Aetheria/Assets/Scripts/Editor/EmojiCheck.cs
Meta Vens aebf12e195 Emoji routes: Emoji.asset named in TMP's emoji fallback list as well as the global list (ruling emoji-fallback-route); EmojiCheck asserts both routes and prints the font serving each piece of a failing sequence
Keycaps and the other body-font-based sequences now collapse: 25 failures become 13. The 13 FE0F+ZWJ sequences still show three pieces. Builds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 04:50:31 +02:00

222 lines
12 KiB
C#

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<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";
}
// 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<int>(LoadCodePoints("emoji-unsupported.txt"));
var corpus = LoadSingles().Where(cp => !unsupported.Contains(cp)).ToList();
var sequences = LoadSequences();
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, notOne = 0, runtimeLiga = 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}");
}
// 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<TextMeshProUGUI>().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<int> { 0 };
var shown = new List<string> { "" };
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($"sequence {slice[g]} rendered {visible[g]} visible characters, not one:{shown[g]}");
}
}
// The Pirates names as the shipped catalog stores them, through the game's own catalog reader.
var catalogPath = Path.Combine(Directory.GetParent(Application.dataPath).FullName, "GameData", "Aetheria.cc");
using (var catalog = AetheriaStores.Open(catalogPath))
{
var pirates = catalog.GetAll<Faction>().SingleOrDefault(faction => faction.Name == PiratesFaction);
if (pirates == null) failures.Add($"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($"missing code point U+{cp:X4}");
// Every serialized TMP text has liga (an instance inherits it from its prefab, so this reads the effective value).
int texts = 0, withoutLiga = 0;
EmojiFont.VisitSerializedTexts(component =>
{
texts++;
if (!component.fontFeatures.Contains(UnityEngine.TextCore.OTL_FeatureTag.liga))
{
withoutLiga++;
failures.Add($"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<string> LoadSequences() =>
File.ReadAllLines(Path.Combine(Directory.GetParent(Application.dataPath).FullName, "tools", "emoji", "emoji-sequences.txt"))
.Where(l => l.Length > 0).ToList();
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();
}
}