Files
EpicNext-Cms/src/lib/furni/classname.ts
T
openhands adffac7360
Gitea Actions Runner Test / test-job (push) Successful in 1s
CI / check (push) Successful in 29s
CI / tests-unit (push) Failing after 1m37s
CI / tests-integration (push) Successful in 1m37s
CI / tests-ui (push) Successful in 2m17s
CI / preflight (push) Skipped
CI / deploy (push) Skipped
feat(catalog): store furniture bundles as .hab instead of .nitro
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.
2026-10-10 17:09:36 +02:00

94 lines
3.1 KiB
TypeScript

const CLASSNAME_CHAR_RE = /^[a-z0-9_*\-.]+$/;
export function getBaseClassname(classname: string): string {
const star = classname.indexOf("*");
return star >= 0 ? classname.substring(0, star) : classname;
}
export function getSafeClassnameStem(classname: string): string {
return classname.replace(/\*/g, "_");
}
export function getIconFileName(classname: string): string {
return `${getSafeClassnameStem(classname)}_icon.png`;
}
export function getSwfFileName(classname: string): string {
return `${getBaseClassname(classname)}.swf`;
}
/**
* Extension locally stored furniture bundles are written with. This deployment's
* Nitro client requests `<classname>.hab`, so that is what new imports produce.
*/
export const LOCAL_BUNDLE_EXT = ".hab";
/**
* Extension remote sources serve bundles with. Upstream (Habbo's CDN and every
* configured clone source) keeps shipping `.nitro`, so download URLs are built
* with this and only re-written to `LOCAL_BUNDLE_EXT` once they land on disk.
*/
export const SOURCE_BUNDLE_EXT = ".nitro";
/** Both extensions a local bundle may carry, newest convention first. */
export const LOCAL_BUNDLE_EXTS = [LOCAL_BUNDLE_EXT, SOURCE_BUNDLE_EXT] as const;
/** Primary local bundle name — `.hab` wins over a legacy `.nitro`. */
export function getNitroFileName(classname: string): string {
return `${getBaseClassname(classname)}${LOCAL_BUNDLE_EXT}`;
}
/** Every local file name this classname's bundle may be stored under. */
export function getLocalBundleFileNames(classname: string): string[] {
const base = getBaseClassname(classname);
return LOCAL_BUNDLE_EXTS.map((ext) => `${base}${ext}`);
}
/** File name for an explicit extension — use `SOURCE_BUNDLE_EXT` for URLs. */
export function getBundleFileName(
classname: string,
ext: string = LOCAL_BUNDLE_EXT,
): string {
return `${getBaseClassname(classname)}${ext}`;
}
export function normalizeClassname(raw: string): string {
return raw.trim().toLowerCase();
}
export function isValidClassname(classname: string): boolean {
if (!classname) return false;
return CLASSNAME_CHAR_RE.test(classname);
}
/**
* Asset-name safety check for values that become file names (swf / nitro / icon).
*
* The real rule is "cannot escape the directory": no path separators, so `../`
* is structurally impossible. Case matters here — classnames in gamedata are
* mixed-case (`recycler_kintsugiB`), so this must not be folded to lowercase the
* way `isValidClassname` presumes.
*/
const ASSET_NAME_RE = /^[\w*.-]+$/;
export function isSafeAssetName(name: string): boolean {
const trimmed = name.trim();
if (!trimmed) return false;
if (!ASSET_NAME_RE.test(trimmed)) return false;
return !trimmed.includes("..");
}
export const LOCAL_ICON_URL_PREFIX = "/swf/dcr/hof_furni/icons/";
export function getLocalIconUrl(classname: string): string {
return `${LOCAL_ICON_URL_PREFIX}${encodeURIComponent(getIconFileName(classname))}`;
}
export function getHabboCdnIconUrl(
classname: string,
revision: number,
): string {
const base = getBaseClassname(classname);
return `https://images.habbo.com/dcr/hof_furni/${revision}/${encodeURIComponent(base)}_icon.png`;
}