Files
EpicNext-Cms/src/lib/services/effectmap.ts
T
openhands dd708a64fb fix(import): make effects and figure/clothing import work on deployment
- resolveGamedataFile: detect Windows drive/UNC paths explicitly instead of
  path.win32.isAbsolute (which is true for any /-prefixed path on Linux), so
  /nitro-assets URLs are no longer returned verbatim; add deployment gamedata
  root fallback (/var/www/Gamedata/config) and keep public/Gamedata/config.
- effect/figure import dirs now resolve via site settings then the gamedata
  root bundled dir, instead of hardcoded public paths.
- effect list falls back to the local EffectMap when the official habbo.com
  endpoint is unreachable, keeping the admin import page usable.
- update staff smoke contract for db:migrate and instant=false (Cache
  Components migration).
2026-08-05 11:10:16 +02:00

66 lines
2.2 KiB
TypeScript

import { resolveGamedataFile } from "@/lib/services/import/core/asset-paths";
import {
readGamedataJson,
withGamedataLock,
writeGamedataJsonAtomic,
} from "@/lib/services/import/core/gamedata-json";
import { siteSettings } from "@/lib/services/site-settings";
import type { EffectMapEntry } from "@/types/effects";
interface EffectMapFile {
effects: EffectMapEntry[];
}
// Test seam: allows the suite to point the resolver at a temp file.
let pathOverride: string | null = null;
export function __setEffectMapPathForTests(p: string | null): void {
pathOverride = p;
}
export async function getEffectMapPath(): Promise<string> {
if (pathOverride) return pathOverride;
const url = await siteSettings.get(
"effectmap_url",
"/nitro-assets/gamedata/EffectMap.json",
);
return await resolveGamedataFile(
url ?? "/nitro-assets/gamedata/EffectMap.json",
"EffectMap.json",
);
}
export async function readEffectMap(): Promise<EffectMapFile> {
const file = await getEffectMapPath();
const data = await readGamedataJson<Partial<EffectMapFile>>(file);
return { effects: Array.isArray(data.effects) ? data.effects : [] };
}
export async function listLocalEffects(): Promise<EffectMapEntry[]> {
return (await readEffectMap()).effects;
}
export async function mergeEffect(entry: EffectMapEntry): Promise<void> {
const file = await getEffectMapPath();
await withGamedataLock(file, async () => {
const data = await readGamedataJson<Partial<EffectMapFile>>(file);
const effects = Array.isArray(data.effects) ? data.effects : [];
const idx = effects.findIndex((e) => e.id === entry.id);
if (idx >= 0) effects[idx] = entry;
else effects.push(entry);
await writeGamedataJsonAtomic(file, { ...data, effects });
});
}
export async function removeEffect(idOrLib: string): Promise<boolean> {
const file = await getEffectMapPath();
return withGamedataLock(file, async () => {
const data = await readGamedataJson<Partial<EffectMapFile>>(file);
const effects = Array.isArray(data.effects) ? data.effects : [];
const next = effects.filter((e) => e.id !== idOrLib && e.lib !== idOrLib);
const removed = next.length < effects.length;
if (removed)
await writeGamedataJsonAtomic(file, { ...data, effects: next });
return removed;
});
}