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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+37 -19
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@@ -6,6 +6,7 @@ import {
convertSwfToNitro,
extractIconFromSwf,
} from "./index";
import type { NitroTextureFormat } from "./nitro-builder";
// Offloads the synchronous, CPU-heavy SWF→Nitro conversion (and icon
// extraction) to a small pool of worker threads so the main Node event loop
@@ -89,28 +90,39 @@ function pump() {
const CONVERSION_TIMEOUT_MS = 60_000;
function run(req: Omit<WorkerRequest, "id">): Promise<WorkerResponse> {
// `Omit` does not distribute over a union, which would erase `textureFormat`
// from the convert variant.
type DistributiveOmit<T, K extends keyof never> = T extends unknown
? Omit<T, K>
: never;
function run(
req: DistributiveOmit<WorkerRequest, "id">,
): Promise<WorkerResponse> {
if (!ensurePool()) {
try {
if (req.type === "convert") {
// No pool available: run on the main thread. Icon extraction stays
// synchronous; the conversion is async because it encodes a spritesheet.
if (req.type === "icon") {
try {
return Promise.resolve({
id: 0,
ok: true,
result: convertSwfToNitro(req.buffer, req.classname),
icon: extractIconFromSwf(req.buffer, req.classname),
});
} catch (e) {
return Promise.resolve({
id: 0,
ok: false,
error: (e as Error).message,
});
}
return Promise.resolve({
id: 0,
ok: true,
icon: extractIconFromSwf(req.buffer, req.classname),
});
} catch (e) {
return Promise.resolve({
id: 0,
ok: false,
error: (e as Error).message,
});
}
return convertSwfToNitro(req.buffer, req.classname, {
textureFormat: req.textureFormat,
}).then(
(result) => ({ id: 0, ok: true, result }) as WorkerResponse,
(e: Error) => ({ id: 0, ok: false, error: e.message }) as WorkerResponse,
);
}
return new Promise<WorkerResponse>((resolve, reject) => {
const job: Job = {
@@ -153,13 +165,19 @@ function run(req: Omit<WorkerRequest, "id">): Promise<WorkerResponse> {
export async function convertSwfToNitroAsync(
buffer: Buffer,
classname: string,
options?: { textureFormat?: NitroTextureFormat },
): Promise<ConversionResult> {
const res = await run({ type: "convert", buffer, classname }).catch(
() => null,
);
const res = await run({
type: "convert",
buffer,
classname,
textureFormat: options?.textureFormat,
}).catch(() => null);
if (res?.ok && res.result) return res.result;
// Worker failed for this item — fall back to the main thread.
return convertSwfToNitro(buffer, classname);
return convertSwfToNitro(buffer, classname, {
textureFormat: options?.textureFormat,
});
}
export async function extractIconFromSwfAsync(