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Merge pull request #22406 from peppy/fix-storyboard-filename
Fix beatmaps with multiple `osb` files potentially reading the storyboard from the wrong one
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commit
9bdd43d1b2
@ -268,7 +268,10 @@ namespace osu.Game.Beatmaps
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Stream storyboardFileStream = null;
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if (BeatmapSetInfo?.Files.FirstOrDefault(f => f.Filename.EndsWith(".osb", StringComparison.OrdinalIgnoreCase))?.Filename is string storyboardFilename)
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string mainStoryboardFilename = getMainStoryboardFilename(BeatmapSetInfo.Metadata);
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if (BeatmapSetInfo?.Files.FirstOrDefault(f => f.Filename.Equals(mainStoryboardFilename, StringComparison.OrdinalIgnoreCase))?.Filename is string
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storyboardFilename)
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{
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string storyboardFileStorePath = BeatmapSetInfo?.GetPathForFile(storyboardFilename);
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storyboardFileStream = GetStream(storyboardFileStorePath);
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@ -312,6 +315,33 @@ namespace osu.Game.Beatmaps
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}
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public override Stream GetStream(string storagePath) => resources.Files.GetStream(storagePath);
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private string getMainStoryboardFilename(IBeatmapMetadataInfo metadata)
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{
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// Matches stable implementation, because it's probably simpler than trying to do anything else.
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// This may need to be reconsidered after we begin storing storyboards in the new editor.
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return windowsFilenameStrip(
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(metadata.Artist.Length > 0 ? metadata.Artist + @" - " + metadata.Title : Path.GetFileNameWithoutExtension(metadata.AudioFile))
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+ (metadata.Author.Username.Length > 0 ? @" (" + metadata.Author.Username + @")" : string.Empty)
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+ @".osb");
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string windowsFilenameStrip(string entry)
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{
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// Inlined from Path.GetInvalidFilenameChars() to ensure the windows characters are used (to match stable).
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char[] invalidCharacters =
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{
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'\x00', '\x01', '\x02', '\x03', '\x04', '\x05', '\x06', '\x07',
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'\x08', '\x09', '\x0A', '\x0B', '\x0C', '\x0D', '\x0E', '\x0F', '\x10', '\x11', '\x12',
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'\x13', '\x14', '\x15', '\x16', '\x17', '\x18', '\x19', '\x1A', '\x1B', '\x1C', '\x1D',
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'\x1E', '\x1F', '\x22', '\x3C', '\x3E', '\x7C', ':', '*', '?', '\\', '/'
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};
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foreach (char c in invalidCharacters)
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entry = entry.Replace(c.ToString(), string.Empty);
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return entry;
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}
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}
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}
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}
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}
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