2026-05-20 16:44:28 +09:00
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.IO.Compression;
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using System.Text;
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using UnityEngine;
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using UnityEngine.Networking;
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// Beat Sage API 연동 (beatsage.com 역분석 기반)
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// 출처: BadgerHobbs/BeatSage-Downloader 소스코드
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public class BeatSageUploader : MonoBehaviour
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{
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private const string BASE_URL = "https://beatsage.com";
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private const string CREATE_EP = "/beatsaber_custom_level_create";
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private const string HEARTBEAT_EP = "/beatsaber_custom_level_heartbeat/{0}"; // {0} = levelId
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private const string DOWNLOAD_EP = "/beatsaber_custom_level_download/{0}"; // {0} = levelId
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private const float POLL_INTERVAL = 5f;
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private const float POLL_TIMEOUT = 300f;
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// Beat Sage 난이도 이름 매핑 (내부 → API)
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2026-05-20 23:39:27 +09:00
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// Beat Sage API가 인정하는 난이도: Normal, Hard, Expert, ExpertPlus (Easy 없음)
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2026-05-20 16:44:28 +09:00
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private static readonly Dictionary<string, string> DiffNames = new()
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{
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{ "normal", "Normal" },
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{ "hard", "Hard" },
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{ "expert", "Expert" },
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{ "expertplus", "ExpertPlus" },
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2026-05-20 16:44:28 +09:00
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};
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// Beat Sage .zip 내 .dat 파일명 매핑 (내부 → zip 내 파일명)
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private static readonly Dictionary<string, string> DatFileNames = new()
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{
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{ "normal", "Normal.dat" },
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{ "hard", "Hard.dat" },
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{ "expert", "Expert.dat" },
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{ "expertplus", "ExpertPlus.dat" },
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2026-05-20 16:44:28 +09:00
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};
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public string CurrentStatus { get; private set; } = "";
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// ── Public API ───────────────────────────────────────────
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public IEnumerator Upload(
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string audioPath,
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List<string> difficulties,
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float bpm,
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Action<float> onProgress,
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Action<Dictionary<string, List<NoteData>>> onComplete,
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Action<string> onError)
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{
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// 1단계: 레벨 생성 요청
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2026-05-20 23:39:27 +09:00
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SetStatus("[1/4] 음원 업로드 중...");
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Debug.Log($"[BeatSage] 업로드 시작 — 파일: {audioPath}");
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2026-05-20 16:44:28 +09:00
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string levelId = null;
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yield return CreateLevel(audioPath, difficulties,
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id => levelId = id,
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onError);
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2026-05-20 23:39:27 +09:00
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Debug.Log($"[BeatSage] CreateLevel 완료 — levelId: {levelId}");
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2026-05-20 16:44:28 +09:00
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if (levelId == null) yield break;
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onProgress?.Invoke(0.15f);
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// 2단계: 생성 완료 폴링
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SetStatus("[2/4] AI 맵 생성 시작...");
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bool ready = false;
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float elapsed = 0f;
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while (!ready && elapsed < POLL_TIMEOUT)
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{
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yield return new WaitForSeconds(POLL_INTERVAL);
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elapsed += POLL_INTERVAL;
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bool error = false;
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yield return PollHeartbeat(levelId,
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status =>
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{
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ready = string.Equals(status, "generated", System.StringComparison.OrdinalIgnoreCase)
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|| string.Equals(status, "done", System.StringComparison.OrdinalIgnoreCase);
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error = string.Equals(status, "error", System.StringComparison.OrdinalIgnoreCase);
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},
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onError);
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if (error) { onError?.Invoke("Beat Sage 생성 실패 (error 상태)"); yield break; }
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float progress = Mathf.Clamp01(elapsed / POLL_TIMEOUT);
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onProgress?.Invoke(0.15f + progress * 0.6f);
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2026-05-20 23:39:27 +09:00
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SetStatus($"[2/4] AI 맵 생성 중... {(int)elapsed}초 경과");
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}
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if (!ready) { onError?.Invoke("Beat Sage 타임아웃 (5분 초과)"); yield break; }
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// 3단계: .zip 다운로드
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SetStatus("[3/4] 결과 다운로드 중...");
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byte[] zipBytes = null;
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yield return DownloadZip(levelId,
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bytes => zipBytes = bytes,
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onError);
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if (zipBytes == null) yield break;
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onProgress?.Invoke(0.9f);
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// 4단계: .zip 해제 + BeatSageConverter 변환
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2026-05-20 23:39:27 +09:00
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SetStatus("[3/4] 맵 데이터 변환 중...");
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2026-05-20 16:44:28 +09:00
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Dictionary<string, List<NoteData>> maps = null;
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try
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{
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maps = ExtractAndConvert(zipBytes, difficulties, bpm);
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}
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catch (Exception e)
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{
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onError?.Invoke($"변환 실패: {e.Message}");
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yield break;
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}
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onProgress?.Invoke(1f);
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SetStatus("[3/4] 변환 완료");
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onComplete?.Invoke(maps);
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}
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// ── Beat Sage API 요청 ────────────────────────────────────
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private IEnumerator CreateLevel(string audioPath, List<string> difficulties,
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Action<string> onSuccess, Action<string> onError)
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{
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byte[] audioBytes = File.ReadAllBytes(audioPath);
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string fileName = Path.GetFileName(audioPath);
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2026-05-20 23:39:27 +09:00
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// 난이도: 알 수 없는 값(easy 등)은 건너뜀, 쉼표 구분 단일 필드로 전송
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var mappedDiffs = new List<string>();
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foreach (string d in difficulties)
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if (DiffNames.TryGetValue(d, out var n)) mappedDiffs.Add(n);
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if (mappedDiffs.Count == 0)
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{
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onError?.Invoke("Beat Sage가 지원하지 않는 난이도입니다. Normal/Hard/Expert/ExpertPlus 중 선택하세요.");
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yield break;
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}
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string diffStr = string.Join(",", mappedDiffs);
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Debug.Log($"[BeatSage] 전송 difficulties: '{diffStr}'");
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var form = new List<IMultipartFormSection>
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{
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new MultipartFormFileSection("audio_file", audioBytes, fileName, "audio/mpeg"),
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new MultipartFormDataSection("audio_metadata_title", " "),
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new MultipartFormDataSection("audio_metadata_artist", " "),
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new MultipartFormDataSection("difficulties", diffStr),
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new MultipartFormDataSection("modes", "Standard"),
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new MultipartFormDataSection("events", "DotBlocks,Obstacles,Bombs"),
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new MultipartFormDataSection("environment", "DefaultEnvironment"),
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new MultipartFormDataSection("system_tag", "v2"),
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};
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using var req = UnityWebRequest.Post(BASE_URL + CREATE_EP, form);
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req.SetRequestHeader("Accept", "*/*");
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req.SetRequestHeader("User-Agent", "VRBeatSaber/1.0");
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yield return req.SendWebRequest();
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if (req.result != UnityWebRequest.Result.Success)
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{
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string body = req.downloadHandler?.text ?? "(응답 없음)";
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Debug.LogError($"[BeatSage] HTTP {req.responseCode} — {req.error}\n응답 본문: {body}");
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onError?.Invoke($"레벨 생성 요청 실패: {req.error}");
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yield break;
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}
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string json = req.downloadHandler.text;
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string levelId = ParseJsonString(json, "id");
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Debug.Log($"[BeatSageUploader] 생성 응답: {json}");
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if (string.IsNullOrEmpty(levelId))
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{
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onError?.Invoke($"levelId 파싱 실패. 응답: {json}");
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yield break;
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}
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onSuccess?.Invoke(levelId);
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}
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private IEnumerator PollHeartbeat(string levelId, Action<string> onStatus, Action<string> onError)
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{
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string url = BASE_URL + string.Format(HEARTBEAT_EP, levelId);
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using var req = UnityWebRequest.Get(url);
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yield return req.SendWebRequest();
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if (req.result != UnityWebRequest.Result.Success)
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{
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onError?.Invoke($"상태 확인 실패: {req.error}");
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yield break;
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}
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// 응답 예: { "status": "generated" } | { "status": "pending" } | { "status": "error" }
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string status = ParseJsonString(req.downloadHandler.text, "status");
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Debug.Log($"[BeatSageUploader] 상태: {status}");
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onStatus?.Invoke(status ?? "");
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}
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private IEnumerator DownloadZip(string levelId, Action<byte[]> onSuccess, Action<string> onError)
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{
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string url = BASE_URL + string.Format(DOWNLOAD_EP, levelId);
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using var req = UnityWebRequest.Get(url);
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yield return req.SendWebRequest();
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if (req.result != UnityWebRequest.Result.Success)
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{
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onError?.Invoke($"다운로드 실패: {req.error}");
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yield break;
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}
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onSuccess?.Invoke(req.downloadHandler.data);
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}
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// ── .zip 해제 + 변환 ──────────────────────────────────────
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private static Dictionary<string, List<NoteData>> ExtractAndConvert(
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byte[] zipBytes, List<string> difficulties, float bpm)
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{
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var result = new Dictionary<string, List<NoteData>>();
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using var ms = new MemoryStream(zipBytes);
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using var archive = new ZipArchive(ms, ZipArchiveMode.Read);
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foreach (string diff in difficulties)
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{
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if (!DatFileNames.TryGetValue(diff, out string datName)) continue;
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// 대소문자 무시 검색
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ZipArchiveEntry entry = null;
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foreach (var e in archive.Entries)
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{
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if (string.Equals(e.Name, datName, StringComparison.OrdinalIgnoreCase))
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{ entry = e; break; }
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}
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if (entry == null)
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{
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Debug.LogWarning($"[BeatSageUploader] {datName} 없음 — 건너뜀");
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continue;
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}
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using var reader = new StreamReader(entry.Open(), Encoding.UTF8);
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result[diff] = BeatSageConverter.Convert(reader.ReadToEnd(), bpm);
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}
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return result;
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}
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// ── 유틸 ─────────────────────────────────────────────────
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private static string ParseJsonString(string json, string key)
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{
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string search = $"\"{key}\":\"";
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int start = json.IndexOf(search, StringComparison.Ordinal);
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if (start < 0) return null;
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start += search.Length;
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int end = json.IndexOf('"', start);
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return end > start ? json.Substring(start, end - start) : null;
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}
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private void SetStatus(string msg) => CurrentStatus = msg;
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}
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