Aetheria/Assets/Scripts/Editor/EmojiCheck.cs

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C#
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using TMPro;
using UnityEditor;
using UnityEngine;
// Every single-code-point emoji of the pinned Unicode Emoji version that Twemoji draws, and the Pirates product
// names read from the shipped catalog, render through an ordinary TMP text on the game's body font with no
// missing code point, no blank glyph, ink in the emoji atlas, and each glyph served by the emoji asset or by the
// body font itself, never by a third font. TMP Settings must route emoji by exactly one entry: the global
// fallback (the emoji fallback list stays empty), so dropping that entry or re-adding the second route fails.
// Run as -executeMethod EmojiCheck.Run (exit 1 on failure in batchmode, as EngineAssetCheck). Corpus:
// tools/emoji/emoji-singles.txt (from emoji-test.txt); the emoji Twemoji lacks are listed in
// tools/emoji/emoji-unsupported.txt and reported, not rendered; -emojiLimit N spreads N entries evenly for a spike.
public static class EmojiCheck
{
const string BodyFontPath = "Assets/Fonts/Ubuntu/Ubuntu-L Small SDF.asset";
const string PiratesFaction = "Pirates";
const int Chunk = 64;
[MenuItem("Aetheria/Text/Check Emoji Rendering")]
public static void Run()
{
var failures = new List<string>();
var summary = RunCheck(failures);
foreach (var failure in failures.Take(20)) Debug.LogError(failure);
Debug.Log($"EmojiCheck: {summary}; {failures.Count} failure(s).");
if (Application.isBatchMode) EditorApplication.Exit(failures.Count == 0 ? 0 : 1);
}
// Public so a scratch driver can mutate TMP Settings in memory and watch this fail; adds to failures.
public static string RunCheck(List<string> failures)
{
var emoji = AssetDatabase.LoadAssetAtPath<TMP_FontAsset>(EmojiFont.AssetPath);
var body = AssetDatabase.LoadAssetAtPath<TMP_FontAsset>(BodyFontPath);
if (emoji == null || body == null)
{
failures.Add("EmojiCheck: Emoji.asset or the body font is missing; run EmojiFont.Build first.");
return "nothing checked";
}
// One route: the global fallback names the emoji asset, and the emoji fallback list is empty.
if (TMP_Settings.emojiFallbackTextAssets != null && TMP_Settings.emojiFallbackTextAssets.Count > 0)
failures.Add("TMP Settings' emoji fallback list is not empty: a second emoji route exists (EmojiFont.Build leaves it empty).");
if (TMP_Settings.fallbackFontAssets == null || !TMP_Settings.fallbackFontAssets.Contains(emoji))
failures.Add("TMP Settings' global fallback list does not name Emoji.asset: the only emoji route is gone.");
var unsupported = new HashSet<int>(LoadCodePoints("emoji-unsupported.txt"));
var corpus = LoadSingles().Where(cp => !unsupported.Contains(cp)).ToList();
var missing = new HashSet<int>();
TMP_Text.MissingCharacterEventCallback onMissing = (unicode, index, source, asset, component) => missing.Add(unicode);
TMP_Text.OnMissingCharacter += onMissing;
var canvas = new GameObject("EmojiCheck", typeof(Canvas));
var text = new GameObject("Text", typeof(RectTransform)).AddComponent<TextMeshProUGUI>();
text.transform.SetParent(canvas.transform, false);
text.font = body;
text.textWrappingMode = TextWrappingModes.NoWrap;
text.rectTransform.sizeDelta = new Vector2(100000, 100000);
int viaEmoji = 0, viaBody = 0, blank = 0, pirateNames = 0;
var strays = new HashSet<string>();
try
{
void Render(string content, string label)
{
text.text = content;
text.ForceMeshUpdate();
for (var i = 0; i < text.textInfo.characterCount; i++)
{
var info = text.textInfo.characterInfo[i];
if (info.character == ' ' || info.elementType != TMP_TextElementType.Character) continue;
if (info.fontAsset == emoji) viaEmoji++;
else if (info.fontAsset == body) viaBody++;
else if (strays.Add($"{info.fontAsset.name}:{(int)info.character:X}"))
failures.Add($"U+{(int)info.character:X4} in {label} was served by {info.fontAsset.name}, not Emoji.asset or the body font");
if (info.fontAsset == emoji && info.textElement.glyph.glyphRect.width <= 0)
{
blank++;
failures.Add($"blank glyph U+{(int)info.character:X4} in {label}");
}
}
}
for (var i = 0; i < corpus.Count; i += Chunk)
{
var slice = corpus.Skip(i).Take(Chunk).ToList();
Render(string.Join(" ", slice.Select(char.ConvertFromUtf32)), $"chunk {i}");
}
// The Pirates names as the shipped catalog stores them, through the game's own catalog reader.
var catalogPath = Path.Combine(Directory.GetParent(Application.dataPath).FullName, "GameData", "Aetheria.cc");
using (var catalog = AetheriaStores.Open(catalogPath))
{
var pirates = catalog.GetAll<Faction>().SingleOrDefault(faction => faction.Name == PiratesFaction);
if (pirates == null) failures.Add($"the catalog has no {PiratesFaction} faction");
else
{
var key = catalog.RefOf(pirates);
foreach (var product in catalog.GetAll<FactionProductData>().Where(product => product.Manufacturer.Equals(key)))
{
pirateNames++;
Render(product.Name, $"Pirates product name \"{product.Name}\"");
}
if (pirateNames == 0) failures.Add($"the catalog has no {PiratesFaction} products");
}
}
}
finally
{
TMP_Text.OnMissingCharacter -= onMissing;
UnityEngine.Object.DestroyImmediate(canvas);
}
foreach (var cp in missing.OrderBy(c => c)) failures.Add($"missing code point U+{cp:X4}");
// TMP over-allocates atlasTextures by doubling its capacity when a page is added, so entries past
// atlasTextureCount are null by design (3 pages in a 4-slot array). Only the used pages count.
long ink = 0, colour = 0;
for (var i = 0; i < emoji.atlasTextureCount; i++)
{
var page = emoji.atlasTextures[i];
if (page == null) { failures.Add($"emoji atlas page {i} of {emoji.atlasTextureCount} is null"); continue; }
var pixels = page.GetPixels32();
ink += pixels.LongCount(p => p.a != 0);
colour += pixels.LongCount(p => p.a != 0 && (p.r != p.g || p.g != p.b));
}
if (ink == 0) failures.Add("the emoji atlas holds no ink after rendering");
else if (colour == 0) failures.Add("the emoji atlas holds no coloured pixel: the glyphs rendered monochrome");
var pages = emoji.atlasTextureCount;
// Dynamic atlas content is cache: drop it so this check leaves the asset as Build wrote it.
emoji.ClearFontAssetData(true);
if (unsupported.Count > 0)
Debug.LogWarning($"EmojiCheck: Twemoji lacks {unsupported.Count} single-code-point emoji of the Emoji version: " +
string.Join(" ", unsupported.OrderBy(c => c).Select(c => $"U+{c:X4}")));
return $"checked {corpus.Count} single code points ({unsupported.Count} not drawn by Twemoji, listed in the warning) + {pirateNames} Pirates product names, " +
$"{missing.Count} missing, {viaEmoji} glyphs via the emoji asset, {viaBody} via the body font, {strays.Count} via other fonts, {blank} blank, " +
$"{ink} atlas ink pixels of which {colour} coloured, {pages} atlas pages";
}
static List<int> LoadSingles()
{
var all = LoadCodePoints("emoji-singles.txt");
var args = Environment.GetCommandLineArgs();
var at = Array.IndexOf(args, "-emojiLimit");
if (at < 0 || at + 1 >= args.Length) return all;
var limit = int.Parse(args[at + 1]);
return Enumerable.Range(0, limit).Select(i => all[i * all.Count / limit]).ToList();
}
static List<int> LoadCodePoints(string file)
{
var path = Path.Combine(Directory.GetParent(Application.dataPath).FullName, "tools", "emoji", file);
return File.ReadAllLines(path).Where(l => l.Length > 0).Select(l => Convert.ToInt32(l, 16)).ToList();
}
}