Files
SabreTools/SabreTools.Filtering/Cleaner.cs
Matt Nadareski 728b5d6b27 Perform mass cleanup
This is cleanup based on both new .NET functionality (in 6 and 7) as well as a ton of simplifications and things that were missed that were caught due to the cleanup.
2023-04-19 16:39:58 -04:00

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C#
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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.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 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();
#endregion
#region Running
/// <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)
{
InternalStopwatch watch = new("Applying cleaning steps to DAT");
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);
// 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;
}
finally
{
watch.Stop();
}
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
ConcurrentList<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()[..(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 static 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();
Parallel.ForEach(datFile.Items.Keys, Globals.ParallelOptions, key =>
{
ConcurrentList<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 =>
{
ConcurrentList<DatItem> items = datFile.Items[key];
ConcurrentList<DatItem> newItems = new();
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 static 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 static 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 static 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 static 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
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();
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 static 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 =>
{
ConcurrentList<DatItem> items = datFile.Items[key];
for (int i = 0; i < items.Count; i++)
{
SetOneRomPerGame(items[i]);
}
});
}
/// <summary>
/// Set internal names to match One Rom Per Game (ORPG) logic
/// </summary>
/// <param name="datItem">DatItem to run logic on</param>
internal static void SetOneRomPerGame(DatItem datItem)
{
if (datItem.GetName() == null)
return;
string[] splitname = datItem.GetName().Split('.');
datItem.Machine.Name += $"/{string.Join(".", splitname.Take(splitname.Length > 1 ? splitname.Length - 1 : 1))}";
datItem.SetName(Path.GetFileName(datItem.GetName()));
}
/// <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 =>
{
ConcurrentList<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
}
}