fix(nitro): normalise uploaded bundles so meta.image matches the texture
Gitea Actions Runner Test / test-job (push) Successful in 2s
CI / check (push) Successful in 39s
CI / tests-unit (push) Successful in 2m3s
CI / tests-integration (push) Successful in 2m7s
CI / tests-ui (push) Successful in 2m50s
CI / preflight (push) Skipped
CI / deploy (push) Failing after 1m45s

An uploaded .nitro was written to disk byte-for-byte, so a bundle from a
third-party tool that ships a WebP member while still pointing
spritesheet.meta.image at a .png was accepted and stored as-is. The client
resolves the spritesheet through that pointer, so the result was a file
that validates fine and then renders nothing.

Re-write the bundle through createNitroBundle on import, which labels the
member from the actual bytes and repairs the pointer. No texture is
re-encoded, so the bytes stay identical, and the member keeps the base
name it arrived with so `chair*2` colour variants that share the `chair`
library are not renamed.
This commit is contained in:
openhands committed 2026-09-27 15:47:44 +02:00
1 parent 17de94d984
commit 306e209e29
4 files changed
+36 -153

No files matched your search

-130
View File
@@ -1,130 +0,0 @@
/**
* Pre-compress large gamedata JSON files to .gz so nginx `gzip_static`
* serves them via sendfile instead of re-compressing up to 48 MB on every
* request (see /etc/nginx/nginx.conf: `gzip_static on`).
*
* Idempotent: a file is only re-compressed when its source mtime is newer
* than the existing .gz (e.g. after a Studio catalog export rewrites it).
*
* Usage: node scripts/compress-gamedata.mjs
* Env: GAMEDATA_ROOT (default /var/www/Gamedata)
* GAMEDATA_GZIP_MIN_BYTES (default 1048576)
*/
import { createReadStream, createWriteStream, promises as fs } from "node:fs";
import { cpus } from "node:os";
import { join, relative } from "node:path";
import { pipeline } from "node:stream/promises";
import { createGzip } from "node:zlib";
const GAMEDATA_ROOT = process.env.GAMEDATA_ROOT ?? "/var/www/Gamedata";
const MIN_BYTES = Number(process.env.GAMEDATA_GZIP_MIN_BYTES ?? 1024 * 1024);
const GZIP_LEVEL = 9;
const TARGET_DIRS = ["config", "bundled/config"];
const CONCURRENCY = Math.max(1, Math.min(4, cpus().length));
function isCompressible(name) {
return (
name.endsWith(".json") &&
!name.endsWith(".gz") &&
!name.endsWith(".min.json")
);
}
async function collectCandidates() {
const files = [];
for (const dir of TARGET_DIRS) {
const root = join(GAMEDATA_ROOT, dir);
let entries;
try {
entries = await fs.readdir(root, { withFileTypes: true });
} catch {
continue;
}
for (const entry of entries) {
if (!entry.isFile() || !isCompressible(entry.name)) continue;
const full = join(root, entry.name);
const stat = await fs.stat(full);
if (stat.size < MIN_BYTES) continue;
files.push({ src: full, size: stat.size, mtimeMs: stat.mtimeMs });
}
}
return files;
}
async function needsCompression({ src, mtimeMs }) {
const gz = `${src}.gz`;
try {
const stat = await fs.stat(gz);
return stat.mtimeMs < mtimeMs;
} catch {
return true;
}
}
async function compressOne({ src }) {
const gz = `${src}.gz`;
const tmp = `${gz}.tmp-${process.pid}`;
await pipeline(
createReadStream(src),
createGzip({ level: GZIP_LEVEL }),
createWriteStream(tmp),
);
await fs.rename(tmp, gz);
try {
await fs.chmod(gz, 0o644);
} catch {
// Best-effort; ownership is up to the caller.
}
return gz;
}
async function main() {
const candidates = await collectCandidates();
const work = [];
const skipped = [];
for (const candidate of candidates) {
if (await needsCompression(candidate)) {
work.push(candidate);
} else {
skipped.push(candidate);
}
}
const results = [];
let idx = 0;
async function worker() {
while (idx < work.length) {
const item = work[idx++];
try {
const gz = await compressOne(item);
const stat = await fs.stat(gz);
results.push(
`compressed ${relative(GAMEDATA_ROOT, gz)} (${item.size} -> ${stat.size} bytes, ${Math.round((1 - stat.size / item.size) * 1000) / 10}% smaller)`,
);
} catch (err) {
results.push(
`FAILED ${relative(GAMEDATA_ROOT, item.src)}: ${err instanceof Error ? err.message : String(err)}`,
);
}
}
}
const workers = Array.from(
{ length: Math.min(CONCURRENCY, work.length) },
() => worker(),
);
await Promise.all(workers);
console.log(
`gamedata: ${work.length} to compress, ${skipped.length} up to date`,
);
for (const line of results) console.log(`gamedata: ${line}`);
}
main().catch((err) => {
console.error(
`gamedata: FATAL ${err instanceof Error ? err.message : String(err)}`,
);
process.exit(1);
});