mirror of
https://github.com/DeltaV-Station/Delta-v.git
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* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
187 lines
7.0 KiB
C#
187 lines
7.0 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Text;
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using Content.Shared.Instruments;
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namespace Content.Client.Instruments.MidiParser;
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public static class MidiParser
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{
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// Thanks again to http://www.somascape.org/midi/tech/mfile.html
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public static bool TryGetMidiTracks(
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byte[] data,
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[NotNullWhen(true)] out MidiTrack[]? tracks,
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[NotNullWhen(false)] out string? error)
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{
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tracks = null;
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error = null;
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var stream = new MidiStreamWrapper(data);
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if (stream.ReadString(4) != "MThd")
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{
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error = "Invalid file header";
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return false;
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}
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var headerLength = stream.ReadUInt32();
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// MIDI specs define that the header is 6 bytes, we only look at the 6 bytes, if its more, we skip ahead.
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stream.Skip(2); // format
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var trackCount = stream.ReadUInt16();
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stream.Skip(2); // time div
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// We now skip ahead if we still have any header length left
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stream.Skip((int)(headerLength - 6));
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var parsedTracks = new List<MidiTrack>();
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for (var i = 0; i < trackCount; i++)
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{
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if (stream.ReadString(4) != "MTrk")
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{
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tracks = null;
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error = "Track contains invalid header";
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return false;
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}
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var track = new MidiTrack();
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var trackLength = stream.ReadUInt32();
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var trackEnd = stream.StreamPosition + trackLength;
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var hasMidiEvent = false;
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byte? lastStatusByte = null;
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while (stream.StreamPosition < trackEnd)
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{
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stream.ReadVariableLengthQuantity();
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/*
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* If the first (status) byte is less than 128 (hex 80), this implies that running status is in effect,
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* and that this byte is actually the first data byte (the status carrying over from the previous MIDI event).
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* This can only be the case if the immediately previous event was also a MIDI event,
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* i.e. SysEx and Meta events interrupt (clear) running status.
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* See http://www.somascape.org/midi/tech/mfile.html#events
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*/
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var firstByte = stream.ReadByte();
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if (firstByte >= 0x80)
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{
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lastStatusByte = firstByte;
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}
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else
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{
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// Running status: push byte back for reading as data
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stream.Skip(-1);
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}
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// The first event in each MTrk chunk must specify status.
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if (lastStatusByte == null)
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{
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tracks = null;
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error = "Track data not valid, expected status byte, got nothing.";
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return false;
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}
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var eventType = (byte)(lastStatusByte & 0xF0);
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switch (lastStatusByte)
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{
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// Meta events
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case 0xFF:
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{
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var metaType = stream.ReadByte();
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var metaLength = stream.ReadVariableLengthQuantity();
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var metaData = stream.ReadBytes((int)metaLength);
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if (metaType == 0x00) // SequenceNumber event
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continue;
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// Meta event types 01 through 0F are reserved for text and all follow the basic FF 01 len text format
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if (metaType is < 0x01 or > 0x0F)
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break;
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// 0x03 is TrackName,
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// 0x04 is InstrumentName
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// This string can potentially contain control characters, including 0x00 which can cause problems if it ends up in database entries via admin logs
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// we sanitize TrackName and InstrumentName after they have been send to the server
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var text = Encoding.ASCII.GetString(metaData, 0, (int)metaLength);
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switch (metaType)
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{
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case 0x03 when track.TrackName == null:
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track.TrackName = text;
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break;
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case 0x04 when track.InstrumentName == null:
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track.InstrumentName = text;
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break;
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}
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// still here? then we dont care about the event
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break;
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}
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// SysEx events
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case 0xF0:
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case 0xF7:
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{
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var sysexLength = stream.ReadVariableLengthQuantity();
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stream.Skip((int)sysexLength);
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// Sysex events and meta-events cancel any running status which was in effect.
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// Running status does not apply to and may not be used for these messages.
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lastStatusByte = null;
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break;
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}
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default:
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switch (eventType)
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{
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// Program Change
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case 0xC0:
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{
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var programNumber = stream.ReadByte();
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if (track.ProgramName == null)
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{
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if (programNumber < Enum.GetValues<MidiInstrument>().Length)
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track.ProgramName = Loc.GetString($"instruments-component-menu-midi-channel-{((MidiInstrument)programNumber).GetStringRep()}");
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}
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break;
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}
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case 0x80: // Note Off
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case 0x90: // Note On
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case 0xA0: // Polyphonic Key Pressure
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case 0xB0: // Control Change
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case 0xE0: // Pitch Bend
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{
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hasMidiEvent = true;
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stream.Skip(2);
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break;
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}
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case 0xD0: // Channel Pressure
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{
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hasMidiEvent = true;
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stream.Skip(1);
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break;
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}
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default:
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error = $"Unknown MIDI event type {lastStatusByte:X2}";
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tracks = null;
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return false;
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}
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break;
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}
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}
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if (hasMidiEvent)
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parsedTracks.Add(track);
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}
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tracks = parsedTracks.ToArray();
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return true;
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}
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}
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