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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.
162 lines
6.2 KiB
C#
162 lines
6.2 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;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets.Objects;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps.ControlPoints;
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using Newtonsoft.Json;
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using osu.Framework.Lists;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.IO.Serialization.Converters;
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namespace osu.Game.Beatmaps
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{
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public class Beatmap<T> : IBeatmap<T>
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where T : HitObject
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{
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private BeatmapDifficulty difficulty = new BeatmapDifficulty();
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public BeatmapDifficulty Difficulty
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{
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get => difficulty;
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set
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{
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difficulty = value;
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beatmapInfo.Difficulty = difficulty.Clone();
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}
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}
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private BeatmapInfo beatmapInfo;
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public BeatmapInfo BeatmapInfo
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{
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get => beatmapInfo;
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set
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{
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beatmapInfo = value;
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Difficulty = beatmapInfo.Difficulty.Clone();
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}
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}
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public Beatmap()
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{
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beatmapInfo = new BeatmapInfo
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{
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Metadata = new BeatmapMetadata
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{
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Artist = @"Unknown",
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Title = @"Unknown",
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Author = { Username = @"Unknown Creator" },
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},
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DifficultyName = @"Normal",
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Difficulty = Difficulty,
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};
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}
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[JsonIgnore]
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public BeatmapMetadata Metadata => BeatmapInfo.Metadata;
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public ControlPointInfo ControlPointInfo { get; set; } = new ControlPointInfo();
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public SortedList<BreakPeriod> Breaks { get; set; } = new SortedList<BreakPeriod>(Comparer<BreakPeriod>.Default);
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[JsonIgnore]
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public double TotalBreakTime => Breaks.Sum(b => b.Duration);
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[JsonConverter(typeof(TypedListConverter<HitObject>))]
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public List<T> HitObjects { get; set; } = new List<T>();
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IReadOnlyList<T> IBeatmap<T>.HitObjects => HitObjects;
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IReadOnlyList<HitObject> IBeatmap.HitObjects => HitObjects;
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public virtual IEnumerable<BeatmapStatistic> GetStatistics() => Enumerable.Empty<BeatmapStatistic>();
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public double GetMostCommonBeatLength()
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{
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double lastTime;
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// The last playable time in the beatmap - the last timing point extends to this time.
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// Note: This is more accurate and may present different results because osu-stable didn't have the ability to calculate slider durations in this context.
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if (!HitObjects.Any())
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lastTime = ControlPointInfo.TimingPoints.LastOrDefault()?.Time ?? 0;
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else
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lastTime = this.GetLastObjectTime();
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var mostCommon =
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// Construct a set of (beatLength, duration) tuples for each individual timing point.
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ControlPointInfo.TimingPoints.Select((t, i) =>
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{
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if (t.Time > lastTime)
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return (beatLength: t.BeatLength, 0);
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// osu-stable forced the first control point to start at 0.
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// This is reproduced here to maintain compatibility around osu!mania scroll speed and song select display.
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double currentTime = i == 0 ? 0 : t.Time;
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double nextTime = i == ControlPointInfo.TimingPoints.Count - 1 ? lastTime : ControlPointInfo.TimingPoints[i + 1].Time;
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return (beatLength: t.BeatLength, duration: nextTime - currentTime);
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})
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// Aggregate durations into a set of (beatLength, duration) tuples for each beat length
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// Rounding is applied here (to 1e-3 milliseconds) to neutralise potential effects of floating point inaccuracies
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.GroupBy(t => Math.Round(t.beatLength * 1000) / 1000)
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.Select(g => (beatLength: g.Key, duration: g.Sum(t => t.duration)))
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// Get the most common one, or 0 as a suitable default (see handling below)
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.OrderByDescending(i => i.duration).FirstOrDefault();
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if (mostCommon.beatLength == 0)
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return TimingControlPoint.DEFAULT_BEAT_LENGTH;
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// Because of the rounding applied to the beat length above, it is possible for the "most common" beat length as determined by the linq query above
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// to actually be less or more than the raw range of unrounded beat lengths present in the map
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// To ensure this does not become a problem anywhere else further, clamp the result to the known raw range
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double minBeatLength = ControlPointInfo.TimingPoints.Min(t => t.BeatLength);
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double maxBeatLength = ControlPointInfo.TimingPoints.Max(t => t.BeatLength);
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return Math.Clamp(mostCommon.beatLength, minBeatLength, maxBeatLength);
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}
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public double AudioLeadIn { get; set; }
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public float StackLeniency { get; set; } = 0.7f;
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public bool SpecialStyle { get; set; }
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public bool LetterboxInBreaks { get; set; }
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public bool WidescreenStoryboard { get; set; } = true;
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public bool EpilepsyWarning { get; set; }
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public bool SamplesMatchPlaybackRate { get; set; }
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public double DistanceSpacing { get; set; } = 1.0;
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public int GridSize { get; set; }
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public double TimelineZoom { get; set; } = 1.0;
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public CountdownType Countdown { get; set; } = CountdownType.None;
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public int CountdownOffset { get; set; }
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public int[] Bookmarks { get; set; } = Array.Empty<int>();
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public int BeatmapVersion { get; set; } = LegacyBeatmapEncoder.FIRST_LAZER_VERSION;
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IBeatmap IBeatmap.Clone() => Clone();
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public Beatmap<T> Clone() => (Beatmap<T>)MemberwiseClone();
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public override string ToString() => BeatmapInfo.ToString();
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}
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public class Beatmap : Beatmap<HitObject>
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{
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}
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}
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