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 two named routes (operator ruling // emoji-fallback-route): the global fallback names Emoji.asset and the emoji fallback list is exactly Emoji.asset, // so dropping either 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. // Every fully-qualified multi-code-point sequence (tools/emoji/emoji-sequences.txt: ZWJ, skin tone, flag, keycap, // tag) must also render as exactly one visible character, which needs `liga` on the rendering component: every // TMP text in every prefab and scene must have it, and so must one added at runtime (as ActionGameManager's // FACE AIM mark is), or a family or flag would show as its pieces. 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"; } // Two routes (operator ruling emoji-fallback-route): the emoji fallback list is exactly Emoji.asset, and the global list below names it. if (TMP_Settings.emojiFallbackTextAssets == null || TMP_Settings.emojiFallbackTextAssets.Count != 1 || TMP_Settings.emojiFallbackTextAssets[0] != emoji) failures.Add("TMP Settings' emoji fallback list is not exactly Emoji.asset: FE0F-followed bases the body font draws will not reach Twemoji."); if (TMP_Settings.fallbackFontAssets == null || !TMP_Settings.fallbackFontAssets.Contains(emoji)) failures.Add("TMP Settings' global fallback list does not name Emoji.asset: the route for every single code point is gone."); var unsupported = new HashSet(LoadCodePoints("emoji-unsupported.txt")); var corpus = LoadSingles().Where(cp => !unsupported.Contains(cp)).ToList(); var sequences = LoadSequences(); 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, notOne = 0, runtimeLiga = 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}"); } // A text created at runtime inherits liga from TMP Settings, with no wiring of its own. var runtime = new GameObject("Runtime", typeof(RectTransform)); runtime.transform.SetParent(canvas.transform, false); runtimeLiga = runtime.AddComponent().fontFeatures .Contains(UnityEngine.TextCore.OTL_FeatureTag.liga) ? 1 : 0; if (runtimeLiga == 0) failures.Add("a TextMeshProUGUI added at runtime does not have liga: TMP Settings' features are not inherited"); // Sequences: space-separated groups, each of which must end as one visible character. for (var i = 0; i < sequences.Count; i += Chunk) { var slice = sequences.Skip(i).Take(Chunk).ToList(); text.text = string.Join(" ", slice.Select(ToText)); text.ForceMeshUpdate(); var visible = new List { 0 }; var shown = new List { "" }; for (var c = 0; c < text.textInfo.characterCount; c++) { var info = text.textInfo.characterInfo[c]; if (info.character == ' ') { visible.Add(0); shown.Add(""); } else if (info.isVisible) { visible[visible.Count - 1]++; shown[shown.Count - 1] += $" U+{(int)info.character:X}:{info.fontAsset.name}"; } } if (visible.Count != slice.Count) failures.Add($"sequence chunk {i}: {visible.Count} groups rendered for {slice.Count} sequences"); for (var g = 0; g < Math.Min(visible.Count, slice.Count); g++) if (visible[g] != 1) { notOne++; failures.Add($"sequence {slice[g]} rendered {visible[g]} visible characters, not one:{shown[g]}"); } } // The Pirates names as the shipped catalog stores them, through the game's own catalog reader. var catalogPath = Path.Combine(Directory.GetParent(Application.dataPath).FullName, "GameData", "Aetheria.cc"); using (var catalog = AetheriaStores.Open(catalogPath)) { var pirates = catalog.GetAll().SingleOrDefault(faction => faction.Name == PiratesFaction); if (pirates == null) failures.Add($"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($"missing code point U+{cp:X4}"); // Every serialized TMP text has liga (an instance inherits it from its prefab, so this reads the effective value). int texts = 0, withoutLiga = 0; EmojiFont.VisitSerializedTexts(component => { texts++; if (!component.fontFeatures.Contains(UnityEngine.TextCore.OTL_FeatureTag.liga)) { withoutLiga++; failures.Add($"TMP text {component.name} has no liga: {GetPath(component)}"); } return false; }); // 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 $"{sequences.Count} sequences ({notOne} not one visible character), {texts} serialized TMP texts ({withoutLiga} without liga), runtime text liga {runtimeLiga}; " + $"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 string GetPath(Component component) => component.gameObject.scene.IsValid() ? component.gameObject.scene.path : AssetDatabase.GetAssetPath(component); static string ToText(string sequence) => string.Concat(sequence.Split(' ').Select(cp => char.ConvertFromUtf32(Convert.ToInt32(cp, 16)))); static List LoadSequences() => File.ReadAllLines(Path.Combine(Directory.GetParent(Application.dataPath).FullName, "tools", "emoji", "emoji-sequences.txt")) .Where(l => l.Length > 0).ToList(); 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(); } }