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(); 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 failures) { var emoji = AssetDatabase.LoadAssetAtPath(EmojiFont.AssetPath); var body = AssetDatabase.LoadAssetAtPath(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(LoadCodePoints("emoji-unsupported.txt")); var corpus = LoadSingles().Where(cp => !unsupported.Contains(cp)).ToList(); var missing = new HashSet(); 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(); 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(); 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)), $"chunk {i}"); } // The Pirates names as the shipped catalog stores them, through the game's own catalog reader. var catalogPath = Path.Combine(Directory.GetParent(Application.dataPath).FullName, "GameData", "Aetheria.cc"); using (var catalog = AetheriaStores.Open(catalogPath)) { var pirates = catalog.GetAll().SingleOrDefault(faction => faction.Name == PiratesFaction); if (pirates == null) failures.Add($"the catalog has no {PiratesFaction} faction"); else { var key = catalog.RefOf(pirates); foreach (var product in catalog.GetAll().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 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 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(); } }