feat(nitro): convert imported SWF bundles to WebP Lossless
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Newly converted .nitro bundles now store their spritesheet as WebP VP8L
instead of PNG, so imports land much smaller without changing a single
pixel. The texture member and spritesheet.meta.image are both labelled
from the actual bytes, never from a caller's assumption.

- encode through sharp with lossless and exact, so colour hidden under
  alpha 0 survives; this mirrors ImageSharp's TransparentColorMode.Preserve
- detect PNG/WebP by magic bytes and reject anything the client cannot
  render, on create, download and upload paths
- keep the source format when deriving size-32 sheets, scaling composites
  and editing metadata, so existing bundles are never silently rewritten
- report fidelity in the studio: the compression panel re-encodes with the
  same options the importer uses, so it cannot drift and invent false
  warnings, and shows PNG/WebP size estimates

convertSwfToNitro and buildSpritesheet are now async, so the worker, the
main-thread fallback and every import call site await them. PNG stays
supported for existing bundles and icon sidecars are untouched.
This commit is contained in:
openhands committed 2026-09-27 15:42:21 +02:00
1 parent 420210ffa0
commit 17de94d984
22 files changed
+1118 -125

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@@ -1,6 +1,9 @@
import { promises as fs } from "node:fs";
import { getByparrCookies } from "@/lib/services/byparr";
import { parseNitroBundle } from "../../swf/nitro-builder";
import {
detectNitroTextureFormat,
parseNitroBundle,
} from "../../swf/nitro-builder";
import { browserHeaders } from "./browser-headers";
import { curlDownload } from "./curl-fetch";
@@ -27,7 +30,9 @@ export function validateNitroBytes(buffer: Buffer): boolean {
!!bundle.json &&
typeof bundle.json === "object" &&
!Array.isArray(bundle.json) &&
validatePngBytes(bundle.png)
// parseNitroBundle already rejects non-PNG/WebP textures, so this
// is a cheap re-assertion rather than the real gate.
detectNitroTextureFormat(bundle.texture) !== null
);
} catch {
return false;