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0e443b1c47
- 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.
146 lines
5.0 KiB
C#
146 lines
5.0 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using Moq;
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Checks;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Storyboards;
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using osuTK;
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using static osu.Game.Tests.Visual.OsuTestScene.ClockBackedTestWorkingBeatmap;
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namespace osu.Game.Tests.Editing.Checks
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{
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public class CheckUnusedAudioAtEndTest
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{
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private CheckUnusedAudioAtEnd check = null!;
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private IBeatmap beatmapNotFullyMapped = null!;
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private IBeatmap beatmapFullyMapped = null!;
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[SetUp]
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public void Setup()
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{
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check = new CheckUnusedAudioAtEnd();
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beatmapNotFullyMapped = new Beatmap<HitObject>
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{
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HitObjects =
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{
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new HitCircle { StartTime = 0 },
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new HitCircle { StartTime = 1_298 },
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},
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BeatmapInfo = new BeatmapInfo
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{
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Metadata = new BeatmapMetadata { AudioFile = "abc123.jpg" }
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}
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};
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beatmapFullyMapped = new Beatmap<HitObject>
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{
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HitObjects =
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{
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new HitCircle { StartTime = 0 },
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new HitCircle { StartTime = 9000 },
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},
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BeatmapInfo = new BeatmapInfo
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{
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Metadata = new BeatmapMetadata { AudioFile = "abc123.jpg" },
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}
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};
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}
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[Test]
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public void TestEmptyBeatmap()
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{
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var context = getContext(new Beatmap<HitObject>());
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var issues = check.Run(context).ToList();
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Assert.That(issues, Has.Count.EqualTo(1));
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Assert.That(issues.Single().Template is CheckUnusedAudioAtEnd.IssueTemplateUnusedAudioAtEnd);
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}
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[Test]
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public void TestAudioNotFullyUsed()
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{
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var context = getContext(beatmapNotFullyMapped);
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var issues = check.Run(context).ToList();
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Assert.That(issues, Has.Count.EqualTo(1));
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Assert.That(issues.Single().Template is CheckUnusedAudioAtEnd.IssueTemplateUnusedAudioAtEnd);
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}
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[Test]
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public void TestAudioNotFullyUsedWithVideo()
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{
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var storyboard = new Storyboard();
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var video = new StoryboardVideo(StoryboardElementSource.Beatmap, "abc123.mp4", 0);
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storyboard.GetLayer("Video").Add(video);
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var mockWorkingBeatmap = getMockWorkingBeatmap(beatmapNotFullyMapped, storyboard);
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var context = getContext(beatmapNotFullyMapped, mockWorkingBeatmap);
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var issues = check.Run(context).ToList();
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Assert.That(issues, Has.Count.EqualTo(1));
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Assert.That(issues.Single().Template is CheckUnusedAudioAtEnd.IssueTemplateUnusedAudioAtEndStoryboardOrVideo);
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}
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[Test]
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public void TestAudioNotFullyUsedWithStoryboardElement()
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{
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var storyboard = new Storyboard();
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var sprite = new StoryboardSprite(StoryboardElementSource.Beatmap, "unknown", Anchor.TopLeft, Vector2.Zero);
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storyboard.GetLayer("Background").Add(sprite);
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var mockWorkingBeatmap = getMockWorkingBeatmap(beatmapNotFullyMapped, storyboard);
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var context = getContext(beatmapNotFullyMapped, mockWorkingBeatmap);
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var issues = check.Run(context).ToList();
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Assert.That(issues, Has.Count.EqualTo(1));
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Assert.That(issues.Single().Template is CheckUnusedAudioAtEnd.IssueTemplateUnusedAudioAtEndStoryboardOrVideo);
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}
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[Test]
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public void TestAudioFullyUsed()
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{
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var context = getContext(beatmapFullyMapped);
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var issues = check.Run(context).ToList();
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Assert.That(issues, Has.Count.EqualTo(0));
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}
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private BeatmapVerifierContext getContext(IBeatmap beatmap)
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{
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return new BeatmapVerifierContext(beatmap, getMockWorkingBeatmap(beatmap, new Storyboard()).Object);
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}
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private BeatmapVerifierContext getContext(IBeatmap beatmap, Mock<IWorkingBeatmap> workingBeatmap)
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{
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return new BeatmapVerifierContext(beatmap, workingBeatmap.Object);
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}
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private Mock<IWorkingBeatmap> getMockWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard)
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{
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var mockTrack = new TrackVirtualStore(new FramedClock()).GetVirtual(10000, "virtual");
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var mockWorkingBeatmap = new Mock<IWorkingBeatmap>();
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mockWorkingBeatmap.SetupGet(w => w.Beatmap).Returns(beatmap);
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mockWorkingBeatmap.SetupGet(w => w.Track).Returns(mockTrack);
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mockWorkingBeatmap.SetupGet(w => w.Storyboard).Returns(storyboard);
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return mockWorkingBeatmap;
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}
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}
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}
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