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osu-lazer/osu.Game.Tests/Gameplay/TestSceneStoryboardSamples.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

214 lines
7.7 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.
#nullable disable
using System.Collections.Generic;
using System.IO;
using System.Threading;
using System.Threading.Tasks;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Graphics.Rendering;
using osu.Framework.Graphics.Textures;
using osu.Framework.IO.Stores;
using osu.Framework.Platform;
using osu.Framework.Testing;
using osu.Game.Audio;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.IO;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Play;
using osu.Game.Skinning;
using osu.Game.Storyboards;
using osu.Game.Storyboards.Drawables;
using osu.Game.Tests.Resources;
using osu.Game.Tests.Visual;
namespace osu.Game.Tests.Gameplay
{
[HeadlessTest]
public partial class TestSceneStoryboardSamples : OsuTestScene, IStorageResourceProvider
{
[Resolved]
private OsuConfigManager config { get; set; }
[Resolved]
private GameHost host { get; set; }
[Test]
public void TestRetrieveTopLevelSample()
{
ISkin skin = null;
ISample channel = null;
AddStep("create skin", () => skin = new TestSkin("test-sample", this));
AddStep("retrieve sample", () => channel = skin.GetSample(new SampleInfo("test-sample")));
AddAssert("sample is non-null", () => channel != null);
}
[Test]
public void TestRetrieveSampleInSubFolder()
{
ISkin skin = null;
ISample channel = null;
AddStep("create skin", () => skin = new TestSkin("folder/test-sample", this));
AddStep("retrieve sample", () => channel = skin.GetSample(new SampleInfo("folder/test-sample")));
AddAssert("sample is non-null", () => channel != null);
}
[Test]
public void TestSamplePlaybackAtZero()
{
GameplayClockContainer gameplayContainer = null;
DrawableStoryboardSample sample = null;
AddStep("create container", () =>
{
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
Add(gameplayContainer = new MasterGameplayClockContainer(working, 0)
{
Child = new FrameStabilityContainer
{
Child = sample = new DrawableStoryboardSample(new StoryboardSampleInfo(StoryboardElementSource.Beatmap, string.Empty, 0, 1))
}
});
});
AddStep("reset clock", () => gameplayContainer.Reset(startClock: true));
AddUntilStep("sample played", () => sample.RequestedPlaying);
AddUntilStep("sample has lifetime end", () => sample.LifetimeEnd < double.MaxValue);
}
/// <summary>
/// Sample at 0ms, start time at 1000ms (so the sample should not be played).
/// </summary>
[Test]
public void TestSampleHasLifetimeEndWithInitialClockTime()
{
MasterGameplayClockContainer gameplayContainer = null;
DrawableStoryboardSample sample = null;
AddStep("create container", () =>
{
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
const double start_time = 1000;
Add(gameplayContainer = new MasterGameplayClockContainer(working, start_time)
{
Child = new FrameStabilityContainer
{
Child = sample = new DrawableStoryboardSample(new StoryboardSampleInfo(StoryboardElementSource.Beatmap, string.Empty, 0, 1))
}
});
gameplayContainer.Reset(start_time);
});
AddStep("start time", () => gameplayContainer.Start());
AddUntilStep("sample not played", () => !sample.RequestedPlaying);
AddUntilStep("sample has lifetime end", () => sample.LifetimeEnd < double.MaxValue);
}
[Test]
public void TestSamplePlaybackWithBeatmapHitsoundsOff()
{
GameplayClockContainer gameplayContainer = null;
DrawableStoryboardSample sample = null;
AddStep("disable beatmap hitsounds", () => config.SetValue(OsuSetting.BeatmapHitsounds, false));
AddStep("setup storyboard sample", () =>
{
Beatmap.Value = new TestCustomSkinWorkingBeatmap(new OsuRuleset().RulesetInfo, this);
var beatmapSkinSourceContainer = new BeatmapSkinProvidingContainer(Beatmap.Value.Skin);
Add(gameplayContainer = new MasterGameplayClockContainer(Beatmap.Value, 0)
{
Child = beatmapSkinSourceContainer
});
beatmapSkinSourceContainer.Add(sample = new DrawableStoryboardSample(new StoryboardSampleInfo(StoryboardElementSource.Beatmap, "test-sample", 1, 1))
{
Clock = gameplayContainer
});
});
AddStep("reset clock", () => gameplayContainer.Reset(startClock: true));
AddUntilStep("sample played", () => sample.IsPlayed);
AddUntilStep("sample has lifetime end", () => sample.LifetimeEnd < double.MaxValue);
AddStep("restore default", () => config.GetBindable<bool>(OsuSetting.BeatmapHitsounds).SetDefault());
}
private class TestSkin : LegacySkin
{
public TestSkin(string resourceName, IStorageResourceProvider resources)
: base(DefaultLegacySkin.CreateInfo(), resources, new TestResourceStore(resourceName))
{
}
}
private class TestResourceStore : IResourceStore<byte[]>
{
private readonly string resourceName;
public TestResourceStore(string resourceName)
{
this.resourceName = resourceName;
}
public byte[] Get(string name) => name == resourceName ? TestResources.GetStore().Get("Resources/Samples/test-sample.mp3") : null;
public Task<byte[]> GetAsync(string name, CancellationToken cancellationToken = default)
=> name == resourceName ? TestResources.GetStore().GetAsync("Resources/Samples/test-sample.mp3", cancellationToken) : null;
public Stream GetStream(string name) => name == resourceName ? TestResources.GetStore().GetStream("Resources/Samples/test-sample.mp3") : null;
public IEnumerable<string> GetAvailableResources() => new[] { resourceName };
public void Dispose()
{
}
}
private class TestCustomSkinWorkingBeatmap : ClockBackedTestWorkingBeatmap
{
private readonly IStorageResourceProvider resources;
public TestCustomSkinWorkingBeatmap(RulesetInfo ruleset, IStorageResourceProvider resources)
: base(ruleset, null, resources.AudioManager)
{
this.resources = resources;
}
protected internal override ISkin GetSkin() => new TestSkin("test-sample", resources);
}
#region IResourceStorageProvider
public IRenderer Renderer => host.Renderer;
public AudioManager AudioManager => Audio;
public IResourceStore<byte[]> Files => null!;
public new IResourceStore<byte[]> Resources => base.Resources;
public RealmAccess RealmAccess => null!;
public IResourceStore<TextureUpload> CreateTextureLoaderStore(IResourceStore<byte[]> underlyingStore) => null;
#endregion
}
}