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FileInteractor.cs
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425 lines (337 loc) · 10.8 KB
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using System.Collections.Generic;
using System.IO;
using System.Security.Permissions;
namespace fileHanding
{
internal class FileInteractor : IDisposable
{
private class Logging : IDisposable
{
private string path;
private FileStream fs;
private StreamWriter sw;
private bool closed = false;
private bool disposed = false;
private object Lock = new object();
public Logging(string path)
{
this.path = path;
fs = new FileStream(path, FileMode.Append, FileAccess.Write);
sw = new StreamWriter(fs);
}
public void log(string line)
{
if (closed) // Ensures the file is open to edit
{
fs = new FileStream(path, FileMode.Append, FileAccess.Write);
sw = new StreamWriter(fs);
closed = false;
}
sw.WriteLine(line);
close();
}
private void close()
{
sw.Flush();
sw.Close();
fs.Close();
closed = true;
}
// used to dispose the prorgam when necessary
public void Dispose()
{
lock (Lock)
{
Dispose(true);
GC.SuppressFinalize(this);
}
}
protected virtual void Dispose(bool disposing)
{
if ((!disposed) && disposing)
{
if (closed == false)
{
close();
}
fs?.Dispose();
sw?.Dispose();
disposed = true;
}
}
~Logging()
{
Dispose(false);
}
}
// Used for disposing the class after it's used
private bool disposed = false;
private object Lock = new object();
// Basic information needed to the file
private string path;
private string? setMode = null;
// Modes used to define access to the file
private FileMode fileMode;
private FileAccess fileAccess;
// Used to edit the files depending on the mode
private FileStream fs;
private StreamReader sr;
private StreamWriter sw;
// Used to ensure the file gets closed
private bool closed = false;
// Defines the program should create the file if it does not exist
private bool createIfNotFound;
// Used for logging
private Logging logger;
// Ensures the file is a csv file
private bool csv = false;
public FileInteractor(string logPath, string path, string mode, bool csvFile, bool createIfNotFound = true)
{
logger = new Logging(logPath);
this.csv = csvFile;
this.path = path;
this.createIfNotFound = createIfNotFound;
setup(mode);
}
public bool exists()
{
return File.Exists(path);
}
private void setup(string parsedMode)
{
checkFileExists(); // Ensures there is a file to edit if there is not it makes one
if (setMode == null)
{
if (parsedMode == "A") // Sets up the append mode
{
setMode = "A";
fileMode = FileMode.Append;
fileAccess = FileAccess.Write;
FileIOPermission appendPermission = new FileIOPermission(FileIOPermissionAccess.Append, path);
try
{
appendPermission.Demand();
}
catch (UnauthorizedAccessException)
{
throw new UnauthorizedAccessException("Access Denied.");
}
fs = new FileStream(path, fileMode, fileAccess);
sw = new StreamWriter(fs);
}
else if (parsedMode == "W") // Sets up the write mode
{
setMode = "W";
FileIOPermission writePermission = new FileIOPermission(FileIOPermissionAccess.Write, path);
try
{
writePermission.Demand();
}
catch (UnauthorizedAccessException)
{
throw new UnauthorizedAccessException("Access Denied.");
}
sw = new StreamWriter(path);
}
else if (parsedMode == "R") // Sets up the read mode
{
setMode = "R";
fileMode = FileMode.Open;
fileAccess = FileAccess.Read;
FileIOPermission readPermission = new FileIOPermission(FileIOPermissionAccess.Read, path);
try
{
readPermission.Demand();
}
catch (UnauthorizedAccessException)
{
throw new UnauthorizedAccessException("Access Denied.");
}
fs = new FileStream(path, fileMode, fileAccess);
sr = new StreamReader(fs);
}
}
else if (setMode != null) // used to change function to a different handler if nexessary but ensures everythin is finsihed up before hand
{
if (!closed)
{
close();
}
setMode = null;
setup(parsedMode);
closed = false;
}
else
{
throw new ArgumentException("Invalid Mode");
}
}
private void checkFileExists() // Ensures a file exists and creates one if the user wishes
{
if (!File.Exists(path))
{
if (createIfNotFound)
{
File.Create(path).Close();
logger.log($"{path} created at {DateTime.Now}"); // Logs the file creation
}
else
{
throw new FileNotFoundException("File does not exist");
}
}
}
public void append(List<string> lines, bool writeLines = true)
{
if (setMode != "A")
{
setup("A");
}
if (writeLines)
{
for (int i = 0; i < lines.Count; i++)
{
sw.WriteLine(lines[i]);
}
}
else
{
for (int i = 0; i < lines.Count; i++)
{
sw.Write(lines[i]);
}
}
close();
logger.log($"{path} appended to at {DateTime.Now}");
}
public void write(List<string> lines, bool writeLines = true)
{
if (setMode != "W")
{
setup("W");
}
if (writeLines)
{
for (int i = 0; i < lines.Count; i++)
{
sw.WriteLine(lines[i]);
}
}
else
{
for (int i = 0; i < lines.Count; i++)
{
sw.Write(lines[i]);
}
}
logger.log($"{path} written to at {DateTime.Now}");
close();
}
public string[] read()
{
if (setMode != "R")
{
setup("R");
}
List<string> lines = new List<string>();
sr.BaseStream.Seek(0, SeekOrigin.Begin);
string line = sr.ReadLine();
while (line != null)
{
lines.Add(line);
line = sr.ReadLine();
}
close();
logger.log($"{path} read at {DateTime.Now}");
return lines.ToArray();
}
// Same as with normal read but it splits the lines at the comma and returns a 2D array
public string[,] readCSV()
{
if (setMode != "R")
{
setup("R");
}
List<List<string>> lines = new List<List<string>>();
sr.BaseStream.Seek(0, SeekOrigin.Begin);
string line = sr.ReadLine();
while (line != null)
{
List<string> row = new List<string>();
string[] split = line.Split(',');
for (int i = 0; i < split.Length; i++)
{
row.Add(split[i]);
}
lines.Add(row);
line = sr.ReadLine();
}
close();
logger.log($"{path} read at {DateTime.Now}");
return convertTo2DArray(lines);
}
// Converts the 2D list to a 2D Array
private string[,] convertTo2DArray(List<List<string>> lines)
{
int rows = lines.Count;
int cols = lines[0].Count;
string[,] result = new string[rows, cols];
for (int i = 0; i < rows; i++)
{
for (int j = 0; j < cols; j++)
{
result[i, j] = lines[i][j];
}
}
return result;
}
public void close() // CLoses the file based off of the mode
{
if (setMode == "A")
{
sw.Flush();
sw.Close();
fs.Close();
}
else if (setMode == "W")
{
sw.Flush();
sw.Close();
}
else if (setMode == "R")
{
sr.Close();
fs.Close();
}
setMode = null;
closed = true;
}
public void Dispose()
{
lock (Lock)
{
Dispose(true);
GC.SuppressFinalize(this);
}
}
protected virtual void Dispose(bool disposing)
{
if ((!disposed) && disposing)
{
if (closed == false)
{
close();
}
fs?.Dispose();
sw?.Dispose();
sr?.Dispose();
logger?.Dispose();
disposed = true;
}
}
~FileInteractor()
{
Dispose(false);
}
}
}