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osu-lazer/osu.Game/Beatmaps/Beatmap.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

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