Encoding enc = FileExtensions.GetEncoding(filename); StreamReader sr = new StreamReader(FileExtensions.TryOpenRead(filename), enc); while (!sr.EndOfStream) { string line = sr.ReadLine(); /* The gameinfo order is as follows 0 - SHA-256 1 - Machine Name/Filename 2 - SHA-1 3 - MD5 4 - CRC32 */ string[] gameinfo = line.Split('\t'); string[] fullname = gameinfo[1].Split('/'); Rom rom = new Rom { Name = gameinfo[1].Substring(fullname[0].Length + 1), Size = -1, // No size provided, but we don't want the size being 0 CRC = gameinfo[4], MD5 = gameinfo[3], SHA1 = gameinfo[2], SHA256 = gameinfo[0], ItemStatus = ItemStatus.None, Machine = new Machine { Name = fullname[0], Description = fullname[0], }, Source = new Source { Index = indexId, Name = filename, }, }; // Now process and add the rom ParseAddHelper(rom); } sr.Dispose(); } /// /// Create and open an output file for writing direct from a dictionary /// /// Name of the file to write to /// True if blank roms should be skipped on output, false otherwise (default) /// True if the DAT was written correctly, false otherwise public override bool WriteToFile(string outfile, bool ignoreblanks = false) { try { Globals.Logger.User($"Opening file for writing: {outfile}"); FileStream fs = FileExtensions.TryCreate(outfile); // If we get back null for some reason, just log and return if (fs == null) { Globals.Logger.Warning($"File '{outfile}' could not be created for writing! Please check to see if the file is writable"); return false; } SeparatedValueWriter svw = new SeparatedValueWriter(fs, new UTF8Encoding(false)) { Quotes = false, Separator = '\t', VerifyFieldCount = true }; // Use a sorted list of games to output foreach (string key in Items.SortedKeys) { List datItems = Items.FilteredItems(key); // Resolve the names in the block datItems = DatItem.ResolveNames(datItems); for (int index = 0; index < datItems.Count; index++) { DatItem datItem = datItems[index]; // Check for a "null" item datItem = ProcessNullifiedItem(datItem); // Write out the item if we're not ignoring if (!ShouldIgnore(datItem, ignoreblanks)) WriteDatItem(svw, datItem); } } Globals.Logger.Verbose($"File written!{Environment.NewLine}"); svw.Dispose(); fs.Dispose(); } catch (Exception ex) { Globals.Logger.Error(ex.ToString()); return false; } return true; } /// /// Write out Game start using the supplied StreamWriter /// /// SeparatedValueWriter to output to /// DatItem object to be output /// True if the data was written, false on error private bool WriteDatItem(SeparatedValueWriter svw, DatItem datItem) { try { // No game should start with a path separator datItem.Machine.Name = datItem.Machine.Name.TrimStart(Path.DirectorySeparatorChar); // Pre-process the item name ProcessItemName(datItem, true); // Build the state switch (datItem.ItemType) { case ItemType.Rom: var rom = datItem as Rom; string[] fields = new string[] { rom.SHA256 ?? string.Empty, $"{rom.Machine.Name ?? string.Empty}/", rom.Name ?? string.Empty, rom.SHA1 ?? string.Empty, rom.MD5 ?? string.Empty, rom.CRC ?? string.Empty, }; svw.WriteValues(fields); break; } svw.Flush(); } catch (Exception ex) { Globals.Logger.Error(ex.ToString()); return false; } return true; } } }