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4 Commits

  • Add legacy storyboard encoder (#37790)
    - Closes https://github.com/ppy/osu/issues/37757
    
    Commit-by-commit reading is recommended. Commits will be split to PRs on
    request but I consider this to be the minimal viable functional
    increment.
    
    ## Done
    
    - This adds a first version of a full storyboard encoder
    (a66dc406f498e35d4e0c8f2a462e946a9a1aeccc). I expect there to be hiccups
    due to weird corners of the `.osb` format; this is only intended to be
    somewhat correct as a start to build upon. Storyboarders are asked to
    file issues as necessary.
    - Due to the fact that storyboard definitions can reside both in the
    `.osu` and the `.osb`, b60698a95c4de1bfeb36fbb159fd5a6028920832 adds the
    required storage to be able to tell which storyboard element lives
    where, so that it can be decoded properly later.
    - In c9d3e04a4135886b5b0943c85f3cc6f4fe99c84c, the storyboard decoder is
    weaved into the beatmap decoder to handle the `.osu` part of the
    storyboard, via the
    `LegacyStoryboardEncoder.Encode{General,Events}ToBeatmap()` methods. For
    `.osb`s, `LegacyStoryboardEncoder.EncodeStandaloneStoryboard()` is
    intended, but for now is not used outside tests.
    - Because of the above, dd1c4e43dc51154cd67860f096712f8b4f229661 removes
    `Beatmap.UnhandledEventLines` as no longer required.
    - 26ac417ed98a8937c42e5f52c4e15ef065a48902 adds tests. They are mostly
    handwritten to ensure basic encode-decode roundtripping. Using existing
    storyboards is difficult, see "Known issues" section as to why.
    - 5cc542366db7caac38eb0729260d884905a2c0d5 fixes a bug in the storyboard
    decoder where the trigger group number was not properly negated on
    decode (see inline comment reference to relevant stable code).
    
    ## Known issues
    
    - Any and all variables in the `[Variables]` section are inlined into
    their usages by `LegacyStoryboardDecoder`, and as such
    `LegacyStoryboardEncoder` will end up inlining them and discarding the
    `[Variables]` section. As far as I can tell stable will also do this.
    - `LegacyStoryboardDecoder` splits all `M` (move) commands into
    `MX`/`MY` commands. Therefore, `LegacyStoryboardEncoder` will write out
    things in the same split way. I did not put in effort to attempt to
    reconcile this, for reasons of part laziness, part not wanting to bloat
    this already-large diff.
    - Ordering of storyboard samples on decode may not match the order on
    decode. I'm crossing fingers this doesn't matter.
  • Update lots of packages (#36996)
    It's been a while.
    
    Notes:
    
    - `SharpCompress` usages changed a bit. Manually adjusted these, mostly
    just renames or adjusted parameters.
    - nUnit 3 -> 4 migrated using
    https://gist.github.com/peppy/07994386d793a117350cb5f24b156585. there's
    a mode in this script to update to the newer `Assert.That` syntax but it
    requires fixes and couldn't really be bothered.
    - DeepEqual nuked as the only usage was on a disabled test. The reason
    it's disabled has been merged upstream, but it's failing for other
    (realm) reasons which I don't think is worthwhile to investigate for
    now.
    - This bumps Moq. I think the author is back in a sensible headspace and
    the new version has the stupid shit removed, so probably okay? Nice to
    be on a level playing field with packages for once in a long time.
    - Automapper is silly, but we've discussed this elsewhere.
    - `TestRealmKeyBindingStore` failures are a wildcard, but fixed by using
    a more standardised testing method. Dunno why, don't care.
    
    ---------
    
    Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>