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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.
144 lines
5.4 KiB
C#
144 lines
5.4 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 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.Graphics.Sprites;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Play;
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using osu.Game.Storyboards;
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using osu.Game.Tests.Beatmaps;
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using osuTK;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public partial class TestSceneLeadIn : RateAdjustedBeatmapTestScene
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{
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private LeadInPlayer player = null!;
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private const double lenience_ms = 100;
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private const double first_hit_object = 2170;
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[TestCase(1000, 0)]
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[TestCase(2000, 0)]
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[TestCase(3000, first_hit_object - 3000)]
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[TestCase(10000, first_hit_object - 10000)]
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[FlakyTest]
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public void TestLeadInProducesCorrectStartTime(double leadIn, double expectedStartTime)
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{
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loadPlayerWithBeatmap(new TestBeatmap(new OsuRuleset().RulesetInfo)
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{
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AudioLeadIn = leadIn
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});
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checkFirstFrameTime(expectedStartTime);
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}
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[TestCase(1000, 0)]
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[TestCase(0, 0)]
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[TestCase(-1000, -1000)]
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[TestCase(-10000, -10000)]
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[FlakyTest]
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public void TestStoryboardProducesCorrectStartTimeSimpleAlpha(double firstStoryboardEvent, double expectedStartTime)
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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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sprite.Commands.AddAlpha(Easing.None, firstStoryboardEvent, firstStoryboardEvent + 500, 0, 1);
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storyboard.GetLayer("Background").Add(sprite);
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loadPlayerWithBeatmap(new TestBeatmap(new OsuRuleset().RulesetInfo), storyboard);
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checkFirstFrameTime(expectedStartTime);
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}
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[TestCase(1000, 0, false)]
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[TestCase(0, 0, false)]
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[TestCase(-1000, -1000, false)]
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[TestCase(-10000, -10000, false)]
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[TestCase(1000, 0, true)]
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[TestCase(0, 0, true)]
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[TestCase(-1000, -1000, true)]
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[TestCase(-10000, -10000, true)]
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[FlakyTest]
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public void TestStoryboardProducesCorrectStartTimeFadeInAfterOtherEvents(double firstStoryboardEvent, double expectedStartTime, bool addEventToLoop)
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{
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const double loop_start_time = -20000;
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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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// these should be ignored as we have an alpha visibility blocker proceeding this command.
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sprite.Commands.AddScale(Easing.None, loop_start_time, -18000, 0, 1);
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var loopGroup = sprite.AddLoopingGroup(loop_start_time, 50);
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loopGroup.AddScale(Easing.None, loop_start_time, -18000, 0, 1);
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var target = addEventToLoop ? loopGroup : sprite.Commands;
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double loopRelativeOffset = addEventToLoop ? -loop_start_time : 0;
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target.AddAlpha(Easing.None, loopRelativeOffset + firstStoryboardEvent, loopRelativeOffset + firstStoryboardEvent + 500, 0, 1);
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// these should be ignored due to being in the future.
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sprite.Commands.AddAlpha(Easing.None, 18000, 20000, 0, 1);
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loopGroup.AddAlpha(Easing.None, 38000, 40000, 0, 1);
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storyboard.GetLayer("Background").Add(sprite);
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loadPlayerWithBeatmap(new TestBeatmap(new OsuRuleset().RulesetInfo), storyboard);
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checkFirstFrameTime(expectedStartTime);
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}
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private void checkFirstFrameTime(double expectedStartTime) =>
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AddAssert("check first frame time", () => player.FirstFrameClockTime, () => Is.EqualTo(expectedStartTime).Within(lenience_ms));
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private void loadPlayerWithBeatmap(IBeatmap beatmap, Storyboard? storyboard = null)
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{
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AddStep("create player", () =>
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{
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Beatmap.Value = new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), Audio);
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LoadScreen(player = new LeadInPlayer());
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});
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AddUntilStep("player loaded", () => player.IsLoaded && player.Alpha == 1);
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}
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private partial class LeadInPlayer : TestPlayer
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{
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public LeadInPlayer()
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: base(false, false)
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{
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}
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public double? FirstFrameClockTime;
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public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;
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public double FirstHitObjectTime => DrawableRuleset.Objects.First().StartTime;
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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if (!FirstFrameClockTime.HasValue)
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{
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FirstFrameClockTime = GameplayClockContainer.CurrentTime;
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AddInternal(new OsuSpriteText
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{
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Text = $"GameplayStartTime: {DrawableRuleset.GameplayStartTime} "
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+ $"FirstHitObjectTime: {FirstHitObjectTime} "
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+ $"LeadInTime: {Beatmap.Value.Beatmap.AudioLeadIn} "
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+ $"FirstFrameClockTime: {FirstFrameClockTime}"
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});
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}
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}
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}
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}
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}
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