Files
SabreTools/SabreTools.Filtering/Cleaner.cs
Matt Nadareski 69010dea7f Split Modification class functionality
This had the potential to cause a lot of issues the way it was. Moving the actual functionality for cleaning, filtering, and applying extras to their appropriate classes allows for less redirection when calling into the code. Modification as a class was essentially a shell around things that should have just been a single call.
2021-02-01 11:43:38 -08:00

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using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Text.RegularExpressions;
using System.Threading.Tasks;
using SabreTools.Core;
using SabreTools.Core.Tools;
using SabreTools.DatFiles;
using SabreTools.DatItems;
using SabreTools.Logging;
[assembly: InternalsVisibleTo("SabreTools.Test")]
namespace SabreTools.Filtering
{
/// <summary>
/// Represents the cleaning operations that need to be performed on a set of items, usually a DAT
/// </summary>
public class Cleaner
{
#region Exclusion Fields
/// <summary>
/// DatItemRemover to remove fields from DatHeaders
/// </summary>
public DatHeaderRemover DatHeaderRemover { get; set; }
/// <summary>
/// DatItemRemover to remove fields from DatItems
/// </summary>
public DatItemRemover DatItemRemover { get; set; }
#endregion
#region Filter Fields
/// <summary>
/// Filter for DatItem fields
/// </summary>
public DatItemFilter DatItemFilter { get; set; }
/// <summary>
/// Filter for Machine fields
/// </summary>
public MachineFilter MachineFilter { get; set; }
#endregion
#region Flag Fields
/// <summary>
/// Clean all names to WoD standards
/// </summary>
public bool Clean { get; set; }
/// <summary>
/// Deduplicate items using the given method
/// </summary>
public DedupeType DedupeRoms { get; set; }
/// <summary>
/// Set Machine Description from Machine Name
/// </summary>
public bool DescriptionAsName { get; set; }
/// <summary>
/// Keep machines that don't contain any items
/// </summary>
public bool KeepEmptyGames { get; set; }
/// <summary>
/// Enable "One Rom, One Region (1G1R)" mode
/// </summary>
public bool OneGamePerRegion { get; set; }
/// <summary>
/// Ordered list of regions for "One Rom, One Region (1G1R)" mode
/// </summary>
public List<string> RegionList { get; set; }
/// <summary>
/// Ensure each rom is in their own game
/// </summary>
public bool OneRomPerGame { get; set; }
/// <summary>
/// Remove all unicode characters
/// </summary>
public bool RemoveUnicode { get; set; }
/// <summary>
/// Include root directory when determing trim sizes
/// </summary>
public string Root { get; set; }
/// <summary>
/// Remove scene dates from the beginning of machine names
/// </summary>
public bool SceneDateStrip { get; set; }
/// <summary>
/// Change all machine names to "!"
/// </summary>
public bool Single { get; set; }
/// <summary>
/// Trim total machine and item name to not exceed NTFS limits
/// </summary>
public bool Trim { get; set; }
#endregion
#region Logging
/// <summary>
/// Logging object
/// </summary>
private readonly Logger logger = new Logger();
#endregion
#region Population
/// <summary>
/// Populate the exclusion objects using a set of field names
/// </summary>
/// <param name="fields">List of field names</param>
public void PopulateExclusionsFromList(List<string> fields)
{
// Instantiate the removers, if necessary
DatHeaderRemover ??= new DatHeaderRemover();
DatItemRemover ??= new DatItemRemover();
// If the list is null or empty, just return
if (fields == null || fields.Count == 0)
return;
foreach (string field in fields)
{
// If we don't even have a possible field name
if (field == null)
continue;
// DatHeader fields
if (DatHeaderRemover.SetRemover(field))
continue;
// Machine and DatItem fields
if (DatItemRemover.SetRemover(field))
continue;
// If we didn't match anything, log an error
logger.Warning($"The value {field} did not match any known field names. Please check the wiki for more details on supported field names.");
}
}
/// <summary>
/// Populate the filters objects using a set of key:value filters
/// </summary>
/// <param name="filters">List of key:value where ~key/!key is negated</param>
public void PopulateFiltersFromList(List<string> filters)
{
// Instantiate the filters, if necessary
MachineFilter ??= new MachineFilter();
DatItemFilter ??= new DatItemFilter();
// If the list is null or empty, just return
if (filters == null || filters.Count == 0)
return;
foreach (string filterPair in filters)
{
(string field, string value, bool negate) = ProcessFilterPair(filterPair);
// If we don't even have a possible filter pair
if (field == null && value == null)
continue;
// Machine fields
MachineField machineField = field.AsMachineField();
if (machineField != MachineField.NULL)
{
MachineFilter.SetFilter(machineField, value, negate);
continue;
}
// DatItem fields
DatItemField datItemField = field.AsDatItemField();
if (datItemField != DatItemField.NULL)
{
DatItemFilter.SetFilter(datItemField, value, negate);
continue;
}
// If we didn't match anything, log an error
logger.Warning($"The value {field} did not match any filterable field names. Please check the wiki for more details on supported field names.");
}
}
#endregion
#region Cleaning
/// <summary>
/// Apply cleaning methods to the DatFile
/// </summary>
/// <param name="datFile">Current DatFile object to run operations on</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(DatFile datFile, bool throwOnError = false)
{
try
{
// Perform item-level cleaning
CleanDatItems(datFile);
// Bucket and dedupe according to the flag
if (DedupeRoms == DedupeType.Full)
datFile.Items.BucketBy(ItemKey.CRC, DedupeRoms);
else if (DedupeRoms == DedupeType.Game)
datFile.Items.BucketBy(ItemKey.Machine, DedupeRoms);
// Process description to machine name
if (DescriptionAsName == true)
MachineDescriptionToName(datFile);
// If we are removing scene dates, do that now
if (SceneDateStrip == true)
StripSceneDatesFromItems(datFile);
// Run the one rom per game logic, if required
if (OneGamePerRegion == true)
SetOneGamePerRegion(datFile);
// Run the one rom per game logic, if required
if (OneRomPerGame == true)
SetOneRomPerGame(datFile);
// If we are removing fields, do that now
RemoveFieldsFromItems(datFile);
// Remove all marked items
datFile.Items.ClearMarked();
// We remove any blanks, if we aren't supposed to have any
if (KeepEmptyGames == false)
datFile.Items.ClearEmpty();
}
catch (Exception ex) when (!throwOnError)
{
logger.Error(ex);
return false;
}
return true;
}
/// <summary>
/// Clean individual items based on the current filter
/// </summary>
/// <param name="datFile">Current DatFile object to run operations on</param>
internal void CleanDatItems(DatFile datFile)
{
List<string> keys = datFile.Items.Keys.ToList();
foreach (string key in keys)
{
// For every item in the current key
List<DatItem> items = datFile.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
CleanDatItem(item);
}
// Assign back for caution
datFile.Items[key] = items;
}
}
/// <summary>
/// Clean a DatItem according to the cleaner
/// </summary>
/// <param name="datItem">DatItem to clean</param>
internal void CleanDatItem(DatItem datItem)
{
// If we're stripping unicode characters, strip machine name and description
if (RemoveUnicode)
{
datItem.Machine.Name = RemoveUnicodeCharacters(datItem.Machine.Name);
datItem.Machine.Description = RemoveUnicodeCharacters(datItem.Machine.Description);
datItem.SetName(RemoveUnicodeCharacters(datItem.GetName()));
}
// If we're in cleaning mode, sanitize machine name and description
if (Clean)
{
datItem.Machine.Name = CleanGameName(datItem.Machine.Name);
datItem.Machine.Description = CleanGameName(datItem.Machine.Description);
}
// If we are in single game mode, rename the machine
if (Single)
datItem.Machine.Name = "!";
// If we are in NTFS trim mode, trim the item name
if (Trim && datItem.GetName() != null)
{
// Windows max name length is 260
int usableLength = 260 - datItem.Machine.Name.Length - (Root?.Length ?? 0);
if (datItem.GetName().Length > usableLength)
{
string ext = Path.GetExtension(datItem.GetName());
datItem.SetName(datItem.GetName().Substring(0, usableLength - ext.Length) + ext);
}
}
}
/// <summary>
/// Clean a game (or rom) name to the WoD standard
/// </summary>
/// <param name="game">Name of the game to be cleaned</param>
/// <returns>The cleaned name</returns>
internal string CleanGameName(string game)
{
if (game == null)
return null;
///Run the name through the filters to make sure that it's correct
game = NormalizeChars(game);
game = RussianToLatin(game);
game = SearchPattern(game);
game = new Regex(@"(([[(].*[\)\]] )?([^([]+))").Match(game).Groups[1].Value;
game = game.TrimStart().TrimEnd();
return game;
}
/// <summary>
/// Use game descriptions as names in the DAT, updating cloneof/romof/sampleof
/// </summary>
/// <param name="datFile">Current DatFile object to run operations on</param>
/// <param name="throwOnError">True if the error that is thrown should be thrown back to the caller, false otherwise</param>
internal void MachineDescriptionToName(DatFile datFile, 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(datFile.Items.Keys, Globals.ParallelOptions, key =>
{
List<DatItem> items = datFile.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(datFile.Items.Keys, Globals.ParallelOptions, key =>
{
List<DatItem> items = datFile.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
datFile.Items.Remove(key);
datFile.Items.AddRange(key, newItems);
});
}
catch (Exception ex) when (!throwOnError)
{
logger.Warning(ex.ToString());
}
}
/// <summary>
/// Replace accented characters
/// </summary>
/// <param name="input">String to be parsed</param>
/// <returns>String with characters replaced</returns>
internal string NormalizeChars(string input)
{
if (input == null)
return null;
string[,] charmap = {
{ "Á", "A" }, { "á", "a" },
{ "À", "A" }, { "à", "a" },
{ "Â", "A" }, { "â", "a" },
{ "Ä", "Ae" }, { "ä", "ae" },
{ "Ã", "A" }, { "ã", "a" },
{ "Å", "A" }, { "å", "a" },
{ "Æ", "Ae" }, { "æ", "ae" },
{ "Ç", "C" }, { "ç", "c" },
{ "Ð", "D" }, { "ð", "d" },
{ "É", "E" }, { "é", "e" },
{ "È", "E" }, { "è", "e" },
{ "Ê", "E" }, { "ê", "e" },
{ "Ë", "E" }, { "ë", "e" },
{ "ƒ", "f" },
{ "Í", "I" }, { "í", "i" },
{ "Ì", "I" }, { "ì", "i" },
{ "Î", "I" }, { "î", "i" },
{ "Ï", "I" }, { "ï", "i" },
{ "Ñ", "N" }, { "ñ", "n" },
{ "Ó", "O" }, { "ó", "o" },
{ "Ò", "O" }, { "ò", "o" },
{ "Ô", "O" }, { "ô", "o" },
{ "Ö", "Oe" }, { "ö", "oe" },
{ "Õ", "O" }, { "õ", "o" },
{ "Ø", "O" }, { "ø", "o" },
{ "Š", "S" }, { "š", "s" },
{ "ß", "ss" },
{ "Þ", "B" }, { "þ", "b" },
{ "Ú", "U" }, { "ú", "u" },
{ "Ù", "U" }, { "ù", "u" },
{ "Û", "U" }, { "û", "u" },
{ "Ü", "Ue" }, { "ü", "ue" },
{ "ÿ", "y" },
{ "Ý", "Y" }, { "ý", "y" },
{ "Ž", "Z" }, { "ž", "z" },
};
for (int i = 0; i < charmap.GetLength(0); i++)
{
input = input.Replace(charmap[i, 0], charmap[i, 1]);
}
return input;
}
/// <summary>
/// Remove all unicode-specific chars from a string
/// </summary>
/// <param name="s">Input string to clean</param>
/// <returns>Cleaned string</returns>
internal string RemoveUnicodeCharacters(string s)
{
if (s == null)
return null;
return new string(s.Where(c => c <= 255).ToArray());
}
/// <summary>
/// Convert Cyrillic lettering to Latin lettering
/// </summary>
/// <param name="input">String to be parsed</param>
/// <returns>String with characters replaced</returns>
internal string RussianToLatin(string input)
{
if (input == null)
return null;
string[,] charmap = {
{ "А", "A" }, { "Б", "B" }, { "В", "V" }, { "Г", "G" }, { "Д", "D" },
{ "Е", "E" }, { "Ё", "Yo" }, { "Ж", "Zh" }, { "З", "Z" }, { "И", "I" },
{ "Й", "J" }, { "К", "K" }, { "Л", "L" }, { "М", "M" }, { "Н", "N" },
{ "О", "O" }, { "П", "P" }, { "Р", "R" }, { "С", "S" }, { "Т", "T" },
{ "У", "U" }, { "Ф", "f" }, { "Х", "Kh" }, { "Ц", "Ts" }, { "Ч", "Ch" },
{ "Ш", "Sh" }, { "Щ", "Sch" }, { "Ъ", string.Empty }, { "Ы", "y" }, { "Ь", string.Empty },
{ "Э", "e" }, { "Ю", "yu" }, { "Я", "ya" }, { "а", "a" }, { "б", "b" },
{ "в", "v" }, { "г", "g" }, { "д", "d" }, { "е", "e" }, { "ё", "yo" },
{ "ж", "zh" }, { "з", "z" }, { "и", "i" }, { "й", "j" }, { "к", "k" },
{ "л", "l" }, { "м", "m" }, { "н", "n" }, { "о", "o" }, { "п", "p" },
{ "р", "r" }, { "с", "s" }, { "т", "t" }, { "у", "u" }, { "ф", "f" },
{ "х", "kh" }, { "ц", "ts" }, { "ч", "ch" }, { "ш", "sh" }, { "щ", "sch" },
{ "ъ", string.Empty }, { "ы", "y" }, { "ь", string.Empty }, { "э", "e" }, { "ю", "yu" },
{ "я", "ya" },
};
for (int i = 0; i < charmap.GetLength(0); i++)
{
input = input.Replace(charmap[i, 0], charmap[i, 1]);
}
return input;
}
/// <summary>
/// Replace special characters and patterns
/// </summary>
/// <param name="input">String to be parsed</param>
/// <returns>String with characters replaced</returns>
internal string SearchPattern(string input)
{
if (input == null)
return null;
string[,] charmap = {
{ @"~", " - " },
{ @"_", " " },
{ @":", " " },
{ @">", ")" },
{ @"<", "(" },
{ @"\|", "-" },
{ "\"", "'" },
{ @"\*", "." },
{ @"\\", "-" },
{ @"/", "-" },
{ @"\?", " " },
{ @"\(([^)(]*)\(([^)]*)\)([^)(]*)\)", " " },
{ @"\(([^)]+)\)", " " },
{ @"\[([^]]+)\]", " " },
{ @"\{([^}]+)\}", " " },
{ @"(ZZZJUNK|ZZZ-UNK-|ZZZ-UNK |zzz unknow |zzz unk |Copy of |[.][a-z]{3}[.][a-z]{3}[.]|[.][a-z]{3}[.])", " " },
{ @" (r|rev|v|ver)\s*[\d\.]+[^\s]*", " " },
{ @"(( )|(\A))(\d{6}|\d{8})(( )|(\Z))", " " },
{ @"(( )|(\A))(\d{1,2})-(\d{1,2})-(\d{4}|\d{2})", " " },
{ @"(( )|(\A))(\d{4}|\d{2})-(\d{1,2})-(\d{1,2})", " " },
{ @"[-]+", "-" },
{ @"\A\s*\)", " " },
{ @"\A\s*(,|-)", " " },
{ @"\s+", " " },
{ @"\s+,", "," },
{ @"\s*(,|-)\s*\Z", " " },
};
for (int i = 0; i < charmap.GetLength(0); i++)
{
input = Regex.Replace(input, charmap[i, 0], charmap[i, 1]);
}
return input;
}
/// <summary>
/// Filter a DAT using 1G1R logic given an ordered set of regions
/// </summary>
/// <param name="datFile">Current DatFile object to run operations on</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>
internal void SetOneGamePerRegion(DatFile datFile)
{
// If we have null region list, make it empty
if (RegionList == null)
RegionList = new List<string>();
// For sake of ease, the first thing we want to do is bucket by game
datFile.Items.BucketBy(ItemKey.Machine, 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 datFile.Items.Keys)
{
DatItem item = datFile.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 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 => datFile.Items.Remove(k));
}
// Finally, strip out the parent tags
Splitter.RemoveTagsFromChild(datFile);
}
/// <summary>
/// Ensure that all roms are in their own game (or at least try to ensure)
/// </summary>
/// <param name="datFile">Current DatFile object to run operations on</param>
internal void SetOneRomPerGame(DatFile datFile)
{
// Because this introduces subfolders, we need to set the SuperDAT type
datFile.Header.Type = "SuperDAT";
// For each rom, we want to update the game to be "<game name>/<rom name>"
Parallel.ForEach(datFile.Items.Keys, Globals.ParallelOptions, key =>
{
List<DatItem> items = datFile.Items[key];
for (int i = 0; i < items.Count; i++)
{
DatItemTool.SetOneRomPerGame(items[i]);
}
});
}
/// <summary>
/// Strip the dates from the beginning of scene-style set names
/// </summary>
/// <param name="datFile">Current DatFile object to run operations on</param>
internal void StripSceneDatesFromItems(DatFile datFile)
{
// 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(datFile.Items.Keys, Globals.ParallelOptions, key =>
{
List<DatItem> items = datFile.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;
}
datFile.Items.Remove(key);
datFile.Items.AddRange(key, items);
});
}
#endregion
#region Filtering
/// <summary>
/// Apply a set of Filters on the DatFile
/// </summary>
/// <param name="datFile">Current DatFile object to run operations on</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 ApplyFilters(DatFile datFile, bool perMachine = false, bool throwOnError = false)
{
// If we have null filters, return false
if (MachineFilter == null || DatItemFilter == null)
return false;
// If we're filtering per machine, bucket by machine first
if (perMachine)
datFile.Items.BucketBy(ItemKey.Machine, DedupeType.None);
try
{
// Loop over every key in the dictionary
List<string> keys = datFile.Items.Keys.ToList();
foreach (string key in keys)
{
// For every item in the current key
bool machinePass = true;
List<DatItem> items = datFile.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 (!PassesFilters(item))
{
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
datFile.Items[key] = items;
}
}
catch (Exception ex) when (!throwOnError)
{
logger.Error(ex);
return false;
}
return true;
}
/// <summary>
/// Check to see if a DatItem passes the filters
/// </summary>
/// <param name="datItem">DatItem to check</param>
/// <returns>True if the item passed the filter, false otherwise</returns>
internal bool PassesFilters(DatItem datItem)
{
// Null item means it will never pass
if (datItem == null)
return false;
// Filter on Machine fields
if (!MachineFilter.PassesFilters(datItem.Machine))
return false;
// Filter on DatItem fields
return DatItemFilter.PassesFilters(datItem);
}
/// <summary>
/// Split the parts of a filter statement
/// </summary>
/// <param name="filter">key:value where ~key/!key is negated</param>
private (string field, string value, bool negate) ProcessFilterPair(string filter)
{
// If we don't even have a possible filter pair
if (!filter.Contains(":"))
{
logger.Warning($"'{filter}` is not a valid filter string. Valid filter strings are of the form 'key:value'. Please refer to README.1ST or the help feature for more details.");
return (null, null, false);
}
string filterTrimmed = filter.Trim('"', ' ', '\t');
bool negate = filterTrimmed.StartsWith("!")
|| filterTrimmed.StartsWith("~")
|| filterTrimmed.StartsWith("not-");
filterTrimmed = filterTrimmed.TrimStart('!', '~');
filterTrimmed = filterTrimmed.StartsWith("not-") ? filterTrimmed[4..] : filterTrimmed;
string filterFieldString = filterTrimmed.Split(':')[0].ToLowerInvariant().Trim('"', ' ', '\t');
string filterValue = filterTrimmed[(filterFieldString.Length + 1)..].Trim('"', ' ', '\t');
return (filterFieldString, filterValue, negate);
}
#endregion
#region Removal
/// <summary>
/// Remove fields as per the header
/// </summary>
/// <param name="datFile">Current DatFile object to run operations on</param>
public void RemoveFieldsFromItems(DatFile datFile)
{
// If the removers don't exist, we can't use it
if (DatHeaderRemover == null && DatItemRemover == null)
return;
// Output the logging statement
logger.User("Removing filtered fields");
// Remove DatHeader fields
if (DatHeaderRemover != null)
DatHeaderRemover.RemoveFields(datFile.Header);
// Remove DatItem and Machine fields
if (DatItemRemover != null)
{
Parallel.ForEach(datFile.Items.Keys, Globals.ParallelOptions, key =>
{
List<DatItem> items = datFile.Items[key];
for (int j = 0; j < items.Count; j++)
{
DatItemRemover.RemoveFields(items[j]);
}
datFile.Items.Remove(key);
datFile.Items.AddRange(key, items);
});
}
}
#endregion
}
}