Commit Graph
21 Commits
Author SHA1 Message Date
BastiaanandClaude Opus 5.5 0f7c8be060 Use only the jimp modules the host export needs (#1162)
jimp pulls in every image format and plugin, about 60 packages and
26 MB that only export.ts uses. Build the Jimp class from @jimp/core
with the PNG format and the crop and resize plugins instead. The
generated spritesheet is byte-identical to the one from jimp.

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 20:24:07 +00:00
BastiaanandClaude Opus 5.5 c28e617b22 Replace jszip with yauzl and yazl (#1011)
* Replace jszip with yauzl and yazl

jszip loads a whole archive into memory to read it and buffers the
output when writing.  Saves and mods can be several hundred megabytes,
so read zips with yauzl, which only reads the central directory and
streams entries on demand, and write them with yazl, which streams the
output.

lib gains a ZipArchive wrapper around yauzl with the lookup helpers the
callers need, findRoot() now takes it instead of a JSZip.  Saves are
patched by streaming every kept entry into a new zip, mod info.json is
read straight from the file, exports are streamed to the controller and
Factorio zip downloads go through a temp file instead of a buffer.

Patching now inflates and deflates each entry again where jszip reused
the compressed data, on a 336 MB synthetic save that is 7 s instead of
0.7 s, with peak memory going from 416 MB to 151 MB.

Closes #1002

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>

* Copy save entries without recompressing them

yazl inflates and deflates every entry it is given, so patching a save
took ten times longer than with jszip, which reused the compressed
data.  Add a ZipWriter to lib that streams entries out as they are
added and copies entries from a ZipArchive byte for byte, with ZIP64
structures when sizes or offsets need them, and use it in patch().

On a 336 MB synthetic save patching now takes 0.4 s at 143 MB peak RSS
against 0.75 s at 417 MB with jszip.  Factorio loads the result.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>

* Handle save write errors before the patch loop awaits them

A write error on the temporary save, such as a full disk, rejected the
pipeline promise while addEntry() or addBuffer() was still pending. Nothing
was listening yet, so the host's unhandledRejection handler exited the
process instead of failing the instance start.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Keep the export zip cache local to each export

The cache was module level, so when two instances on one host exported at
once, the first to finish closed archives the other was still reading.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Start writing zips before adding files from disk

yazl reads files passed to addFile() as soon as they are added. An
unreadable file emitted an error while the directory traversal was still
running, before the output pipeline existed, and the process exited on the
uncaught error. build_mod and zipDirectory now start the pipeline first and
reject instead. build_mod also removes the partial zip on failure.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-17 21:44:19 +03:00
BastiaanandClaude Opus 5.5 ae6e25d1b9 Add regression tests for #704 and #705 (#1060)
Covers the icon_size default of 64 in the export icon loaders and the
host recreating saves and script-output when an instance is assigned.
Both tests fail when the original fix is reverted.

Closes #710

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 20:57:00 +01:00
Hornwitser 5dcaca4d0b Migrate to ECMAScript Modules
Migrate the usage of CommonJS specific code and imports to ESM.  Roughly
summarised this:
- Changes all require() calls to import statement or expressions.
- Changes usage of module.exports to export statements.
- Replaces require.resolve with import.meta.resolve.
- Replaces conditional imports with conditional subpath imports.
- Replaces module === require.main with import.meta.main.
- Adds the full filename with extention to all relative imports.
- Changes all usage of __dirname and __filename to their import.meta
  equivalents.
- Sets "type": "module" in package.json files.
- Removes usage of "use strict".
- Adds .ts an an alias of .js for the webpack build.

Due to differences in how require and import resolves files the plugin
entrypoints will have to include the filename and extension after this
migration in order to work.
2026-09-11 22:43:57 +02:00
Hornwitser 2e48b728dd Remove fs-extra and klaw (#882)
These packages are obsoleted by the promises API to the built-in Node fs
module.  The fs-extra package is also causing problems with broken APIs
that don't behave the same as Node's fs module, and throwing errors
without code properties on them.
2026-04-09 22:53:13 +02:00
Hornwitser 3b8058de81 Refactor icon export to be based on prototypes
Use the defines.prototypes data structure from the game to find which
prototype sub-types belong in the same base type, and export icons based
on these base type.

This renames the planets category to space-location, signal to
virtual-signal and plits item up into item and fluid.  And changes the
exported metadata to include prototypes with no icons, as future code
might want to use it to for example enumerate all item prototypes.
2026-03-12 18:26:04 +01:00
Hornwitser f4916594b8 Update jimp to version 1.6.0
Resolves #854
2026-03-12 14:45:48 +01:00
Hornwitser 4c01f6a789 Fix export missing localised name
The change in #838 removed localised names from the exported metadata.
Add it back again so that items with overriden names are translated.
2026-03-12 14:45:48 +01:00
Hornwitser 076fb933dc Share structured data types in export
Place shared types of the export functionality into lib and use in the
web interface to make sure the data is not incorrectly handled.

Resolves #526
2026-03-12 14:45:48 +01:00
Hornwitser bcabad567e Distinguish simple and layered icons
This allows the type to be automatically inferred and removes the need
for type casts.
2026-03-12 14:45:48 +01:00
Ryan WalkerandSolar 6733aed3fb Extended export data to cover more icon types (#838)
* Enhance export functionality and add icon reference page

- Expanded exported assets to include additional spritesheets and metadata for recipes, signals, technologies, planets, qualities, and entities.
- added logging metrics to game logs
- Introduced a new Icon Reference page to display available icons with filtering capabilities.
- Updated ExportManifest documentation to reflect new asset categories.

* Add support for exporting static icons and update metadata handling

* -added data export snapshot metrics

* Fix HTML attribute syntax in IconReferencePage component

* Applied PR sugestions:
-removed un needed x === "string"s
-removed isntancename / modpack from icon reference and export
-logging per line on export
-fixed variable names
-linting

* linted

* Shows  "no export data available" when no export happens

* -single sprite sheet
-removed static icons with no prototype

* Fix formatting

* Rename types to allowedTypes  for clarity

* -removed duplication check (redundant)
-fixed bug overwriting metadata with same name from previous categories

* Rename asset keys for consistency in export validation  test

---------

Co-authored-by: Solar <solar@homelab.local>
2026-03-01 23:05:39 +00:00
Danielv123 7e2f10e842 Fix linting issues with new rules 2025-08-01 22:26:25 +00:00
Danielv123 c0d33d5852 In 2.0, icon_size is optional with a default of 64 - fixes #699 2024-12-09 15:23:45 -08:00
Cooldude2606 3850558d49 Add and fix tests 2024-11-13 22:17:27 +00:00
Cooldude2606 c714d86c5c Added Builtin Mods 2024-11-13 17:32:14 +00:00
CCpersonguy dc2f86dcf3 allow FactorioServer.version to return undefined 2024-05-15 09:50:39 +01:00
Hornwitser e8d9eb6916 Convert prototype icons to array during export
It's possible to set the .icons to an arbitrary key value mapping
instead of an array and the game will still accept it.  Convert the
icons to an array if it's an object mapping to handle this case.

Note that this doesn't preserve the order the game reads the keys in
because JavaScript reorders numeric key indexes on objects differently
to how the game orders them.
2024-02-08 21:18:48 +01:00
Hornwitser 1021e29c98 Support shorthand notation for colours
Implement the shorthand notations that Factorio recognises for colours
where individual components may be left out or the colour specified as
an array of values instead of an object.
2024-02-08 18:42:38 +01:00
Hornwitser 8c4d2db192 Move TypeScript Node.js build to dist/node
Use a separate folder for the TypeScript build for Node.js in the dist
folder.  This makes each type of build consistently have its own output
folder instead of being interleaved with the Node.js build.
2024-02-08 03:20:26 +01:00
Hornwitser 7314dc99c8 Fix code style errors
Remove extra whitespace, use more consistent spacing, add missing
semicolons, using dangling commas, break up long lines, consistent
multiline operator placement, add missing JSDoc strings and so on.
2023-11-19 04:48:38 +01:00
Hornwitser 946c6e93c4 Port host package to TypeScript 2023-08-17 16:47:09 +02:00