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