mirror of
https://github.com/clusterio/clusterio.git
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313 lines
8.8 KiB
TypeScript
313 lines
8.8 KiB
TypeScript
import * as zlib from "zlib";
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// Environment detection
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const isNode = typeof Buffer !== 'undefined' && typeof process !== 'undefined' && process.versions?.node;
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// Cross-platform type for binary data
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type BinaryData = Buffer | Uint8Array;
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// Cross-platform helper functions for reading integers
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function readUInt8(data: BinaryData, offset: number): number {
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if (isNode && data instanceof Buffer) {
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return data.readUInt8(offset);
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}
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return (data as Uint8Array)[offset];
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}
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function readUInt16LE(data: BinaryData, offset: number): number {
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if (isNode && data instanceof Buffer) {
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return data.readUInt16LE(offset);
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}
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const bytes = data as Uint8Array;
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return bytes[offset] | (bytes[offset + 1] << 8);
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}
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function readUInt16BE(data: BinaryData, offset: number): number {
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if (isNode && data instanceof Buffer) {
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return data.readUInt16BE(offset);
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}
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const bytes = data as Uint8Array;
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return (bytes[offset] << 8) | bytes[offset + 1];
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}
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function readUInt32BE(data: BinaryData, offset: number): number {
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if (isNode && data instanceof Buffer) {
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return data.readUInt32BE(offset);
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}
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const bytes = data as Uint8Array;
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return (bytes[offset] << 24) | (bytes[offset + 1] << 16) | (bytes[offset + 2] << 8) | bytes[offset + 3];
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}
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function sliceData(data: BinaryData, start: number, end: number): BinaryData {
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return data.slice(start, end);
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}
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// Cross-platform decompression
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async function inflateData(data: BinaryData): Promise<Buffer | Uint8Array> {
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if (isNode) {
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// Node.js environment - use promisified inflate
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const { promisify } = await import("util");
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const inflateAsync = promisify(zlib.inflate);
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return inflateAsync(data as Buffer);
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} else {
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// Browser environment - use sync version (it's actually async-friendly due to polyfill)
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const buffer = data instanceof Buffer ? data : Buffer.from(data);
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return zlib.inflateSync(buffer);
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}
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}
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/**
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* Convert RGB565 to RGB888 values using Factorio's exact method
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*/
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export function rgb565ToRgb888(rgb565Value: number): [number, number, number] {
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// This matches ByteColor(uint16_t rgb5) constructor in Factorio source
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const r = ((rgb565Value >> 11) & 0x1F) << 3; // 5 bits -> 8 bits
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const g = ((rgb565Value >> 5) & 0x3F) << 2; // 6 bits -> 8 bits
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const b = (rgb565Value & 0x1F) << 3; // 5 bits -> 8 bits
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return [r, g, b];
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}
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/**
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* Render chunk data to get RGB565 pixel array
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*/
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export async function renderChunkToPixels(chunkData: BinaryData): Promise<Uint16Array> {
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try {
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const decompressed = await inflateData(chunkData);
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const pixels = new Uint16Array(32 * 32);
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// Ensure we don't read beyond available data
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const maxPixels = Math.min(decompressed.length / 2, 32 * 32);
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for (let i = 0; i < maxPixels; i++) {
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pixels[i] = readUInt16LE(decompressed, i * 2);
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}
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// Fill remaining pixels with black (0) if we have less data than expected
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for (let i = maxPixels; i < 32 * 32; i++) {
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pixels[i] = 0;
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}
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return pixels;
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} catch (decompressError) {
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console.error(`Failed to decompress chunk data: ${decompressError}`);
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// Return black pixels on error
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return new Uint16Array(32 * 32);
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}
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}
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/**
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* Extract a 32x32 chunk area from a 256x256 tile
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*/
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export function extractChunkFromTile(tilePixels: Uint16Array, chunkX: number, chunkY: number): Uint16Array {
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const chunkPixels = new Uint16Array(32 * 32);
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for (let y = 0; y < 32; y++) {
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for (let x = 0; x < 32; x++) {
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const tileX = chunkX * 32 + x;
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const tileY = chunkY * 32 + y;
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const tileIndex = tileY * 256 + tileX;
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const chunkIndex = y * 32 + x;
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chunkPixels[chunkIndex] = tilePixels[tileIndex];
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}
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}
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return chunkPixels;
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}
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/**
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* Render tile data to RGB565 pixel array (256x256)
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* Supports rendering up to a specific tick for timelapse functionality
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*/
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export async function renderTileToPixels(tileData: BinaryData, maxTick?: number): Promise<Uint16Array> {
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const currentPixels = new Uint16Array(256 * 256); // 256x256 tile
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let offset = 0;
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while (offset < tileData.length) {
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if (offset + 1 > tileData.length) {
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break;
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}
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const type = readUInt8(tileData, offset);
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offset += 1;
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if (type === 1) { // Chunk
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if (offset + 7 > tileData.length) {
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break;
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}
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const tick = readUInt32BE(tileData, offset) * 60; // Convert back to actual tick
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offset += 4;
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// Skip this chunk if it's beyond our target tick
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if (maxTick !== undefined && tick > maxTick) {
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const chunkCoordsByte = readUInt8(tileData, offset);
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offset += 1;
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const length = readUInt16BE(tileData, offset);
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offset += 2;
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offset += length; // Skip chunk data
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continue;
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}
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const chunkCoordsByte = readUInt8(tileData, offset);
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offset += 1;
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const length = readUInt16BE(tileData, offset);
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offset += 2;
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if (offset + length > tileData.length) {
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break;
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}
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const chunkX = chunkCoordsByte >> 4;
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const chunkY = chunkCoordsByte & 0x0F;
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const chunkData = sliceData(tileData, offset, offset + length);
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try {
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const chunkPixels = await renderChunkToPixels(chunkData);
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// Update current pixel state
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for (let y = 0; y < 32; y++) {
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for (let x = 0; x < 32; x++) {
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const chunkIndex = y * 32 + x;
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const tileX = chunkX * 32 + x;
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const tileY = chunkY * 32 + y;
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const tileIndex = tileY * 256 + tileX;
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currentPixels[tileIndex] = chunkPixels[chunkIndex];
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}
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}
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} catch (decompressError) {
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console.error(`Failed to decompress chunk data: ${decompressError}`);
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}
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offset += length;
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} else if (type === 2) { // Pixels
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if (offset + 6 > tileData.length) {
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break;
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}
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const tick = readUInt32BE(tileData, offset) * 60; // Convert back to actual tick
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offset += 4;
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const pixelCount = readUInt16BE(tileData, offset);
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offset += 2;
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const expectedDataLength = pixelCount * 6;
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if (offset + expectedDataLength > tileData.length) {
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break;
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}
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// Skip this pixel changeset if it's beyond our target tick
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if (maxTick !== undefined && tick > maxTick) {
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offset += expectedDataLength;
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continue;
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}
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// Apply pixel changes to current state
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for (let i = 0; i < pixelCount; i++) {
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const pixelOffset = offset + i * 6;
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const x = readUInt8(tileData, pixelOffset);
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const y = readUInt8(tileData, pixelOffset + 1);
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const newColor = readUInt16BE(tileData, pixelOffset + 2);
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// oldColor at pixelOffset + 4 is not needed for rendering
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// Update current pixel state
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if (x < 256 && y < 256) {
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const tileIndex = y * 256 + x;
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currentPixels[tileIndex] = newColor;
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}
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}
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offset += expectedDataLength;
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} else {
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break;
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}
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}
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return currentPixels;
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}
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/**
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* Convert RGB565 pixel array to RGBA pixel data for canvas rendering
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* Returns Uint8ClampedArray that can be used to create ImageData in browser
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*/
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export function pixelsToRGBA(pixels: Uint16Array): Uint8ClampedArray {
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const imageData = new Uint8ClampedArray(256 * 256 * 4);
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for (let i = 0; i < 256 * 256; i++) {
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const rgb565Value = pixels[i];
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const [r, g, b] = rgb565ToRgb888(rgb565Value);
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const bufferIndex = i * 4;
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imageData[bufferIndex] = r;
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imageData[bufferIndex + 1] = g;
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imageData[bufferIndex + 2] = b;
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imageData[bufferIndex + 3] = 255; // Alpha
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}
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return imageData;
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}
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/**
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* Convert RGB565 pixel array to ImageData for canvas rendering (browser only)
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*/
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export function pixelsToImageData(pixels: Uint16Array): any {
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if (typeof (globalThis as any).ImageData === 'undefined') {
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throw new Error('ImageData is not available in this environment. Use pixelsToRGBA() instead.');
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}
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const rgbaData = pixelsToRGBA(pixels);
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return new (globalThis as any).ImageData(rgbaData, 256, 256);
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}
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/**
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* Parse tile data and extract all available ticks for timelapse functionality
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*/
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export function extractAvailableTicks(tileData: BinaryData): number[] {
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const ticks = new Set<number>();
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let offset = 0;
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while (offset < tileData.length) {
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if (offset + 1 > tileData.length) {
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break;
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}
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const type = readUInt8(tileData, offset);
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offset += 1;
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if (type === 1) { // Chunk
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if (offset + 7 > tileData.length) {
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break;
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}
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const tick = readUInt32BE(tileData, offset) * 60; // Convert back to actual tick
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ticks.add(tick);
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offset += 4;
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const chunkCoordsByte = readUInt8(tileData, offset);
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offset += 1;
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const length = readUInt16BE(tileData, offset);
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offset += 2;
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offset += length; // Skip chunk data
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} else if (type === 2) { // Pixels
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if (offset + 6 > tileData.length) {
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break;
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}
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const tick = readUInt32BE(tileData, offset) * 60; // Convert back to actual tick
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ticks.add(tick);
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offset += 4;
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const pixelCount = readUInt16BE(tileData, offset);
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offset += 2;
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const expectedDataLength = pixelCount * 6;
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if (offset + expectedDataLength > tileData.length) {
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break;
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}
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offset += expectedDataLength;
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} else {
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break;
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}
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}
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return Array.from(ticks).sort((a, b) => a - b);
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}
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