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Implement osu!mania-specific health bar display #30867

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Added a migration step to move LegacyHealthDisplay from global target to per-ruleset target, as well as adding the mania-specific LegacyHealthDisplay specification for skins with existing user configuration. This required a minor refactor over the skin migration logic in general, to allow mutating multiple skin layouts in one step (especially when data from the first layout is required to act on the second layout).

Comment on lines 344 to 346
// should avoid adding legacy health bar to non-legacy skins (unless explicitly added by user).
if (!legacyHealthBars.Any())
break;
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@frenzibyte frenzibyte Nov 25, 2024

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This implies that if the skin being migrated here has configured the Playfield target but never configured the non-ruleset HUD target, then the health bar will not be added.

It's a hard case to handle here because we don't really have a nice way of telling whether a skin is based on LegacySkin, nor do I want to use that as a condition anywhere anyway. I think it's fine to let those kind of skins manually add their mania health bar by resetting the target or otherwise.

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I've read this comment five times and I still can't understand what you're trying to say. Can you elaborate? Doesn't the HUD target read fall back to an empty array if it fails? Can't you use that?

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Doesn't the HUD target read fall back to an empty array if it fails?

What does "fails" mean here.

Let me attempt to explain how the migration logic works in a case-by-case scenario:

  • A skin with no configuration
    • HUD and Playfield are all null, so the lookups will get the default components from LegacySkin and ManiaLegacySkinTransformer if it's a legacy skin, we're gucci.
  • A skin with HUD configuration but no Playfield configuration
    • HUD is not null and Playfield is null
    • If the HUD configuration has a legacy health bar, remove it and store it to legacyHealthBars.
    • Don't do anything for Playfield, it's already null, the health bar will be looked up from ManiaLegacySkinTransformer if it's a legacy skin.
  • A skin with HUD configuration and Playfield configuration
    • HUD and Playfield are both not null
    • If the HUD configuration has a legacy health bar, remove it and store it to legacyHealthBars.
    • If legacyHealthBars is not empty, add a legacy mania health bar to Playfield.
      • The condition used here is good enough to ensure if the configured skin is not legacy then no legacy health bar will be added to mania, by checking whether the skin used to have a legacy health bar or not.
  • A skin with no HUD configuration but a Playfield configuration
    • HUD is null, Playfield is not null
    • Don't do anything for HUD, it's already null
    • legacyHealthBars is empty because HUD is null
    • Don't do anything for Playfield since legacyHealthBars is empty
      • This is the part touched on in this conversation. This is incorrect because if the skin is legacy then there should be a health bar added to Playfield by this migration logic, but I'm intentionally ignoring it for simplicity. It should be a rare case and one that can be fixed by the user.

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Might as well write test cases rather than state them word by word.

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Test cases written within an introduced testing system TestSceneSkinMigration.

Comment on lines 155 to 158
int version = layoutInfos.Values.Min(l => l.Version);

for (int i = version + 1; i <= SkinLayoutInfo.LATEST_VERSION; i++)
applyMigration(i);
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There should be no taking of .Min() here, and applyMigration() should be called in the inner loop over layoutInfos.Values.

Why? Presume you have two LayoutInfos with different versions each. LayoutInfo X is on version 1, and LayoutInfo Y on version 2. Now when the latest version is bumped to 3, Y will have the migration from version 1 to 2 called twice. Which is only fine if the migration is idempotent, as in it can determine whether it has already run, and bail if it has.

This is a very not obvious property of a migration system; with these you generally assume that a migration is a one-and-done affair. Thus I object to this type of handling, as an unnecessary complication. If targets are allowed to deviate in version, then migrations should be applied on a per-target basis.

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and applyMigration() should be called in the inner loop over layoutInfos.Values.

Read OP.

The intention is that we should never have a case where there are two layouts with different migration versions, unless the user decided to mess around with the files. And, hopefully our migration system is good enough to not affect layouts which are already migrated even if the migration was ran again, but that's just a loose
assumption.

That being said, with the concern raised both here and essentially #30867 (comment), I will revert this and compare against the instantiation type instead. I realised at the end of the day if a configuration is null then the default components technically rely on the "instantiation type" (what type of skin class the skin is), so it's more logical to read the instantiation type and go from there instead.

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Migration logic has been reverted.

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@bdach bdach Nov 26, 2024

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The intention is that we should never have a case where there are two layouts with different migration versions, unless the user decided to mess around with the files.

You can't assume that people don't mess with the files, because they already do, and will be more likely to do it more after external skin mounting is added.

Comment on lines 326 to 327
if (resources == null)
break;
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What is this check... checking for? It's completely inscrutable to me.

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@frenzibyte frenzibyte Nov 25, 2024

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Mostly ignore doing anything if we don't have the thing to do it, it only matters in tests where skins are instantiated without resources. This check existed before in previous migrations so I'm not sure why it's being asked in here.

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Replaced with a debug assertion, normal tests should never run migrations anyway.

if (hudLayout == null || !hudLayout.TryGetDrawableInfo(null, out var globalHUDComponents))
globalHUDComponents = Array.Empty<SerialisedDrawableInfo>();

var legacyHealthBars = globalHUDComponents.Where(h => h.Type.Name == nameof(LegacyHealthDisplay)).ToArray();
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Why is this checking the name of the type if you already have the type itself in hand?

Suggested change
var legacyHealthBars = globalHUDComponents.Where(h => h.Type.Name == nameof(LegacyHealthDisplay)).ToArray();
var legacyHealthBars = globalHUDComponents.Where(h => h.Type == typeof(LegacyHealthDisplay)).ToArray();

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Sure, I don't know how Type equality works, and I hope that if it does other stupid things like assembly version or whatever then it won't break this logic.

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I will assume it only checks the name. I tried stepping through the equality implementation and ended up with both sides being equal by reference, I don't know.

Comment on lines 344 to 346
// should avoid adding legacy health bar to non-legacy skins (unless explicitly added by user).
if (!legacyHealthBars.Any())
break;
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I've read this comment five times and I still can't understand what you're trying to say. Can you elaborate? Doesn't the HUD target read fall back to an empty array if it fails? Can't you use that?

This is different from `SkinDeserialisationTest` in that layouts can be written programmatically with as much ease, allowing to test migration logic with different scenarios without running the game and exporting skins and attaching them to tests.
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I'll update the deserialisation test once the PR is considered ready to merge.

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osu!mania legacy skins don't place elements in their correct (mode) default position
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