mirror of
https://github.com/ppy/osu
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217 lines
9.0 KiB
C#
217 lines
9.0 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 System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Text;
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using DiffPlex;
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using DiffPlex.Model;
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using osu.Framework.Audio.Track;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Extensions;
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using osu.Game.IO;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Skinning;
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using Decoder = osu.Game.Beatmaps.Formats.Decoder;
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namespace osu.Game.Screens.Edit
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{
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/// <summary>
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/// Patches an <see cref="EditorBeatmap"/> based on the difference between two legacy (.osu) states.
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/// </summary>
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public class LegacyEditorBeatmapPatcher
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{
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private readonly EditorBeatmap editorBeatmap;
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public LegacyEditorBeatmapPatcher(EditorBeatmap editorBeatmap)
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{
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this.editorBeatmap = editorBeatmap;
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}
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public void Patch(byte[] currentState, byte[] newState)
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{
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// Diff the beatmaps
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var result = new Differ().CreateLineDiffs(readString(currentState), readString(newState), true, false);
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IBeatmap newBeatmap = null;
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editorBeatmap.BeginChange();
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processHitObjects(result, () => newBeatmap ??= readBeatmap(newState));
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processTimingPoints(() => newBeatmap ??= readBeatmap(newState));
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processHitObjectLocalData(() => newBeatmap ??= readBeatmap(newState));
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editorBeatmap.EndChange();
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}
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private void processTimingPoints(Func<IBeatmap> getNewBeatmap)
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{
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ControlPointInfo newControlPoints = EditorBeatmap.ConvertControlPoints(getNewBeatmap().ControlPointInfo);
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// Remove all groups from the current beatmap which don't have a corresponding equal group in the new beatmap.
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foreach (var oldGroup in editorBeatmap.ControlPointInfo.Groups.ToArray())
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{
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var newGroup = newControlPoints.GroupAt(oldGroup.Time);
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if (!oldGroup.Equals(newGroup))
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editorBeatmap.ControlPointInfo.RemoveGroup(oldGroup);
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}
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// Add all groups from the new beatmap which don't have a corresponding equal group in the old beatmap.
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foreach (var newGroup in newControlPoints.Groups)
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{
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var oldGroup = editorBeatmap.ControlPointInfo.GroupAt(newGroup.Time);
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if (!newGroup.Equals(oldGroup))
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{
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foreach (var point in newGroup.ControlPoints)
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editorBeatmap.ControlPointInfo.Add(newGroup.Time, point);
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}
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}
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}
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private void processHitObjects(DiffResult result, Func<IBeatmap> getNewBeatmap)
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{
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findChangedIndices(result, LegacyDecoder<Beatmap>.Section.HitObjects, out var removedIndices, out var addedIndices);
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for (int i = removedIndices.Count - 1; i >= 0; i--)
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editorBeatmap.RemoveAt(removedIndices[i]);
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if (addedIndices.Count > 0)
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{
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var newBeatmap = getNewBeatmap();
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foreach (int i in addedIndices)
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editorBeatmap.Insert(i, newBeatmap.HitObjects[i]);
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}
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}
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private void processHitObjectLocalData(Func<IBeatmap> getNewBeatmap)
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{
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// This method handles data that are stored in control points in the legacy format,
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// but were moved to the hitobjects themselves in lazer.
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// Specifically, the data being referred to here consists of: slider velocity and sample information.
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// For simplicity, this implementation relies on the editor beatmap already having the same hitobjects in sequence as the new beatmap.
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// To guarantee that, `processHitObjects()` must be ran prior to this method for correct operation.
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// This is done to avoid the necessity of reimplementing/reusing parts of LegacyBeatmapDecoder that already treat this data correctly.
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var oldObjects = editorBeatmap.HitObjects;
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var newObjects = getNewBeatmap().HitObjects;
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Debug.Assert(oldObjects.Count == newObjects.Count);
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foreach (var (oldObject, newObject) in oldObjects.Zip(newObjects))
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{
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// if `oldObject` and `newObject` are the same, it means that `oldObject` was inserted into `editorBeatmap` by `processHitObjects()`.
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// in that case, there is nothing to do (and some of the subsequent changes may even prove destructive).
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if (ReferenceEquals(oldObject, newObject))
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continue;
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if (oldObject is IHasSliderVelocity oldWithVelocity && newObject is IHasSliderVelocity newWithVelocity)
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oldWithVelocity.SliderVelocity = newWithVelocity.SliderVelocity;
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oldObject.Samples = newObject.Samples;
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if (oldObject is IHasRepeats oldWithRepeats && newObject is IHasRepeats newWithRepeats)
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{
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oldWithRepeats.NodeSamples.Clear();
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oldWithRepeats.NodeSamples.AddRange(newWithRepeats.NodeSamples);
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}
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}
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}
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private void findChangedIndices(DiffResult result, LegacyDecoder<Beatmap>.Section section, out List<int> removedIndices, out List<int> addedIndices)
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{
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removedIndices = new List<int>();
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addedIndices = new List<int>();
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// Find the start and end indices of the relevant section headers in both the old and the new beatmap file. Lines changed outside of the modified ranges are ignored.
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int oldSectionStartIndex = Array.IndexOf(result.PiecesOld, $"[{section}]");
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if (oldSectionStartIndex == -1)
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return;
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int oldSectionEndIndex = Array.FindIndex(result.PiecesOld, oldSectionStartIndex + 1, s => s.StartsWith('['));
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if (oldSectionEndIndex == -1)
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oldSectionEndIndex = result.PiecesOld.Length;
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int newSectionStartIndex = Array.IndexOf(result.PiecesNew, $"[{section}]");
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if (newSectionStartIndex == -1)
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return;
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int newSectionEndIndex = Array.FindIndex(result.PiecesNew, newSectionStartIndex + 1, s => s.StartsWith('['));
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if (newSectionEndIndex == -1)
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newSectionEndIndex = result.PiecesNew.Length;
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foreach (var block in result.DiffBlocks)
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{
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// Removed indices
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for (int i = 0; i < block.DeleteCountA; i++)
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{
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int objectIndex = block.DeleteStartA + i;
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if (objectIndex <= oldSectionStartIndex || objectIndex >= oldSectionEndIndex)
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continue;
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removedIndices.Add(objectIndex - oldSectionStartIndex - 1);
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}
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// Added indices
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for (int i = 0; i < block.InsertCountB; i++)
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{
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int objectIndex = block.InsertStartB + i;
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if (objectIndex <= newSectionStartIndex || objectIndex >= newSectionEndIndex)
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continue;
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addedIndices.Add(objectIndex - newSectionStartIndex - 1);
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}
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}
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// Sort the indices to ensure that removal + insertion indices don't get jumbled up post-removal or post-insertion.
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// This isn't strictly required, but the differ makes no guarantees about order.
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removedIndices.Sort();
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addedIndices.Sort();
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}
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private string readString(byte[] state) => Encoding.UTF8.GetString(state);
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private IBeatmap readBeatmap(byte[] state)
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{
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using (var stream = new MemoryStream(state))
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using (var reader = new LineBufferedReader(stream, true))
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{
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var decoded = Decoder.GetDecoder<Beatmap>(reader).Decode(reader);
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decoded.BeatmapInfo.Ruleset = editorBeatmap.BeatmapInfo.Ruleset;
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return new PassThroughWorkingBeatmap(decoded).GetPlayableBeatmap(editorBeatmap.BeatmapInfo.Ruleset);
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}
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}
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private class PassThroughWorkingBeatmap : WorkingBeatmap
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{
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private readonly IBeatmap beatmap;
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public PassThroughWorkingBeatmap(IBeatmap beatmap)
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: base(beatmap.BeatmapInfo, null)
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{
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this.beatmap = beatmap;
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}
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protected override IBeatmap GetBeatmap() => beatmap;
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public override Texture GetBackground() => throw new NotImplementedException();
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protected override Track GetBeatmapTrack() => throw new NotImplementedException();
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protected internal override ISkin GetSkin() => throw new NotImplementedException();
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public override Stream GetStream(string storagePath) => throw new NotImplementedException();
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}
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}
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}
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