A bundle whose texture is already VP8L was returned untouched, so a
stale spritesheet.meta.image survived the normalisation and the client
could not find the texture member. Rebuild the archive in that case and
reuse the existing VP8L bytes instead of decoding them again.
Importing from a hotel wrote the downloaded .nitro to disk untouched, so
official PNG textures stayed PNG and only SWF imports ended up as WebP.
Every Studio import should produce the same format regardless of where the
bytes came from, so both clone and upload paths now run the bundle through
toWebpLosslessBundle.
The helper decodes the texture and re-encodes it with the same VP8L options
the SWF importer uses, so the artwork round-trips bit-for-bit, and lets
createNitroBundle relabel the member and repair the meta.image pointer. A
bundle that is already lossless WebP is returned untouched, making the
operation idempotent and safe to run on re-import. A colour variant that
shares a library keeps the member base name it arrived with.
A texture that cannot be decoded keeps its original format with a warning
instead of failing the import: the bundle is valid, and losing a furniture
item over a codec edge case is worse than a slightly larger texture.
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.
- verifyAndFixInteractionModesCount: paginated DB queries (500/batch)
instead of loading all items into memory at once
- withFurniDataLock: add 60s chain timeout to prevent deadlocks
when a lock holder stalls or crashes
- withGamedataLock: same timeout protection for gamedata locks
- conversion-pool: add 60s per-job timeout, fall back to main thread
- furni/batch: abort signal + post_import progress events + skip
post-import steps when client disconnects
- furni/batch-regen: abort signal + early exit when disconnected
- clone/sync-all: pre-fetch furnidata once per source instead of
per item (eliminates 2000+ redundant fetches)
- sse-client: add 60s idle timeout to prevent infinite hangs
Replace the pure-JS lzma decoder with lzma-wasm (Rust/WASM, base64-inlined,
zero-alloc decompress), giving an order-of-magnitude speedup on furni
imports. Remove the obsolete lzma type shim and the redundant top-level
vite dev dependency, which nothing imports directly.
The synchronous convertSwfToNitro / extractIconFromSwf calls (pure CPU,
no DB/network) now run in a small worker pool so the main Node event
loop stays free during imports — the dominant import-time CPU spike is
moved off the request thread. The pool degrades gracefully to a
synchronous fallback if workers can't be created, and is skipped in the
test environment.
AddSize32ToBundle downscales the largest existing sprite (usually size 64)
to generate a 32 visualization, so every bundle — including the
source-provided gamedata furniture — carries a 32 frame without needing the
original SWF. AddSize32AllNitros rewrites every existing .nitro across all
nitro directories (incl. /var/www/Gamedata/bundled/furniture) and is
idempotent (bundles that already have 32 are skipped). Expose it via a Studio
button and the background admin endpoint POST /api/admin/import/furni/add-size32.
The SWF-to-Nitro converter previously dropped the size 32 visualization
and any sprite image whose name contained '_32_', so bundles lacked the
small/catalog render size. Keep them so each furniture bundle renders
correctly at every scale the client requests.
- xml-processor: stop skipping visualization size === 32
- index.ts: stop excluding '_32_' sprite assets/images from the sheet
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)
Replace classname/name keyword guessing with real data so sit/lay/stand
has zero false positives:
- autoDetectInteraction() now accepts real flags (cansiton/canlayon/
canstandon), logicType, and animation-state count; real data wins and
keywords are only a fallback when no real data exists.
- New furni-real-interaction helper reads the local FurnitureData.json
(highest-revision entries win; a true flag in any duplicate is kept)
and falls back to the official Habbo furnidata.
- interaction_modes_count now uses emulator conventions: dice=6,
gate/teleport=2, roller=1, generic multistate = animation-state count,
chairs/beds=1, plain items=0.
- verifyAndFixInteractionModesCount only touches items with real data
and skips everything else (no keyword overwrites).
- parseNitroBundle falls back to gunzip for gzip-compressed .nitro files.
- Wired through furni-import, upload-import, clone-import, and the nitro
editor auto-detect button.
- Self-host Nunito and Pixelify Sans via next/font instead of Google Fonts CDN
(removes render-blocking external stylesheets and preconnects)
- Remove stale mariadb entry from serverExternalPackages (app uses mysql2)
- Exclude unused src/generated Prisma client from typecheck and remove it
- Add unit tests for swf-parser, effectmap and figuremap (0% coverage -> 90%+)