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633 lines
28 KiB
C#
633 lines
28 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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#nullable disable
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using osuTK;
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using osu.Game.Rulesets.Objects.Types;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Audio;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Legacy;
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using osu.Game.Skinning;
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using osu.Game.Utils;
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using System.Buffers;
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namespace osu.Game.Rulesets.Objects.Legacy
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{
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/// <summary>
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/// A HitObjectParser to parse legacy Beatmaps.
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/// </summary>
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public abstract class ConvertHitObjectParser : HitObjectParser
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{
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/// <summary>
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/// The offset to apply to all time values.
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/// </summary>
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protected readonly double Offset;
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/// <summary>
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/// The .osu format (beatmap) version.
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/// </summary>
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protected readonly int FormatVersion;
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protected bool FirstObject { get; private set; } = true;
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protected ConvertHitObjectParser(double offset, int formatVersion)
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{
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Offset = offset;
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FormatVersion = formatVersion;
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}
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public override HitObject Parse(string text)
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{
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string[] split = text.Split(',');
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Vector2 pos =
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FormatVersion >= LegacyBeatmapEncoder.FIRST_LAZER_VERSION
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? new Vector2(Parsing.ParseFloat(split[0], Parsing.MAX_COORDINATE_VALUE), Parsing.ParseFloat(split[1], Parsing.MAX_COORDINATE_VALUE))
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: new Vector2((int)Parsing.ParseFloat(split[0], Parsing.MAX_COORDINATE_VALUE), (int)Parsing.ParseFloat(split[1], Parsing.MAX_COORDINATE_VALUE));
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double startTime = Parsing.ParseDouble(split[2]) + Offset;
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LegacyHitObjectType type = (LegacyHitObjectType)Parsing.ParseInt(split[3]);
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int comboOffset = (int)(type & LegacyHitObjectType.ComboOffset) >> 4;
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type &= ~LegacyHitObjectType.ComboOffset;
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bool combo = type.HasFlag(LegacyHitObjectType.NewCombo);
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type &= ~LegacyHitObjectType.NewCombo;
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var soundType = (LegacyHitSoundType)Parsing.ParseInt(split[4]);
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var bankInfo = new SampleBankInfo();
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HitObject result = null;
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if (type.HasFlag(LegacyHitObjectType.Circle))
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{
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result = CreateHit(pos, combo, comboOffset);
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if (split.Length > 5)
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readCustomSampleBanks(split[5], bankInfo);
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}
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else if (type.HasFlag(LegacyHitObjectType.Slider))
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{
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double? length = null;
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int repeatCount = Parsing.ParseInt(split[6]);
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if (repeatCount > 9000)
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throw new FormatException(@"Repeat count is way too high");
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// osu-stable treated the first span of the slider as a repeat, but no repeats are happening
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repeatCount = Math.Max(0, repeatCount - 1);
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if (split.Length > 7)
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{
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length = Math.Max(0, Parsing.ParseDouble(split[7], Parsing.MAX_COORDINATE_VALUE));
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if (length == 0)
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length = null;
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}
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if (split.Length > 10)
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readCustomSampleBanks(split[10], bankInfo, true);
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// One node for each repeat + the start and end nodes
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int nodes = repeatCount + 2;
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// Populate node sample bank infos with the default hit object sample bank
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var nodeBankInfos = new List<SampleBankInfo>();
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for (int i = 0; i < nodes; i++)
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nodeBankInfos.Add(bankInfo.Clone());
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// Read any per-node sample banks
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if (split.Length > 9 && split[9].Length > 0)
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{
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string[] sets = split[9].Split('|');
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for (int i = 0; i < nodes; i++)
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{
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if (i >= sets.Length)
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break;
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SampleBankInfo info = nodeBankInfos[i];
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readCustomSampleBanks(sets[i], info);
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}
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}
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// Populate node sound types with the default hit object sound type
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var nodeSoundTypes = new List<LegacyHitSoundType>();
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for (int i = 0; i < nodes; i++)
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nodeSoundTypes.Add(soundType);
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// Read any per-node sound types
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if (split.Length > 8 && split[8].Length > 0)
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{
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string[] adds = split[8].Split('|');
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for (int i = 0; i < nodes; i++)
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{
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if (i >= adds.Length)
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break;
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int.TryParse(adds[i], out int sound);
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nodeSoundTypes[i] = (LegacyHitSoundType)sound;
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}
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}
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// Generate the final per-node samples
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var nodeSamples = new List<IList<HitSampleInfo>>(nodes);
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for (int i = 0; i < nodes; i++)
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nodeSamples.Add(convertSoundType(nodeSoundTypes[i], nodeBankInfos[i]));
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result = CreateSlider(pos, combo, comboOffset, convertPathString(split[5], pos), length, repeatCount, nodeSamples);
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}
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else if (type.HasFlag(LegacyHitObjectType.Spinner))
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{
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double duration = Math.Max(0, Parsing.ParseDouble(split[5]) + Offset - startTime);
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result = CreateSpinner(new Vector2(512, 384) / 2, combo, comboOffset, duration);
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if (split.Length > 6)
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readCustomSampleBanks(split[6], bankInfo);
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}
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else if (type.HasFlag(LegacyHitObjectType.Hold))
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{
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// Note: Hold is generated by BMS converts
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double endTime = Math.Max(startTime, Parsing.ParseDouble(split[2]));
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if (split.Length > 5 && !string.IsNullOrEmpty(split[5]))
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{
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string[] ss = split[5].Split(':');
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endTime = Math.Max(startTime, Parsing.ParseDouble(ss[0]));
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readCustomSampleBanks(string.Join(':', ss.Skip(1)), bankInfo);
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}
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result = CreateHold(pos, combo, comboOffset, endTime + Offset - startTime);
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}
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if (result == null)
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throw new InvalidDataException($"Unknown hit object type: {split[3]}");
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result.StartTime = startTime;
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if (result.Samples.Count == 0)
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result.Samples = convertSoundType(soundType, bankInfo);
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FirstObject = false;
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return result;
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}
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private void readCustomSampleBanks(string str, SampleBankInfo bankInfo, bool banksOnly = false)
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{
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if (string.IsNullOrEmpty(str))
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return;
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string[] split = str.Split(':');
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var bank = (LegacySampleBank)Parsing.ParseInt(split[0]);
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if (!Enum.IsDefined(bank))
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bank = LegacySampleBank.Normal;
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var addBank = (LegacySampleBank)Parsing.ParseInt(split[1]);
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if (!Enum.IsDefined(addBank))
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addBank = LegacySampleBank.Normal;
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string stringBank = bank.ToString().ToLowerInvariant();
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if (stringBank == @"none")
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stringBank = null;
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string stringAddBank = addBank.ToString().ToLowerInvariant();
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if (stringAddBank == @"none")
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{
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bankInfo.EditorAutoBank = true;
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stringAddBank = null;
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}
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else
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bankInfo.EditorAutoBank = false;
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bankInfo.BankForNormal = stringBank;
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bankInfo.BankForAdditions = string.IsNullOrEmpty(stringAddBank) ? stringBank : stringAddBank;
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if (banksOnly) return;
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if (split.Length > 2)
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bankInfo.CustomSampleBank = Parsing.ParseInt(split[2]);
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if (split.Length > 3)
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bankInfo.Volume = Math.Max(0, Parsing.ParseInt(split[3]));
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bankInfo.Filename = split.Length > 4 ? split[4] : null;
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}
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private PathType convertPathType(string input)
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{
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switch (input[0])
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{
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default:
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case 'C':
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return PathType.CATMULL;
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case 'B':
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if (input.Length > 1 && int.TryParse(input.Substring(1), out int degree) && degree > 0)
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return PathType.BSpline(degree);
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return PathType.BEZIER;
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case 'L':
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return PathType.LINEAR;
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case 'P':
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return PathType.PERFECT_CURVE;
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}
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}
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/// <summary>
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/// Converts a given point string into a set of path control points.
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/// </summary>
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/// <remarks>
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/// A point string takes the form: X|1:1|2:2|2:2|3:3|Y|1:1|2:2.
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/// This has three segments:
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/// <list type="number">
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/// <item>
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/// <description>X: { (1,1), (2,2) } (implicit segment)</description>
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/// </item>
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/// <item>
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/// <description>X: { (2,2), (3,3) } (implicit segment)</description>
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/// </item>
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/// <item>
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/// <description>Y: { (3,3), (1,1), (2, 2) } (explicit segment)</description>
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/// </item>
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/// </list>
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/// </remarks>
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/// <param name="pointString">The point string.</param>
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/// <param name="offset">The positional offset to apply to the control points.</param>
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/// <returns>All control points in the resultant path.</returns>
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private PathControlPoint[] convertPathString(string pointString, Vector2 offset)
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{
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// This code takes on the responsibility of handling explicit segments of the path ("X" & "Y" from above). Implicit segments are handled by calls to convertPoints().
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string[] pointStringSplit = pointString.Split('|');
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var pointsBuffer = ArrayPool<Vector2>.Shared.Rent(pointStringSplit.Length);
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var segmentsBuffer = ArrayPool<(PathType Type, int StartIndex)>.Shared.Rent(pointStringSplit.Length);
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int currentPointsIndex = 0;
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int currentSegmentsIndex = 0;
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try
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{
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foreach (string s in pointStringSplit)
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{
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if (char.IsLetter(s[0]))
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{
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// The start of a new segment(indicated by having an alpha character at position 0).
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var pathType = convertPathType(s);
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segmentsBuffer[currentSegmentsIndex++] = (pathType, currentPointsIndex);
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// First segment is prepended by an extra zero point
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if (currentPointsIndex == 0)
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pointsBuffer[currentPointsIndex++] = Vector2.Zero;
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}
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else
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{
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pointsBuffer[currentPointsIndex++] = readPoint(s, offset);
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}
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}
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int pointsCount = currentPointsIndex;
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int segmentsCount = currentSegmentsIndex;
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var controlPoints = new List<ArraySegment<PathControlPoint>>(pointsCount);
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var allPoints = new ArraySegment<Vector2>(pointsBuffer, 0, pointsCount);
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for (int i = 0; i < segmentsCount; i++)
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{
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if (i < segmentsCount - 1)
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{
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int startIndex = segmentsBuffer[i].StartIndex;
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int endIndex = segmentsBuffer[i + 1].StartIndex;
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controlPoints.AddRange(convertPoints(segmentsBuffer[i].Type, allPoints.Slice(startIndex, endIndex - startIndex), pointsBuffer[endIndex]));
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}
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else
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{
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int startIndex = segmentsBuffer[i].StartIndex;
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controlPoints.AddRange(convertPoints(segmentsBuffer[i].Type, allPoints.Slice(startIndex), null));
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}
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}
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return mergeControlPointsLists(controlPoints);
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}
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finally
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{
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ArrayPool<Vector2>.Shared.Return(pointsBuffer);
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ArrayPool<(PathType, int)>.Shared.Return(segmentsBuffer);
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}
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static Vector2 readPoint(string value, Vector2 startPos)
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{
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string[] vertexSplit = value.Split(':');
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Vector2 pos = new Vector2((int)Parsing.ParseDouble(vertexSplit[0], Parsing.MAX_COORDINATE_VALUE), (int)Parsing.ParseDouble(vertexSplit[1], Parsing.MAX_COORDINATE_VALUE)) - startPos;
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return pos;
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}
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}
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/// <summary>
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/// Converts a given point list into a set of path segments.
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/// </summary>
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/// <param name="type">The path type of the point list.</param>
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/// <param name="points">The point list.</param>
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/// <param name="endPoint">Any extra endpoint to consider as part of the points. This will NOT be returned.</param>
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/// <returns>The set of points contained by <paramref name="points"/> as one or more segments of the path.</returns>
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private IEnumerable<ArraySegment<PathControlPoint>> convertPoints(PathType type, ArraySegment<Vector2> points, Vector2? endPoint)
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{
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var vertices = new PathControlPoint[points.Count];
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// Parse into control points.
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for (int i = 0; i < points.Count; i++)
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vertices[i] = new PathControlPoint { Position = points[i] };
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// Edge-case rules (to match stable).
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if (type == PathType.PERFECT_CURVE)
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{
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int endPointLength = endPoint == null ? 0 : 1;
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if (FormatVersion < LegacyBeatmapEncoder.FIRST_LAZER_VERSION)
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{
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if (vertices.Length + endPointLength != 3)
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type = PathType.BEZIER;
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else if (isLinear(points[0], points[1], endPoint ?? points[2]))
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{
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// osu-stable special-cased colinear perfect curves to a linear path
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type = PathType.LINEAR;
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}
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}
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else if (vertices.Length + endPointLength > 3)
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// Lazer supports perfect curves with less than 3 points and colinear points
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type = PathType.BEZIER;
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}
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// The first control point must have a definite type.
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vertices[0].Type = type;
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// A path can have multiple implicit segments of the same type if there are two sequential control points with the same position.
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// To handle such cases, this code may return multiple path segments with the final control point in each segment having a non-null type.
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// For the point string X|1:1|2:2|2:2|3:3, this code returns the segments:
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// X: { (1,1), (2, 2) }
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// X: { (3, 3) }
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// Note: (2, 2) is not returned in the second segments, as it is implicit in the path.
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int startIndex = 0;
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int endIndex = 0;
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while (++endIndex < vertices.Length)
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{
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// Keep incrementing while an implicit segment doesn't need to be started.
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if (vertices[endIndex].Position != vertices[endIndex - 1].Position)
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continue;
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// Legacy CATMULL sliders don't support multiple segments, so adjacent CATMULL segments should be treated as a single one.
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// Importantly, this is not applied to the first control point, which may duplicate the slider path's position
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// resulting in a duplicate (0,0) control point in the resultant list.
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if (type == PathType.CATMULL && endIndex > 1 && FormatVersion < LegacyBeatmapEncoder.FIRST_LAZER_VERSION)
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continue;
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// The last control point of each segment is not allowed to start a new implicit segment.
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if (endIndex == vertices.Length - 1)
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continue;
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// Force a type on the last point, and return the current control point set as a segment.
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vertices[endIndex - 1].Type = type;
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yield return new ArraySegment<PathControlPoint>(vertices, startIndex, endIndex - startIndex);
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// Skip the current control point - as it's the same as the one that's just been returned.
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startIndex = endIndex + 1;
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}
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if (startIndex < endIndex)
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yield return new ArraySegment<PathControlPoint>(vertices, startIndex, endIndex - startIndex);
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static bool isLinear(Vector2 p0, Vector2 p1, Vector2 p2)
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=> Precision.AlmostEquals(0, (p1.Y - p0.Y) * (p2.X - p0.X)
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- (p1.X - p0.X) * (p2.Y - p0.Y));
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}
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private PathControlPoint[] mergeControlPointsLists(List<ArraySegment<PathControlPoint>> controlPointList)
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{
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int totalCount = 0;
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foreach (var arr in controlPointList)
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totalCount += arr.Count;
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var mergedArray = new PathControlPoint[totalCount];
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int copyIndex = 0;
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foreach (var arr in controlPointList)
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{
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arr.AsSpan().CopyTo(mergedArray.AsSpan(copyIndex));
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copyIndex += arr.Count;
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}
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return mergedArray;
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}
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/// <summary>
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/// Creates a legacy Hit-type hit object.
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/// </summary>
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/// <param name="position">The position of the hit object.</param>
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/// <param name="newCombo">Whether the hit object creates a new combo.</param>
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/// <param name="comboOffset">When starting a new combo, the offset of the new combo relative to the current one.</param>
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/// <returns>The hit object.</returns>
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protected abstract HitObject CreateHit(Vector2 position, bool newCombo, int comboOffset);
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/// <summary>
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/// Creats a legacy Slider-type hit object.
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/// </summary>
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/// <param name="position">The position of the hit object.</param>
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/// <param name="newCombo">Whether the hit object creates a new combo.</param>
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/// <param name="comboOffset">When starting a new combo, the offset of the new combo relative to the current one.</param>
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/// <param name="controlPoints">The slider control points.</param>
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/// <param name="length">The slider length.</param>
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/// <param name="repeatCount">The slider repeat count.</param>
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/// <param name="nodeSamples">The samples to be played when the slider nodes are hit. This includes the head and tail of the slider.</param>
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/// <returns>The hit object.</returns>
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protected abstract HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, PathControlPoint[] controlPoints, double? length, int repeatCount,
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IList<IList<HitSampleInfo>> nodeSamples);
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/// <summary>
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/// Creates a legacy Spinner-type hit object.
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/// </summary>
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/// <param name="position">The position of the hit object.</param>
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/// <param name="newCombo">Whether the hit object creates a new combo.</param>
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/// <param name="comboOffset">When starting a new combo, the offset of the new combo relative to the current one.</param>
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/// <param name="duration">The spinner duration.</param>
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/// <returns>The hit object.</returns>
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protected abstract HitObject CreateSpinner(Vector2 position, bool newCombo, int comboOffset, double duration);
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/// <summary>
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/// Creates a legacy Hold-type hit object.
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/// </summary>
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/// <param name="position">The position of the hit object.</param>
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/// <param name="newCombo">Whether the hit object creates a new combo.</param>
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/// <param name="comboOffset">When starting a new combo, the offset of the new combo relative to the current one.</param>
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/// <param name="duration">The hold duration.</param>
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protected abstract HitObject CreateHold(Vector2 position, bool newCombo, int comboOffset, double duration);
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private List<HitSampleInfo> convertSoundType(LegacyHitSoundType type, SampleBankInfo bankInfo)
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{
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var soundTypes = new List<HitSampleInfo>();
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if (string.IsNullOrEmpty(bankInfo.Filename))
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{
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soundTypes.Add(new LegacyHitSampleInfo(HitSampleInfo.HIT_NORMAL, bankInfo.BankForNormal, bankInfo.Volume, true, bankInfo.CustomSampleBank,
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// if the sound type doesn't have the Normal flag set, attach it anyway as a layered sample.
|
|
// None also counts as a normal non-layered sample: https://osu.ppy.sh/help/wiki/osu!_File_Formats/Osu_(file_format)#hitsounds
|
|
type != LegacyHitSoundType.None && !type.HasFlag(LegacyHitSoundType.Normal)));
|
|
}
|
|
else
|
|
{
|
|
// Todo: This should set the normal SampleInfo if the specified sample file isn't found, but that's a pretty edge-case scenario
|
|
soundTypes.Add(new FileHitSampleInfo(bankInfo.Filename, bankInfo.Volume));
|
|
}
|
|
|
|
if (type.HasFlag(LegacyHitSoundType.Finish))
|
|
soundTypes.Add(new LegacyHitSampleInfo(HitSampleInfo.HIT_FINISH, bankInfo.BankForAdditions, bankInfo.Volume, bankInfo.EditorAutoBank, bankInfo.CustomSampleBank));
|
|
|
|
if (type.HasFlag(LegacyHitSoundType.Whistle))
|
|
soundTypes.Add(new LegacyHitSampleInfo(HitSampleInfo.HIT_WHISTLE, bankInfo.BankForAdditions, bankInfo.Volume, bankInfo.EditorAutoBank, bankInfo.CustomSampleBank));
|
|
|
|
if (type.HasFlag(LegacyHitSoundType.Clap))
|
|
soundTypes.Add(new LegacyHitSampleInfo(HitSampleInfo.HIT_CLAP, bankInfo.BankForAdditions, bankInfo.Volume, bankInfo.EditorAutoBank, bankInfo.CustomSampleBank));
|
|
|
|
return soundTypes;
|
|
}
|
|
|
|
private class SampleBankInfo
|
|
{
|
|
/// <summary>
|
|
/// An optional overriding filename which causes all bank/sample specifications to be ignored.
|
|
/// </summary>
|
|
public string Filename;
|
|
|
|
/// <summary>
|
|
/// The bank identifier to use for the base ("hitnormal") sample.
|
|
/// Transferred to <see cref="HitSampleInfo.Bank"/> when appropriate.
|
|
/// </summary>
|
|
[CanBeNull]
|
|
public string BankForNormal;
|
|
|
|
/// <summary>
|
|
/// The bank identifier to use for additions ("hitwhistle", "hitfinish", "hitclap").
|
|
/// Transferred to <see cref="HitSampleInfo.Bank"/> when appropriate.
|
|
/// </summary>
|
|
[CanBeNull]
|
|
public string BankForAdditions;
|
|
|
|
/// <summary>
|
|
/// Hit sample volume (0-100).
|
|
/// See <see cref="HitSampleInfo.Volume"/>.
|
|
/// </summary>
|
|
public int Volume;
|
|
|
|
/// <summary>
|
|
/// The index of the custom sample bank. Is only used if 2 or above for "reasons".
|
|
/// This will add a suffix to lookups, allowing extended bank lookups (ie. "normal-hitnormal-2").
|
|
/// See <see cref="HitSampleInfo.Suffix"/>.
|
|
/// </summary>
|
|
public int CustomSampleBank;
|
|
|
|
/// <summary>
|
|
/// Whether the bank for additions should be inherited from the normal sample in edit.
|
|
/// </summary>
|
|
public bool EditorAutoBank = true;
|
|
|
|
public SampleBankInfo Clone() => (SampleBankInfo)MemberwiseClone();
|
|
}
|
|
|
|
#nullable enable
|
|
|
|
public class LegacyHitSampleInfo : HitSampleInfo, IEquatable<LegacyHitSampleInfo>
|
|
{
|
|
public readonly int CustomSampleBank;
|
|
|
|
/// <summary>
|
|
/// Whether this hit sample is layered.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Layered hit samples are automatically added in all modes (except osu!mania), but can be disabled
|
|
/// using the <see cref="SkinConfiguration.LegacySetting.LayeredHitSounds"/> skin config option.
|
|
/// </remarks>
|
|
public readonly bool IsLayered;
|
|
|
|
/// <summary>
|
|
/// Whether a bank was specified locally to the relevant hitobject.
|
|
/// If <c>false</c>, a bank will be retrieved from the closest control point.
|
|
/// </summary>
|
|
public bool BankSpecified;
|
|
|
|
public LegacyHitSampleInfo(string name, string? bank = null, int volume = 0, bool editorAutoBank = false, int customSampleBank = 0, bool isLayered = false)
|
|
: base(name, bank ?? SampleControlPoint.DEFAULT_BANK, customSampleBank >= 2 ? customSampleBank.ToString() : null, volume, editorAutoBank)
|
|
{
|
|
CustomSampleBank = customSampleBank;
|
|
BankSpecified = !string.IsNullOrEmpty(bank);
|
|
IsLayered = isLayered;
|
|
}
|
|
|
|
public sealed override HitSampleInfo With(Optional<string> newName = default, Optional<string> newBank = default, Optional<string?> newSuffix = default, Optional<int> newVolume = default, Optional<bool> newEditorAutoBank = default)
|
|
=> With(newName, newBank, newVolume, newEditorAutoBank);
|
|
|
|
public virtual LegacyHitSampleInfo With(Optional<string> newName = default, Optional<string> newBank = default, Optional<int> newVolume = default, Optional<bool> newEditorAutoBank = default,
|
|
Optional<int> newCustomSampleBank = default,
|
|
Optional<bool> newIsLayered = default)
|
|
=> new LegacyHitSampleInfo(newName.GetOr(Name), newBank.GetOr(Bank), newVolume.GetOr(Volume), newEditorAutoBank.GetOr(EditorAutoBank), newCustomSampleBank.GetOr(CustomSampleBank), newIsLayered.GetOr(IsLayered));
|
|
|
|
public bool Equals(LegacyHitSampleInfo? other)
|
|
// The additions to equality checks here are *required* to ensure that pooling works correctly.
|
|
// Of note, `IsLayered` may cause the usage of `SampleVirtual` instead of an actual sample (in cases playback is not required).
|
|
// Removing it would cause samples which may actually require playback to potentially source for a `SampleVirtual` sample pool.
|
|
=> base.Equals(other) && CustomSampleBank == other.CustomSampleBank && IsLayered == other.IsLayered;
|
|
|
|
public override bool Equals(object? obj)
|
|
=> obj is LegacyHitSampleInfo other && Equals(other);
|
|
|
|
public override int GetHashCode() => HashCode.Combine(base.GetHashCode(), CustomSampleBank, IsLayered);
|
|
}
|
|
|
|
private class FileHitSampleInfo : LegacyHitSampleInfo, IEquatable<FileHitSampleInfo>
|
|
{
|
|
public readonly string Filename;
|
|
|
|
public FileHitSampleInfo(string filename, int volume)
|
|
// Force CSS=1 to make sure that the LegacyBeatmapSkin does not fall back to the user skin.
|
|
// Note that this does not change the lookup names, as they are overridden locally.
|
|
: base(string.Empty, customSampleBank: 1, volume: volume)
|
|
{
|
|
Filename = filename;
|
|
}
|
|
|
|
public override IEnumerable<string> LookupNames => new[]
|
|
{
|
|
Filename,
|
|
Path.ChangeExtension(Filename, null)
|
|
};
|
|
|
|
public sealed override LegacyHitSampleInfo With(Optional<string> newName = default, Optional<string> newBank = default, Optional<int> newVolume = default, Optional<bool> newEditorAutoBank = default,
|
|
Optional<int> newCustomSampleBank = default,
|
|
Optional<bool> newIsLayered = default)
|
|
=> new FileHitSampleInfo(Filename, newVolume.GetOr(Volume));
|
|
|
|
public bool Equals(FileHitSampleInfo? other)
|
|
=> base.Equals(other) && Filename == other.Filename;
|
|
|
|
public override bool Equals(object? obj)
|
|
=> obj is FileHitSampleInfo other && Equals(other);
|
|
|
|
public override int GetHashCode() => HashCode.Combine(base.GetHashCode(), Filename);
|
|
}
|
|
}
|
|
}
|