Files
SabreTools/SabreTools.DatFiles/DatFile.Filtering.cs
2020-12-09 21:52:38 -08:00

1108 lines
46 KiB
C#

using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using System.Threading.Tasks;
using SabreTools.Core;
using SabreTools.DatItems;
using SabreTools.Filtering;
using SabreTools.IO;
// This file represents all methods related to the Filtering namespace
namespace SabreTools.DatFiles
{
public abstract partial class DatFile
{
/// <summary>
/// Apply cleaning methods to the DatFile
/// </summary>
/// <param name="cleaner">Cleaner to use</param>
/// <param name="throwOnError">True if the error that is thrown should be thrown back to the caller, false otherwise</param>
/// <returns>True if cleaning was successful, false on error</returns>
public bool ApplyCleaning(Cleaner cleaner, bool throwOnError = false)
{
try
{
// Perform item-level cleaning
CleanDatItems(cleaner);
// Bucket and dedupe according to the flag
if (cleaner?.DedupeRoms == DedupeType.Full)
Items.BucketBy(Field.DatItem_CRC, cleaner.DedupeRoms);
else if (cleaner?.DedupeRoms == DedupeType.Game)
Items.BucketBy(Field.Machine_Name, cleaner.DedupeRoms);
// Process description to machine name
if (cleaner?.DescriptionAsName == true)
MachineDescriptionToName();
// If we are removing scene dates, do that now
if (cleaner?.SceneDateStrip == true)
StripSceneDatesFromItems();
// Run the one rom per game logic, if required
if (cleaner?.OneGamePerRegion == true)
OneGamePerRegion(cleaner.RegionList);
// Run the one rom per game logic, if required
if (cleaner?.OneRomPerGame == true)
OneRomPerGame();
// If we are removing fields, do that now
if (cleaner.ExcludeFields != null && cleaner.ExcludeFields.Any())
RemoveFieldsFromItems(cleaner.ExcludeFields);
// Remove all marked items
Items.ClearMarked();
// We remove any blanks, if we aren't supposed to have any
if (cleaner?.KeepEmptyGames == false)
Items.ClearEmpty();
}
catch (Exception ex)
{
logger.Error(ex);
if (throwOnError) throw ex;
return false;
}
return true;
}
/// <summary>
/// Apply a set of Extra INIs on the DatFile
/// </summary>
/// <param name="extras">ExtrasIni to use</param>
/// <param name="throwOnError">True if the error that is thrown should be thrown back to the caller, false otherwise</param>
/// <returns>True if the extras were applied, false on error</returns>
public bool ApplyExtras(ExtraIni extras, bool throwOnError = false)
{
try
{
// Bucket by game first
Items.BucketBy(Field.Machine_Name, DedupeType.None);
// Create a new set of mappings based on the items
var map = new Dictionary<string, Dictionary<Field, string>>();
// Loop through each of the extras
foreach (ExtraIniItem item in extras.Items)
{
foreach (var mapping in item.Mappings)
{
string key = mapping.Key;
List<string> machineNames = mapping.Value;
// Loop through the machines and add the new mappings
foreach (string machine in machineNames)
{
if (!map.ContainsKey(machine))
map[machine] = new Dictionary<Field, string>();
map[machine][item.Field] = key;
}
}
}
// Now apply the new set of mappings
foreach (string key in map.Keys)
{
// If the key doesn't exist, continue
if (!Items.ContainsKey(key))
continue;
List<DatItem> datItems = Items[key];
var mappings = map[key];
foreach (var datItem in datItems)
{
datItem.SetFields(mappings);
}
}
}
catch (Exception ex)
{
logger.Error(ex);
if (throwOnError) throw ex;
return false;
}
return true;
}
/// <summary>
/// Apply a Filter on the DatFile
/// </summary>
/// <param name="filter">Filter to use</param>
/// <param name="perMachine">True if entire machines are considered, false otherwise (default)</param>
/// <param name="throwOnError">True if the error that is thrown should be thrown back to the caller, false otherwise</param>
/// <returns>True if the DatFile was filtered, false on error</returns>
public bool ApplyFilter(Filter filter, bool perMachine = false, bool throwOnError = false)
{
// If we have a null filter, return false
if (filter == null)
return false;
// If we're filtering per machine, bucket by machine first
if (perMachine)
Items.BucketBy(Field.Machine_Name, DedupeType.None);
try
{
// Loop over every key in the dictionary
List<string> keys = Items.Keys.ToList();
foreach (string key in keys)
{
// For every item in the current key
bool machinePass = true;
List<DatItem> items = Items[key];
foreach (DatItem item in items)
{
// If we have a null item, we can't pass it
if (item == null)
continue;
// If the item is already filtered out, we skip
if (item.Remove)
continue;
// If the rom doesn't pass the filter, mark for removal
if (!item.PassesFilter(filter))
{
item.Remove = true;
// If we're in machine mode, set and break
if (perMachine)
{
machinePass = false;
break;
}
}
}
// If we didn't pass and we're in machine mode, set all items as remove
if (perMachine && !machinePass)
{
foreach (DatItem item in items)
{
item.Remove = true;
}
}
// Assign back for caution
Items[key] = items;
}
}
catch (Exception ex)
{
logger.Error(ex);
if (throwOnError) throw ex;
return false;
}
return true;
}
/// <summary>
/// Apply splitting on the DatFile
/// </summary>
/// <param name="splitType">Split type to try</param>
/// <param name="useTags">True if DatFile tags override splitting, false otherwise</param>
/// <param name="throwOnError">True if the error that is thrown should be thrown back to the caller, false otherwise</param>
/// <returns>True if the DatFile was split, false on error</returns>
public bool ApplySplitting(MergingFlag splitType, bool useTags, bool throwOnError = false)
{
try
{
// If we are using tags from the DAT, set the proper input for split type unless overridden
if (useTags && splitType == MergingFlag.None)
splitType = Header.ForceMerging;
// Run internal splitting
switch (splitType)
{
case MergingFlag.None:
// No-op
break;
case MergingFlag.Device:
CreateDeviceNonMergedSets(DedupeType.None);
break;
case MergingFlag.Full:
CreateFullyNonMergedSets(DedupeType.None);
break;
case MergingFlag.NonMerged:
CreateNonMergedSets(DedupeType.None);
break;
case MergingFlag.Merged:
CreateMergedSets(DedupeType.None);
break;
case MergingFlag.Split:
CreateSplitSets(DedupeType.None);
break;
}
}
catch (Exception ex)
{
logger.Error(ex);
if (throwOnError) throw ex;
return false;
}
return true;
}
/// <summary>
/// Apply SuperDAT naming logic to a merged DatFile
/// </summary>
/// <param name="inputs">List of inputs to use for renaming</param>
public void ApplySuperDAT(List<ParentablePath> inputs)
{
List<string> keys = Items.Keys.ToList();
Parallel.ForEach(keys, Globals.ParallelOptions, key =>
{
List<DatItem> items = Items[key].ToList();
List<DatItem> newItems = new List<DatItem>();
foreach (DatItem item in items)
{
DatItem newItem = item;
string filename = inputs[newItem.Source.Index].CurrentPath;
string rootpath = inputs[newItem.Source.Index].ParentPath;
if (!string.IsNullOrWhiteSpace(rootpath))
rootpath += Path.DirectorySeparatorChar.ToString();
filename = filename.Remove(0, rootpath.Length);
newItem.Machine.Name = Path.GetDirectoryName(filename) + Path.DirectorySeparatorChar
+ Path.GetFileNameWithoutExtension(filename) + Path.DirectorySeparatorChar
+ newItem.Machine.Name;
newItems.Add(newItem);
}
Items.Remove(key);
Items.AddRange(key, newItems);
});
}
/// <summary>
/// Clean individual items based on the current filter
/// </summary>
/// <param name="cleaner">Cleaner to use</param>
public void CleanDatItems(Cleaner cleaner)
{
List<string> keys = Items.Keys.ToList();
foreach (string key in keys)
{
// For every item in the current key
List<DatItem> items = Items[key];
foreach (DatItem item in items)
{
// If we have a null item, we can't clean it it
if (item == null)
continue;
// Run cleaning per item
item.Clean(cleaner);
}
// Assign back for caution
Items[key] = items;
}
}
/// <summary>
/// Use game descriptions as names in the DAT, updating cloneof/romof/sampleof
/// </summary>
/// <param name="throwOnError">True if the error that is thrown should be thrown back to the caller, false otherwise</param>
public void MachineDescriptionToName(bool throwOnError = false)
{
try
{
// First we want to get a mapping for all games to description
ConcurrentDictionary<string, string> mapping = new ConcurrentDictionary<string, string>();
Parallel.ForEach(Items.Keys, Globals.ParallelOptions, key =>
{
List<DatItem> items = Items[key];
foreach (DatItem item in items)
{
// If the key mapping doesn't exist, add it
mapping.TryAdd(item.Machine.Name, item.Machine.Description.Replace('/', '_').Replace("\"", "''").Replace(":", " -"));
}
});
// Now we loop through every item and update accordingly
Parallel.ForEach(Items.Keys, Globals.ParallelOptions, key =>
{
List<DatItem> items = Items[key];
List<DatItem> newItems = new List<DatItem>();
foreach (DatItem item in items)
{
// Update machine name
if (!string.IsNullOrWhiteSpace(item.Machine.Name) && mapping.ContainsKey(item.Machine.Name))
item.Machine.Name = mapping[item.Machine.Name];
// Update cloneof
if (!string.IsNullOrWhiteSpace(item.Machine.CloneOf) && mapping.ContainsKey(item.Machine.CloneOf))
item.Machine.CloneOf = mapping[item.Machine.CloneOf];
// Update romof
if (!string.IsNullOrWhiteSpace(item.Machine.RomOf) && mapping.ContainsKey(item.Machine.RomOf))
item.Machine.RomOf = mapping[item.Machine.RomOf];
// Update sampleof
if (!string.IsNullOrWhiteSpace(item.Machine.SampleOf) && mapping.ContainsKey(item.Machine.SampleOf))
item.Machine.SampleOf = mapping[item.Machine.SampleOf];
// Add the new item to the output list
newItems.Add(item);
}
// Replace the old list of roms with the new one
Items.Remove(key);
Items.AddRange(key, newItems);
});
}
catch (Exception ex)
{
logger.Warning(ex.ToString());
if (throwOnError) throw ex;
}
}
/// <summary>
/// Filter a DAT using 1G1R logic given an ordered set of regions
/// </summary>
/// <param name="regions">Ordered list of regions to use</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 OneGamePerRegion(List<string> regions)
{
// If we have null region list, make it empty
if (regions == null)
regions = new List<string>();
// For sake of ease, the first thing we want to do is bucket by game
Items.BucketBy(Field.Machine_Name, DedupeType.None, norename: true);
// Then we want to get a mapping of all machines to parents
Dictionary<string, List<string>> parents = new Dictionary<string, List<string>>();
foreach (string key in Items.Keys)
{
DatItem item = Items[key][0];
// Match on CloneOf first
if (!string.IsNullOrEmpty(item.Machine.CloneOf))
{
if (!parents.ContainsKey(item.Machine.CloneOf.ToLowerInvariant()))
parents.Add(item.Machine.CloneOf.ToLowerInvariant(), new List<string>());
parents[item.Machine.CloneOf.ToLowerInvariant()].Add(item.Machine.Name.ToLowerInvariant());
}
// Then by RomOf
else if (!string.IsNullOrEmpty(item.Machine.RomOf))
{
if (!parents.ContainsKey(item.Machine.RomOf.ToLowerInvariant()))
parents.Add(item.Machine.RomOf.ToLowerInvariant(), new List<string>());
parents[item.Machine.RomOf.ToLowerInvariant()].Add(item.Machine.Name.ToLowerInvariant());
}
// Otherwise, treat it as a parent
else
{
if (!parents.ContainsKey(item.Machine.Name.ToLowerInvariant()))
parents.Add(item.Machine.Name.ToLowerInvariant(), new List<string>());
parents[item.Machine.Name.ToLowerInvariant()].Add(item.Machine.Name.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 regions)
{
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 => Items.Remove(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>
public void OneRomPerGame()
{
// Because this introduces subfolders, we need to set the SuperDAT type
Header.Type = "SuperDAT";
// For each rom, we want to update the game to be "<game name>/<rom name>"
Parallel.ForEach(Items.Keys, Globals.ParallelOptions, key =>
{
List<DatItem> items = Items[key];
for (int i = 0; i < items.Count; i++)
{
items[i].SetOneRomPerGame();
}
});
}
/// <summary>
/// Remove fields as per the header
/// </summary>
/// <param name="fields">List of fields to use</param>
public void RemoveFieldsFromItems(List<Field> fields)
{
// If we have null field list, make it empty
if (fields == null)
fields = new List<Field>();
// Output the logging statement
logger.User("Removing filtered fields");
// Now process all of the roms
Parallel.ForEach(Items.Keys, Globals.ParallelOptions, key =>
{
List<DatItem> items = Items[key];
for (int j = 0; j < items.Count; j++)
{
items[j].RemoveFields(fields);
}
Items.Remove(key);
Items.AddRange(key, items);
});
}
/// <summary>
/// Strip the dates from the beginning of scene-style set names
/// </summary>
public void StripSceneDatesFromItems()
{
// Output the logging statement
logger.User("Stripping scene-style dates");
// Set the regex pattern to use
string pattern = @"([0-9]{2}\.[0-9]{2}\.[0-9]{2}-)(.*?-.*?)";
// Now process all of the roms
Parallel.ForEach(Items.Keys, Globals.ParallelOptions, key =>
{
List<DatItem> items = Items[key];
for (int j = 0; j < items.Count; j++)
{
DatItem item = items[j];
if (Regex.IsMatch(item.Machine.Name, pattern))
item.Machine.Name = Regex.Replace(item.Machine.Name, pattern, "$2");
if (Regex.IsMatch(item.Machine.Description, pattern))
item.Machine.Description = Regex.Replace(item.Machine.Description, pattern, "$2");
items[j] = item;
}
Items.Remove(key);
Items.AddRange(key, items);
});
}
// TODO: Should any of these create a new DatFile in the process?
// The reason this comes up is that doing any of the splits or merges
// is an inherently destructive process. Making it output a new DatFile
// might make it easier to deal with multiple internal steps. On the other
// hand, this will increase memory usage significantly and would force the
// existing paths to behave entirely differently
#region Internal Splitting/Merging
/// <summary>
/// Use cdevice_ref tags to get full non-merged sets and remove parenting tags
/// </summary>
/// <param name="mergeroms">Dedupe type to be used</param>
private void CreateDeviceNonMergedSets(DedupeType mergeroms)
{
logger.User("Creating device non-merged sets from the DAT");
// For sake of ease, the first thing we want to do is bucket by game
Items.BucketBy(Field.Machine_Name, mergeroms, norename: true);
// Now we want to loop through all of the games and set the correct information
while (AddRomsFromDevices(false, false)) ;
while (AddRomsFromDevices(true, false)) ;
// Then, remove the romof and cloneof tags so it's not picked up by the manager
RemoveTagsFromChild();
}
/// <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">Dedupe type to be used</param>
private void CreateFullyNonMergedSets(DedupeType mergeroms)
{
logger.User("Creating fully non-merged sets from the DAT");
// For sake of ease, the first thing we want to do is bucket by game
Items.BucketBy(Field.Machine_Name, mergeroms, norename: true);
// Now we want to loop through all of the games and set the correct information
while (AddRomsFromDevices(true, true)) ;
AddRomsFromDevices(false, true);
AddRomsFromParent();
// Now that we have looped through the cloneof tags, we loop through the romof tags
AddRomsFromBios();
// Then, remove the romof and cloneof tags so it's not picked up by the manager
RemoveTagsFromChild();
}
/// <summary>
/// Use cloneof tags to create merged sets and remove the tags
/// </summary>
/// <param name="mergeroms">Dedupe type to be used</param>
private void CreateMergedSets(DedupeType mergeroms)
{
logger.User("Creating merged sets from the DAT");
// For sake of ease, the first thing we want to do is bucket by game
Items.BucketBy(Field.Machine_Name, mergeroms, norename: true);
// Now we want to loop through all of the games and set the correct information
AddRomsFromChildren();
// Now that we have looped through the cloneof tags, we loop through the romof tags
RemoveBiosRomsFromChild(false);
RemoveBiosRomsFromChild(true);
// Finally, remove the romof and cloneof tags so it's not picked up by the manager
RemoveTagsFromChild();
}
/// <summary>
/// Use cloneof tags to create non-merged sets and remove the tags
/// </summary>
/// <param name="mergeroms">Dedupe type to be used</param>
private void CreateNonMergedSets(DedupeType mergeroms)
{
logger.User("Creating non-merged sets from the DAT");
// For sake of ease, the first thing we want to do is bucket by game
Items.BucketBy(Field.Machine_Name, mergeroms, norename: true);
// Now we want to loop through all of the games and set the correct information
AddRomsFromParent();
// Now that we have looped through the cloneof tags, we loop through the romof tags
RemoveBiosRomsFromChild(false);
RemoveBiosRomsFromChild(true);
// Finally, remove the romof and cloneof tags so it's not picked up by the manager
RemoveTagsFromChild();
}
/// <summary>
/// Use cloneof and romof tags to create split sets and remove the tags
/// </summary>
/// <param name="mergeroms">Dedupe type to be used</param>
private void CreateSplitSets(DedupeType mergeroms)
{
logger.User("Creating split sets from the DAT");
// For sake of ease, the first thing we want to do is bucket by game
Items.BucketBy(Field.Machine_Name, mergeroms, norename: true);
// Now we want to loop through all of the games and set the correct information
RemoveRomsFromChild();
// Now that we have looped through the cloneof tags, we loop through the romof tags
RemoveBiosRomsFromChild(false);
RemoveBiosRomsFromChild(true);
// Finally, remove the romof and cloneof tags so it's not picked up by the manager
RemoveTagsFromChild();
}
/// <summary>
/// Use romof tags to add roms to the children
/// </summary>
private void AddRomsFromBios()
{
List<string> games = Items.Keys.OrderBy(g => g).ToList();
foreach (string game in games)
{
// If the game has no items in it, we want to continue
if (Items[game].Count == 0)
continue;
// Determine if the game has a parent or not
string parent = null;
if (!string.IsNullOrWhiteSpace(Items[game][0].Machine.RomOf))
parent = Items[game][0].Machine.RomOf;
// If the parent doesnt exist, we want to continue
if (string.IsNullOrWhiteSpace(parent))
continue;
// If the parent doesn't have any items, we want to continue
if (Items[parent].Count == 0)
continue;
// If the parent exists and has items, we copy the items from the parent to the current game
DatItem copyFrom = Items[game][0];
List<DatItem> parentItems = Items[parent];
foreach (DatItem item in parentItems)
{
DatItem datItem = (DatItem)item.Clone();
datItem.CopyMachineInformation(copyFrom);
if (Items[game].Where(i => i.GetName() == datItem.GetName()).Count() == 0 && !Items[game].Contains(datItem))
Items.Add(game, datItem);
}
}
}
/// <summary>
/// Use device_ref and optionally slotoption tags to add roms to the children
/// </summary>
/// <param name="dev">True if only child device sets are touched, false for non-device sets (default)</param>
/// <param name="useSlotOptions">True if slotoptions tags are used as well, false otherwise</param>
private bool AddRomsFromDevices(bool dev = false, bool useSlotOptions = false)
{
bool foundnew = false;
List<string> machines = Items.Keys.OrderBy(g => g).ToList();
foreach (string machine in machines)
{
// If the machine doesn't have items, we continue
if (Items[machine] == null || Items[machine].Count == 0)
continue;
// If the machine (is/is not) a device, we want to continue
if (dev ^ (Items[machine][0].Machine.MachineType.HasFlag(MachineType.Device)))
continue;
// Get all device reference names from the current machine
List<string> deviceReferences = Items[machine]
.Where(i => i.ItemType == ItemType.DeviceReference)
.Select(i => i as DeviceReference)
.Select(dr => dr.Name)
.Distinct()
.ToList();
// Get all slot option names from the current machine
List<string> slotOptions = Items[machine]
.Where(i => i.ItemType == ItemType.Slot)
.Select(i => i as Slot)
.Where(s => s.SlotOptionsSpecified)
.SelectMany(s => s.SlotOptions)
.Select(so => so.DeviceName)
.Distinct()
.ToList();
// If we're checking device references
if (deviceReferences.Any())
{
// Loop through all names and check the corresponding machines
List<string> newDeviceReferences = new List<string>();
foreach (string deviceReference in deviceReferences)
{
// If the machine doesn't exist then we continue
if (Items[deviceReference] == null || Items[deviceReference].Count == 0)
continue;
// Add to the list of new device reference names
List<DatItem> devItems = Items[deviceReference];
newDeviceReferences.AddRange(devItems
.Where(i => i.ItemType == ItemType.DeviceReference)
.Select(i => (i as DeviceReference).Name));
// Set new machine information and add to the current machine
DatItem copyFrom = Items[machine][0];
foreach (DatItem item in devItems)
{
// If the parent machine doesn't already contain this item, add it
if (!Items[machine].Any(i => i.ItemType == item.ItemType && i.GetName() == item.GetName()))
{
// Set that we found new items
foundnew = true;
// Clone the item and then add it
DatItem datItem = (DatItem)item.Clone();
datItem.CopyMachineInformation(copyFrom);
Items.Add(machine, datItem);
}
}
}
// Now that every device reference is accounted for, add the new list of device references, if they don't already exist
foreach (string deviceReference in newDeviceReferences.Distinct())
{
if (!deviceReferences.Contains(deviceReference))
Items[machine].Add(new DeviceReference() { Name = deviceReference });
}
}
// If we're checking slotoptions
if (useSlotOptions && slotOptions.Any())
{
// Loop through all names and check the corresponding machines
List<string> newSlotOptions = new List<string>();
foreach (string slotOption in slotOptions)
{
// If the machine doesn't exist then we continue
if (Items[slotOption] == null || Items[slotOption].Count == 0)
continue;
// Add to the list of new slot option names
List<DatItem> slotItems = Items[slotOption];
newSlotOptions.AddRange(slotItems
.Where(i => i.ItemType == ItemType.Slot)
.Where(s => (s as Slot).SlotOptionsSpecified)
.SelectMany(s => (s as Slot).SlotOptions)
.Select(o => o.DeviceName));
// Set new machine information and add to the current machine
DatItem copyFrom = Items[machine][0];
foreach (DatItem item in slotItems)
{
// If the parent machine doesn't already contain this item, add it
if (!Items[machine].Any(i => i.ItemType == item.ItemType && i.GetName() == item.GetName()))
{
// Set that we found new items
foundnew = true;
// Clone the item and then add it
DatItem datItem = (DatItem)item.Clone();
datItem.CopyMachineInformation(copyFrom);
Items.Add(machine, datItem);
}
}
}
// Now that every device is accounted for, add the new list of slot options, if they don't already exist
foreach (string slotOption in newSlotOptions.Distinct())
{
if (!slotOptions.Contains(slotOption))
Items[machine].Add(new Slot() { SlotOptions = new List<SlotOption> { new SlotOption { DeviceName = slotOption } } });
}
}
}
return foundnew;
}
/// <summary>
/// Use cloneof tags to add roms to the children, setting the new romof tag in the process
/// </summary>
private void AddRomsFromParent()
{
List<string> games = Items.Keys.OrderBy(g => g).ToList();
foreach (string game in games)
{
// If the game has no items in it, we want to continue
if (Items[game].Count == 0)
continue;
// Determine if the game has a parent or not
string parent = null;
if (!string.IsNullOrWhiteSpace(Items[game][0].Machine.CloneOf))
parent = Items[game][0].Machine.CloneOf;
// If the parent doesnt exist, we want to continue
if (string.IsNullOrWhiteSpace(parent))
continue;
// If the parent doesn't have any items, we want to continue
if (Items[parent].Count == 0)
continue;
// If the parent exists and has items, we copy the items from the parent to the current game
DatItem copyFrom = Items[game][0];
List<DatItem> parentItems = Items[parent];
foreach (DatItem item in parentItems)
{
DatItem datItem = (DatItem)item.Clone();
datItem.CopyMachineInformation(copyFrom);
if (Items[game].Where(i => i.GetName()?.ToLowerInvariant() == datItem.GetName()?.ToLowerInvariant()).Count() == 0
&& !Items[game].Contains(datItem))
{
Items.Add(game, datItem);
}
}
// Now we want to get the parent romof tag and put it in each of the items
List<DatItem> items = Items[game];
string romof = Items[parent][0].Machine.RomOf;
foreach (DatItem item in items)
{
item.Machine.RomOf = romof;
}
}
}
/// <summary>
/// Use cloneof tags to add roms to the parents, removing the child sets in the process
/// </summary>
/// <param name="subfolder">True to add DatItems to subfolder of parent (not including Disk), false otherwise</param>
private void AddRomsFromChildren(bool subfolder = true)
{
List<string> games = Items.Keys.OrderBy(g => g).ToList();
foreach (string game in games)
{
// If the game has no items in it, we want to continue
if (Items[game].Count == 0)
continue;
// Determine if the game has a parent or not
string parent = null;
if (!string.IsNullOrWhiteSpace(Items[game][0].Machine.CloneOf))
parent = Items[game][0].Machine.CloneOf;
// If there is no parent, then we continue
if (string.IsNullOrWhiteSpace(parent))
continue;
// Otherwise, move the items from the current game to a subfolder of the parent game
DatItem copyFrom;
if (Items[parent].Count == 0)
{
copyFrom = new Rom();
copyFrom.Machine.Name = parent;
copyFrom.Machine.Description = parent;
}
else
{
copyFrom = Items[parent][0];
}
List<DatItem> items = Items[game];
foreach (DatItem item in items)
{
// Special disk handling
if (item.ItemType == ItemType.Disk)
{
Disk disk = item as Disk;
// If the merge tag exists and the parent already contains it, skip
if (disk.MergeTag != null && Items[parent].Where(i => i.ItemType == ItemType.Disk).Select(i => (i as Disk).Name).Contains(disk.MergeTag))
{
continue;
}
// If the merge tag exists but the parent doesn't contain it, add to parent
else if (disk.MergeTag != null && !Items[parent].Where(i => i.ItemType == ItemType.Disk).Select(i => (i as Disk).Name).Contains(disk.MergeTag))
{
disk.CopyMachineInformation(copyFrom);
Items.Add(parent, disk);
}
// If there is no merge tag, add to parent
else if (disk.MergeTag == null)
{
disk.CopyMachineInformation(copyFrom);
Items.Add(parent, disk);
}
}
// Special rom handling
else if (item.ItemType == ItemType.Rom)
{
Rom rom = item as Rom;
// If the merge tag exists and the parent already contains it, skip
if (rom.MergeTag != null && Items[parent].Where(i => i.ItemType == ItemType.Rom).Select(i => (i as Rom).Name).Contains(rom.MergeTag))
{
continue;
}
// If the merge tag exists but the parent doesn't contain it, add to subfolder of parent
else if (rom.MergeTag != null && !Items[parent].Where(i => i.ItemType == ItemType.Rom).Select(i => (i as Rom).Name).Contains(rom.MergeTag))
{
if (subfolder)
rom.Name = $"{rom.Machine.Name}\\{rom.Name}";
rom.CopyMachineInformation(copyFrom);
Items.Add(parent, rom);
}
// If the parent doesn't already contain this item, add to subfolder of parent
else if (!Items[parent].Contains(item))
{
if (subfolder)
rom.Name = $"{item.Machine.Name}\\{rom.Name}";
rom.CopyMachineInformation(copyFrom);
Items.Add(parent, rom);
}
}
// All other that would be missing to subfolder of parent
else if (!Items[parent].Contains(item))
{
if (subfolder)
item.SetFields(new Dictionary<Field, string> { [Field.DatItem_Name] = $"{item.Machine.Name}\\{item.GetName()}" });
item.CopyMachineInformation(copyFrom);
Items.Add(parent, item);
}
}
// Then, remove the old game so it's not picked up by the writer
Items.Remove(game);
}
}
/// <summary>
/// Remove all BIOS and device sets
/// </summary>
private void RemoveBiosAndDeviceSets()
{
List<string> games = Items.Keys.OrderBy(g => g).ToList();
foreach (string game in games)
{
if (Items[game].Count > 0
&& (Items[game][0].Machine.MachineType.HasFlag(MachineType.Bios)
|| Items[game][0].Machine.MachineType.HasFlag(MachineType.Device)))
{
Items.Remove(game);
}
}
}
/// <summary>
/// Use romof tags to remove bios roms from children
/// </summary>
/// <param name="bios">True if only child Bios sets are touched, false for non-bios sets (default)</param>
private void RemoveBiosRomsFromChild(bool bios = false)
{
// Loop through the romof tags
List<string> games = Items.Keys.OrderBy(g => g).ToList();
foreach (string game in games)
{
// If the game has no items in it, we want to continue
if (Items[game].Count == 0)
continue;
// If the game (is/is not) a bios, we want to continue
if (bios ^ Items[game][0].Machine.MachineType.HasFlag(MachineType.Bios))
continue;
// Determine if the game has a parent or not
string parent = null;
if (!string.IsNullOrWhiteSpace(Items[game][0].Machine.RomOf))
parent = Items[game][0].Machine.RomOf;
// If the parent doesnt exist, we want to continue
if (string.IsNullOrWhiteSpace(parent))
continue;
// If the parent doesn't have any items, we want to continue
if (Items[parent].Count == 0)
continue;
// If the parent exists and has items, we remove the items that are in the parent from the current game
List<DatItem> parentItems = Items[parent];
foreach (DatItem item in parentItems)
{
DatItem datItem = (DatItem)item.Clone();
while (Items[game].Contains(datItem))
{
Items.Remove(game, datItem);
}
}
}
}
/// <summary>
/// Use cloneof tags to remove roms from the children
/// </summary>
private void RemoveRomsFromChild()
{
List<string> games = Items.Keys.OrderBy(g => g).ToList();
foreach (string game in games)
{
// If the game has no items in it, we want to continue
if (Items[game].Count == 0)
continue;
// Determine if the game has a parent or not
string parent = null;
if (!string.IsNullOrWhiteSpace(Items[game][0].Machine.CloneOf))
parent = Items[game][0].Machine.CloneOf;
// If the parent doesnt exist, we want to continue
if (string.IsNullOrWhiteSpace(parent))
continue;
// If the parent doesn't have any items, we want to continue
if (Items[parent].Count == 0)
continue;
// If the parent exists and has items, we remove the parent items from the current game
List<DatItem> parentItems = Items[parent];
foreach (DatItem item in parentItems)
{
DatItem datItem = (DatItem)item.Clone();
while (Items[game].Contains(datItem))
{
Items.Remove(game, datItem);
}
}
// Now we want to get the parent romof tag and put it in each of the remaining items
List<DatItem> items = Items[game];
string romof = Items[parent][0].Machine.RomOf;
foreach (DatItem item in items)
{
item.Machine.RomOf = romof;
}
}
}
/// <summary>
/// Remove all romof and cloneof tags from all games
/// </summary>
private void RemoveTagsFromChild()
{
List<string> games = Items.Keys.OrderBy(g => g).ToList();
foreach (string game in games)
{
List<DatItem> items = Items[game];
foreach (DatItem item in items)
{
item.Machine.CloneOf = null;
item.Machine.RomOf = null;
item.Machine.SampleOf = null;
}
}
}
#endregion
}
}