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EpicNext-Cms/src/lib/services/swf/nitro-builder.ts
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feat: auto interaction detection from real furniture data
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.
2026-08-19 20:28:24 +02:00

299 lines
8.1 KiB
TypeScript

import { deflateSync, gunzipSync, inflateSync } from "node:zlib";
import type { SpriteImage } from "./image-decoder";
// ── Minimal PNG Encoder ────────────────────────────────────────────
const CRC_TABLE = (() => {
const table = new Uint32Array(256);
for (let n = 0; n < 256; n++) {
let c = n;
for (let k = 0; k < 8; k++) {
c = c & 1 ? 0xedb88320 ^ (c >>> 1) : c >>> 1;
}
table[n] = c;
}
return table;
})();
function crc32(data: Buffer): number {
let crc = 0xffffffff;
for (let i = 0; i < data.length; i++) {
crc = CRC_TABLE[(crc ^ data[i]) & 0xff] ^ (crc >>> 8);
}
return (crc ^ 0xffffffff) >>> 0;
}
function pngChunk(type: string, data: Buffer): Buffer {
const buf = Buffer.alloc(4 + 4 + data.length + 4);
buf.writeUInt32BE(data.length, 0);
buf.write(type, 4, 4, "ascii");
data.copy(buf, 8);
const crc = crc32(buf.subarray(4, 8 + data.length));
buf.writeUInt32BE(crc >>> 0, 8 + data.length);
return buf;
}
export function encodePng(width: number, height: number, rgba: Buffer): Buffer {
const rawData = Buffer.alloc(height * (1 + width * 4));
for (let y = 0; y < height; y++) {
const rowStart = y * (1 + width * 4);
rawData[rowStart] = 0; // filter: None
rgba.copy(rawData, rowStart + 1, y * width * 4, (y + 1) * width * 4);
}
const compressed = deflateSync(rawData);
const chunks: Buffer[] = [];
// Signature
chunks.push(Buffer.from([137, 80, 78, 71, 13, 10, 26, 10]));
// IHDR
const ihdr = Buffer.alloc(13);
ihdr.writeUInt32BE(width, 0);
ihdr.writeUInt32BE(height, 4);
ihdr[8] = 8; // bit depth
ihdr[9] = 6; // color type: RGBA
ihdr[10] = 0; // compression
ihdr[11] = 0; // filter
ihdr[12] = 0; // interlace
chunks.push(pngChunk("IHDR", ihdr));
// IDAT
chunks.push(pngChunk("IDAT", compressed));
// IEND
chunks.push(pngChunk("IEND", Buffer.alloc(0)));
return Buffer.concat(chunks);
}
// ── Bin-Packing Spritesheet Builder ────────────────────────────────
interface PackedRect {
x: number;
y: number;
w: number;
h: number;
name: string;
}
function nextPow2(v: number): number {
v--;
v |= v >> 1;
v |= v >> 2;
v |= v >> 4;
v |= v >> 8;
v |= v >> 16;
return v + 1;
}
/**
* Simple shelf-based bin packing algorithm.
* Sorts sprites by height descending, then packs left-to-right in rows.
* Produces much tighter spritesheets than simple vertical stacking.
*/
function binPack(images: SpriteImage[]): {
rects: PackedRect[];
width: number;
height: number;
} {
if (images.length === 0) {
return { rects: [], width: 1, height: 1 };
}
// Sort by height descending for better shelf packing
const sorted = [...images].sort(
(a, b) => b.height - a.height || b.width - a.width,
);
// Estimate initial atlas width based on total area
const totalArea = sorted.reduce(
(sum, img) => sum + img.width * img.height,
0,
);
const maxSingleWidth = Math.max(...sorted.map((i) => i.width));
let atlasWidth = Math.max(maxSingleWidth, Math.ceil(Math.sqrt(totalArea)));
// Round up to power of 2 for GPU friendliness (max 2048)
atlasWidth = Math.min(2048, nextPow2(atlasWidth));
const rects: PackedRect[] = [];
let shelfY = 0;
let shelfHeight = 0;
let shelfX = 0;
for (const img of sorted) {
// If sprite doesn't fit on current shelf, start new shelf
if (shelfX + img.width > atlasWidth) {
shelfY += shelfHeight;
shelfHeight = 0;
shelfX = 0;
}
rects.push({
x: shelfX,
y: shelfY,
w: img.width,
h: img.height,
name: img.name,
});
shelfX += img.width;
shelfHeight = Math.max(shelfHeight, img.height);
}
const finalHeight = shelfY + shelfHeight;
return { rects, width: atlasWidth, height: finalHeight || 1 };
}
// ── Spritesheet Builder ────────────────────────────────────────────
interface FrameInfo {
x: number;
y: number;
w: number;
h: number;
}
export function buildSpritesheet(images: SpriteImage[]): {
png: Buffer;
frames: Map<string, FrameInfo>;
width: number;
height: number;
} {
if (images.length === 0) {
const emptyPng = encodePng(1, 1, Buffer.alloc(4));
return { png: emptyPng, frames: new Map(), width: 1, height: 1 };
}
const { rects, width: sheetWidth, height: sheetHeight } = binPack(images);
// Build lookup by name for pixel data
const imageByName = new Map(images.map((img) => [img.name, img]));
const combined = Buffer.alloc(sheetWidth * sheetHeight * 4);
const frames = new Map<string, FrameInfo>();
for (const rect of rects) {
const img = imageByName.get(rect.name);
if (!img) continue;
// Copy pixels row by row
for (let y = 0; y < img.height; y++) {
const srcStart = y * img.width * 4;
const dstStart = ((rect.y + y) * sheetWidth + rect.x) * 4;
img.pixels.copy(combined, dstStart, srcStart, srcStart + img.width * 4);
}
frames.set(rect.name, { x: rect.x, y: rect.y, w: rect.w, h: rect.h });
}
const png = encodePng(sheetWidth, sheetHeight, combined);
return { png, frames, width: sheetWidth, height: sheetHeight };
}
// ── .nitro Bundle Creator ──────────────────────────────────────────
export function createNitroBundle(
jsonData: object,
pngData: Buffer,
name: string,
): Buffer {
const jsonStr = JSON.stringify(jsonData);
const jsonCompressed = deflateSync(Buffer.from(jsonStr, "utf-8"));
const pngCompressed = deflateSync(pngData);
const jsonFileName = `${name}.json`;
const pngFileName = `${name}.png`;
const totalSize =
2 +
(2 + jsonFileName.length + 4 + jsonCompressed.length) +
(2 + pngFileName.length + 4 + pngCompressed.length);
const bundle = Buffer.alloc(totalSize);
let offset = 0;
bundle.writeInt16BE(2, offset);
offset += 2;
bundle.writeInt16BE(jsonFileName.length, offset);
offset += 2;
bundle.write(jsonFileName, offset, jsonFileName.length, "utf-8");
offset += jsonFileName.length;
bundle.writeInt32BE(jsonCompressed.length, offset);
offset += 4;
jsonCompressed.copy(bundle, offset);
offset += jsonCompressed.length;
bundle.writeInt16BE(pngFileName.length, offset);
offset += 2;
bundle.write(pngFileName, offset, pngFileName.length, "utf-8");
offset += pngFileName.length;
bundle.writeInt32BE(pngCompressed.length, offset);
offset += 4;
pngCompressed.copy(bundle, offset);
return bundle;
}
// ── .nitro Bundle Parser ──────────────────────────────────────────
export function parseNitroBundle(buffer: Buffer): {
json: Record<string, unknown>;
jsonFileName: string;
png: Buffer;
pngFileName: string;
} {
let offset = 0;
const fileCount = buffer.readInt16BE(offset);
offset += 2;
if (fileCount < 2) {
throw new Error(
`Expected at least 2 files in .nitro bundle, got ${fileCount}`,
);
}
// File 1: JSON
const jsonFileNameLen = buffer.readInt16BE(offset);
offset += 2;
const jsonFileName = buffer.toString(
"utf-8",
offset,
offset + jsonFileNameLen,
);
offset += jsonFileNameLen;
const jsonCompressedLen = buffer.readInt32BE(offset);
offset += 4;
const jsonCompressed = buffer.subarray(offset, offset + jsonCompressedLen);
offset += jsonCompressedLen;
const jsonStr = inflateJsonOrGzip(jsonCompressed).toString("utf-8");
const json = JSON.parse(jsonStr);
// File 2: PNG
const pngFileNameLen = buffer.readInt16BE(offset);
offset += 2;
const pngFileName = buffer.toString("utf-8", offset, offset + pngFileNameLen);
offset += pngFileNameLen;
const pngCompressedLen = buffer.readInt32BE(offset);
offset += 4;
const pngCompressed = buffer.subarray(offset, offset + pngCompressedLen);
offset += pngCompressedLen;
const png = inflateJsonOrGzip(pngCompressed);
return { json, jsonFileName, png, pngFileName };
}
/**
* Some bundled .nitro files (e.g. official /var/www/Gamedata furniture)
* gzip their contents instead of raw-deflate. Try inflate first, then fall
* back to gunzip so both formats parse.
*/
function inflateJsonOrGzip(input: Buffer): Buffer {
try {
return inflateSync(input);
} catch {
return gunzipSync(input);
}
}