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osu-lazer/osu.Game.Tests/Editing/Checks/CheckVideoResolutionTest.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

90 lines
2.8 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.IO;
using System.Linq;
using Moq;
using NUnit.Framework;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Edit.Checks;
using osu.Game.Rulesets.Objects;
using osu.Game.Storyboards;
using osu.Game.Tests.Beatmaps;
using osu.Game.Tests.Resources;
namespace osu.Game.Tests.Editing.Checks
{
[TestFixture]
public class CheckVideoResolutionTest
{
private CheckVideoResolution check = null!;
private IBeatmap beatmap = null!;
[SetUp]
public void Setup()
{
check = new CheckVideoResolution();
beatmap = new Beatmap<HitObject>
{
BeatmapInfo = new BeatmapInfo
{
BeatmapSet = new BeatmapSetInfo
{
Files =
{
CheckTestHelpers.CreateMockFile("mp4"),
}
}
}
};
}
[Test]
public void TestNoVideo()
{
beatmap.BeatmapInfo.BeatmapSet?.Files.Clear();
var issues = check.Run(getContext(null)).ToList();
Assert.That(issues, Has.Count.EqualTo(0));
}
[Test]
public void TestVideoAcceptableResolution()
{
using (var resourceStream = TestResources.OpenResource("Videos/test-video.mp4"))
{
var issues = check.Run(getContext(resourceStream)).ToList();
Assert.That(issues, Has.Count.EqualTo(0));
}
}
[Test]
public void TestVideoHighResolution()
{
using (var resourceStream = TestResources.OpenResource("Videos/test-video-resolution-high.mp4"))
{
var issues = check.Run(getContext(resourceStream)).ToList();
Assert.That(issues, Has.Count.EqualTo(1));
Assert.That(issues.Single().Template is CheckVideoResolution.IssueTemplateHighResolution);
}
}
private BeatmapVerifierContext getContext(Stream? resourceStream)
{
var storyboard = new Storyboard();
var layer = storyboard.GetLayer("Video");
layer.Add(new StoryboardVideo(StoryboardElementSource.Beatmap, "abc123.mp4", 0));
var mockWorkingBeatmap = new Mock<TestWorkingBeatmap>(beatmap, null!, null!);
mockWorkingBeatmap.Setup(w => w.GetStream(It.IsAny<string>())).Returns(resourceStream);
mockWorkingBeatmap.As<IWorkingBeatmap>().SetupGet(w => w.Storyboard).Returns(storyboard);
return new BeatmapVerifierContext(beatmap, mockWorkingBeatmap.Object);
}
}
}