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EpicNext-Cms/src/lib/services/swf/conversion-pool.ts
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feat(nitro): convert imported SWF bundles to WebP Lossless
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.
2026-09-27 15:42:21 +02:00

191 lines
5.1 KiB
TypeScript

import os from "node:os";
import { Worker } from "node:worker_threads";
import type { WorkerRequest, WorkerResponse } from "./conversion-worker";
import {
type ConversionResult,
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
// stays free during imports — the conversion no longer blocks request handling
// or anything else running on the server.
//
// The pool degrades gracefully: if workers can't be created (bundling/runtime
// restrictions, or the test environment) every task falls back to running the
// pure conversion function synchronously on the main thread, so imports never
// break.
const POOL_SIZE = Math.max(1, Math.min(os.cpus().length - 1, 4));
interface Job {
req: WorkerRequest;
resolve: (r: WorkerResponse) => void;
reject: (e: Error) => void;
}
const workers: Worker[] = [];
const idle: Worker[] = [];
const pending = new Map<number, { worker: Worker; job: Job }>();
const queue: Job[] = [];
let nextId = 1;
let broken = false;
function isTestEnv(): boolean {
return process.env.NODE_ENV === "test" || process.env.VITEST !== undefined;
}
function spawn(): Worker | null {
try {
const w = new Worker(new URL("./conversion-worker.ts", import.meta.url));
w.on("message", (res: WorkerResponse) => {
const p = pending.get(res.id);
if (!p) return;
pending.delete(res.id);
idle.push(w);
p.job.resolve(res);
pump();
});
w.on("error", (err: Error) => {
broken = true;
const p = [...pending.values()].find((x) => x.worker === w);
if (p) {
pending.delete(p.job.req.id);
p.job.reject(err);
}
});
return w;
} catch {
broken = true;
return null;
}
}
function ensurePool(): boolean {
if (broken || isTestEnv()) return false;
if (workers.length > 0) return true;
for (let i = 0; i < POOL_SIZE; i++) {
const w = spawn();
if (!w) {
broken = true;
return false;
}
workers.push(w);
idle.push(w);
}
return true;
}
function pump() {
while (idle.length > 0 && queue.length > 0) {
const w = idle.pop();
const job = queue.shift();
if (!w || !job) break;
pending.set(job.req.id, { worker: w, job });
w.postMessage(job.req);
}
}
const CONVERSION_TIMEOUT_MS = 60_000;
// `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()) {
// 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,
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 = {
req: { ...req, id: nextId++ } as WorkerRequest,
resolve,
reject,
};
queue.push(job);
pump();
// Timeout: if a job takes too long, remove it from the queue
// and reject so the caller can fall back to main-thread conversion.
const timer = setTimeout(() => {
const idx = queue.findIndex((j) => j.req.id === job.req.id);
if (idx !== -1) {
queue.splice(idx, 1);
pending.delete(job.req.id);
reject(new Error("Conversion timed out"));
} else {
// Already dispatched to a worker — the worker is
// responsible for timing out its own task.
reject(new Error("Conversion timed out"));
}
}, CONVERSION_TIMEOUT_MS);
// Clear the timer once the job resolves/rejects
const origResolve = resolve;
const origReject = reject;
job.resolve = (r) => {
clearTimeout(timer);
origResolve(r);
};
job.reject = (e) => {
clearTimeout(timer);
origReject(e);
};
});
}
export async function convertSwfToNitroAsync(
buffer: Buffer,
classname: string,
options?: { textureFormat?: NitroTextureFormat },
): Promise<ConversionResult> {
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, {
textureFormat: options?.textureFormat,
});
}
export async function extractIconFromSwfAsync(
buffer: Buffer,
classname: string,
): Promise<Buffer | null> {
const res = await run({ type: "icon", buffer, classname }).catch(() => null);
if (res?.ok) return res.icon ?? null;
return extractIconFromSwf(buffer, classname);
}