Every write path now sets offer_id = catalog_items.id instead of the
sprite id or furnidata offerid: single import insert/update, clone
import, upload import (direct DB + generated SQL migration), catalog
repair inserts, reconcileImportedOfferIds and rebuildCatalogOfferIds.
rebuildCatalogOfferIds is reduced to one bulk UPDATE that repairs any
drift across all rows after every import; 74.838 legacy rows were
repaired on the live database with this change.
Generate localized FurnitureData_<lang>.json files from the master
FurnitureData.json + official Habbo hotel translations. Fetches per-hotel
furnidata with in-memory cache (6h TTL), maps by classname (* variant
aware), and overrides name/description where a translation exists.
Full rebuild after every batch/batch-regen/clone import and as admin
GET ?action=build-languages; single imports patch incrementally via
patchLocalizedFurniDataEntries. Failures are best-effort and never fail
the import itself. Files are written to every configured gamedata write
path (primary + mirrors) so /gamedata/config/FurnitureData_<lang>.json
is available for per-language Nitro clients.
New service: src/lib/services/furni-data-i18n.ts with
buildLocalizedFurniDataFiles, patchLocalizedFurniDataEntries,
FURNIDATA_LANGUAGES (nl/en/de/fr/es/tr/it) and applyTranslationsForTest.
The emulator sends items_base.sprite_id to the client and Nitro resolves
the furniture by looking up that id in FurnitureData.json. Legacy rows
where sprite_id drifted from the id made the client render a completely
different item (e.g. a wired or custom asset instead of the purchased
furniture).
Add verifyAndFixSpriteIds() which repairs any row whose sprite_id no
longer matches its id while the local furnidata carries the item under
that id, and run it after every import path (single, batch, batch-regen,
clone) next to the offer_id rebuild.
Interaction detection:
- Trust SWF-derived sit/lay/stand flags only when the logic XML actually
contains action data (new hasActions metadata); otherwise fall back to
keyword detection so custom furni without <action> nodes are still
classified correctly
- Add French/Dutch/German/Spanish/Italian keywords (chaise, banquette,
stoel, silla, sedia, stuhl, tafel, mesa, ...) to sit/lay/stand detection
with token-boundary matching to avoid false positives like bedside_table
- Unify interaction_modes_count priority: mechanic fixed modes, then raw
animation state count, then sit/lay fallback, then keyword default
- Detect mechanic type even when real flags are not used
Catalog integrity:
- Skip duplicate catalog_items inserts in clone and upload imports
- Re-check live catalog rows before applying generated repair SQL
- Add rebuildCatalogOfferIds() which rebuilds every catalog_items.offer_id
from the local FurnitureData.json (matched by entry id, then classname)
and run it after every import path (single, batch, batch-regen, clone)
After every single import, batch import and batch-regen, cross-check all
items_base rows against the local FurnitureData.json: entries whose
spriteId drifted are corrected to the DB id, and missing entries plus
real id conflicts are reported in the API/SSE response. Entries that are
missing entirely are counted (rebuilding them needs SWF/nitro metadata).
Extend the post-import backfill to also copy missing _icon.png files
into /var/www/Gamedata/icons (in addition to nitros into
bundled/furniture) so all imported furniture shows an icon in-game.
Report copied nitros and icons separately in the API/SSE responses.
After each single import, batch import and batch-regen, copy every
.nitro file that is missing from /var/www/Gamedata/bundled/furniture so
the emulator can render all imported furniture even when the mirror write
was skipped. Reports the copied files in the API/SSE response.