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.
Scripts Documentation
This directory contains utility scripts for managing the EpicNext-Cms project.
Scripts Overview
| Script | Description |
|---|---|
dashboard.sh |
Main interactive menu to run all other scripts. |
deploy.sh |
Safely redeploys the application by freeing the port first. |
logs.sh |
View logs for cms and mariadb services. |
backup.sh |
Creates a database backup in /backups. |
db-restore.sh |
Restores a database backup. |
db-optimize.sh |
Optimizes database tables. |
docker-prune.sh |
Cleans up unused Docker resources. |
verify-deploy.sh |
Checks if the CMS is reachable after deployment. |
check-env.sh |
Validates .env against .env.example. |
check-security.sh |
Runs pnpm audit and checks for image updates. |
monitor.sh |
Shows system disk/container resource usage. |
perf-report.sh |
Runs performance profiling. |
setup-dev.sh |
Configures development environment. |
check-updates.sh |
Checks for package and image updates. |
maintenance.sh |
Toggles maintenance mode flag. |
doctor.sh |
Runs a system diagnostic report. |
setup-cron.sh |
Configures automated cron jobs. |
alert.sh |
Sends notifications to a configured webhook. |
Usage
Run any script directly, or use the dashboard:
./scripts/dashboard.sh