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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneLeadIn.cs
T
Bartłomiej Dach 0e443b1c47 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.
2026-05-20 17:46:51 +09:00

144 lines
5.4 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using NUnit.Framework;
using osu.Framework.Graphics;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Graphics.Sprites;
using osu.Game.Rulesets.Osu;
using osu.Game.Screens.Play;
using osu.Game.Storyboards;
using osu.Game.Tests.Beatmaps;
using osuTK;
namespace osu.Game.Tests.Visual.Gameplay
{
public partial class TestSceneLeadIn : RateAdjustedBeatmapTestScene
{
private LeadInPlayer player = null!;
private const double lenience_ms = 100;
private const double first_hit_object = 2170;
[TestCase(1000, 0)]
[TestCase(2000, 0)]
[TestCase(3000, first_hit_object - 3000)]
[TestCase(10000, first_hit_object - 10000)]
[FlakyTest]
public void TestLeadInProducesCorrectStartTime(double leadIn, double expectedStartTime)
{
loadPlayerWithBeatmap(new TestBeatmap(new OsuRuleset().RulesetInfo)
{
AudioLeadIn = leadIn
});
checkFirstFrameTime(expectedStartTime);
}
[TestCase(1000, 0)]
[TestCase(0, 0)]
[TestCase(-1000, -1000)]
[TestCase(-10000, -10000)]
[FlakyTest]
public void TestStoryboardProducesCorrectStartTimeSimpleAlpha(double firstStoryboardEvent, double expectedStartTime)
{
var storyboard = new Storyboard();
var sprite = new StoryboardSprite(StoryboardElementSource.Beatmap, "unknown", Anchor.TopLeft, Vector2.Zero);
sprite.Commands.AddAlpha(Easing.None, firstStoryboardEvent, firstStoryboardEvent + 500, 0, 1);
storyboard.GetLayer("Background").Add(sprite);
loadPlayerWithBeatmap(new TestBeatmap(new OsuRuleset().RulesetInfo), storyboard);
checkFirstFrameTime(expectedStartTime);
}
[TestCase(1000, 0, false)]
[TestCase(0, 0, false)]
[TestCase(-1000, -1000, false)]
[TestCase(-10000, -10000, false)]
[TestCase(1000, 0, true)]
[TestCase(0, 0, true)]
[TestCase(-1000, -1000, true)]
[TestCase(-10000, -10000, true)]
[FlakyTest]
public void TestStoryboardProducesCorrectStartTimeFadeInAfterOtherEvents(double firstStoryboardEvent, double expectedStartTime, bool addEventToLoop)
{
const double loop_start_time = -20000;
var storyboard = new Storyboard();
var sprite = new StoryboardSprite(StoryboardElementSource.Beatmap, "unknown", Anchor.TopLeft, Vector2.Zero);
// these should be ignored as we have an alpha visibility blocker proceeding this command.
sprite.Commands.AddScale(Easing.None, loop_start_time, -18000, 0, 1);
var loopGroup = sprite.AddLoopingGroup(loop_start_time, 50);
loopGroup.AddScale(Easing.None, loop_start_time, -18000, 0, 1);
var target = addEventToLoop ? loopGroup : sprite.Commands;
double loopRelativeOffset = addEventToLoop ? -loop_start_time : 0;
target.AddAlpha(Easing.None, loopRelativeOffset + firstStoryboardEvent, loopRelativeOffset + firstStoryboardEvent + 500, 0, 1);
// these should be ignored due to being in the future.
sprite.Commands.AddAlpha(Easing.None, 18000, 20000, 0, 1);
loopGroup.AddAlpha(Easing.None, 38000, 40000, 0, 1);
storyboard.GetLayer("Background").Add(sprite);
loadPlayerWithBeatmap(new TestBeatmap(new OsuRuleset().RulesetInfo), storyboard);
checkFirstFrameTime(expectedStartTime);
}
private void checkFirstFrameTime(double expectedStartTime) =>
AddAssert("check first frame time", () => player.FirstFrameClockTime, () => Is.EqualTo(expectedStartTime).Within(lenience_ms));
private void loadPlayerWithBeatmap(IBeatmap beatmap, Storyboard? storyboard = null)
{
AddStep("create player", () =>
{
Beatmap.Value = new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), Audio);
LoadScreen(player = new LeadInPlayer());
});
AddUntilStep("player loaded", () => player.IsLoaded && player.Alpha == 1);
}
private partial class LeadInPlayer : TestPlayer
{
public LeadInPlayer()
: base(false, false)
{
}
public double? FirstFrameClockTime;
public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;
public double FirstHitObjectTime => DrawableRuleset.Objects.First().StartTime;
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
if (!FirstFrameClockTime.HasValue)
{
FirstFrameClockTime = GameplayClockContainer.CurrentTime;
AddInternal(new OsuSpriteText
{
Text = $"GameplayStartTime: {DrawableRuleset.GameplayStartTime} "
+ $"FirstHitObjectTime: {FirstHitObjectTime} "
+ $"LeadInTime: {Beatmap.Value.Beatmap.AudioLeadIn} "
+ $"FirstFrameClockTime: {FirstFrameClockTime}"
});
}
}
}
}
}