27 Commits
Author SHA256 Message Date
copecone 25b58eb52a Document UI And Localization 2026-10-15 16:17:14 +09:00
copecone 39be8343c3 Document OS Utilities 2026-10-15 16:17:13 +09:00
copecone 00407c1320 Document Harmony Patches 2026-10-15 16:17:13 +09:00
copecone 3684db6f51 Document Render Core And API 2026-10-15 16:17:13 +09:00
copecone 23054ad7c7 Document FFmpeg Encoder And Decoder 2026-10-15 16:17:12 +09:00
copecone 131fabdbe1 Document Audio Pipeline 2026-10-15 16:17:12 +09:00
copecone 011c749df4 Fix Zero Duration Of Last Video Frame 2026-10-15 11:27:58 +09:00
copecone b20251659c Merge pull request 'Rewrite Audio' (#5) from feature/audio_rewrite into main
Reviewed-on: #5
2026-10-15 01:29:30 +09:00
copecone 985a2d241e Localize FFmpeg Download And Driver Warning Dialogs 2026-10-14 22:55:15 +09:00
copecone 994bfde46d Fix Custom Preset Label Handling On Language Change 2026-10-14 22:55:00 +09:00
copecone c72b92d59f Deactivate Mapped Effect Sources During Render 2026-10-14 22:18:35 +09:00
copecone 92f9912b9d Emulate AudioSource Playback State For Effect Sounds 2026-10-14 21:55:13 +09:00
copecone 369f6f9a0d Fix Warning Dialogs Hidden Behind Render Config Window 2026-10-14 20:46:02 +09:00
copeconeandClaude Sonnet 5.5 520d18846b Validate Even Render Resolution Before Starting
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-14 20:20:16 +09:00
copeconeandClaude Sonnet 5.5 22bd38d008 Fix Language Change And Name Collision In Presets
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-14 20:20:06 +09:00
copecone a2e6c49d7a Round Voice Start Times Down To Output Samples 2026-10-13 19:20:59 +09:00
copecone 8b9c009804 Fix Audio Cleanup On Render Abort 2026-10-13 15:37:16 +09:00
copecone 7ba8944fbe Read Spectrum Samples From Clip Store 2026-10-13 15:20:04 +09:00
copecone 154c35219f Fix Repeated Effect Voice List Scans 2026-10-13 12:02:48 +09:00
copecone fd98d353d0 Apply AudioSource Playback Control To Voices 2026-10-13 11:57:07 +09:00
copecone 25646c3fa4 Switch Render Audio To Voice Mixer 2026-10-13 11:30:57 +09:00
copecone 7b2951e649 Fix MP3 Header Read While Game Streams Song 2026-10-13 11:30:42 +09:00
copecone 6ef1538c3f Add Voice Mixer With Timed Changes 2026-10-13 09:43:07 +09:00
copecone 61373f8271 Resolve Audio Clips From Level Files 2026-10-13 02:00:18 +09:00
copecone 8addbfb79d Match Game MP3 Decoding Timing 2026-10-13 01:59:53 +09:00
copecone e9b23b981f Add FFmpeg Audio File Reader 2026-10-13 00:30:07 +09:00
copecone a472c6f72e Add Chunked Audio Clip Store 2026-10-13 00:30:02 +09:00
36 changed files with 86 additions and 820 deletions

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+3 -3
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@@ -180,7 +180,7 @@ public class RenderSession
/// Sets the custom condition function that determines when the render session should end. /// Sets the custom condition function that determines when the render session should end.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// The condition is polled on the main Unity thread once per frame from the start of the countdown until the render ends. /// The condition is polled on the main thread once per frame from the start of the countdown until the render ends.
/// When it first returns <c>true</c>, the render continues for <see cref="RenderConfig.DelayAfterEnd"/> seconds of /// When it first returns <c>true</c>, the render continues for <see cref="RenderConfig.DelayAfterEnd"/> seconds of
/// render time and then finishes successfully; it is not required to stay <c>true</c>. The default condition is /// render time and then finishes successfully; it is not required to stay <c>true</c>. The default condition is
/// that the level is cleared (<c>scrController.instance.state == States.Won</c>). Calling this method again /// that the level is cleared (<c>scrController.instance.state == States.Won</c>). Calling this method again
@@ -231,7 +231,7 @@ public class RenderSession
/// Adds a callback action to be invoked when the render session completes or fails. /// Adds a callback action to be invoked when the render session completes or fails.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// Called once per render on the main Unity thread: on success after the output file has been finished, on cancel or /// Called once per render on the main thread: on success after the output file has been finished, on cancel or
/// failure after the unfinished file has been deleted, and before the game returns to the level editor. /// failure after the unfinished file has been deleted, and before the game returns to the level editor.
/// It is not called when the render stops because the game quits. Multiple calls combine the callbacks (invoked in /// It is not called when the render stops because the game quits. Multiple calls combine the callbacks (invoked in
/// the order added). The combined callback replaces the default one, which shows the desktop notification. /// the order added). The combined callback replaces the default one, which shows the desktop notification.
@@ -249,7 +249,7 @@ public class RenderSession
/// Adds a callback action to be invoked on the last update of each frame in the render session. /// Adds a callback action to be invoked on the last update of each frame in the render session.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// Called on the main Unity thread every Unity frame after all other <c>LateUpdate</c> calls, from the moment the game scene /// Called on the main thread every Unity frame after all other <c>LateUpdate</c> calls, from the moment the game scene
/// of the render has loaded until the render ends (including the countdown, before capture starts). /// of the render has loaded until the render ends (including the countdown, before capture starts).
/// Multiple calls combine the callbacks. An exception thrown by a callback is logged. /// Multiple calls combine the callbacks. An exception thrown by a callback is logged.
/// </remarks> /// </remarks>
-17
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@@ -17,11 +17,6 @@ internal class GlobalConfig
/// GlobalSettings.DefaultOutputDirectory. Ignored while the directory does not exist (see EffectiveOutputDirectory). /// GlobalSettings.DefaultOutputDirectory. Ignored while the directory does not exist (see EffectiveOutputDirectory).
/// </summary> /// </summary>
public string? OutputDirectory { get; set; } public string? OutputDirectory { get; set; }
/// <summary>
/// File name format template chosen in the render configuration window; null or empty selects
/// GlobalSettings.DefaultFileNameFormat ("{date} {time}").
/// </summary>
public string? FileNameFormat { get; set; }
/// <summary>Name of the preset last selected or saved in the render configuration window; selected again when it opens.</summary> /// <summary>Name of the preset last selected or saved in the render configuration window; selected again when it opens.</summary>
public string? LastPresetName { get; set; } public string? LastPresetName { get; set; }
/// <summary> /// <summary>
@@ -77,18 +72,6 @@ internal static class GlobalSettings
} }
} }
/// <summary>Default file name format template: "{date} {time}".</summary>
public const string DefaultFileNameFormat = "{date} {time}";
/// <summary>
/// File name format used for renders without an explicit output path: Current.FileNameFormat when it is set,
/// otherwise <see cref="DefaultFileNameFormat"/>.
/// </summary>
public static string EffectiveFileNameFormat =>
string.IsNullOrWhiteSpace(Current.FileNameFormat)
? DefaultFileNameFormat
: Current.FileNameFormat;
static GlobalSettings() static GlobalSettings()
{ {
Load(); Load();
+1 -1
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@@ -39,7 +39,7 @@ public class RenderPreset
public static class PresetManager public static class PresetManager
{ {
/// <summary> /// <summary>
/// Built-in presets (H.264 CBR, 48 kHz stereo AAC at 256 kbps, mkv): 1080p, 1440p and 2160p at 60 FPS video. /// Built-in presets (H.264 CBR, 48 kHz stereo AAC at 256 kbps, mkv): 1080p, 1440p and 2160p at 60 fps video.
/// "(4x)" presets render 240 game frames per second (4 per video frame); "(1x)" renders 60. /// "(4x)" presets render 240 game frames per second (4 per video frame); "(1x)" renders 60.
/// Video bitrates are in kbps. /// Video bitrates are in kbps.
/// </summary> /// </summary>
+17 -36
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@@ -92,7 +92,7 @@ internal static class RenderContext
} }
}; };
/// <summary> /// <summary>
/// Called once on the main Unity thread when the render finishes (success) or is cancelled or fails. /// Called once on the main thread when the render finishes (success) or is cancelled or fails.
/// A session callback replaces the default one, so no notification is shown when a session sets OnComplete. /// A session callback replaces the default one, so no notification is shown when a session sets OnComplete.
/// Exceptions are caught and logged (RenderManager.TriggerOnComplete). /// Exceptions are caught and logged (RenderManager.TriggerOnComplete).
/// </summary> /// </summary>
@@ -101,7 +101,7 @@ internal static class RenderContext
private static readonly Action OnLastUpdateDefault = () => { }; private static readonly Action OnLastUpdateDefault = () => { };
/// <summary> /// <summary>
/// Called on the main Unity thread every frame after all other LateUpdate calls, through PostRenderHook (attached when the /// Called on the main thread every frame after all other LateUpdate calls, through PostRenderHook (attached when the
/// game scene of the render has loaded) while the stage is Load or later. /// game scene of the render has loaded) while the stage is Load or later.
/// Exceptions are caught and logged (RenderManager.TriggerOnLastUpdate). /// Exceptions are caught and logged (RenderManager.TriggerOnLastUpdate).
/// </summary> /// </summary>
@@ -154,7 +154,7 @@ internal class RenderManager : MonoBehaviour
public static bool IsCapturingActive => Instance && Instance.stage >= RenderStage.Render; public static bool IsCapturingActive => Instance && Instance.stage >= RenderStage.Render;
/// <summary> /// <summary>
/// Maximum number of frames in ImageQueue. The main Unity thread waits (throttles) while the queue holds more frames. /// Maximum number of frames in ImageQueue. The main thread waits (throttles) while the queue holds more frames.
/// </summary> /// </summary>
public const int MaxQueuedFrames = 64; public const int MaxQueuedFrames = 64;
@@ -179,7 +179,7 @@ internal class RenderManager : MonoBehaviour
/// <summary> /// <summary>
/// Number of video frames sent to the encoder in this render. Incremented by the render thread (Interlocked), /// Number of video frames sent to the encoder in this render. Incremented by the render thread (Interlocked),
/// read with Interlocked.Read by the main Unity thread (result, debug monitor). Reset in SetupPlay. /// read with Interlocked.Read by the main thread (result, debug monitor). Reset in SetupPlay.
/// </summary> /// </summary>
public long framesSent; public long framesSent;
@@ -276,14 +276,14 @@ internal class RenderManager : MonoBehaviour
/// <summary> /// <summary>
/// Configuration of the current render: a copy made by RenderSession.Start, so values adjusted during the render /// Configuration of the current render: a copy made by RenderSession.Start, so values adjusted during the render
/// (the audio sample rate in SetupPlay) do not change the caller's object. Read by the main Unity thread, the render /// (the audio sample rate in SetupPlay) do not change the caller's object. Read by the main thread, the render
/// thread (audio settings) and the patches. Null until the first render starts. /// thread (audio settings) and the patches. Null until the first render starts.
/// </summary> /// </summary>
public RenderConfig Configuration = null!; public RenderConfig Configuration = null!;
// Render Sessions State (OOP Instance Fields) // Render Sessions State (OOP Instance Fields)
/// <summary>Current stage of the render. Written on the main Unity thread; read by the render thread in TryDequeueNextFrame.</summary> /// <summary>Current stage of the render. Written on the main thread; read by the render thread in TryDequeueNextFrame.</summary>
public RenderStage stage = RenderStage.None; public RenderStage stage = RenderStage.None;
/// <summary>Time.timeAsDouble when capture started. The time patch returns timeBase + frameCount / RenderFPS.</summary> /// <summary>Time.timeAsDouble when capture started. The time patch returns timeBase + frameCount / RenderFPS.</summary>
@@ -303,7 +303,7 @@ internal class RenderManager : MonoBehaviour
/// <summary> /// <summary>
/// Offline mixer of the song and sound effects of this render; null when audio is not rendered or no render runs. /// Offline mixer of the song and sound effects of this render; null when audio is not rendered or no render runs.
/// Created in SetupPlay. Commands are added on the main Unity thread (OnPostFrame, audio patches), mixing runs on the /// Created in SetupPlay. Commands are added on the main thread (OnPostFrame, audio patches), mixing runs on the
/// render thread (WriteAudioForFrame); the mixer synchronizes the two internally. /// render thread (WriteAudioForFrame); the mixer synchronizes the two internally.
/// </summary> /// </summary>
public OfflineAudioMixer? AudioMixer { get; private set; } public OfflineAudioMixer? AudioMixer { get; private set; }
@@ -392,10 +392,10 @@ internal class RenderManager : MonoBehaviour
public long lastVideoFrameIndex = -1; public long lastVideoFrameIndex = -1;
/// <summary> /// <summary>
/// Video frame index of the last capture request (-1 before the first). Written on the main Unity thread, read by the /// Video frame index of the last capture request (-1 before the first). Written on the main thread, read by the
/// render thread to know when every requested frame has been sent after endRequested. /// render thread to know when every requested frame has been sent after endRequested.
/// </summary> /// </summary>
// long cannot be volatile: access via Volatile.Read/Write (written on main Unity thread, read on render thread) // long cannot be volatile: access via Volatile.Read/Write (written on main thread, read on render thread)
public long lastRequestedVideoFrameIndex = -1; public long lastRequestedVideoFrameIndex = -1;
/// <summary> /// <summary>
@@ -404,10 +404,10 @@ internal class RenderManager : MonoBehaviour
/// </summary> /// </summary>
public int readbackFailureCount; public int readbackFailureCount;
/// <summary>Number of frames on which the main Unity thread had to wait for the render thread (throttle loop entries).</summary> /// <summary>Number of frames on which the main thread had to wait for the render thread (throttle loop entries).</summary>
public int throttleCount; public int throttleCount;
/// <summary>True while the main Unity thread is inside the throttle wait of OnPostFrame.</summary> /// <summary>True while the main thread is inside the throttle wait of OnPostFrame.</summary>
public bool isThrottling; public bool isThrottling;
/// <summary> /// <summary>
@@ -438,7 +438,7 @@ internal class RenderManager : MonoBehaviour
/// <summary> /// <summary>
/// Captured frames waiting for the render thread, keyed by video frame index. Readbacks may complete in any order; /// Captured frames waiting for the render thread, keyed by video frame index. Readbacks may complete in any order;
/// the render thread takes them in index order (passCount). Every access locks the list itself. /// the render thread takes them in index order (passCount). Every access locks the list itself.
/// Frames are added by readback completions (main Unity thread) and removed by the render thread, or released by the /// Frames are added by readback completions (main thread) and removed by the render thread, or released by the
/// cleanup in StopFFmpeg / RestoreRenderEnvironment. /// cleanup in StopFFmpeg / RestoreRenderEnvironment.
/// </summary> /// </summary>
internal SortedList<long, CapturedFrame> ImageQueue = new(); internal SortedList<long, CapturedFrame> ImageQueue = new();
@@ -788,7 +788,7 @@ internal class RenderManager : MonoBehaviour
if (!texture) return; if (!texture) return;
// [Backpressure Throttling] // [Backpressure Throttling]
// The main Unity thread waits while ImageQueue holds more than QueueFrameLimit frames. Only the render thread // The main thread waits while ImageQueue holds more than QueueFrameLimit frames. Only the render thread
// removes frames, and it signals FrameDequeuedEvent for each one. The wait has a timeout so that the loop // removes frames, and it signals FrameDequeuedEvent for each one. The wait has a timeout so that the loop
// re-checks the render thread state and pumps pending readback completions (see ThrottleWaitMilliseconds). // re-checks the render thread state and pumps pending readback completions (see ThrottleWaitMilliseconds).
isThrottling = false; isThrottling = false;
@@ -940,14 +940,6 @@ internal class RenderManager : MonoBehaviour
// Cancelled or failed during the countdown: do not start the encoder // Cancelled or failed during the countdown: do not start the encoder
if (stage != RenderStage.OnScene) yield break; if (stage != RenderStage.OnScene) yield break;
if (Configuration.AdvancedConfig.DisableTileCulling && scrLevelMaker.instance)
{
foreach (var floor in scrLevelMaker.instance.listFloors)
{
if (floor) floor.enabled = true;
}
}
frameCount = 0; framesSent = 0; frameCount = 0; framesSent = 0;
_renderStopwatch.Restart(); _renderStopwatch.Restart();
@@ -1053,20 +1045,9 @@ internal class RenderManager : MonoBehaviour
var startTime = DateTime.Now; var startTime = DateTime.Now;
if (RenderContext.OutputPath != null) CurrentOutPath = RenderContext.OutputPath; if (RenderContext.OutputPath != null) CurrentOutPath = RenderContext.OutputPath;
else { else {
var format = GlobalSettings.EffectiveFileNameFormat; var fileName = startTime.ToString("yyyy-MM-dd HH-mm-ss") +
var ext = Configuration.AdvancedConfig.FileExtension; $".{Configuration.AdvancedConfig.FileExtension.TrimStart('.').ToLower()}";
var baseName = RenderFileNameUtil.FormatFileName( CurrentOutPath = Path.Combine(GlobalSettings.EffectiveOutputDirectory, fileName);
format,
startTime,
Configuration,
GlobalSettings.Current.LastPresetName,
levelPath
);
CurrentOutPath = RenderFileNameUtil.GetUniqueFilePath(
GlobalSettings.EffectiveOutputDirectory,
baseName,
ext
);
} }
FFmpegNativeEncoder? videoFFmpeg = null; FFmpegNativeEncoder? videoFFmpeg = null;
@@ -1268,7 +1249,7 @@ internal class RenderManager : MonoBehaviour
/// <summary> /// <summary>
/// Mixes the audio of the frame that was just sent (index passCount - 1) and writes it to the encoder. /// Mixes the audio of the frame that was just sent (index passCount - 1) and writes it to the encoder.
/// The sample count per frame comes from SyncCalculator (sample rate / effective video FPS, with the remainder /// The sample count per frame comes from SyncCalculator (sample rate / effective video FPS, with the remainder
/// carried to later frames). Mixing waits until the main Unity thread has committed the audio commands up to that time. /// carried to later frames). Mixing waits until the main thread has committed the audio commands up to that time.
/// Does nothing when audio rendering is off. Render thread. /// Does nothing when audio rendering is off. Render thread.
/// </summary> /// </summary>
/// <exception cref="OperationCanceledException">The mixer was cancelled (render aborted) while waiting.</exception> /// <exception cref="OperationCanceledException">The mixer was cancelled (render aborted) while waiting.</exception>
-30
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@@ -95,32 +95,6 @@ public class AdvancedConfig
/// </summary> /// </summary>
public bool NonTile { get; set; } = false; public bool NonTile { get; set; } = false;
/// <summary>
/// When true, the game's bloom (<c>VideoBloom</c>) computes its blur size as if the frame were 720 pixels high, so the
/// blur passes on the 198-pixel-high bloom buffer are the same as in a 720p frame at any render height
/// (VideoBloomPatch). Default false.
/// </summary>
public bool HighResBloomCorrection { get; set; } = false;
/// <summary>
/// When true, fixes in-game and render bugs during SetFramerate events (where objects disappear on the first frame
/// or parallax/tiles lag behind) by deferring manual camera rendering to the end of the frame after all LateUpdates.
/// Default true.
/// </summary>
public bool FixCustomFrameRate { get; set; } = true;
/// <summary>
/// When true, prevents floor tiles from being disabled when outside the camera frustum (scrFloor.OnBecameInvisible),
/// eliminating the 1-frame update lag/glitch when tiles enter the screen. Default false.
/// </summary>
public bool DisableTileCulling { get; set; } = false;
/// <summary>
/// When true, hides placeholder decorations (default tree-in-circle sprite) that failed to load or are empty.
/// Default false.
/// </summary>
public bool HideFailedDecorations { get; set; } = false;
/// <summary>File extension of the default output file name, without the dot (e.g. "mkv", "mp4"); selects the container.</summary> /// <summary>File extension of the default output file name, without the dot (e.g. "mkv", "mp4"); selects the container.</summary>
public string FileExtension { get; set; } = "mkv"; public string FileExtension { get; set; } = "mkv";
@@ -146,10 +120,6 @@ public class AdvancedConfig
RandomSeed = source.RandomSeed; RandomSeed = source.RandomSeed;
ProcessAudio = source.ProcessAudio; ProcessAudio = source.ProcessAudio;
NonTile = source.NonTile; NonTile = source.NonTile;
HighResBloomCorrection = source.HighResBloomCorrection;
FixCustomFrameRate = source.FixCustomFrameRate;
DisableTileCulling = source.DisableTileCulling;
HideFailedDecorations = source.HideFailedDecorations;
FileExtension = source.FileExtension; FileExtension = source.FileExtension;
firePlanetColor = source.firePlanetColor; firePlanetColor = source.firePlanetColor;
icePlanetColor = source.icePlanetColor; icePlanetColor = source.icePlanetColor;
-7
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@@ -39,16 +39,9 @@
"ui.render_config.output_dir": "Output Directory", "ui.render_config.output_dir": "Output Directory",
"ui.render_config.browse": "Browse...", "ui.render_config.browse": "Browse...",
"ui.render_config.reset_default": "Reset to Default", "ui.render_config.reset_default": "Reset to Default",
"ui.render_config.filename_format": "Filename Format",
"ui.render_config.filename_format_hint": "Tags: {song}, {artist}, {author}, {date}, {time}, {resolution}, {fps}, {preset}",
"ui.render_config.reset_filename_default": "Reset to Default",
"ui.render_config.file_extension": "File Extension", "ui.render_config.file_extension": "File Extension",
"ui.render_config.process_audio": "Process Audio", "ui.render_config.process_audio": "Process Audio",
"ui.render_config.non_tile": "Non-Tile Mode", "ui.render_config.non_tile": "Non-Tile Mode",
"ui.render_config.high_res_bloom_correction": "High-Resolution Bloom Correction",
"ui.render_config.fix_custom_frame_rate": "Fix Custom FPS Render Timing",
"ui.render_config.disable_tile_culling": "Disable Tile Culling",
"ui.render_config.hide_failed_decorations": "Hide Failed Decorations",
"ui.render_config.random_seed": "Random Seed (Optional)", "ui.render_config.random_seed": "Random Seed (Optional)",
"ui.render_config.validation_title": "Invalid Settings", "ui.render_config.validation_title": "Invalid Settings",
"ui.render_config.validation_error": "Please check your input values:\n- Width and Height must be integers > 0\n- Render FPS and Video FPS must be > 0\n- Delay After End must be >= 0", "ui.render_config.validation_error": "Please check your input values:\n- Width and Height must be integers > 0\n- Render FPS and Video FPS must be > 0\n- Delay After End must be >= 0",
-7
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@@ -39,16 +39,9 @@
"ui.render_config.output_dir": "출력 디렉토리", "ui.render_config.output_dir": "출력 디렉토리",
"ui.render_config.browse": "찾아보기...", "ui.render_config.browse": "찾아보기...",
"ui.render_config.reset_default": "기본값으로 초기화", "ui.render_config.reset_default": "기본값으로 초기화",
"ui.render_config.filename_format": "파일 이름 형식",
"ui.render_config.filename_format_hint": "태그: {song}, {artist}, {author}, {date}, {time}, {resolution}, {fps}, {preset}",
"ui.render_config.reset_filename_default": "기본값으로 초기화",
"ui.render_config.file_extension": "파일 확장자", "ui.render_config.file_extension": "파일 확장자",
"ui.render_config.process_audio": "오디오 처리", "ui.render_config.process_audio": "오디오 처리",
"ui.render_config.non_tile": "논타일 모드", "ui.render_config.non_tile": "논타일 모드",
"ui.render_config.high_res_bloom_correction": "고해상도 블룸 보정",
"ui.render_config.fix_custom_frame_rate": "커스텀 FPS 렌더 타이밍 보정",
"ui.render_config.disable_tile_culling": "타일 컬링 비활성화",
"ui.render_config.hide_failed_decorations": "로딩 실패한 장식 숨기기",
"ui.render_config.random_seed": "랜덤 시드 (선택 사항)", "ui.render_config.random_seed": "랜덤 시드 (선택 사항)",
"ui.render_config.validation_title": "설정 오류", "ui.render_config.validation_title": "설정 오류",
"ui.render_config.validation_error": "입력값을 확인해 주세요:\n- 너비와 높이는 0보다 큰 정수여야 합니다.\n- 렌더 FPS와 영상 FPS는 0보다 커야 합니다.\n- 종료 후 대기 시간은 0 이상이어야 합니다.", "ui.render_config.validation_error": "입력값을 확인해 주세요:\n- 너비와 높이는 0보다 큰 정수여야 합니다.\n- 렌더 FPS와 영상 FPS는 0보다 커야 합니다.\n- 종료 후 대기 시간은 0 이상이어야 합니다.",
+1 -1
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@@ -18,7 +18,7 @@ namespace ADOFAIRenderer.Localization;
/// </para> /// </para>
/// <para> /// <para>
/// Lookup order in <see cref="Get(string)"/>: active locale, then English, then the key itself. /// Lookup order in <see cref="Get(string)"/>: active locale, then English, then the key itself.
/// Intended for the main Unity thread; the dictionaries are filled once during initialization and only read afterwards. /// Intended for the Unity main thread; the dictionaries are filled once during initialization and only read afterwards.
/// </para> /// </para>
/// </summary> /// </summary>
internal static class LocalizationManager internal static class LocalizationManager
+3 -3
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@@ -30,7 +30,7 @@ public static class AudioManagerFindOrLoadAudioClipExternalPatch
} }
/// <summary> /// <summary>
/// AudioManager._Play (private; AudioManager.Play forwards to it): registers each scheduled sound effect (hit sounds, PlaySound /// AudioManager._Play (private; AudioManager.Play forwards to it): registers each scheduled effect sound (hit sounds, PlaySound
/// events, hold sounds without an end time) as an effect voice of the offline mixer and maps the returned AudioSource to it. /// events, hold sounds without an end time) as an effect voice of the offline mixer and maps the returned AudioSource to it.
/// Active while capturing (RenderManager.IsCapturingActive) with RenderAudio on. The original always runs: it creates the /// Active while capturing (RenderManager.IsCapturingActive) with RenderAudio on. The original always runs: it creates the
/// AudioSource the game keeps using (its PlayScheduled call is blocked during rendering by another patch), and the game sets /// AudioSource the game keeps using (its PlayScheduled call is blocked during rendering by another patch), and the game sets
@@ -46,7 +46,7 @@ public static class AudioManagerPlayPatch
{ {
if (RenderManager.IsCapturingActive && RenderManager.Instance.Configuration.AudioConfig.RenderAudio) if (RenderManager.IsCapturingActive && RenderManager.Instance.Configuration.AudioConfig.RenderAudio)
{ {
// Cache the clip on the main Unity thread // Cache the clip on the main thread
RenderManager.Instance.AudioMixer?.CacheClip(snd); RenderManager.Instance.AudioMixer?.CacheClip(snd);
} }
return true; // Let the original method execute to prevent NullReferenceException return true; // Let the original method execute to prevent NullReferenceException
@@ -104,7 +104,7 @@ public static class PlayWithEndTimePatch
var mixer = RenderManager.Instance.AudioMixer; var mixer = RenderManager.Instance.AudioMixer;
if (mixer != null) if (mixer != null)
{ {
// Cache the clip on the main Unity thread // Cache the clip on the main thread
mixer.CacheClip(snd); mixer.CacheClip(snd);
// Convert absolute DSP times to relative times in seconds from render start // Convert absolute DSP times to relative times in seconds from render start
+2 -2
View File
@@ -18,7 +18,7 @@ namespace ADOFAIRenderer.Patch.Engine;
/// (game and mod scripts). /// (game and mod scripts).
/// </para> /// </para>
/// <para> /// <para>
/// All prefixes run on the thread that calls the getter (normally the main Unity thread) and read <c>RenderManager</c> state /// All prefixes run on the thread that calls the getter (normally the Unity main thread) and read <c>RenderManager</c> state
/// without locks. /// without locks.
/// </para> /// </para>
/// </summary> /// </summary>
@@ -264,7 +264,7 @@ public static class RenderEnvironmentPatches
/// that loads an external audio file of the level into <c>audioLib</c>): from stage Load with /// that loads an external audio file of the level into <c>audioLib</c>): from stage Load with
/// <c>AdvancedConfig.ProcessAudio</c> on, forces <c>stream</c> to false. The game passes <c>stream</c> to /// <c>AdvancedConfig.ProcessAudio</c> on, forces <c>stream</c> to false. The game passes <c>stream</c> to
/// <c>DownloadHandlerAudioClip.streamAudio</c> for ogg/wav/aif/aiff files, so these clips are loaded as non-streaming /// <c>DownloadHandlerAudioClip.streamAudio</c> for ogg/wav/aif/aiff files, so these clips are loaded as non-streaming
/// clips; the MP3 path uses <c>mp3Streaming</c> and ignores <c>stream</c>. /// clips; the mp3 path uses <c>mp3Streaming</c> and ignores <c>stream</c>.
/// Reference: https://docs.unity3d.com/ScriptReference/Networking.DownloadHandlerAudioClip-streamAudio.html /// Reference: https://docs.unity3d.com/ScriptReference/Networking.DownloadHandlerAudioClip-streamAudio.html
/// </summary> /// </summary>
[HarmonyPatch(typeof(AudioManager), "FindOrLoadAudioClipExternal", typeof(string), typeof(bool), typeof(float), typeof(bool))] [HarmonyPatch(typeof(AudioManager), "FindOrLoadAudioClipExternal", typeof(string), typeof(bool), typeof(float), typeof(bool))]
-113
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@@ -1,113 +0,0 @@
using System;
using System.Diagnostics.CodeAnalysis;
using ADOFAIRenderer.Core;
using HarmonyLib;
using UnityEngine;
namespace ADOFAIRenderer.Patch.Game;
/// <summary>
/// Fixes the in-game and render bug where objects (floors, decorations, planets) disappear on the first frame of
/// a SetFramerate event (due to camera Z=0 near clip culling) and where parallax/tiles lag behind on subsequent frames.
/// <para>
/// Defers the manual camera rendering (<c>scrCamera.UpdateCustomFrameRateScreen</c>) to the very end of the frame
/// (execution order <c>int.MaxValue - 1</c>), after all components (<c>scrCamera</c>, <c>scrFloor</c>,
/// <c>scrDecorationManager</c>, <c>scrPlanet</c>, <c>scrParallax</c>, and <c>scrController</c>) have finished their
/// <c>LateUpdate</c>.
/// </para>
/// </summary>
[HarmonyPatch]
[SuppressMessage("ReSharper", "InconsistentNaming")]
public static class CustomFrameRateDeferPatch
{
private static bool _isExecutingDeferred;
private static scrCamera? _pendingCamera;
private static readonly Action<scrCamera>? UpdateCustomFrameRateScreenInvoker =
AccessTools.MethodDelegate<Action<scrCamera>>(AccessTools.Method(typeof(scrCamera), "UpdateCustomFrameRateScreen"));
/// <summary>
/// Checks whether the SetFramerate render timing fix is enabled.
/// Active if rendering session has the option enabled, or enabled by default during normal in-game play.
/// </summary>
public static bool IsEnabled
{
get
{
if (RenderManager.IsActive && RenderManager.Instance?.Configuration?.AdvancedConfig != null)
{
return RenderManager.Instance.Configuration.AdvancedConfig.FixCustomFrameRate;
}
return true;
}
}
/// <summary>
/// Intercepts manual camera render calls from SetCustomFrameRate (Update phase) or CheckUpdateFrameRateScreen
/// (LateUpdate phase). If not currently executing the deferred render pass, records the camera instance and
/// suppresses the premature render.
/// </summary>
[HarmonyPrefix]
[HarmonyPatch(typeof(scrCamera), "UpdateCustomFrameRateScreen")]
private static bool DeferManualRender(scrCamera __instance)
{
if (!IsEnabled) return true;
if (_isExecutingDeferred) return true;
_pendingCamera = __instance;
return false;
}
/// <summary>
/// Ensures that the runner component is attached to the camera when it starts.
/// </summary>
[HarmonyPostfix]
[HarmonyPatch(typeof(scrCamera), "Start")]
private static void AttachRunner(scrCamera __instance)
{
if (!__instance) return;
if (!__instance.gameObject.GetComponent<CustomFrameRateDeferredRunner>())
{
__instance.gameObject.AddComponent<CustomFrameRateDeferredRunner>();
}
}
/// <summary>
/// Invoked at the very end of LateUpdate (Order int.MaxValue - 1). If a manual render was requested during the frame,
/// executes the camera's original UpdateCustomFrameRateScreen once with all objects fully prepared.
/// </summary>
internal static void ExecuteDeferredRender()
{
if (_pendingCamera == null) return;
var cam = _pendingCamera;
_pendingCamera = null;
if (!cam) return;
_isExecutingDeferred = true;
try
{
UpdateCustomFrameRateScreenInvoker?.Invoke(cam);
}
finally
{
_isExecutingDeferred = false;
}
}
}
/// <summary>
/// Runner component attached to scrCamera that executes deferred custom frame rate renders at the end of LateUpdate.
/// Execution order <c>int.MaxValue - 1</c> guarantees it runs after all normal game components (including
/// scrController at 400), but right before PostRenderHook at <c>int.MaxValue</c>.
/// </summary>
[DefaultExecutionOrder(int.MaxValue - 1)]
internal class CustomFrameRateDeferredRunner : MonoBehaviour
{
private void LateUpdate()
{
CustomFrameRateDeferPatch.ExecuteDeferredRender();
}
}
-93
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@@ -1,93 +0,0 @@
using ADOFAIRenderer.Core;
using HarmonyLib;
using UnityEngine;
namespace ADOFAIRenderer.Patch.Game;
/// <summary>
/// Patches decoration rendering to hide decorations that failed to load (or are empty) and fell back to the default
/// placeholder sprite (tree inside a circle) during a render when <c>AdvancedConfig.HideFailedDecorations</c> is enabled.
/// </summary>
public static class DecorationPatch
{
/// <summary>
/// True while a render is loading or active and <c>HideFailedDecorations</c> is enabled in the configuration.
/// </summary>
public static bool IsEnabled =>
RenderManager.Instance &&
RenderManager.Instance.stage >= RenderStage.Load &&
RenderManager.Instance.Configuration?.AdvancedConfig?.HideFailedDecorations == true;
/// <summary>
/// Checks whether the given sprite is the default placeholder or not-found sprite of the decoration manager.
/// </summary>
public static bool IsPlaceholderSprite(Sprite? sprite, scrDecorationManager? manager = null)
{
if (!sprite) return false;
manager ??= scrDecorationManager.instance;
if (!manager) return false;
return sprite == manager.defaultSprite || (manager.notFoundSprite && sprite == manager.notFoundSprite);
}
/// <summary>
/// Sweeps all visual decorations in <c>scrDecorationManager.instance.allDecorations</c> and clears any placeholder sprites.
/// Called from <see cref="scnGamePatch.ProcessFloors"/> when <c>scnGame.Play</c> runs.
/// </summary>
public static void ProcessDecorations()
{
if (!IsEnabled) return;
var manager = scrDecorationManager.instance;
if (!manager || manager.allDecorations == null) return;
foreach (var dec in manager.allDecorations)
{
if (dec is scrVisualDecoration visualDec && visualDec.spriteRenderer)
{
if (IsPlaceholderSprite(visualDec.spriteRenderer.sprite, manager))
{
visualDec.SetSprite((Sprite)null!);
}
}
}
}
/// <summary>
/// Prefix of <c>scrVisualDecoration.SetSprite(Sprite)</c>: replaces placeholder default/not-found sprites with null
/// when <see cref="IsEnabled"/> is true.
/// </summary>
[HarmonyPatch(typeof(scrVisualDecoration), nameof(scrVisualDecoration.SetSprite), typeof(Sprite))]
// ReSharper disable once InconsistentNaming
public static class VisualDecorationSetSpritePatch
{
[HarmonyPrefix]
public static void Prefix(scrVisualDecoration __instance, ref Sprite? sprite)
{
if (!IsEnabled || !sprite) return;
if (IsPlaceholderSprite(sprite, __instance.manager))
{
sprite = null;
}
}
}
/// <summary>
/// Prefix of <c>scrDecorationManager.ShowEmptyDecorations(bool)</c>: suppresses showing placeholder default sprites
/// during render when <see cref="IsEnabled"/> is true.
/// </summary>
[HarmonyPatch(typeof(scrDecorationManager), nameof(scrDecorationManager.ShowEmptyDecorations))]
public static class ShowEmptyDecorationsPatch
{
[HarmonyPrefix]
public static bool Prefix(bool show)
{
if (show && IsEnabled)
{
return false;
}
return true;
}
}
}
+1 -1
View File
@@ -11,7 +11,7 @@ namespace ADOFAIRenderer.Patch.Game;
/// <c>Persistence.language</c> (it returns immediately when already initialized); and <c>RDString.ChangeLanguage(SystemLanguage)</c>, /// <c>Persistence.language</c> (it returns immediately when already initialized); and <c>RDString.ChangeLanguage(SystemLanguage)</c>,
/// which stores the language in <c>Persistence.language</c>, clears the initialized flag and calls Setup again. /// which stores the language in <c>Persistence.language</c>, clears the initialized flag and calls Setup again.
/// </para> /// </para>
/// <para>Always active (independent of the render stage). Runs on the main Unity thread.</para> /// <para>Always active (independent of the render stage). Runs on the Unity main thread.</para>
/// </summary> /// </summary>
[HarmonyPatch(typeof(RDString))] [HarmonyPatch(typeof(RDString))]
internal static class LanguageSyncPatch internal static class LanguageSyncPatch
-59
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@@ -1,59 +0,0 @@
using ADOFAIRenderer.Core;
using HarmonyLib;
using UnityEngine;
namespace ADOFAIRenderer.Patch.Game;
/// <summary>
/// Makes the game's bloom compute its blur size as if the frame were 720 pixels high
/// ("High-Resolution Bloom Correction" option).
/// <para>
/// Patched member: <c>VideoBloom.OnRenderImage(RenderTexture source, RenderTexture destination)</c>. The game scales the
/// frame down to a bloom buffer 198 pixels high (<c>scale = 198 / source.height</c>) and sets the blur radius in bloom
/// buffer pixels to <c>KernelSize * MediumKernelScale * scale</c> (and <c>KernelSize * LargeKernelScale * scale</c>).
/// <c>BloomBlit</c> turns the radius into the number of 5-tap blur passes and the blend amount of the last pass.
/// </para>
/// <para>
/// While the render is active (<see cref="RenderManager.IsActive"/>) and <c>AdvancedConfig.HighResBloomCorrection</c> is
/// enabled, the prefix multiplies <c>KernelSize</c> by <c>source.height / 720</c> for the duration of the call, so the
/// radius equals <c>KernelSize * MediumKernelScale * 198 / 720</c> and the blur passes on the bloom buffer are the same
/// as in a 720p frame. The finalizer restores the original <c>KernelSize</c>. The bloom buffer size and the downscale
/// from the source frame keep the game's behavior.
/// </para>
/// </summary>
[HarmonyPatch(typeof(VideoBloom))]
public class VideoBloomPatch
{
/// <summary>Frame height in pixels the blur size is computed for.</summary>
private const float ReferenceHeight = 720f;
/// <summary>Prefix of <c>VideoBloom.OnRenderImage</c>.</summary>
/// <param name="__instance">The bloom component on the game camera.</param>
/// <param name="source">The camera frame; its height selects the multiplier.</param>
/// <param name="__state">Original <c>KernelSize</c>, or null when it was not changed.</param>
[HarmonyPrefix]
[HarmonyPatch("OnRenderImage")]
// ReSharper disable InconsistentNaming
public static void ScaleKernelSize(VideoBloom __instance, RenderTexture source, out float? __state)
// ReSharper restore InconsistentNaming
{
__state = null;
if (!source || !RenderManager.IsActive || !RenderManager.Instance.Configuration.AdvancedConfig.HighResBloomCorrection)
return;
__state = __instance.KernelSize;
__instance.KernelSize *= source.height / ReferenceHeight;
}
/// <summary>Finalizer of <c>VideoBloom.OnRenderImage</c>: restores <c>KernelSize</c> when the prefix changed it.</summary>
/// <param name="__instance">The bloom component on the game camera.</param>
/// <param name="__state">Original <c>KernelSize</c> stored by the prefix, or null.</param>
[HarmonyFinalizer]
[HarmonyPatch("OnRenderImage")]
// ReSharper disable InconsistentNaming
public static void RestoreKernelSize(VideoBloom __instance, float? __state)
// ReSharper restore InconsistentNaming
{
if (__state.HasValue) __instance.KernelSize = __state.Value;
}
}
+1 -1
View File
@@ -14,7 +14,7 @@ namespace ADOFAIRenderer.Patch.Game;
/// </para> /// </para>
/// <para> /// <para>
/// Always active except when the mod features are disabled (<see cref="RenderMod.IsFeatureDisabled"/>, set from the /// Always active except when the mod features are disabled (<see cref="RenderMod.IsFeatureDisabled"/>, set from the
/// driver warning dialog). Runs on the main Unity thread each time the editor scene starts. /// driver warning dialog). Runs on the Unity main thread each time the editor scene starts.
/// </para> /// </para>
/// </summary> /// </summary>
[HarmonyPatch(typeof(scnEditor))] [HarmonyPatch(typeof(scnEditor))]
+2 -15
View File
@@ -30,21 +30,8 @@ public static class scnGamePatch
[HarmonyPatch("Play")] [HarmonyPatch("Play")]
public static void ProcessFloors() public static void ProcessFloors()
{ {
if (RenderManager.Instance && var nonTile = RenderManager.Instance.stage >= RenderStage.Load &&
RenderManager.Instance.stage >= RenderStage.Load && RenderManager.Instance.Configuration.AdvancedConfig.NonTile;
RenderManager.Instance.Configuration.AdvancedConfig.DisableTileCulling)
{
foreach (var floor in scrLevelMaker.instance.listFloors)
{
if (floor) floor.enabled = true;
}
}
DecorationPatch.ProcessDecorations();
var nonTile = RenderManager.Instance &&
RenderManager.Instance.stage >= RenderStage.Load &&
RenderManager.Instance.Configuration?.AdvancedConfig?.NonTile == true;
if (!nonTile) return; if (!nonTile) return;
foreach (var floor in scrLevelMaker.instance.listFloors) foreach (var floor in scrLevelMaker.instance.listFloors)
+1 -1
View File
@@ -8,7 +8,7 @@ namespace ADOFAIRenderer.Patch.Game;
/// already off. /// already off.
/// <para> /// <para>
/// Patched member: <c>scrCamera.SetCustomFrameRate(bool enable, float frame)</c> (level effect that updates the screen at a /// Patched member: <c>scrCamera.SetCustomFrameRate(bool enable, float frame)</c> (level effect that updates the screen at a
/// lower frame rate). Enabling assigns a new RenderTexture to the camera quad material and refreshes it at <c>frame</c> FPS. /// lower frame rate). Enabling assigns a new RenderTexture to the camera quad material and refreshes it at <c>frame</c> fps.
/// Disabling calls <c>Release()</c> on the quad material's current <c>mainTexture</c> and assigns <c>camRT</c> back. When /// Disabling calls <c>Release()</c> on the quad material's current <c>mainTexture</c> and assigns <c>camRT</c> back. When
/// the effect was never enabled, <c>mainTexture</c> is <c>camRT</c> itself, so the original releases the live camera /// the effect was never enabled, <c>mainTexture</c> is <c>camRT</c> itself, so the original releases the live camera
/// render texture. /// render texture.
-37
View File
@@ -33,41 +33,4 @@ public class scrFloorPatch
RenderManager.Instance.Configuration.AdvancedConfig.NonTile; RenderManager.Instance.Configuration.AdvancedConfig.NonTile;
return !nonTile; return !nonTile;
} }
/// <summary>
/// Postfix of <c>scrFloor.Start</c>.
/// The game sets <c>enabled = isVisible</c> in Start(), which disables all off-screen tiles right at spawn.
/// When <c>DisableTileCulling</c> is enabled, force every floor to remain enabled.
/// </summary>
[HarmonyPostfix]
[HarmonyPatch("Start")]
public static void ForceEnableOnStart(scrFloor __instance)
{
if (RenderManager.Instance &&
RenderManager.Instance.stage >= RenderStage.Load &&
RenderManager.Instance.Configuration.AdvancedConfig.DisableTileCulling)
{
__instance.enabled = true;
}
}
/// <summary>
/// Prefix of <c>scrFloor.OnBecameInvisible</c>.
/// Skips disabling the floor component (<c>enabled = false</c>) while rendering with
/// <c>AdvancedConfig.DisableTileCulling</c> enabled, preventing the 1-frame update lag/glitch
/// when tiles enter the camera view.
/// </summary>
[HarmonyPrefix]
[HarmonyPatch("OnBecameInvisible")]
// ReSharper disable once InconsistentNaming
public static bool PreventTileCulling(scrFloor __instance)
{
if (RenderManager.Instance &&
RenderManager.Instance.stage >= RenderStage.Load &&
RenderManager.Instance.Configuration.AdvancedConfig.DisableTileCulling)
{
return false;
}
return true;
}
} }
+1 -1
View File
@@ -9,7 +9,7 @@ using MelonLoader.Utils;
using UnityEngine; using UnityEngine;
using Object = UnityEngine.Object; using Object = UnityEngine.Object;
[assembly: MelonInfo(typeof(RenderMod), "ADOFAI Renderer", "0.3.3-INDEV", "ADOFAI Editor Forum")] [assembly: MelonInfo(typeof(RenderMod), "ADOFAI Renderer", "0.4.0-BETA", "ADOFAI Editor Forum")]
[assembly: MelonGame("7th Beat Games", "A Dance of Fire and Ice")] [assembly: MelonGame("7th Beat Games", "A Dance of Fire and Ice")]
namespace ADOFAIRenderer; namespace ADOFAIRenderer;
+3 -3
View File
@@ -21,7 +21,7 @@ internal class DialogButton
public string Text; public string Text;
/// <summary> /// <summary>
/// Action run on the main Unity thread when the button is clicked. The dialog is destroyed after the action /// Action run on the Unity main thread when the button is clicked. The dialog is destroyed after the action
/// returns, also when the action throws (the exception is logged). /// returns, also when the action throws (the exception is logged).
/// </summary> /// </summary>
public Action OnClick; public Action OnClick;
@@ -49,7 +49,7 @@ internal class DialogButton
/// canvas: a translucent full-screen backdrop that blocks input to everything below, and an O5Kit window on top of it. /// canvas: a translucent full-screen backdrop that blocks input to everything below, and an O5Kit window on top of it.
/// While the dialog exists, every enabled UI Toolkit root (<see cref="UIDocument"/>) is disabled so that it cannot /// While the dialog exists, every enabled UI Toolkit root (<see cref="UIDocument"/>) is disabled so that it cannot
/// receive input; the roots are enabled again in <see cref="OnDestroy"/>. Clicking any button runs its action and then /// receive input; the roots are enabled again in <see cref="OnDestroy"/>. Clicking any button runs its action and then
/// destroys the dialog. All members run on the main Unity thread. /// destroys the dialog. All members run on the Unity main thread.
/// </para> /// </para>
/// </summary> /// </summary>
internal class CommonWarningDialogUI : MonoBehaviour internal class CommonWarningDialogUI : MonoBehaviour
@@ -97,7 +97,7 @@ internal class CommonWarningDialogUI : MonoBehaviour
} }
/// <summary> /// <summary>
/// Creates and shows a new dialog. Must be called on the main Unity thread. /// Creates and shows a new dialog. Must be called on the Unity main thread.
/// </summary> /// </summary>
/// <param name="title">Window title text.</param> /// <param name="title">Window title text.</param>
/// <param name="description">Body text, centered and word-wrapped; TextMeshPro rich text tags are allowed.</param> /// <param name="description">Body text, centered and word-wrapped; TextMeshPro rich text tags are allowed.</param>
+2 -2
View File
@@ -14,7 +14,7 @@ namespace ADOFAIRenderer.UI;
/// <para> /// <para>
/// Created by <c>RenderManager.StartFFmpegThread</c> on a GameObject kept across scene loads, and reused for later /// Created by <c>RenderManager.StartFFmpegThread</c> on a GameObject kept across scene loads, and reused for later
/// renders. The overlay is drawn on the game screen only; it is not part of the encoded video frames. /// renders. The overlay is drawn on the game screen only; it is not part of the encoded video frames.
/// <see cref="Update"/> rebuilds the text every frame on the main Unity thread. /// <see cref="Update"/> rebuilds the text every frame on the Unity main thread.
/// </para> /// </para>
/// </summary> /// </summary>
internal class DebugMonitorUI : MonoBehaviour internal class DebugMonitorUI : MonoBehaviour
@@ -194,7 +194,7 @@ internal class DebugMonitorUI : MonoBehaviour
// Queue - frames waiting in ImageQueue for the render thread / queue frame limit // Queue - frames waiting in ImageQueue for the render thread / queue frame limit
// Rendered Frames - RenderManager.frameCount (frames produced by the game) // Rendered Frames - RenderManager.frameCount (frames produced by the game)
// Frames Sent - RenderManager.framesSent (frames handed to the encoder; written by the render thread) // Frames Sent - RenderManager.framesSent (frames handed to the encoder; written by the render thread)
// Throttling - RenderManager.throttleCount (times the main Unity thread started waiting because ImageQueue // Throttling - RenderManager.throttleCount (times the main thread started waiting because ImageQueue
// held more frames than its limit) // held more frames than its limit)
// Readback failures- RenderManager.readbackFailureCount (AsyncGPUReadback requests that completed with an error) // Readback failures- RenderManager.readbackFailureCount (AsyncGPUReadback requests that completed with an error)
// Mono heap - GC.GetTotalMemory(false), managed heap size in MiB without forcing a collection // Mono heap - GC.GetTotalMemory(false), managed heap size in MiB without forcing a collection
+1 -1
View File
@@ -14,7 +14,7 @@ namespace ADOFAIRenderer.UI;
/// (measured in real time with a <see cref="Stopwatch"/>, independent of the patched game time) calls /// (measured in real time with a <see cref="Stopwatch"/>, independent of the patched game time) calls
/// <c>RenderManager.CancelRender</c>. Releasing Escape earlier hides the panel and resets the countdown. /// <c>RenderManager.CancelRender</c>. Releasing Escape earlier hides the panel and resets the countdown.
/// The component destroys its GameObject as soon as <c>RenderManager.IsActive</c> is false (stage below OnScene). /// The component destroys its GameObject as soon as <c>RenderManager.IsActive</c> is false (stage below OnScene).
/// Runs on the main Unity thread. /// Runs on the Unity main thread.
/// </para> /// </para>
/// </summary> /// </summary>
internal class EscapeHandlerUI : MonoBehaviour internal class EscapeHandlerUI : MonoBehaviour
+8 -8
View File
@@ -25,9 +25,9 @@ namespace ADOFAIRenderer.UI;
/// <c>RenderMod.OnInitializeMelon</c>). /// <c>RenderMod.OnInitializeMelon</c>).
/// </para> /// </para>
/// <para> /// <para>
/// Threads: UI construction and all Unity object access happen on the main Unity thread. The download and extraction /// Threads: UI construction and all Unity object access happen on the Unity main thread. The download and extraction
/// run on thread-pool threads (<see cref="Task.Run(Func{Task})"/>); they post UI updates to /// run on thread-pool threads (<see cref="Task.Run(Func{Task})"/>); they post UI updates to
/// <see cref="_mainThreadQueue"/>, which <see cref="Update"/> drains on the main Unity thread. /// <see cref="_mainThreadQueue"/>, which <see cref="Update"/> drains on the main thread.
/// </para> /// </para>
/// <para> /// <para>
/// Flow: buttons -> (Download) progress bar + status text -> download to a temporary archive in UserLibs -> extract /// Flow: buttons -> (Download) progress bar + status text -> download to a temporary archive in UserLibs -> extract
@@ -70,7 +70,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
/// <summary>Cancellation for the running download; created per download, cancelled by Cancel, disposed in OnDestroy.</summary> /// <summary>Cancellation for the running download; created per download, cancelled by Cancel, disposed in OnDestroy.</summary>
private System.Threading.CancellationTokenSource? _cts; private System.Threading.CancellationTokenSource? _cts;
/// <summary>Actions posted from background threads, run in order on the main Unity thread by <see cref="Update"/>.</summary> /// <summary>Actions posted from background threads, run in order on the main thread by <see cref="Update"/>.</summary>
private readonly System.Collections.Concurrent.ConcurrentQueue<Action> _mainThreadQueue = new(); private readonly System.Collections.Concurrent.ConcurrentQueue<Action> _mainThreadQueue = new();
/// <summary> /// <summary>
@@ -376,7 +376,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
/// <summary>Runs every action posted by the background download task, in posting order.</summary> /// <summary>Runs every action posted by the background download task, in posting order.</summary>
private void Update() private void Update()
{ {
// Execute queued actions on main Unity thread // Execute queued actions on main thread
while (_mainThreadQueue.TryDequeue(out var action)) while (_mainThreadQueue.TryDequeue(out var action))
{ {
action?.Invoke(); action?.Invoke();
@@ -384,7 +384,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
} }
/// <summary> /// <summary>
/// Posts an action to run on the main Unity thread during the next <see cref="Update"/>. Safe to call from any thread. /// Posts an action to run on the main thread during the next <see cref="Update"/>. Safe to call from any thread.
/// Actions posted after the dialog is destroyed are never run. /// Actions posted after the dialog is destroyed are never run.
/// </summary> /// </summary>
private void ExecuteOnMainThread(Action action) private void ExecuteOnMainThread(Action action)
@@ -458,7 +458,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
// Keep the "complete" message visible for 1000 ms before closing // Keep the "complete" message visible for 1000 ms before closing
await Task.Delay(1000); await Task.Delay(1000);
// Destroy UI on main Unity thread. FirstUpdateHook then sees Instance == null and checks the libraries again. // Destroy UI on main thread. FirstUpdateHook then sees Instance == null and checks the libraries again.
ExecuteOnMainThread(() => ExecuteOnMainThread(() =>
{ {
Destroy(gameObject); Destroy(gameObject);
@@ -513,7 +513,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
Destroy(gameObject); Destroy(gameObject);
} }
/// <summary>Posts a status text and color change to the main Unity thread. Callable from any thread.</summary> /// <summary>Posts a status text and color change to the main thread. Callable from any thread.</summary>
private void UpdateStatus(string message, Color color) private void UpdateStatus(string message, Color color)
{ {
ExecuteOnMainThread(() => ExecuteOnMainThread(() =>
@@ -526,7 +526,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
}); });
} }
/// <summary>Posts a progress bar update to the main Unity thread. Callable from any thread.</summary> /// <summary>Posts a progress bar update to the main thread. Callable from any thread.</summary>
/// <param name="percent">Filled fraction 0..1 (not 0..100); becomes the fill's <c>anchorMax.x</c>.</param> /// <param name="percent">Filled fraction 0..1 (not 0..100); becomes the fill's <c>anchorMax.x</c>.</param>
/// <param name="text">Text shown on the bar.</param> /// <param name="text">Text shown on the bar.</param>
private void UpdateProgress(float percent, string text) private void UpdateProgress(float percent, string text)
+2 -2
View File
@@ -12,7 +12,7 @@ namespace ADOFAIRenderer.UI;
/// The text is set when the binding is made (<see cref="Bind(TextMeshProUGUI, string)"/>), when the component is enabled, /// The text is set when the binding is made (<see cref="Bind(TextMeshProUGUI, string)"/>), when the component is enabled,
/// and on every <see cref="LocalizationManager.OnLanguageChanged"/> event. A key and a dynamic provider are mutually /// and on every <see cref="LocalizationManager.OnLanguageChanged"/> event. A key and a dynamic provider are mutually
/// exclusive: setting one clears the other. With neither set, <see cref="Refresh"/> leaves the text unchanged. /// exclusive: setting one clears the other. With neither set, <see cref="Refresh"/> leaves the text unchanged.
/// Runs on the main Unity thread. /// Runs on the Unity main thread.
/// </para> /// </para>
/// </summary> /// </summary>
internal class LocalizedText : MonoBehaviour internal class LocalizedText : MonoBehaviour
@@ -44,7 +44,7 @@ internal class LocalizedText : MonoBehaviour
/// The provider is called on every refresh (enable and language change), so it can combine several keys or /// The provider is called on every refresh (enable and language change), so it can combine several keys or
/// runtime values, e.g. a label that depends on UI state. /// runtime values, e.g. a label that depends on UI state.
/// </summary> /// </summary>
/// <param name="provider">Function returning the text to display; called on the main Unity thread.</param> /// <param name="provider">Function returning the text to display; called on the Unity main thread.</param>
public void SetDynamic(Func<string> provider) public void SetDynamic(Func<string> provider)
{ {
_dynamicProvider = provider; _dynamicProvider = provider;
+4 -139
View File
@@ -24,7 +24,7 @@ namespace ADOFAIRenderer.UI.Window;
/// <para> /// <para>
/// Opened from the level editor through <c>RenderManager</c> (after the unsaved-changes check) with /// Opened from the level editor through <c>RenderManager</c> (after the unsaved-changes check) with
/// <see cref="CreateWindow"/>. The window is built once and then hidden/shown; its state lives in static fields for the /// <see cref="CreateWindow"/>. The window is built once and then hidden/shown; its state lives in static fields for the
/// whole game session. All members run on the main Unity thread. /// whole game session. All members run on the Unity main thread.
/// </para> /// </para>
/// <para> /// <para>
/// Data flow: /// Data flow:
@@ -135,19 +135,10 @@ internal static class RenderConfigWindow
/// </summary> /// </summary>
private static O5InputField? _outputDirInput; private static O5InputField? _outputDirInput;
/// <summary>
/// File name format template input. Bound to <c>GlobalSettings.Current.FileNameFormat</c>.
/// </summary>
private static O5InputField? _fileNameFormatInput;
private static O5Dropdown<string>? _fileExtensionDropdown; private static O5Dropdown<string>? _fileExtensionDropdown;
private static O5InputField? _randomSeedInput; private static O5InputField? _randomSeedInput;
private static O5Toggle? _processAudioToggle; private static O5Toggle? _processAudioToggle;
private static O5Toggle? _nonTileToggle; private static O5Toggle? _nonTileToggle;
private static O5Toggle? _highResBloomCorrectionToggle;
private static O5Toggle? _fixCustomFrameRateToggle;
private static O5Toggle? _disableTileCullingToggle;
private static O5Toggle? _hideFailedDecorationsToggle;
// Planet color overrides: the toggle enables the override, the picker holds the color. A disabled toggle stores // Planet color overrides: the toggle enables the override, the picker holds the color. A disabled toggle stores
// null in AdvancedConfig (no override is applied by PersistencePatch) and blocks the picker. // null in AdvancedConfig (no override is applied by PersistencePatch) and blocks the picker.
@@ -653,7 +644,7 @@ internal static class RenderConfigWindow
{ {
var trimmed = val?.Trim() ?? string.Empty; var trimmed = val?.Trim() ?? string.Empty;
if (string.IsNullOrWhiteSpace(trimmed) || if (string.IsNullOrWhiteSpace(trimmed) ||
string.Equals(trimmed, GlobalSettings.DefaultOutputDirectory, StringComparison.Ordinal)) string.Equals(trimmed, GlobalSettings.DefaultOutputDirectory, StringComparison.OrdinalIgnoreCase))
{ {
GlobalSettings.Current.OutputDirectory = null; GlobalSettings.Current.OutputDirectory = null;
} }
@@ -667,7 +658,7 @@ internal static class RenderConfigWindow
var (globalLeft, globalRight) = CreateTwoColumnPanel(globalContent); var (globalLeft, globalRight) = CreateTwoColumnPanel(globalContent);
// Browse: opens the OS folder picker (FolderDialogUtil) at the current folder; a selected folder is written to // Browse: opens the OS folder picker (FolderDialogUtil) at the current folder; a selected folder is written to
// the input and saved to the global settings immediately. FolderDialogUtil runs the callback through the // the input and saved to the global settings immediately. FolderDialogUtil runs the callback through the
// caller's SynchronizationContext, i.e. on the main Unity thread; cancel or failure passes null (ignored here). // caller's SynchronizationContext, i.e. on the Unity main thread; cancel or failure passes null (ignored here).
CreateButton( CreateButton(
ctx, globalLeft, ctx, globalLeft,
"ui.render_config.browse", "ui.render_config.browse",
@@ -703,48 +694,10 @@ internal static class RenderConfigWindow
} }
); );
// Filename format template: typing updates GlobalSettings.Current.FileNameFormat in memory only.
_fileNameFormatInput = CreateFullWidthInputField(
ctx, globalContent,
"ui.render_config.filename_format",
GlobalSettings.DefaultFileNameFormat,
GlobalSettings.EffectiveFileNameFormat,
"input_filename_format",
val =>
{
var trimmed = val?.Trim() ?? string.Empty;
if (string.IsNullOrWhiteSpace(trimmed) ||
string.Equals(trimmed, GlobalSettings.DefaultFileNameFormat, StringComparison.Ordinal))
{
GlobalSettings.Current.FileNameFormat = null;
}
else
{
GlobalSettings.Current.FileNameFormat = trimmed;
}
}
);
var fnHint = CreateLabel(ctx, globalContent, "ui.render_config.filename_format_hint", 11f);
fnHint.color = new Color(ctx.Theme.TextDim.r, ctx.Theme.TextDim.g, ctx.Theme.TextDim.b, ctx.Theme.TextDim.a * 0.7f);
CreateButton(
ctx, globalContent,
"ui.render_config.reset_filename_default",
"btn_reset_filename_format",
() =>
{
_fileNameFormatInput.Set(GlobalSettings.DefaultFileNameFormat);
GlobalSettings.Current.FileNameFormat = null;
GlobalSettings.Save();
}
);
// --------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------
// Section 6: Advanced Settings card (RenderConfig.AdvancedConfig) // Section 6: Advanced Settings card (RenderConfig.AdvancedConfig)
// File Extension | Random Seed // File Extension | Random Seed
// Process Audio | Non-Tile Mode // Process Audio | Non-Tile Mode
// High-Resolution Bloom Correction |
// "Planet Colors" label, then three columns: Fire | Ice | Wind (toggle + color picker each) // "Planet Colors" label, then three columns: Fire | Ice | Wind (toggle + color picker each)
// --------------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------
// 7. Advanced Settings (Collapsible Card) // 7. Advanced Settings (Collapsible Card)
@@ -786,39 +739,6 @@ internal static class RenderConfigWindow
generateLabel: false generateLabel: false
); );
// High-Resolution Bloom Correction (AdvancedConfig.HighResBloomCorrection): the game's bloom computes its blur
// size as if the frame were 720 pixels high (VideoBloomPatch)
_highResBloomCorrectionToggle = CreateToggleField(
ctx, CreateFieldSlot(advLeft),
labelKey: "",
defaultValue: false,
value: config.AdvancedConfig.HighResBloomCorrection,
toggleTextKey: "ui.render_config.high_res_bloom_correction",
id: "toggle_high_res_bloom_correction",
onChanged: val =>
{
config.AdvancedConfig.HighResBloomCorrection = val;
MarkConfigModified();
},
generateLabel: false
);
// Disable Tile Culling (AdvancedConfig.DisableTileCulling): prevents tiles from being disabled outside the frustum
_disableTileCullingToggle = CreateToggleField(
ctx, CreateFieldSlot(advLeft),
labelKey: "",
defaultValue: false,
value: config.AdvancedConfig.DisableTileCulling,
toggleTextKey: "ui.render_config.disable_tile_culling",
id: "toggle_disable_tile_culling",
onChanged: val =>
{
config.AdvancedConfig.DisableTileCulling = val;
MarkConfigModified();
},
generateLabel: false
);
// Random Seed (AdvancedConfig.RandomSeed): integer passed to UnityEngine.Random.InitState before the game scene // Random Seed (AdvancedConfig.RandomSeed): integer passed to UnityEngine.Random.InitState before the game scene
// loads; empty text stores null (no seeding). Text that is neither empty nor an integer keeps the previous value. // loads; empty text stores null (no seeding). Text that is neither empty nor an integer keeps the previous value.
_randomSeedInput = CreateInputField( _randomSeedInput = CreateInputField(
@@ -852,38 +772,6 @@ internal static class RenderConfigWindow
generateLabel: false generateLabel: false
); );
// Fix SetFramerate Render Timing (AdvancedConfig.FixCustomFrameRate): defers manual camera rendering to frame end
_fixCustomFrameRateToggle = CreateToggleField(
ctx, CreateFieldSlot(advRight),
labelKey: "",
defaultValue: true,
value: config.AdvancedConfig.FixCustomFrameRate,
toggleTextKey: "ui.render_config.fix_custom_frame_rate",
id: "toggle_fix_custom_frame_rate",
onChanged: val =>
{
config.AdvancedConfig.FixCustomFrameRate = val;
MarkConfigModified();
},
generateLabel: false
);
// Hide Failed Decorations (AdvancedConfig.HideFailedDecorations): hides placeholder tree decorations when decoration images fail to load
_hideFailedDecorationsToggle = CreateToggleField(
ctx, CreateFieldSlot(advRight),
labelKey: "",
defaultValue: false,
value: config.AdvancedConfig.HideFailedDecorations,
toggleTextKey: "ui.render_config.hide_failed_decorations",
id: "toggle_hide_failed_decorations",
onChanged: val =>
{
config.AdvancedConfig.HideFailedDecorations = val;
MarkConfigModified();
},
generateLabel: false
);
// 7-1. Planet Color Settings (Optional). // 7-1. Planet Color Settings (Optional).
// For each planet: the toggle turns the override on/off (off stores null and blocks/collapses the picker); // For each planet: the toggle turns the override on/off (off stores null and blocks/collapses the picker);
// the picker writes its color into the config only while the toggle is on. // the picker writes its color into the config only while the toggle is on.
@@ -1087,16 +975,11 @@ internal static class RenderConfigWindow
_audioBitrateSlider?.Set(config.AudioConfig.AudioBitrate / 1000.0, false, noFilter: true); _audioBitrateSlider?.Set(config.AudioConfig.AudioBitrate / 1000.0, false, noFilter: true);
_outputDirInput?.Set(GlobalSettings.EffectiveOutputDirectory, false); _outputDirInput?.Set(GlobalSettings.EffectiveOutputDirectory, false);
_fileNameFormatInput?.Set(GlobalSettings.EffectiveFileNameFormat, false);
_fileExtensionDropdown?.Set(config.AdvancedConfig.FileExtension, false); _fileExtensionDropdown?.Set(config.AdvancedConfig.FileExtension, false);
_randomSeedInput?.Set(config.AdvancedConfig.RandomSeed?.ToString() ?? "", false); _randomSeedInput?.Set(config.AdvancedConfig.RandomSeed?.ToString() ?? "", false);
_processAudioToggle?.Set(config.AdvancedConfig.ProcessAudio, false); _processAudioToggle?.Set(config.AdvancedConfig.ProcessAudio, false);
_nonTileToggle?.Set(config.AdvancedConfig.NonTile, false); _nonTileToggle?.Set(config.AdvancedConfig.NonTile, false);
_highResBloomCorrectionToggle?.Set(config.AdvancedConfig.HighResBloomCorrection, false);
_fixCustomFrameRateToggle?.Set(config.AdvancedConfig.FixCustomFrameRate, false);
_disableTileCullingToggle?.Set(config.AdvancedConfig.DisableTileCulling, false);
_hideFailedDecorationsToggle?.Set(config.AdvancedConfig.HideFailedDecorations, false);
// Planet colors: toggle on when an override is stored; the picker shows the stored color or the default and is // Planet colors: toggle on when an override is stored; the picker shows the stored color or the default and is
// blocked without an override // blocked without an override
@@ -1191,7 +1074,7 @@ internal static class RenderConfigWindow
{ {
var path = _outputDirInput.Value.Trim(); var path = _outputDirInput.Value.Trim();
if (string.IsNullOrWhiteSpace(path) || if (string.IsNullOrWhiteSpace(path) ||
string.Equals(path, GlobalSettings.DefaultOutputDirectory, StringComparison.Ordinal)) string.Equals(path, GlobalSettings.DefaultOutputDirectory, StringComparison.OrdinalIgnoreCase))
{ {
GlobalSettings.Current.OutputDirectory = null; GlobalSettings.Current.OutputDirectory = null;
} }
@@ -1214,20 +1097,6 @@ internal static class RenderConfigWindow
} }
} }
if (_fileNameFormatInput != null)
{
var format = _fileNameFormatInput.Value.Trim();
if (string.IsNullOrWhiteSpace(format) ||
string.Equals(format, GlobalSettings.DefaultFileNameFormat, StringComparison.Ordinal))
{
GlobalSettings.Current.FileNameFormat = null;
}
else
{
GlobalSettings.Current.FileNameFormat = format;
}
}
GlobalSettings.Save(); GlobalSettings.Save();
SetWindowActive(false); SetWindowActive(false);
@@ -1292,10 +1161,6 @@ internal static class RenderConfigWindow
} }
if (_processAudioToggle != null) target.AdvancedConfig.ProcessAudio = _processAudioToggle.Value; if (_processAudioToggle != null) target.AdvancedConfig.ProcessAudio = _processAudioToggle.Value;
if (_nonTileToggle != null) target.AdvancedConfig.NonTile = _nonTileToggle.Value; if (_nonTileToggle != null) target.AdvancedConfig.NonTile = _nonTileToggle.Value;
if (_highResBloomCorrectionToggle != null) target.AdvancedConfig.HighResBloomCorrection = _highResBloomCorrectionToggle.Value;
if (_fixCustomFrameRateToggle != null) target.AdvancedConfig.FixCustomFrameRate = _fixCustomFrameRateToggle.Value;
if (_disableTileCullingToggle != null) target.AdvancedConfig.DisableTileCulling = _disableTileCullingToggle.Value;
if (_hideFailedDecorationsToggle != null) target.AdvancedConfig.HideFailedDecorations = _hideFailedDecorationsToggle.Value;
// Planet Colors // Planet Colors
target.AdvancedConfig.firePlanetColor = (_firePlanetToggle?.Value == true && _firePlanetPicker != null) target.AdvancedConfig.firePlanetColor = (_firePlanetToggle?.Value == true && _firePlanetPicker != null)
+1 -1
View File
@@ -8,7 +8,7 @@ namespace ADOFAIRenderer.Util.Audio;
/// The frame rate is converted to an exact fraction Numerator / Denominator (<see cref="RationalUtil.Double2MaxPrecisionInt"/>). /// The frame rate is converted to an exact fraction Numerator / Denominator (<see cref="RationalUtil.Double2MaxPrecisionInt"/>).
/// Frame k receives floor((k + 1) * sampleRate * Denominator / Numerator) - floor(k * sampleRate * Denominator / Numerator) samples: /// Frame k receives floor((k + 1) * sampleRate * Denominator / Numerator) - floor(k * sampleRate * Denominator / Numerator) samples:
/// the remainder of each division is carried into the next frame, so the sum over any number of frames equals the exact /// the remainder of each division is carried into the next frame, so the sum over any number of frames equals the exact
/// sample count of that duration rounded down (for example 44100 Hz at 60 FPS gives 735 every frame; at 144 FPS three frames of 306 /// sample count of that duration rounded down (for example 44100 Hz at 60 fps gives 735 every frame; at 144 fps three frames of 306
/// are followed by one of 307, 306.25 on average). /// are followed by one of 307, 306.25 on average).
/// Used by the render thread only (RenderManager.WriteAudioForFrame, once per frame sent to the encoder). /// Used by the render thread only (RenderManager.WriteAudioForFrame, once per frame sent to the encoder).
/// </summary> /// </summary>
+1 -1
View File
@@ -175,7 +175,7 @@ internal sealed class AudioClipSource
/// <summary> /// <summary>
/// Most decode streams (reader + resampler) a windowed source opens. A load continues the stream positioned at the chunk start, /// Most decode streams (reader + resampler) a windowed source opens. A load continues the stream positioned at the chunk start,
/// otherwise opens another stream up to this count, otherwise restarts the least recently used stream. /// otherwise opens another stream up to this count, otherwise restarts the least recently used stream.
/// Each stream holds one open reader (file handle and decoder state, measured 0.3 ~ 2.7 MiB for ogg/flac/MP3 with the clip harness). /// Each stream holds one open reader (file handle and decoder state, measured 0.3 ~ 2.7 MiB for ogg/flac/mp3 with the clip harness).
/// </summary> /// </summary>
public const int MaxDecodeStreams = 4; public const int MaxDecodeStreams = 4;
+1 -1
View File
@@ -12,7 +12,7 @@ namespace ADOFAIRenderer.Util.Audio.Clip;
/// - Decoder thread (<see cref="Start"/>): the only thread that decodes, resamples, loads and frees chunks. /// - Decoder thread (<see cref="Start"/>): the only thread that decodes, resamples, loads and frees chunks.
/// Each step loads one chunk, the one with the lowest priority value over all sources /// Each step loads one chunk, the one with the lowest priority value over all sources
/// (a chunk a consumer waits for, then cursor windows by slot, then resident chunks in order). /// (a chunk a consumer waits for, then cursor windows by slot, then resident chunks in order).
/// - Consumers (render thread, main Unity thread for the spectrum): <see cref="Acquire"/> waits for the decoder thread and never loads. /// - Consumers (render thread, main thread for the spectrum): <see cref="Acquire"/> waits for the decoder thread and never loads.
/// - Main thread: <see cref="GetOrAdd"/> creates readers (for Unity clips this copies the clip data). /// - Main thread: <see cref="GetOrAdd"/> creates readers (for Unity clips this copies the clip data).
/// ///
/// Memory has no limit; current and peak usage are tracked and logged by <see cref="LogMemoryUsage"/>. /// Memory has no limit; current and peak usage are tracked and logged by <see cref="LogMemoryUsage"/>.
+1 -1
View File
@@ -7,7 +7,7 @@ namespace ADOFAIRenderer.Util.Audio.Clip;
/// <summary> /// <summary>
/// Copies a Unity <see cref="AudioClip"/> into memory for clips without a file on disk /// Copies a Unity <see cref="AudioClip"/> into memory for clips without a file on disk
/// (built-in hit sounds from Resources, official/DLC level audio). /// (built-in hit sounds from Resources, official/DLC level audio).
/// <see cref="AudioClip.GetData(float[], int)"/> runs on the main Unity thread only, so the whole clip is copied once on the main Unity thread /// <see cref="AudioClip.GetData(float[], int)"/> runs on the main thread only, so the whole clip is copied once on the main thread
/// and the decoder thread reads the copy through a <see cref="MemoryPCMReader"/>. /// and the decoder thread reads the copy through a <see cref="MemoryPCMReader"/>.
/// Streaming clips (<see cref="AudioClipLoadType.Streaming"/>) are rejected because GetData does not read them. /// Streaming clips (<see cref="AudioClipLoadType.Streaming"/>) are rejected because GetData does not read them.
/// Reference: https://docs.unity3d.com/ScriptReference/AudioClip.GetData.html /// Reference: https://docs.unity3d.com/ScriptReference/AudioClip.GetData.html
+2 -2
View File
@@ -6,7 +6,7 @@ using ADOFAIRenderer.Util.Audio.Clip;
namespace ADOFAIRenderer.Util.Audio.Mixer; namespace ADOFAIRenderer.Util.Audio.Mixer;
/// <summary> /// <summary>
/// One playing sound of a <see cref="VoiceMixer"/> (the song, or one sound effect), created by <see cref="VoiceMixer.Play"/>. /// One playing sound of a <see cref="VoiceMixer"/> (the song, or one effect sound), created by <see cref="VoiceMixer.Play"/>.
/// ///
/// Main thread: the Set methods queue a change that takes effect at a given time (seconds relative to the render start, /// Main thread: the Set methods queue a change that takes effect at a given time (seconds relative to the render start,
/// the time at which the game made the change). Changes of one voice must be queued in non-decreasing time order. /// the time at which the game made the change). Changes of one voice must be queued in non-decreasing time order.
@@ -43,7 +43,7 @@ internal sealed class Voice
Stop Stop
} }
/// <summary>One timed change of a voice, queued by the main Unity thread and applied by the render thread.</summary> /// <summary>One timed change of a voice, queued by the main thread and applied by the render thread.</summary>
internal readonly struct Change internal readonly struct Change
{ {
public readonly ChangeKind Kind; public readonly ChangeKind Kind;
+3 -3
View File
@@ -35,7 +35,7 @@ internal sealed class VoiceMixer : IDisposable
Change Change
} }
/// <summary>Command queued by the main Unity thread and taken by the render thread at the start of <see cref="Mix"/>.</summary> /// <summary>Command queued by the main thread and taken by the render thread at the start of <see cref="Mix"/>.</summary>
private readonly struct Command private readonly struct Command
{ {
public readonly CommandKind Kind; public readonly CommandKind Kind;
@@ -55,7 +55,7 @@ internal sealed class VoiceMixer : IDisposable
private readonly AudioClipStore _store; private readonly AudioClipStore _store;
private readonly CancellationToken _cancellationToken; private readonly CancellationToken _cancellationToken;
// Double-buffered command lists: the main Unity thread appends to _commands under _commandLock; the render thread swaps the // Double-buffered command lists: the main thread appends to _commands under _commandLock; the render thread swaps the
// two lists under the lock and processes _takenCommands outside it, then clears it for the next swap. // two lists under the lock and processes _takenCommands outside it, then clears it for the next swap.
private readonly object _commandLock = new(); private readonly object _commandLock = new();
private List<Command> _commands = new(); private List<Command> _commands = new();
@@ -126,7 +126,7 @@ internal sealed class VoiceMixer : IDisposable
/// <summary> /// <summary>
/// Queues a change of <paramref name="voice"/> that takes effect at sample <see cref="ToSample"/>(<paramref name="time"/>). /// Queues a change of <paramref name="voice"/> that takes effect at sample <see cref="ToSample"/>(<paramref name="time"/>).
/// Called by the Voice Set methods on the main Unity thread. /// Called by the Voice Set methods on the main thread.
/// </summary> /// </summary>
internal void Enqueue(Voice voice, Voice.ChangeKind kind, double time, double value) internal void Enqueue(Voice voice, Voice.ChangeKind kind, double time, double value)
{ {
+10 -10
View File
@@ -11,7 +11,7 @@ using UnityEngine;
namespace ADOFAIRenderer.Util.Audio; namespace ADOFAIRenderer.Util.Audio;
/// <summary> /// <summary>
/// Audio of one render: the song and sound effects as <see cref="Voice"/>s of a <see cref="VoiceMixer"/>, clips from an /// Audio of one render: the song and effect sounds as <see cref="Voice"/>s of a <see cref="VoiceMixer"/>, clips from an
/// <see cref="AudioClipStore"/>, followed by the filter chain (RMS compressor → look-ahead limiter → hard clip → -1 dB gain). /// <see cref="AudioClipStore"/>, followed by the filter chain (RMS compressor → look-ahead limiter → hard clip → -1 dB gain).
/// ///
/// Time: seconds relative to the render start (RenderManager.dspTimeBase); output sample n is at n / sample rate. /// Time: seconds relative to the render start (RenderManager.dspTimeBase); output sample n is at n / sample rate.
@@ -21,15 +21,15 @@ namespace ADOFAIRenderer.Util.Audio;
/// Threads: /// Threads:
/// - Main thread: <see cref="InitializeBGM"/>, <see cref="CacheClip"/>, <see cref="RegisterSoundEvent"/>, <see cref="UpdateBGM"/>, /// - Main thread: <see cref="InitializeBGM"/>, <see cref="CacheClip"/>, <see cref="RegisterSoundEvent"/>, <see cref="UpdateBGM"/>,
/// source/voice mapping, and <see cref="Commit"/> after each frame (all commands with an earlier time have been queued). /// source/voice mapping, and <see cref="Commit"/> after each frame (all commands with an earlier time have been queued).
/// - Render thread: <see cref="GenerateAudioForFrame"/> waits until the main Unity thread has committed the end of the samples it mixes, /// - Render thread: <see cref="GenerateAudioForFrame"/> waits until the main thread has committed the end of the samples it mixes,
/// so every command takes effect at its own sample. <see cref="Complete"/> ends the waiting when the main Unity thread stops. /// so every command takes effect at its own sample. <see cref="Complete"/> ends the waiting when the main thread stops.
/// </summary> /// </summary>
internal sealed class OfflineAudioMixer : IDisposable internal sealed class OfflineAudioMixer : IDisposable
{ {
/// <summary>Linear gain applied to every clip (song and effects), before the filter chain (0.5 ≈ -6 dB headroom).</summary> /// <summary>Linear gain applied to every clip (song and effects), before the filter chain (0.5 ≈ -6 dB headroom).</summary>
private const double ClipVolume = 0.5; private const double ClipVolume = 0.5;
/// <summary>Additional gain of sound effects (registered with <see cref="RegisterSoundEvent"/>).</summary> /// <summary>Additional gain of effect sounds (registered with <see cref="RegisterSoundEvent"/>).</summary>
private const double EffectVolume = 2.0 / 3.0; private const double EffectVolume = 2.0 / 3.0;
/// <summary> /// <summary>
@@ -62,7 +62,7 @@ internal sealed class OfflineAudioMixer : IDisposable
// Main thread. // Main thread.
/// <summary> /// <summary>
/// Mapping of game AudioSources to the state of the sound effect last started on them. Weak keys: a destroyed source /// Mapping of game AudioSources to the state of the effect sound last started on them. Weak keys: a destroyed source
/// does not keep its state alive. Replaced by a new table to drop every mapping at once. /// does not keep its state alive. Replaced by a new table to drop every mapping at once.
/// </summary> /// </summary>
private ConditionalWeakTable<AudioSource, SourceState> _sourceStates = new(); private ConditionalWeakTable<AudioSource, SourceState> _sourceStates = new();
@@ -240,7 +240,7 @@ internal sealed class OfflineAudioMixer : IDisposable
} }
/// <summary> /// <summary>
/// Starts a sound effect at <paramref name="startTime"/>. An <paramref name="endTime"/> of 0 or more makes it loop until then. /// Starts an effect sound at <paramref name="startTime"/>. An <paramref name="endTime"/> of 0 or more makes it loop until then.
/// <paramref name="source"/> (when given) is mapped to the returned state, which reports and applies later changes through the AudioSource. /// <paramref name="source"/> (when given) is mapped to the returned state, which reports and applies later changes through the AudioSource.
/// </summary> /// </summary>
/// <param name="source">Game AudioSource playing the sound, or null to map it later with <see cref="MapSource"/>.</param> /// <param name="source">Game AudioSource playing the sound, or null to map it later with <see cref="MapSource"/>.</param>
@@ -283,7 +283,7 @@ internal sealed class OfflineAudioMixer : IDisposable
_sourceStates.Add(source, state); _sourceStates.Add(source, state);
} }
/// <summary>State of the sound effect last started for <paramref name="source"/>. The mapping stays after the sound ends or stops.</summary> /// <summary>State of the effect sound last started for <paramref name="source"/>. The mapping stays after the sound ends or stops.</summary>
public bool TryGetSourceState(AudioSource? source, out SourceState state) public bool TryGetSourceState(AudioSource? source, out SourceState state)
{ {
state = null!; state = null!;
@@ -291,7 +291,7 @@ internal sealed class OfflineAudioMixer : IDisposable
} }
/// <summary> /// <summary>
/// Stops every sound effect at <paramref name="now"/>, including ones scheduled to start later /// Stops every effect sound at <paramref name="now"/>, including ones scheduled to start later
/// (AudioManager.StopAllSounds destroys every AudioSource in liveSources, which holds the sources of /// (AudioManager.StopAllSounds destroys every AudioSource in liveSources, which holds the sources of
/// AudioManager._Play and scrConductor.PlayWithEndTime). The song voice keeps playing. /// AudioManager._Play and scrConductor.PlayWithEndTime). The song voice keeps playing.
/// </summary> /// </summary>
@@ -342,7 +342,7 @@ internal sealed class OfflineAudioMixer : IDisposable
/// <summary> /// <summary>
/// Writes the next <paramref name="samplesNeeded"/> output frames (interleaved float, continuing from the previous call). /// Writes the next <paramref name="samplesNeeded"/> output frames (interleaved float, continuing from the previous call).
/// Blocks until the main Unity thread has committed the voice samples it needs (<see cref="Commit"/>, <see cref="Complete"/>). /// Blocks until the main thread has committed the voice samples it needs (<see cref="Commit"/>, <see cref="Complete"/>).
/// </summary> /// </summary>
/// <param name="mixedBuffer">Destination; must hold at least samplesNeeded * channels floats. Values beyond that are untouched.</param> /// <param name="mixedBuffer">Destination; must hold at least samplesNeeded * channels floats. Values beyond that are untouched.</param>
/// <param name="samplesNeeded">Frames (samples per channel) to write.</param> /// <param name="samplesNeeded">Frames (samples per channel) to write.</param>
@@ -377,7 +377,7 @@ internal sealed class OfflineAudioMixer : IDisposable
} }
} }
/// <summary>Mixes voices at samples [first, first + frames) into the reused double buffer, after the main Unity thread committed them.</summary> /// <summary>Mixes voices at samples [first, first + frames) into the reused double buffer, after the main thread committed them.</summary>
private Span<double> MixBlock(long first, int frames) private Span<double> MixBlock(long first, int frames)
{ {
WaitForCommit(first + frames); WaitForCommit(first + frames);
+2 -10
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@@ -34,7 +34,7 @@ namespace ADOFAIRenderer.Util.FFmpeg
/// ///
/// ── Threading ──────────────────────────────────────────────────────── /// ── Threading ────────────────────────────────────────────────────────
/// Every public method takes <c>_lock</c>, so calls from different threads are serialized. /// Every public method takes <c>_lock</c>, so calls from different threads are serialized.
/// In the renderer, the main Unity thread constructs and starts the encoder, and the render thread /// In the renderer, the main thread constructs and starts the encoder, and the render thread
/// (RenderManager.RenderThread) sends the video frames and audio samples, calls End() and Dispose(). /// (RenderManager.RenderThread) sends the video frames and audio samples, calls End() and Dispose().
/// Dispose() may also be called from another thread to release an encoder whose render was stopped. /// Dispose() may also be called from another thread to release an encoder whose render was stopped.
/// After End() or Dispose(), the Write*/Send* methods return without doing anything. /// After End() or Dispose(), the Write*/Send* methods return without doing anything.
@@ -916,7 +916,7 @@ namespace ADOFAIRenderer.Util.FFmpeg
// Stream time base: unit of the timestamps stored in the container. // Stream time base: unit of the timestamps stored in the container.
// Set to the codec time base (1 / framerate) so that every frame interval is a whole number of ticks. // Set to the codec time base (1 / framerate) so that every frame interval is a whole number of ticks.
// When it is left unset, the muxer uses 1/90000, in which the interval of rates such as // When it is left unset, the muxer uses 1/90000, in which the interval of rates such as
// 59.94 FPS (1501.5 ticks), 23.976 FPS (3753.75 ticks) or 165 FPS (545.45 ticks) is not an integer, // 59.94 fps (1501.5 ticks), 23.976 fps (3753.75 ticks) or 165 fps (545.45 ticks) is not an integer,
// and the frame durations alternate between two values. // and the frame durations alternate between two values.
// The muxer may still adjust the value in avformat_write_header (e.g. mp4 scales it to at least 10000); // The muxer may still adjust the value in avformat_write_header (e.g. mp4 scales it to at least 10000);
// packet timestamps are rescaled to the final value in SendFrameAndWritePackets. // packet timestamps are rescaled to the final value in SendFrameAndWritePackets.
@@ -1080,14 +1080,6 @@ namespace ADOFAIRenderer.Util.FFmpeg
{ {
TrySetOption("x265-params", "hrd=1:strict-cbr=1"); TrySetOption("x265-params", "hrd=1:strict-cbr=1");
} }
// NVENC: without "rc", nvenc_setup_rate_control selects CONSTQP when "qp" is set and VBR otherwise;
// bit_rate and rc_max_rate being equal does not select CBR. "rc=cbr" selects NV_ENC_PARAMS_RC_CBR.
// Reference: https://github.com/FFmpeg/FFmpeg/blob/release/8.0/libavcodec/nvenc.c (nvenc_setup_rate_control),
// https://github.com/FFmpeg/FFmpeg/blob/release/8.0/libavcodec/nvenc_h264.c ("rc" option, "cbr" constant)
else if (encoder.Kind == EncoderKind.NVENC)
{
TrySetOption("rc", "cbr");
}
} }
break; break;
+2 -2
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@@ -26,7 +26,7 @@ namespace ADOFAIRenderer.Util
/// (RenderManager.SendVideoFrame, then <see cref="RecycleState"/>) or the frame was dropped. /// (RenderManager.SendVideoFrame, then <see cref="RecycleState"/>) or the frame was dropped.
/// </para> /// </para>
/// <para> /// <para>
/// Threads: requests and readback completions run on the main Unity thread; <see cref="RecycleState"/> is also called by /// Threads: requests and readback completions run on the main thread; <see cref="RecycleState"/> is also called by
/// the render thread. The pool and the disposed flag are guarded by _poolLock. One instance per render, created in /// the render thread. The pool and the disposed flag are guarded by _poolLock. One instance per render, created in
/// RenderManager.SetupPlay with the pixel format of the opened encoder. /// RenderManager.SetupPlay with the pixel format of the opened encoder.
/// </para> /// </para>
@@ -290,7 +290,7 @@ namespace ADOFAIRenderer.Util
/// <summary> /// <summary>
/// Returns a state to the pool after its frame was sent or dropped, or disposes it when the reader is disposed. /// Returns a state to the pool after its frame was sent or dropped, or disposes it when the reader is disposed.
/// Called by the render thread (after sending) and by the main Unity thread (abort, errors, queue cleanup). /// Called by the render thread (after sending) and by the main thread (abort, errors, queue cleanup).
/// </summary> /// </summary>
internal void RecycleState(ReadbackRequestState state) internal void RecycleState(ReadbackRequestState state)
{ {
+10 -14
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@@ -18,11 +18,11 @@ namespace ADOFAIRenderer.Util.OS;
/// </para> /// </para>
/// <para>- <b>macOS</b>: <c>osascript</c> running AppleScript <c>choose folder</c>.</para> /// <para>- <b>macOS</b>: <c>osascript</c> running AppleScript <c>choose folder</c>.</para>
/// <para> /// <para>
/// - <b>Linux</b>: <c>zenity --file-selection --directory</c>; when zenity is not installed or fails (exit code other than 0 /// - <b>Linux</b>: <c>zenity --file-selection --directory</c>; when zenity does not return an existing directory (not installed,
/// or 1), <c>kdialog --getexistingdirectory</c>. A cancelled zenity dialog (exit code 1) ends the selection. /// cancelled or failed), <c>kdialog --getexistingdirectory</c>.
/// </para> /// </para>
/// <para> /// <para>
/// The dialog runs off the main Unity thread so the game keeps rendering frames while it is open. Only one dialog can be open /// The dialog runs off the Unity main thread so the game keeps rendering frames while it is open. Only one dialog can be open
/// at a time. Failures are reported to the callback as null (same as cancel); exceptions are logged as warnings, except a /// at a time. Failures are reported to the callback as null (same as cancel); exceptions are logged as warnings, except a
/// zenity start failure, which silently moves on to kdialog. /// zenity start failure, which silently moves on to kdialog.
/// </para> /// </para>
@@ -43,7 +43,7 @@ internal static class FolderDialogUtil
/// "FolderDialog-Win"; macOS/Linux: thread pool task) and <paramref name="onSelected"/> receives the result. /// "FolderDialog-Win"; macOS/Linux: thread pool task) and <paramref name="onSelected"/> receives the result.
/// </para> /// </para>
/// <para> /// <para>
/// Callback thread: when the caller has a <see cref="SynchronizationContext"/> (the main Unity thread has one), the callback /// Callback thread: when the caller has a <see cref="SynchronizationContext"/> (the Unity main thread has one), the callback
/// is posted to it and runs on the caller's thread; otherwise it runs on the dialog thread. Exceptions thrown by the /// is posted to it and runs on the caller's thread; otherwise it runs on the dialog thread. Exceptions thrown by the
/// callback are caught and logged. /// callback are caught and logged.
/// </para> /// </para>
@@ -688,13 +688,13 @@ internal static class FolderDialogUtil
/// <summary> /// <summary>
/// Runs <c>zenity --file-selection --directory --title=... [--filename=initialDirectory]</c> and blocks until it exits. /// Runs <c>zenity --file-selection --directory --title=... [--filename=initialDirectory]</c> and blocks until it exits.
/// Exit code 0 returns the printed path when it is an existing directory, and exit code 1 (cancelled or closed) returns null /// When zenity cannot be started, exits with a non-zero code (cancel or error) or prints a path that is not an existing
/// without opening a second dialog. When zenity cannot be started or exits with any other code, runs <c>kdialog --getexistingdirectory [initialDirectory] --title ...</c> instead. Both commands print the /// directory, runs <c>kdialog --getexistingdirectory [initialDirectory] --title ...</c> instead. Both commands print the
/// selected path to standard output. /// selected path to standard output.
/// </summary> /// </summary>
/// <param name="initialDirectory">Folder shown first; used only when it is an existing directory.</param> /// <param name="initialDirectory">Folder shown first; used only when it is an existing directory.</param>
/// <returns> /// <returns>
/// The selected existing directory; null when the dialog is cancelled, when kdialog cannot be started, or on an /// The selected existing directory; null when both dialogs return nothing, when kdialog cannot be started, or on an
/// exception (logged as a warning). /// exception (logged as a warning).
/// </returns> /// </returns>
private static string? OpenLinuxFolderBrowser(string initialDirectory) private static string? OpenLinuxFolderBrowser(string initialDirectory)
@@ -725,19 +725,15 @@ internal static class FolderDialogUtil
var output = process.StandardOutput.ReadToEnd().Trim(); var output = process.StandardOutput.ReadToEnd().Trim();
process.WaitForExit(); process.WaitForExit();
if (process.ExitCode == 0) if (process.ExitCode == 0 && !string.IsNullOrEmpty(output) && Directory.Exists(output))
{ {
return !string.IsNullOrEmpty(output) && Directory.Exists(output) ? output : null; return output;
} }
// zenity exit code 1: the dialog was cancelled or closed.
// Reference: https://gitlab.gnome.org/GNOME/zenity/-/raw/master/src/util.c (ZENITY_OK_DEFAULT 0, ZENITY_CANCEL_DEFAULT 1, ZENITY_ESC_DEFAULT 1, ZENITY_ERROR_DEFAULT -1).
if (process.ExitCode == 1) return null;
} }
} }
catch catch
{ {
// Falls back to kdialog when zenity is not installed or cannot be started. // Fallback to kdialog if zenity fails to start
} }
var kdialogInfo = new ProcessStartInfo var kdialogInfo = new ProcessStartInfo
-192
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@@ -1,192 +0,0 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using ADOFAIRenderer.Core.Data;
using ADOFAIRenderer.Data;
namespace ADOFAIRenderer.Util;
/// <summary>
/// Formats and sanitizes render output file names according to customizable template patterns.
/// </summary>
internal static class RenderFileNameUtil
{
private static readonly Regex RichTextRegex = new(@"<[^>]+>", RegexOptions.Compiled);
private static readonly Regex TokenRegex = new(@"\{([a-zA-Z0-9_]+)\}", RegexOptions.Compiled);
private static readonly HashSet<string> ReservedWindowsNames = new(StringComparer.OrdinalIgnoreCase)
{
"CON", "PRN", "AUX", "NUL",
"COM1", "COM2", "COM3", "COM4", "COM5", "COM6", "COM7", "COM8", "COM9",
"LPT1", "LPT2", "LPT3", "LPT4", "LPT5", "LPT6", "LPT7", "LPT8", "LPT9"
};
/// <summary>
/// Removes Unity rich text tags (such as &lt;color=...&gt;, &lt;b&gt;, etc.) from the given text.
/// </summary>
public static string StripRichText(string? input)
{
if (string.IsNullOrEmpty(input)) return string.Empty;
return RichTextRegex.Replace(input, string.Empty);
}
/// <summary>
/// Replaces invalid file name characters within a single token with an underscore.
/// </summary>
public static string SanitizeToken(string? token)
{
if (string.IsNullOrEmpty(token)) return string.Empty;
var invalidChars = Path.GetInvalidFileNameChars();
var sb = new StringBuilder(token.Length);
foreach (var c in token)
{
sb.Append(invalidChars.Contains(c) ? '_' : c);
}
return sb.ToString().Trim(' ', '.');
}
/// <summary>
/// Sanitizes the final formatted file name, ensuring no illegal characters or Windows reserved device names.
/// </summary>
public static string SanitizeFileName(string? fileName)
{
if (string.IsNullOrWhiteSpace(fileName)) return string.Empty;
var invalidChars = Path.GetInvalidFileNameChars();
var sb = new StringBuilder(fileName.Length);
foreach (var c in fileName)
{
sb.Append(invalidChars.Contains(c) ? '_' : c);
}
var result = sb.ToString().Trim(' ', '.');
if (ReservedWindowsNames.Contains(result))
{
result = "_" + result;
}
return result;
}
/// <summary>
/// Formats a file name without extension by substituting template variables.
/// Available tokens: {song}, {title}, {artist}, {author}, {level}, {preset},
/// {date}, {time}, {year}, {month}, {day}, {hour}, {minute}, {second},
/// {resolution}, {width}, {height}, {fps}.
/// </summary>
public static string FormatFileName(
string? formatTemplate,
DateTime startTime,
RenderConfig config,
string? presetName = null,
string? levelPath = null)
{
var scn = scnGame.instance;
string rawSong = "";
string rawArtist = "";
string rawAuthor = "";
if (scn != null && scn.levelData != null)
{
rawSong = scn.levelData.song ?? "";
rawArtist = scn.levelData.artist ?? "";
rawAuthor = scn.levelData.author ?? "";
}
if (string.IsNullOrWhiteSpace(rawSong) && !string.IsNullOrWhiteSpace(levelPath))
{
var dir = Path.GetDirectoryName(levelPath);
rawSong = !string.IsNullOrWhiteSpace(dir)
? Path.GetFileName(dir)
: Path.GetFileNameWithoutExtension(levelPath);
}
var song = SanitizeToken(StripRichText(rawSong));
var artist = SanitizeToken(StripRichText(rawArtist));
var author = SanitizeToken(StripRichText(rawAuthor));
var level = !string.IsNullOrWhiteSpace(levelPath)
? SanitizeToken(Path.GetFileNameWithoutExtension(levelPath))
: song;
var preset = SanitizeToken(presetName ?? "");
var date = startTime.ToString("yyyy-MM-dd");
var time = startTime.ToString("HH-mm-ss");
var year = startTime.ToString("yyyy");
var month = startTime.ToString("MM");
var day = startTime.ToString("dd");
var hour = startTime.ToString("HH");
var minute = startTime.ToString("mm");
var second = startTime.ToString("ss");
var width = config.RenderWidth.ToString();
var height = config.RenderHeight.ToString();
var resolution = $"{config.RenderWidth}x{config.RenderHeight}";
var effectiveFps = Math.Min(config.VideoFPS, config.RenderFPS);
var fps = Math.Abs(effectiveFps % 1) < 0.001
? ((int)effectiveFps).ToString()
: effectiveFps.ToString("0.##");
var tokens = new Dictionary<string, string>(StringComparer.OrdinalIgnoreCase)
{
{ "song", song },
{ "title", song },
{ "artist", artist },
{ "author", author },
{ "level", level },
{ "preset", preset },
{ "date", date },
{ "time", time },
{ "year", year },
{ "month", month },
{ "day", day },
{ "hour", hour },
{ "minute", minute },
{ "second", second },
{ "width", width },
{ "height", height },
{ "resolution", resolution },
{ "fps", fps }
};
var template = string.IsNullOrWhiteSpace(formatTemplate)
? GlobalSettings.DefaultFileNameFormat
: formatTemplate;
var replaced = TokenRegex.Replace(template, match =>
{
var key = match.Groups[1].Value;
return tokens.TryGetValue(key, out var val) ? val : match.Value;
});
var sanitized = SanitizeFileName(replaced);
return string.IsNullOrWhiteSpace(sanitized)
? startTime.ToString("yyyy-MM-dd HH-mm-ss")
: sanitized;
}
/// <summary>
/// Returns a collision-free output file path by appending (1), (2), etc. if a file with the given name already exists.
/// </summary>
public static string GetUniqueFilePath(string directory, string fileNameWithoutExt, string ext)
{
var normalizedExt = "." + ext.TrimStart('.').ToLowerInvariant();
var fileName = $"{fileNameWithoutExt}{normalizedExt}";
var fullPath = Path.Combine(directory, fileName);
var counter = 1;
while (File.Exists(fullPath))
{
fileName = $"{fileNameWithoutExt} ({counter}){normalizedExt}";
fullPath = Path.Combine(directory, fileName);
counter++;
}
return fullPath;
}
}