Every write path normalises a bundle's texture to WebP Lossless, so the
catalog icon was being read back with a PNG-only decoder. decodePng throws
on anything that is not a PNG, the callers caught that and returned null,
and the user-visible result was "no icon (not in source or bundle)" for
every furniture whose source does not serve a standalone icon.
Measured against the production asset tree, all 18,505 bundles were WebP;
icon extraction succeeded on 0 of them. src/lib/services/imager/
decode-texture.ts keeps PNG on the dependency-free decoder and routes WebP
through sharp, which is already a dependency and already encodes these
textures. extractFurniIconPng and getPetIconPng become async; the five
call sites (upload, clone import, furni import, icon repair and both icon
routes) already awaited their surrounding work.
Same root cause, second bug: the spritesheet frame key. Converters disagree
on packing — some keep a trailing ".png", and some lowercase the whole key
while leaving the bundle name mixed-case, so "LTD_fashionistaf" looks up
frame "LTD_fashionistaf_LTD_fashionistaf_icon_a" and never finds
"ltd_fashionistaf_ltd_fashionistaf_icon_a". Any mixed-case classname could
therefore never match, which is most of the catalogue. findFrame tries the
two exact spellings, then falls back to one case-insensitive pass.
Extraction now succeeds on 18,483 of 18,505 bundles (99.88%); the 22
remainder are data, not code — 9 bundles ship no icon asset, 11 do not
parse.
Third: three catalogue icons exist only as .gif while catalogueIconUrl
hardcoded .png, so the picker offered icons that could only ever 404, and
291 icons that ship as both formats were listed twice. The API now dedupes
per id and the two renderers retry with .gif before falling back to the
placeholder, matching what catalog-image-picker already did. Verified live:
/gamedata/.../icon_1542.png returns 404 while icon_1542.gif returns 200.
Separately, close the last hole in the memory cap. Every script in
package.json routes through scripts/with-memory-cap.sh, but invoking the
builder directly — from a terminal, an IDE or an agent — skipped the
wrapper and ran unbounded, on a host with no swap where the OOM killer
picks its victim across the whole machine. next.config.ts now refuses a
production build that the wrapper has not marked, before anything
allocates. next dev and next start are deliberately unaffected.
README gains a Memory-capped commands section covering the per-script
ceilings, the backends and the ulimit -v trap, and its stale version and
script tables are corrected.
Every bundle the CMS writes — upload, clone, sync, repair and the pet /
effect / figure importers — now lands as `<classname>.hab`, the extension
this deployment's renderer asks for. `.hab` and `.nitro` are the same
container, so an upload of either extension is accepted.
Resolution goes through one module, src/lib/furni/bundle-file.ts, so
nothing has to know the extension twice. Every existence check probes
`.hab` first and falls back to `.nitro`: the on-disk asset set is still
predominantly `.nitro`, and without the fallback Studio would report every
imported item as missing and the cleanup scan would classify 18k live
bundles as fake leftovers. Downloads are unchanged — Habbo's CDN and every
configured clone source still serve `.nitro`, so the conversion happens on
write, not on request.
Deliberately unchanged: the staged-attachment store in furni-attachment.ts
keys on a UUID and never reaches the client, so renaming it would break
in-flight recovery jobs.
Adds scripts/migrate-nitro-to-hab.ts to rename the existing asset set. It
refuses to run without --dry-run or --yes, never overwrites an existing
.hab, never deletes, and is idempotent.
Note: renderer-config.json lives outside this repo and was patched to
.hab separately; that file is served with a 30-day max-age, so returning
clients need a cms-client cache purge to pick the change up.
Replace raw db.execute tuple casts with queryRows/rowsFrom/execResult/
affectedRows helpers from lib/db, drop redundant mysql2 casts on typed
query builders, and centralize per-test fakeForm into test/fake-form.
Update db mocks in tests so helpers resolve against mocked execute.
Detect badges by items_base.type='b' (authoritative, album gifs as
fallback), recognize pet/animals (a0 pet<N>, pet<N> interaction) and
system items (effects, bots, sticky notes), and resolve asset names for
dot/star classname variants so the audit no longer floods with false
missing nitro/icon errors and repair skips non-furni items.
Badge items like HC_Badge, BADGE_SHREK_03 have item_names that don't start
with 'badge_' and interaction_type='default'. Now loads known badge codes
from <gamedataRoot>/album1584/*.gif files and uses that set to exclude
badge items from .nitro and icon audit checks. Also removes incorrect
startsWith('badge_') check that would wrongly skip badge display cases
which DO have .nitro files.
Badge item_names already start with 'badge_' (e.g. badge_citycpa3),
so checking for badge_<item_name>_icon.png produces a double prefix
(badge_badge_citycpa3_icon.png). Now uses item_name.startsWith('badge_')
instead, which correctly identifies badge items without depending on
icon files existing in the directory.
Badge icons are stored as badge_<code>_icon.png (with badge_ prefix)
instead of <code>_icon.png like regular furni. Update the audit and
icon repair to check for both patterns so badge items are not falsely
flagged as missing icons.
Badge items use .gif files, not .nitro bundles, so they should not
be flagged as missing .nitro or missing catalog entries. Also add
badge logicType handling in furni-import.ts so badges get the correct
interaction_type when imported.
- Parallelize icon and nitro downloads in the audit repair with a
sliding-window worker pool (6 concurrent) to speed up large catalogs
- Add repairMissingNitros: fetch missing .nitro bundles from configured
nitro sources (Wibbo default), validating each bundle before writing
- Add catalog-repair service: generate/apply catalog_items SQL for furni
missing a catalog entry and repair FurnitureData.json (add missing +
dedupe classnames)
- Wire all options through the audit API and client UI with live progress
and result stats (icons, nitros, SQL, furnidata)
- Add Wibbo as default nitro source alongside existing icon sources
- Ignore runtime furni assets downloaded into public/ during repair
Repair Icons now resolves all furni asset write targets (webroot plus
the live gamedata like /var/www/Gamedata) and writes downloaded or
extracted icons to every missing location. Icons already present in one
target are copied across instead of re-downloaded, and local .nitro
bundles are searched in every target.
Fall back to well-known public furni icon hosts (HabboAssets, Hubbly,
Leet) when no clone sources are configured, so Repair Icons can download
missing icons out of the box. Also handle variant classnames (base name
and '*' replaced with '_') and extract icons from remote .nitro bundles.
Send a browser User-Agent on downloads to avoid being blocked by hotels.
- Wrap all DB/file operations in try-catch, send error events via SSE
- Report skipped/progress events for items that already have icons
- Add 'started' event with total count so the UI shows real-time progress
- Catch route-level errors and stream them instead of returning JSON
- Use log line content as React key instead of array index
- Upload .nitro bundles directly with full DB, catalog, and furnidata integration
- Generate SQL migration files on upload (optional)
- Auto-sync missing furniture from all configured clone sources (SSE batch)
- Repair missing icons by extracting from local .nitro or downloading from sources
- All behind ASSETS_IMPORT permission