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- 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.
46 lines
1.8 KiB
C#
46 lines
1.8 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 NUnit.Framework;
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using osu.Framework.IO.Stores;
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using static osu.Game.Tests.Beatmaps.Formats.LegacyBeatmapEncoderTest;
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namespace osu.Game.Rulesets.Mania.Tests
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{
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[TestFixture]
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public class ManiaLegacyBeatmapEncoderTest
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{
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private static readonly DllResourceStore beatmaps_resource_store = new DllResourceStore(typeof(ManiaLegacyBeatmapEncoderTest).Assembly);
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[TestCase("1K")]
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[TestCase("2K")]
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[TestCase("3K")]
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[TestCase("4K")]
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[TestCase("5K")]
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[TestCase("6K")]
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[TestCase("7K")]
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[TestCase("8K")]
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[TestCase("9K")]
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[TestCase("10K")]
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// [TestCase("11K")] <- See comment in `ManiaBeatmapConverter` ctor for disable reason.
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[TestCase("12K")]
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// [TestCase("13K")] <- See comment in `ManiaBeatmapConverter` ctor for disable reason.
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[TestCase("14K")]
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// [TestCase("15K")] <- See comment in `ManiaBeatmapConverter` ctor for disable reason.
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[TestCase("16K")]
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// [TestCase("17K")] <- See comment in `ManiaBeatmapConverter` ctor for disable reason.
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[TestCase("18K")]
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[TestCase("7K+1")]
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public void TestEncodeDecodeStability(string name)
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{
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var decoded = DecodeFromLegacy(beatmaps_resource_store.GetStream($"Resources/Testing/Beatmaps/{name}.osu"), beatmaps_resource_store, name);
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var decodedAfterEncode = DecodeFromLegacy(EncodeToLegacy(decoded), beatmaps_resource_store, name);
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Sort(decoded.Beatmap);
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Sort(decodedAfterEncode.Beatmap);
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CompareBeatmaps(decoded, decodedAfterEncode);
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}
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}
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}
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