@etothepii/satisfactory-file-parser 3.0.1 → 3.0.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (482) hide show
  1. package/CHANGELOG.md +7 -4
  2. package/README.md +4 -4
  3. package/build/index.d.ts +1 -0
  4. package/build/index.d.ts.map +1 -1
  5. package/build/index.js +1 -0
  6. package/build/index.js.map +1 -1
  7. package/build/parser/parser.d.ts.map +1 -1
  8. package/build/parser/parser.js +5 -3
  9. package/build/parser/parser.js.map +1 -1
  10. package/build/parser/satisfactory/edit/edit-constants.d.ts +62 -0
  11. package/build/parser/satisfactory/edit/edit-constants.d.ts.map +1 -1
  12. package/build/parser/satisfactory/edit/edit-constants.js +62 -0
  13. package/build/parser/satisfactory/edit/edit-constants.js.map +1 -1
  14. package/build/parser/satisfactory/save/level-to-destroyed-actors-map.d.ts +9 -0
  15. package/build/parser/satisfactory/save/level-to-destroyed-actors-map.d.ts.map +1 -0
  16. package/build/parser/satisfactory/save/level-to-destroyed-actors-map.js +32 -0
  17. package/build/parser/satisfactory/save/level-to-destroyed-actors-map.js.map +1 -0
  18. package/build/parser/satisfactory/save/level.class.d.ts +2 -3
  19. package/build/parser/satisfactory/save/level.class.d.ts.map +1 -1
  20. package/build/parser/satisfactory/save/level.class.js +17 -27
  21. package/build/parser/satisfactory/save/level.class.js.map +1 -1
  22. package/build/parser/satisfactory/types/property/generic/StructProperty.d.ts.map +1 -1
  23. package/build/parser/satisfactory/types/property/generic/StructProperty.js +3 -3
  24. package/build/parser/satisfactory/types/property/generic/StructProperty.js.map +1 -1
  25. package/build/parser/stream/reworked/readable-stream-parser.d.ts.map +1 -1
  26. package/build/parser/stream/reworked/readable-stream-parser.js +9 -12
  27. package/build/parser/stream/reworked/readable-stream-parser.js.map +1 -1
  28. package/docs/classes/BlueprintConfigReader.html +4 -4
  29. package/docs/classes/BlueprintConfigWriter.html +4 -4
  30. package/docs/classes/BlueprintReader.html +4 -4
  31. package/docs/classes/BlueprintWriter.html +4 -4
  32. package/docs/classes/CompressionLibraryError.html +2 -2
  33. package/docs/classes/CorruptBlueprintError.html +2 -2
  34. package/docs/classes/CorruptSaveError.html +2 -2
  35. package/docs/classes/Parser.html +6 -6
  36. package/docs/classes/ParserError.html +2 -2
  37. package/docs/classes/ReadableStreamParser.html +2 -2
  38. package/docs/classes/SatisfactorySave.html +2 -2
  39. package/docs/classes/SaveComponent.html +2 -2
  40. package/docs/classes/SaveEntity.html +2 -2
  41. package/docs/classes/SaveObject.html +2 -2
  42. package/docs/classes/SaveReader.html +4 -4
  43. package/docs/classes/SaveStreamJsonStringifier.html +2 -2
  44. package/docs/classes/SaveStreamWriter.html +2 -2
  45. package/docs/classes/SaveWriter.html +4 -4
  46. package/docs/classes/TimeoutError.html +2 -2
  47. package/docs/classes/UnimplementedError.html +2 -2
  48. package/docs/classes/UnsupportedVersionError.html +2 -2
  49. package/docs/enums/BlueprintConfigVersion.html +2 -2
  50. package/docs/enums/CompressionAlgorithmCode.html +2 -2
  51. package/docs/enums/FactoryGameCustomVersion.html +2 -2
  52. package/docs/enums/RuntimeBuildableInstanceDataVersion.html +2 -2
  53. package/docs/enums/SaveCustomVersion.html +10 -10
  54. package/docs/enums/SaveHeaderType.html +2 -2
  55. package/docs/functions/AbstractBaseProperty.Create.html +1 -1
  56. package/docs/functions/ArrayProperty.CalcOverhead.html +1 -1
  57. package/docs/functions/ArrayProperty.Parse.html +1 -1
  58. package/docs/functions/ArrayProperty.Serialize.html +1 -1
  59. package/docs/functions/BlueprintConfig.Parse.html +1 -1
  60. package/docs/functions/BlueprintConfig.Serialize.html +1 -1
  61. package/docs/functions/BlueprintHeader.Parse.html +1 -1
  62. package/docs/functions/BlueprintHeader.Serialize.html +1 -1
  63. package/docs/functions/BoolArrayProperty.Parse.html +1 -1
  64. package/docs/functions/BoolArrayProperty.Serialize.html +1 -1
  65. package/docs/functions/BoolProperty.CalcOverhead.html +1 -1
  66. package/docs/functions/BoolProperty.Parse.html +1 -1
  67. package/docs/functions/BoolProperty.ReadValue.html +1 -1
  68. package/docs/functions/BoolProperty.Serialize.html +1 -1
  69. package/docs/functions/BoolProperty.SerializeValue.html +1 -1
  70. package/docs/functions/BuildableSubsystemSpecialProperties.Parse.html +1 -1
  71. package/docs/functions/BuildableSubsystemSpecialProperties.Serialize.html +1 -1
  72. package/docs/functions/BuildableTypeInstance.Parse.html +1 -1
  73. package/docs/functions/BuildableTypeInstance.Serialize.html +1 -1
  74. package/docs/functions/ByteArrayProperty.Parse.html +1 -1
  75. package/docs/functions/ByteArrayProperty.Serialize.html +1 -1
  76. package/docs/functions/ByteProperty.CalcOverhead.html +1 -1
  77. package/docs/functions/ByteProperty.Parse.html +1 -1
  78. package/docs/functions/ByteProperty.ReadValue.html +1 -1
  79. package/docs/functions/ByteProperty.Serialize.html +1 -1
  80. package/docs/functions/ByteProperty.SerializeValue.html +1 -1
  81. package/docs/functions/CircuitSpecialProperties.Parse.html +1 -1
  82. package/docs/functions/CircuitSpecialProperties.Serialize.html +1 -1
  83. package/docs/functions/ConveyorChainActorSpecialProperties.Parse.html +1 -1
  84. package/docs/functions/ConveyorChainActorSpecialProperties.Serialize.html +1 -1
  85. package/docs/functions/ConveyorSpecialProperties.Parse.html +1 -1
  86. package/docs/functions/ConveyorSpecialProperties.Serialize.html +1 -1
  87. package/docs/functions/DoubleArrayProperty.Parse.html +1 -1
  88. package/docs/functions/DoubleArrayProperty.Serialize.html +1 -1
  89. package/docs/functions/DoubleProperty.CalcOverhead.html +1 -1
  90. package/docs/functions/DoubleProperty.Parse.html +1 -1
  91. package/docs/functions/DoubleProperty.ReadValue.html +1 -1
  92. package/docs/functions/DoubleProperty.Serialize.html +1 -1
  93. package/docs/functions/DoubleProperty.SerializeValue.html +1 -1
  94. package/docs/functions/DynamicStructPropertyValue.read.html +1 -1
  95. package/docs/functions/DynamicStructPropertyValue.write.html +1 -1
  96. package/docs/functions/EmptySpecialProperties.Parse.html +1 -1
  97. package/docs/functions/EmptySpecialProperties.Serialize.html +1 -1
  98. package/docs/functions/EnumArrayProperty.Parse.html +1 -1
  99. package/docs/functions/EnumArrayProperty.Serialize.html +1 -1
  100. package/docs/functions/EnumProperty.CalcOverhead.html +1 -1
  101. package/docs/functions/EnumProperty.Parse.html +1 -1
  102. package/docs/functions/EnumProperty.ReadValue.html +1 -1
  103. package/docs/functions/EnumProperty.Serialize.html +1 -1
  104. package/docs/functions/EnumProperty.SerializeValue.html +1 -1
  105. package/docs/functions/FGDynamicStruct.Parse.html +1 -1
  106. package/docs/functions/FGDynamicStruct.Serialize.html +1 -1
  107. package/docs/functions/FICFrameRange.Parse.html +1 -1
  108. package/docs/functions/FICFrameRange.Serialize.html +1 -1
  109. package/docs/functions/FloatArrayProperty.Parse.html +1 -1
  110. package/docs/functions/FloatArrayProperty.Serialize.html +1 -1
  111. package/docs/functions/FloatProperty.CalcOverhead.html +1 -1
  112. package/docs/functions/FloatProperty.Parse.html +1 -1
  113. package/docs/functions/FloatProperty.ReadValue.html +1 -1
  114. package/docs/functions/FloatProperty.Serialize.html +1 -1
  115. package/docs/functions/FloatProperty.SerializeValue.html +1 -1
  116. package/docs/functions/GUID.read.html +1 -1
  117. package/docs/functions/GUID.write.html +1 -1
  118. package/docs/functions/GUIDInfo.read.html +1 -1
  119. package/docs/functions/GUIDInfo.write.html +1 -1
  120. package/docs/functions/Int32ArrayProperty.Parse.html +1 -1
  121. package/docs/functions/Int32ArrayProperty.Serialize.html +1 -1
  122. package/docs/functions/Int32Property.CalcOverhead.html +1 -1
  123. package/docs/functions/Int32Property.Parse.html +1 -1
  124. package/docs/functions/Int32Property.ReadValue.html +1 -1
  125. package/docs/functions/Int32Property.Serialize.html +1 -1
  126. package/docs/functions/Int32Property.SerializeValue.html +1 -1
  127. package/docs/functions/Int32SetProperty.Parse.html +1 -1
  128. package/docs/functions/Int32SetProperty.Serialize.html +1 -1
  129. package/docs/functions/Int64ArrayProperty.Parse.html +1 -1
  130. package/docs/functions/Int64ArrayProperty.Serialize.html +1 -1
  131. package/docs/functions/Int64Property.CalcOverhead.html +1 -1
  132. package/docs/functions/Int64Property.Parse.html +1 -1
  133. package/docs/functions/Int64Property.ReadValue.html +1 -1
  134. package/docs/functions/Int64Property.Serialize.html +1 -1
  135. package/docs/functions/Int64Property.SerializeValue.html +1 -1
  136. package/docs/functions/Int8Property.CalcOverhead.html +1 -1
  137. package/docs/functions/Int8Property.Parse.html +1 -1
  138. package/docs/functions/Int8Property.ReadValue.html +1 -1
  139. package/docs/functions/Int8Property.Serialize.html +1 -1
  140. package/docs/functions/Int8Property.SerializeValue.html +1 -1
  141. package/docs/functions/Level.ReadAllObjectContents.html +1 -1
  142. package/docs/functions/Level.ReadAllObjectHeaders.html +1 -1
  143. package/docs/functions/Level.ReadLevel.html +1 -1
  144. package/docs/functions/Level.ReadNObjectContents.html +1 -1
  145. package/docs/functions/Level.ReadNObjectHeaders.html +1 -1
  146. package/docs/functions/Level.SerializeAllObjectContents.html +1 -1
  147. package/docs/functions/Level.SerializeAllObjectHeaders.html +1 -1
  148. package/docs/functions/Level.SerializeLevel.html +1 -1
  149. package/docs/functions/MD5Hash.read.html +1 -1
  150. package/docs/functions/MD5Hash.write.html +1 -1
  151. package/docs/functions/MapProperty.CalcOverhead.html +1 -1
  152. package/docs/functions/MapProperty.Parse.html +1 -1
  153. package/docs/functions/MapProperty.Serialize.html +1 -1
  154. package/docs/functions/ObjectArrayProperty.Parse.html +1 -1
  155. package/docs/functions/ObjectArrayProperty.Serialize.html +1 -1
  156. package/docs/functions/ObjectProperty.CalcOverhead.html +1 -1
  157. package/docs/functions/ObjectProperty.Parse.html +1 -1
  158. package/docs/functions/ObjectProperty.ReadValue.html +1 -1
  159. package/docs/functions/ObjectProperty.Serialize.html +1 -1
  160. package/docs/functions/ObjectProperty.SerializeValue.html +1 -1
  161. package/docs/functions/ObjectReference.IsEqual.html +1 -1
  162. package/docs/functions/ObjectReference.read.html +1 -1
  163. package/docs/functions/ObjectReference.write.html +1 -1
  164. package/docs/functions/ObjectSetProperty.Parse.html +1 -1
  165. package/docs/functions/ObjectSetProperty.Serialize.html +1 -1
  166. package/docs/functions/ObjectsListSpecialProperties.Parse.html +1 -1
  167. package/docs/functions/ObjectsListSpecialProperties.Serialize.html +1 -1
  168. package/docs/functions/PlayerSpecialProperties.Parse.html +1 -1
  169. package/docs/functions/PlayerSpecialProperties.Serialize.html +1 -1
  170. package/docs/functions/PowerLineSpecialProperties.Parse.html +1 -1
  171. package/docs/functions/PowerLineSpecialProperties.Serialize.html +1 -1
  172. package/docs/functions/PropertiesList.ParseList.html +1 -1
  173. package/docs/functions/PropertiesList.ParseSingleProperty.html +1 -1
  174. package/docs/functions/PropertiesList.SerializeList.html +1 -1
  175. package/docs/functions/PropertiesList.SerializeSingleProperty.html +1 -1
  176. package/docs/functions/SatisfactorySaveHeader.Parse.html +1 -1
  177. package/docs/functions/SatisfactorySaveHeader.Serialize.html +1 -1
  178. package/docs/functions/SaveBodyChunks.CompressDataIntoChunks.html +1 -1
  179. package/docs/functions/SaveBodyChunks.DecompressChunks.html +1 -1
  180. package/docs/functions/SetProperty.CalcOverhead.html +1 -1
  181. package/docs/functions/SetProperty.Parse.html +1 -1
  182. package/docs/functions/SetProperty.Serialize.html +1 -1
  183. package/docs/functions/SoftObjectArrayProperty.Parse.html +1 -1
  184. package/docs/functions/SoftObjectArrayProperty.Serialize.html +1 -1
  185. package/docs/functions/SoftObjectReference.read.html +1 -1
  186. package/docs/functions/SoftObjectReference.write.html +1 -1
  187. package/docs/functions/SpecialDroneActionProperties.Parse.html +1 -1
  188. package/docs/functions/SpecialDroneActionProperties.Serialize.html +1 -1
  189. package/docs/functions/SpecialProperties.ParseClassSpecificSpecialProperties.html +1 -1
  190. package/docs/functions/SpecialProperties.SerializeClassSpecificSpecialProperties.html +1 -1
  191. package/docs/functions/StrArrayProperty.Parse.html +1 -1
  192. package/docs/functions/StrArrayProperty.Serialize.html +1 -1
  193. package/docs/functions/StrProperty.CalcOverhead.html +1 -1
  194. package/docs/functions/StrProperty.Parse.html +1 -1
  195. package/docs/functions/StrProperty.ReadValue.html +1 -1
  196. package/docs/functions/StrProperty.Serialize.html +1 -1
  197. package/docs/functions/StrProperty.SerializeValue.html +1 -1
  198. package/docs/functions/StrSetProperty.Parse.html +1 -1
  199. package/docs/functions/StrSetProperty.Serialize.html +1 -1
  200. package/docs/functions/StructArrayProperty.Parse.html +1 -1
  201. package/docs/functions/StructArrayProperty.Serialize.html +1 -1
  202. package/docs/functions/StructProperty.CalcOverhead.html +1 -1
  203. package/docs/functions/StructProperty.Parse.html +1 -1
  204. package/docs/functions/StructProperty.ParseValue.html +1 -1
  205. package/docs/functions/StructProperty.Serialize.html +1 -1
  206. package/docs/functions/StructProperty.SerializeValue.html +1 -1
  207. package/docs/functions/StructSetProperty.Parse.html +1 -1
  208. package/docs/functions/StructSetProperty.Serialize.html +1 -1
  209. package/docs/functions/TextArrayProperty.Parse.html +1 -1
  210. package/docs/functions/TextArrayProperty.Serialize.html +1 -1
  211. package/docs/functions/TextProperty.CalcOverhead.html +1 -1
  212. package/docs/functions/TextProperty.Parse.html +1 -1
  213. package/docs/functions/TextProperty.ReadValue.html +1 -1
  214. package/docs/functions/TextProperty.Serialize.html +1 -1
  215. package/docs/functions/TextProperty.SerializeValue.html +1 -1
  216. package/docs/functions/Transform.Parse.html +1 -1
  217. package/docs/functions/Transform.ParseF.html +1 -1
  218. package/docs/functions/Transform.Serialize.html +1 -1
  219. package/docs/functions/Transform.SerializeF.html +1 -1
  220. package/docs/functions/Uint32Property.CalcOverhead.html +1 -1
  221. package/docs/functions/Uint32Property.Parse.html +1 -1
  222. package/docs/functions/Uint32Property.ReadValue.html +1 -1
  223. package/docs/functions/Uint32Property.Serialize.html +1 -1
  224. package/docs/functions/Uint32Property.SerializeValue.html +1 -1
  225. package/docs/functions/Uint32SetProperty.Parse.html +1 -1
  226. package/docs/functions/Uint32SetProperty.Serialize.html +1 -1
  227. package/docs/functions/Uint64Property.CalcOverhead.html +1 -1
  228. package/docs/functions/Uint64Property.Parse.html +1 -1
  229. package/docs/functions/Uint64Property.ReadValue.html +1 -1
  230. package/docs/functions/Uint64Property.Serialize.html +1 -1
  231. package/docs/functions/Uint64Property.SerializeValue.html +1 -1
  232. package/docs/functions/Uint8Property.CalcOverhead.html +1 -1
  233. package/docs/functions/Uint8Property.Parse.html +1 -1
  234. package/docs/functions/Uint8Property.ReadValue.html +1 -1
  235. package/docs/functions/Uint8Property.Serialize.html +1 -1
  236. package/docs/functions/Uint8Property.SerializeValue.html +1 -1
  237. package/docs/functions/VehiclePhysicsData.Parse.html +1 -1
  238. package/docs/functions/VehiclePhysicsData.Serialize.html +1 -1
  239. package/docs/functions/VehicleSpecialProperties.Parse.html +1 -1
  240. package/docs/functions/VehicleSpecialProperties.Serialize.html +1 -1
  241. package/docs/functions/col4.ParseBGRA.html +1 -1
  242. package/docs/functions/col4.ParseRGBA.html +1 -1
  243. package/docs/functions/col4.SerializeBGRA.html +1 -1
  244. package/docs/functions/col4.SerializeRGBA.html +1 -1
  245. package/docs/functions/isArrayProperty.html +1 -1
  246. package/docs/functions/isBoolArrayProperty.html +1 -1
  247. package/docs/functions/isBoolProperty.html +1 -1
  248. package/docs/functions/isBuildableSubsystemSpecialProperties.html +1 -1
  249. package/docs/functions/isByteArrayProperty.html +1 -1
  250. package/docs/functions/isByteProperty.html +1 -1
  251. package/docs/functions/isCircuitSpecialProperties.html +1 -1
  252. package/docs/functions/isConveyorChainActorSpecialProperties.html +1 -1
  253. package/docs/functions/isConveyorSpecialProperties.html +1 -1
  254. package/docs/functions/isDoubleArrayProperty.html +1 -1
  255. package/docs/functions/isDoubleProperty.html +1 -1
  256. package/docs/functions/isEmptySpecialProperties.html +1 -1
  257. package/docs/functions/isEnumArrayProperty.html +1 -1
  258. package/docs/functions/isEnumProperty.html +1 -1
  259. package/docs/functions/isFloatArrayProperty.html +1 -1
  260. package/docs/functions/isFloatProperty.html +1 -1
  261. package/docs/functions/isInt32ArrayProperty.html +1 -1
  262. package/docs/functions/isInt32Property.html +1 -1
  263. package/docs/functions/isInt32SetProperty.html +1 -1
  264. package/docs/functions/isInt64ArrayProperty.html +1 -1
  265. package/docs/functions/isInt64Property.html +1 -1
  266. package/docs/functions/isInt8Property.html +1 -1
  267. package/docs/functions/isMapProperty.html +1 -1
  268. package/docs/functions/isObjectArrayProperty.html +1 -1
  269. package/docs/functions/isObjectProperty.html +1 -1
  270. package/docs/functions/isObjectSetProperty.html +1 -1
  271. package/docs/functions/isObjectsListSpecialProperties.html +1 -1
  272. package/docs/functions/isPlayerSpecialProperties.html +1 -1
  273. package/docs/functions/isPowerLineSpecialProperties.html +1 -1
  274. package/docs/functions/isSaveComponent.html +1 -1
  275. package/docs/functions/isSaveEntity.html +1 -1
  276. package/docs/functions/isSetProperty.html +1 -1
  277. package/docs/functions/isSoftObjectArrayProperty.html +1 -1
  278. package/docs/functions/isSpecialDroneActionProperties.html +1 -1
  279. package/docs/functions/isStrArrayProperty.html +1 -1
  280. package/docs/functions/isStrProperty.html +1 -1
  281. package/docs/functions/isStrSetProperty.html +1 -1
  282. package/docs/functions/isStructArrayProperty.html +1 -1
  283. package/docs/functions/isStructProperty.html +1 -1
  284. package/docs/functions/isStructSetProperty.html +1 -1
  285. package/docs/functions/isTextArrayProperty.html +1 -1
  286. package/docs/functions/isTextProperty.html +1 -1
  287. package/docs/functions/isUInt64Property.html +1 -1
  288. package/docs/functions/isUint32Property.html +1 -1
  289. package/docs/functions/isUint32SetProperty.html +1 -1
  290. package/docs/functions/isUint8Property.html +1 -1
  291. package/docs/functions/isVehicleSpecialProperties.html +1 -1
  292. package/docs/functions/vec2.Parse.html +1 -1
  293. package/docs/functions/vec2.ParseF.html +1 -1
  294. package/docs/functions/vec2.Serialize.html +1 -1
  295. package/docs/functions/vec2.SerializeF.html +1 -1
  296. package/docs/functions/vec3.Parse.html +1 -1
  297. package/docs/functions/vec3.ParseF.html +1 -1
  298. package/docs/functions/vec3.ParseInt.html +1 -1
  299. package/docs/functions/vec3.Serialize.html +1 -1
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  301. package/docs/functions/vec3.SerializeInt.html +1 -1
  302. package/docs/functions/vec3.add.html +1 -1
  303. package/docs/functions/vec3.length.html +1 -1
  304. package/docs/functions/vec3.mult.html +1 -1
  305. package/docs/functions/vec3.norm.html +1 -1
  306. package/docs/functions/vec3.sub.html +1 -1
  307. package/docs/functions/vec4.Parse.html +1 -1
  308. package/docs/functions/vec4.ParseF.html +1 -1
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  311. package/docs/index.html +2 -2
  312. package/docs/interfaces/Blueprint.html +2 -2
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  315. package/docs/interfaces/SaveEntityHeader.html +2 -2
  316. package/docs/interfaces/SaveObjectHeader.html +2 -2
  317. package/docs/modules/AbstractBaseProperty.html +1 -1
  318. package/docs/modules/ArrayProperty.html +1 -1
  319. package/docs/modules/BlueprintConfig.html +1 -1
  320. package/docs/modules/BlueprintHeader.html +1 -1
  321. package/docs/modules/BoolArrayProperty.html +1 -1
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  323. package/docs/modules/BuildableSubsystemSpecialProperties.html +1 -1
  324. package/docs/modules/BuildableTypeInstance.html +1 -1
  325. package/docs/modules/ByteArrayProperty.html +1 -1
  326. package/docs/modules/ByteProperty.html +1 -1
  327. package/docs/modules/CircuitSpecialProperties.html +1 -1
  328. package/docs/modules/ConveyorChainActorSpecialProperties.html +1 -1
  329. package/docs/modules/ConveyorSpecialProperties.html +1 -1
  330. package/docs/modules/DoubleArrayProperty.html +1 -1
  331. package/docs/modules/DoubleProperty.html +1 -1
  332. package/docs/modules/DynamicStructPropertyValue.html +1 -1
  333. package/docs/modules/EmptySpecialProperties.html +1 -1
  334. package/docs/modules/EnumArrayProperty.html +1 -1
  335. package/docs/modules/EnumProperty.html +1 -1
  336. package/docs/modules/FGDynamicStruct.html +1 -1
  337. package/docs/modules/FICFrameRange.html +1 -1
  338. package/docs/modules/FloatArrayProperty.html +1 -1
  339. package/docs/modules/FloatProperty.html +1 -1
  340. package/docs/modules/GUID.html +1 -1
  341. package/docs/modules/GUIDInfo.html +1 -1
  342. package/docs/modules/Int32ArrayProperty.html +1 -1
  343. package/docs/modules/Int32Property.html +1 -1
  344. package/docs/modules/Int32SetProperty.html +1 -1
  345. package/docs/modules/Int64ArrayProperty.html +1 -1
  346. package/docs/modules/Int64Property.html +1 -1
  347. package/docs/modules/Int8Property.html +1 -1
  348. package/docs/modules/Level.html +1 -1
  349. package/docs/modules/MD5Hash.html +1 -1
  350. package/docs/modules/MapProperty.html +1 -1
  351. package/docs/modules/ObjectArrayProperty.html +1 -1
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  353. package/docs/modules/ObjectReference.html +1 -1
  354. package/docs/modules/ObjectSetProperty.html +1 -1
  355. package/docs/modules/ObjectsListSpecialProperties.html +1 -1
  356. package/docs/modules/PlayerSpecialProperties.html +1 -1
  357. package/docs/modules/PowerLineSpecialProperties.html +1 -1
  358. package/docs/modules/PropertiesList.html +1 -1
  359. package/docs/modules/SatisfactorySaveHeader.html +1 -1
  360. package/docs/modules/SaveBodyChunks.html +1 -1
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  482. package/package.json +1 -1
@@ -0,0 +1,9 @@
1
+ import { ContextReader } from '../../context/context-reader';
2
+ import { ContextWriter } from '../../context/context-writer';
3
+ import { ObjectReference } from '../types/structs/ObjectReference';
4
+ export type LevelToDestroyedActorsMap = Record<string, ObjectReference[]>;
5
+ export declare namespace LevelToDestroyedActorsMap {
6
+ const read: (reader: ContextReader) => LevelToDestroyedActorsMap;
7
+ const write: (writer: ContextWriter, map: LevelToDestroyedActorsMap) => void;
8
+ }
9
+ //# sourceMappingURL=level-to-destroyed-actors-map.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"level-to-destroyed-actors-map.d.ts","sourceRoot":"","sources":["../../../../src/parser/satisfactory/save/level-to-destroyed-actors-map.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,8BAA8B,CAAC;AAC7D,OAAO,EAAE,aAAa,EAAE,MAAM,8BAA8B,CAAC;AAC7D,OAAO,EAAE,eAAe,EAAE,MAAM,kCAAkC,CAAC;AAEnE,MAAM,MAAM,yBAAyB,GAAG,MAAM,CAAC,MAAM,EAAE,eAAe,EAAE,CAAC,CAAC;AAE1E,yBAAiB,yBAAyB,CAAC;IAChC,MAAM,IAAI,WAAY,aAAa,KAAG,yBAa5C,CAAA;IAEM,MAAM,KAAK,WAAY,aAAa,OAAO,yBAAyB,SAU1E,CAAA;CACJ"}
@@ -0,0 +1,32 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.LevelToDestroyedActorsMap = void 0;
4
+ const ObjectReference_1 = require("../types/structs/ObjectReference");
5
+ var LevelToDestroyedActorsMap;
6
+ (function (LevelToDestroyedActorsMap) {
7
+ LevelToDestroyedActorsMap.read = (reader) => {
8
+ const count = reader.readInt32();
9
+ const map = {};
10
+ for (let i = 0; i < count; i++) {
11
+ const key = reader.readString();
12
+ const elements = [];
13
+ const elementCount = reader.readInt32();
14
+ for (let j = 0; j < elementCount; j++) {
15
+ elements.push(ObjectReference_1.ObjectReference.read(reader));
16
+ }
17
+ map[key] = elements;
18
+ }
19
+ return map;
20
+ };
21
+ LevelToDestroyedActorsMap.write = (writer, map) => {
22
+ writer.writeInt32(Object.keys(map).length);
23
+ for (const entry of Object.entries(map)) {
24
+ writer.writeString(entry[0]);
25
+ writer.writeInt32(Object.keys(entry[1]).length);
26
+ for (const actor of entry[1]) {
27
+ ObjectReference_1.ObjectReference.write(writer, actor);
28
+ }
29
+ }
30
+ };
31
+ })(LevelToDestroyedActorsMap || (exports.LevelToDestroyedActorsMap = LevelToDestroyedActorsMap = {}));
32
+ //# sourceMappingURL=level-to-destroyed-actors-map.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"level-to-destroyed-actors-map.js","sourceRoot":"","sources":["../../../../src/parser/satisfactory/save/level-to-destroyed-actors-map.ts"],"names":[],"mappings":";;;AAEA,sEAAmE;AAInE,IAAiB,yBAAyB,CA2BzC;AA3BD,WAAiB,yBAAyB;IACzB,8BAAI,GAAG,CAAC,MAAqB,EAA6B,EAAE;QACrE,MAAM,KAAK,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,GAAG,GAAsC,EAAE,CAAC;QAClD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;YAC7B,MAAM,GAAG,GAAG,MAAM,CAAC,UAAU,EAAE,CAAC;YAChC,MAAM,QAAQ,GAAsB,EAAE,CAAC;YACvC,MAAM,YAAY,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC;YACxC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,EAAE,CAAC,EAAE,EAAE,CAAC;gBACpC,QAAQ,CAAC,IAAI,CAAC,iCAAe,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;YAChD,CAAC;YACD,GAAG,CAAC,GAAG,CAAC,GAAG,QAAQ,CAAC;QACxB,CAAC;QACD,OAAO,GAAG,CAAC;IACf,CAAC,CAAA;IAEY,+BAAK,GAAG,CAAC,MAAqB,EAAE,GAA8B,EAAE,EAAE;QAC3E,MAAM,CAAC,UAAU,CAAC,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,CAAC;QAC3C,KAAK,MAAM,KAAK,IAAI,MAAM,CAAC,OAAO,CAAC,GAAG,CAAC,EAAE,CAAC;YACtC,MAAM,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;YAE7B,MAAM,CAAC,UAAU,CAAC,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC;YAChD,KAAK,MAAM,KAAK,IAAI,KAAK,CAAC,CAAC,CAAC,EAAE,CAAC;gBAC3B,iCAAe,CAAC,KAAK,CAAC,MAAM,EAAE,KAAK,CAAC,CAAC;YACzC,CAAC;QACL,CAAC;IACL,CAAC,CAAA;AACL,CAAC,EA3BgB,yBAAyB,yCAAzB,yBAAyB,QA2BzC","sourcesContent":["import { ContextReader } from '../../context/context-reader';\nimport { ContextWriter } from '../../context/context-writer';\nimport { ObjectReference } from '../types/structs/ObjectReference';\n\nexport type LevelToDestroyedActorsMap = Record<string, ObjectReference[]>;\n\nexport namespace LevelToDestroyedActorsMap {\n export const read = (reader: ContextReader): LevelToDestroyedActorsMap => {\n const count = reader.readInt32();\n const map: Record<string, ObjectReference[]> = {};\n for (let i = 0; i < count; i++) {\n const key = reader.readString();\n const elements: ObjectReference[] = [];\n const elementCount = reader.readInt32();\n for (let j = 0; j < elementCount; j++) {\n elements.push(ObjectReference.read(reader));\n }\n map[key] = elements;\n }\n return map;\n }\n\n export const write = (writer: ContextWriter, map: LevelToDestroyedActorsMap) => {\n writer.writeInt32(Object.keys(map).length);\n for (const entry of Object.entries(map)) {\n writer.writeString(entry[0]);\n\n writer.writeInt32(Object.keys(entry[1]).length);\n for (const actor of entry[1]) {\n ObjectReference.write(writer, actor);\n }\n }\n }\n}"]}
@@ -4,15 +4,14 @@ import { SaveComponent } from "../types/objects/SaveComponent";
4
4
  import { SaveEntity } from "../types/objects/SaveEntity";
5
5
  import { SaveObject } from "../types/objects/SaveObject";
6
6
  import { ObjectReference } from "../types/structs/ObjectReference";
7
+ import { LevelToDestroyedActorsMap } from './level-to-destroyed-actors-map';
7
8
  import { SaveReader } from './save-reader';
8
9
  export type Level = {
9
10
  name: string;
10
11
  objects: (SaveEntity | SaveComponent)[];
11
12
  collectables: ObjectReference[];
12
13
  saveCustomVersion?: number;
13
- destroyedActorsMap?: {
14
- [levelName: string]: ObjectReference[];
15
- };
14
+ destroyedActorsMap?: LevelToDestroyedActorsMap;
16
15
  };
17
16
  export type Levels = {
18
17
  [levelName: string]: Level;
@@ -1 +1 @@
1
- {"version":3,"file":"level.class.d.ts","sourceRoot":"","sources":["../../../../src/parser/satisfactory/save/level.class.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,aAAa,EAAE,MAAM,8BAA8B,CAAC;AAC7D,OAAO,EAAE,aAAa,EAAE,MAAM,8BAA8B,CAAC;AAE7D,OAAO,EAAE,aAAa,EAAmB,MAAM,gCAAgC,CAAC;AAChF,OAAO,EAAE,UAAU,EAAgB,MAAM,6BAA6B,CAAC;AACvE,OAAO,EAAE,UAAU,EAAE,MAAM,6BAA6B,CAAC;AACzD,OAAO,EAAE,eAAe,EAAE,MAAM,kCAAkC,CAAC;AAGnE,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAM3C,MAAM,MAAM,KAAK,GAAG;IACnB,IAAI,EAAE,MAAM,CAAC;IACb,OAAO,EAAE,CAAC,UAAU,GAAG,aAAa,CAAC,EAAE,CAAC;IACxC,YAAY,EAAE,eAAe,EAAE,CAAC;IAChC,iBAAiB,CAAC,EAAE,MAAM,CAAC;IAC3B,kBAAkB,CAAC,EAAE;QAAE,CAAC,SAAS,EAAE,MAAM,GAAG,eAAe,EAAE,CAAA;KAAE,CAAA;CAC/D,CAAA;AACD,MAAM,MAAM,MAAM,GAAG;IAAE,CAAC,SAAS,EAAE,MAAM,GAAG,KAAK,CAAA;CAAE,CAAC;AAEpD,yBAAiB,KAAK,CAAC;IAEf,MAAM,SAAS,WAAY,UAAU,aAAa,MAAM,KAAG,KA2EjE,CAAA;IAEM,MAAM,cAAc,WAAY,aAAa,SAAS,KAAK,SA+CjE,CAAA;IAEM,MAAM,qBAAqB,cAAe,MAAM,UAAU,aAAa,eAAe,UAAU,EAAE,sBAAsB,CAAC,QAAQ,EAAE,MAAM,EAAE,GAAG,CAAC,EAAE,MAAM,KAAK,IAAI,KAAG,IAmBzK,CAAA;IAEM,MAAM,mBAAmB,WAAY,aAAa,SAAS,MAAM,WAAW,UAAU,EAAE,qBAAoB,MAAM,iBAAoB,MAAM,SAuBlJ,CAAA;IAEM,MAAM,0BAA0B,WAAY,aAAa,WAAW,CAAC,UAAU,GAAG,aAAa,CAAC,EAAE,aAAa,MAAM,KAAG,IA6B9H,CAAA;IAEM,MAAM,oBAAoB,WAAY,aAAa,eAAe,UAAU,EAAE,KAAG,IAUvF,CAAA;IAEM,MAAM,kBAAkB,WAAY,aAAa,SAAS,MAAM,KAAG,CAAC,UAAU,GAAG,aAAa,CAAC,EAsBrG,CAAA;IAEM,MAAM,yBAAyB,WAAY,aAAa,WAAW,CAAC,UAAU,GAAG,aAAa,CAAC,EAAE,KAAG,IAkB1G,CAAA;CACD"}
1
+ {"version":3,"file":"level.class.d.ts","sourceRoot":"","sources":["../../../../src/parser/satisfactory/save/level.class.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,aAAa,EAAE,MAAM,8BAA8B,CAAC;AAC7D,OAAO,EAAE,aAAa,EAAE,MAAM,8BAA8B,CAAC;AAE7D,OAAO,EAAE,aAAa,EAAmB,MAAM,gCAAgC,CAAC;AAChF,OAAO,EAAE,UAAU,EAAgB,MAAM,6BAA6B,CAAC;AACvE,OAAO,EAAE,UAAU,EAAE,MAAM,6BAA6B,CAAC;AACzD,OAAO,EAAE,eAAe,EAAE,MAAM,kCAAkC,CAAC;AACnE,OAAO,EAAE,yBAAyB,EAAE,MAAM,iCAAiC,CAAC;AAG5E,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAM3C,MAAM,MAAM,KAAK,GAAG;IACnB,IAAI,EAAE,MAAM,CAAC;IACb,OAAO,EAAE,CAAC,UAAU,GAAG,aAAa,CAAC,EAAE,CAAC;IACxC,YAAY,EAAE,eAAe,EAAE,CAAC;IAChC,iBAAiB,CAAC,EAAE,MAAM,CAAC;IAC3B,kBAAkB,CAAC,EAAE,yBAAyB,CAAA;CAC9C,CAAA;AACD,MAAM,MAAM,MAAM,GAAG;IAAE,CAAC,SAAS,EAAE,MAAM,GAAG,KAAK,CAAA;CAAE,CAAC;AAEpD,yBAAiB,KAAK,CAAC;IAEf,MAAM,SAAS,WAAY,UAAU,aAAa,MAAM,KAAG,KAsEjE,CAAA;IAEM,MAAM,cAAc,WAAY,aAAa,SAAS,KAAK,SAsCjE,CAAA;IAEM,MAAM,qBAAqB,cAAe,MAAM,UAAU,aAAa,eAAe,UAAU,EAAE,sBAAsB,CAAC,QAAQ,EAAE,MAAM,EAAE,GAAG,CAAC,EAAE,MAAM,KAAK,IAAI,KAAG,IAmBzK,CAAA;IAEM,MAAM,mBAAmB,WAAY,aAAa,SAAS,MAAM,WAAW,UAAU,EAAE,qBAAoB,MAAM,iBAAoB,MAAM,SAuBlJ,CAAA;IAEM,MAAM,0BAA0B,WAAY,aAAa,WAAW,CAAC,UAAU,GAAG,aAAa,CAAC,EAAE,aAAa,MAAM,KAAG,IA6B9H,CAAA;IAEM,MAAM,oBAAoB,WAAY,aAAa,eAAe,UAAU,EAAE,KAAG,IAUvF,CAAA;IAEM,MAAM,kBAAkB,WAAY,aAAa,SAAS,MAAM,KAAG,CAAC,UAAU,GAAG,aAAa,CAAC,EAsBrG,CAAA;IAEM,MAAM,yBAAyB,WAAY,aAAa,WAAW,CAAC,UAAU,GAAG,aAAa,CAAC,EAAE,KAAG,IAkB1G,CAAA;CACD"}
@@ -4,7 +4,7 @@ exports.Level = void 0;
4
4
  const parser_error_1 = require("../../error/parser.error");
5
5
  const SaveComponent_1 = require("../types/objects/SaveComponent");
6
6
  const SaveEntity_1 = require("../types/objects/SaveEntity");
7
- const ObjectReference_1 = require("../types/structs/ObjectReference");
7
+ const level_to_destroyed_actors_map_1 = require("./level-to-destroyed-actors-map");
8
8
  const object_references_list_1 = require("./object-references-list");
9
9
  const save_custom_version_1 = require("./save-custom-version");
10
10
  var Level;
@@ -23,13 +23,18 @@ var Level;
23
23
  Level.ReadAllObjectHeaders(reader, level.objects);
24
24
  let remainingSize = headersBinLen - (reader.getBufferPosition() - posBeforeHeaders);
25
25
  if (remainingSize > 0) {
26
- level.collectables = object_references_list_1.ObjectReferencesList.ReadList(reader);
26
+ if (levelName === reader.context.mapName) {
27
+ level.destroyedActorsMap = level_to_destroyed_actors_map_1.LevelToDestroyedActorsMap.read(reader);
28
+ }
29
+ else {
30
+ level.collectables = object_references_list_1.ObjectReferencesList.ReadList(reader);
31
+ }
27
32
  }
28
33
  else {
29
34
  }
30
35
  remainingSize = headersBinLen - (reader.getBufferPosition() - posBeforeHeaders);
31
36
  if (remainingSize !== 0) {
32
- console.warn('remaining size not 0. Save may be corrupt.', remainingSize, levelName);
37
+ console.warn(`remaining size ${remainingSize} not 0 in level ${levelName}. Save may be corrupt.`);
33
38
  }
34
39
  const objectContentsBinLen = reader.readInt32();
35
40
  if (reader.context.saveVersion >= save_custom_version_1.SaveCustomVersion.UnrealEngine5) {
@@ -47,19 +52,9 @@ var Level;
47
52
  }
48
53
  }
49
54
  if (levelName === reader.context.mapName) {
50
- const entriesCount = reader.readInt32();
51
- level.destroyedActorsMap = {};
52
- for (let i = 0; i < entriesCount; i++) {
53
- const levelName = reader.readString();
54
- const destroyedActors = [];
55
- const destroyedActorsCount = reader.readInt32();
56
- for (let j = 0; j < destroyedActorsCount; j++) {
57
- destroyedActors.push(ObjectReference_1.ObjectReference.read(reader));
58
- }
59
- level.destroyedActorsMap[levelName] = destroyedActors;
60
- }
55
+ level.destroyedActorsMap = level_to_destroyed_actors_map_1.LevelToDestroyedActorsMap.read(reader);
61
56
  }
62
- if (levelName !== reader.context.mapName) {
57
+ else {
63
58
  level.collectables = object_references_list_1.ObjectReferencesList.ReadList(reader);
64
59
  }
65
60
  return level;
@@ -71,7 +66,10 @@ var Level;
71
66
  writer.writeInt32Zero();
72
67
  }
73
68
  Level.SerializeAllObjectHeaders(writer, level.objects);
74
- if (level.collectables.length > 0) {
69
+ if (level.name === writer.context.mapName && level.destroyedActorsMap !== undefined && Object.keys(level.destroyedActorsMap).length > 0) {
70
+ level_to_destroyed_actors_map_1.LevelToDestroyedActorsMap.write(writer, level.destroyedActorsMap);
71
+ }
72
+ else if (level.name !== writer.context.mapName && level.collectables.length > 0) {
75
73
  object_references_list_1.ObjectReferencesList.SerializeList(writer, level.collectables);
76
74
  }
77
75
  writer.writeBinarySizeFromPosition(lenIndicatorHeaderAndDestroyedEntitiesSize, lenIndicatorHeaderAndDestroyedEntitiesSize + 8);
@@ -82,24 +80,16 @@ var Level;
82
80
  }
83
81
  }
84
82
  if (level.name === writer.context.mapName) {
85
- writer.writeInt32(Object.keys(level.destroyedActorsMap).length);
86
- level.destroyedActorsMap = {};
87
- for (const entry of Object.entries(level.destroyedActorsMap)) {
88
- writer.writeString(entry[0]);
89
- writer.writeInt32(Object.keys(entry[1]).length);
90
- for (const actor of entry[1]) {
91
- ObjectReference_1.ObjectReference.write(writer, actor);
92
- }
93
- }
83
+ level_to_destroyed_actors_map_1.LevelToDestroyedActorsMap.write(writer, level.destroyedActorsMap ?? {});
94
84
  }
95
- if (level.name !== writer.context.mapName) {
85
+ else {
96
86
  object_references_list_1.ObjectReferencesList.SerializeList(writer, level.collectables);
97
87
  }
98
88
  };
99
89
  Level.ReadAllObjectContents = (levelName, reader, objectsList, onProgressCallback) => {
100
90
  const countEntities = reader.readInt32();
101
91
  if (countEntities !== objectsList.length) {
102
- throw new Error(`possibly corrupt. entity content count ${countEntities} does not equal object count of ${objectsList.length}`);
92
+ throw new Error(`possibly corrupt. entity count ${countEntities} does not equal object count of ${objectsList.length}`);
103
93
  }
104
94
  const batchSize = 10000;
105
95
  let readObjectsCount = 0;
@@ -1 +1 @@
1
- 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{ ContextReader } from '../../context/context-reader';\nimport { ContextWriter } from '../../context/context-writer';\nimport { CorruptSaveError, UnimplementedError } from '../../error/parser.error';\nimport { SaveComponent, isSaveComponent } from \"../types/objects/SaveComponent\";\nimport { SaveEntity, isSaveEntity } from \"../types/objects/SaveEntity\";\nimport { SaveObject } from \"../types/objects/SaveObject\";\nimport { ObjectReference } from \"../types/structs/ObjectReference\";\nimport { ObjectReferencesList } from './object-references-list';\nimport { SaveCustomVersion } from './save-custom-version';\nimport { SaveReader } from './save-reader';\n\n/**\n * type for levels\n * @param fiftyOne Use unclear. Added in Update 1.1\n */\nexport type Level = {\n\tname: string;\n\tobjects: (SaveEntity | SaveComponent)[];\n\tcollectables: ObjectReference[];\n\tsaveCustomVersion?: number;\n\tdestroyedActorsMap?: { [levelName: string]: ObjectReference[] }\n}\nexport type Levels = { [levelName: string]: Level };\n\nexport namespace Level {\n\n\texport const ReadLevel = (reader: SaveReader, levelName: string): Level => {\n\t\tconst level: Level = {\n\t\t\tname: levelName,\n\t\t\tobjects: [],\n\t\t\tcollectables: []\n\t\t}\n\n\t\t// checksum object headers.\n\t\tconst headersBinLen = reader.readInt32(); // object headers + binary length\n\t\tif (reader.context.saveVersion >= SaveCustomVersion.UnrealEngine5) {\n\t\t\treader.readInt32Zero();\n\t\t}\n\n\t\t// object headers\n\t\tconst posBeforeHeaders = reader.getBufferPosition();\n\t\tReadAllObjectHeaders(reader, level.objects);\n\n\t\t// collected, like slugs Only listed here since U8.\n\t\tlet remainingSize = headersBinLen - (reader.getBufferPosition() - posBeforeHeaders);\n\t\tif (remainingSize > 0) {\n\t\t\tlevel.collectables = ObjectReferencesList.ReadList(reader);\n\t\t} else {\n\t\t\t// its perfectly possible for ported saves to have nothing here.\n\t\t}\n\n\t\tremainingSize = headersBinLen - (reader.getBufferPosition() - posBeforeHeaders);\n\t\tif (remainingSize !== 0) {\n\t\t\tconsole.warn('remaining size not 0. Save may be corrupt.', remainingSize, levelName);\n\t\t}\n\n\t\t// checksum for object content size\n\t\tconst objectContentsBinLen = reader.readInt32();\n\t\tif (reader.context.saveVersion >= SaveCustomVersion.UnrealEngine5) {\n\t\t\treader.readInt32Zero();\n\t\t}\n\n\t\t// objects contents\n\t\tconst posBeforeContents = reader.getBufferPosition();\n\t\tReadAllObjectContents(levelName, reader, level.objects, reader.onProgressCallback);\n\t\tconst posAfterContents = reader.getBufferPosition();\n\t\tif (posAfterContents - posBeforeContents !== objectContentsBinLen) {\n\t\t\t//WARNING\n\t\t\tconsole.warn('save seems corrupt.', level.name);\n\t\t}\n\n\n\t\t// only NOT in the persistent level, we have saveVersion\n\t\tif (levelName !== reader.context.mapName) {\n\t\t\tif (reader.context.saveVersion >= SaveCustomVersion.SerializePerStreamableLevelTOCVersion) {\n\t\t\t\tlevel.saveCustomVersion = reader.readInt32();\n\t\t\t}\n\t\t}\n\n\t\t// only in persistent level, we have LevelToDestroyedActorsMap\n\t\tif (levelName === reader.context.mapName) {\n\t\t\tconst entriesCount = reader.readInt32();\n\t\t\tlevel.destroyedActorsMap = {};\n\t\t\tfor (let i = 0; i < entriesCount; i++) {\n\t\t\t\tconst levelName = reader.readString();\n\t\t\t\tconst destroyedActors: ObjectReference[] = [];\n\t\t\t\tconst destroyedActorsCount = reader.readInt32();\n\t\t\t\tfor (let j = 0; j < destroyedActorsCount; j++) {\n\t\t\t\t\tdestroyedActors.push(ObjectReference.read(reader));\n\t\t\t\t}\n\t\t\t\tlevel.destroyedActorsMap[levelName] = destroyedActors;\n\t\t\t}\n\t\t}\n\n\t\t// only NOT in the persistent level, we have 2nd collectables.\n\t\t// Listed here since < U8 and in U8 as well. So this is the best list you can rely on.\n\t\tif (levelName !== reader.context.mapName) {\n\t\t\tlevel.collectables = ObjectReferencesList.ReadList(reader);\n\t\t}\n\n\t\treturn level;\n\t}\n\n\texport const SerializeLevel = (writer: ContextWriter, level: Level) => {\n\t\tconst lenIndicatorHeaderAndDestroyedEntitiesSize = writer.getBufferPosition();\n\t\twriter.writeInt32(0);\t// len indicator\n\n\t\tif (writer.context.saveVersion >= SaveCustomVersion.UnrealEngine5) {\n\t\t\twriter.writeInt32Zero();\n\t\t}\n\n\t\tSerializeAllObjectHeaders(writer, level.objects);\n\n\t\t// <--- destroyed actors is the same as collectables list. Seems like its not there if count 0.\n\t\tif (level.collectables.length > 0) {\n\t\t\tObjectReferencesList.SerializeList(writer, level.collectables);\n\t\t}\n\n\t\t// replace binary size from earlier for - object headers + collectables\n\t\twriter.writeBinarySizeFromPosition(lenIndicatorHeaderAndDestroyedEntitiesSize, lenIndicatorHeaderAndDestroyedEntitiesSize + 8);\n\n\t\t// write entities\n\t\tSerializeAllObjectContents(writer, level.objects, level.name);\n\n\n\t\t// only NOT in the persistent level, we have saveVersion\n\t\tif (level.name !== writer.context.mapName) {\n\t\t\tif (writer.context.saveVersion >= SaveCustomVersion.SerializePerStreamableLevelTOCVersion) {\n\t\t\t\twriter.writeInt32(level.saveCustomVersion ?? SaveCustomVersion.SerializePerStreamableLevelTOCVersion);\n\t\t\t}\n\t\t}\n\n\t\t// only in persistent level, we have LevelToDestroyedActorsMap\n\t\tif (level.name === writer.context.mapName) {\n\t\t\twriter.writeInt32(Object.keys(level.destroyedActorsMap!).length);\n\t\t\tlevel.destroyedActorsMap = {};\n\t\t\tfor (const entry of Object.entries(level.destroyedActorsMap)) {\n\t\t\t\twriter.writeString(entry[0]);\n\n\t\t\t\twriter.writeInt32(Object.keys(entry[1]).length);\n\t\t\t\tfor (const actor of entry[1]) {\n\t\t\t\t\tObjectReference.write(writer, actor);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// only NOT in the persistent level, we have 2nd collectables.\n\t\tif (level.name !== writer.context.mapName) {\n\t\t\tObjectReferencesList.SerializeList(writer, level.collectables);\n\t\t}\n\t}\n\n\texport const ReadAllObjectContents = (levelName: string, reader: ContextReader, objectsList: SaveObject[], onProgressCallback: (progress: number, msg?: string) => void): void => {\n\t\tconst countEntities = reader.readInt32();\n\t\tif (countEntities !== objectsList.length) {\n\t\t\tthrow new Error(`possibly corrupt. entity content count ${countEntities} does not equal object count of ${objectsList.length}`);\n\t\t}\n\n\t\t// read in batches\n\t\tconst batchSize = 10000;\n\t\tlet readObjectsCount = 0;\n\t\tlet lastProgressReport = 0;\n\t\twhile (readObjectsCount < countEntities) {\n\t\t\tReadNObjectContents(reader, Math.min(batchSize, countEntities - readObjectsCount), objectsList, readObjectsCount);\n\t\t\treadObjectsCount += Math.min(batchSize, countEntities - readObjectsCount);\n\n\t\t\tif (readObjectsCount - lastProgressReport > batchSize) {\n\t\t\t\tonProgressCallback(reader.getBufferProgress(), `read object count [${(readObjectsCount)}/${(countEntities)}] in level ${levelName}`);\n\t\t\t\tlastProgressReport = readObjectsCount;\n\t\t\t}\n\t\t}\n\t}\n\n\texport const ReadNObjectContents = (reader: ContextReader, count: number, objects: SaveObject[], objectListOffset: number = 0, buildVersion: number = 0) => {\n\t\tfor (let i = 0; i < count; i++) {\n\t\t\tif (reader.context.saveVersion >= SaveCustomVersion.IntroducedWorldPartition) {\n\t\t\t\tobjects[i + objectListOffset].saveCustomVersion = reader.readInt32();\n\t\t\t}\n\t\t\tif (reader.context.saveVersion >= SaveCustomVersion.IntroducedWorldPartition) {\n\t\t\t\tobjects[i + objectListOffset].shouldMigrateObjectRefsToPersistent = reader.readInt32() >= 1;\n\t\t\t}\n\n\t\t\tconst binarySize = reader.readInt32();\n\n\t\t\tconst before = reader.getBufferPosition();\n\t\t\tif (isSaveEntity(objects[i + objectListOffset])) {\n\t\t\t\tSaveEntity.ParseData(objects[i + objectListOffset] as SaveEntity, binarySize, reader, objects[i + objectListOffset].typePath);\n\t\t\t} else if (isSaveComponent(objects[i + objectListOffset])) {\n\t\t\t\tSaveComponent.ParseData(objects[i + objectListOffset] as SaveComponent, binarySize, reader, objects[i + objectListOffset].typePath);\n\t\t\t}\n\n\t\t\tconst after = reader.getBufferPosition();\n\t\t\tif (after - before !== binarySize) {\n\t\t\t\tthrow new CorruptSaveError(`Could not read entity ${objects[i + objectListOffset].instanceName}, as ${after - before} bytes were read, but ${binarySize} bytes were indicated.`);\n\t\t\t}\n\t\t}\n\t}\n\n\texport const SerializeAllObjectContents = (writer: ContextWriter, objects: (SaveEntity | SaveComponent)[], levelName: string): void => {\n\t\tconst lenIndicatorEntities = writer.getBufferPosition();\n\t\twriter.writeInt32(0);\n\n\t\tif (writer.context.saveVersion >= SaveCustomVersion.UnrealEngine5) {\n\t\t\twriter.writeInt32Zero();\n\t\t}\n\n\t\twriter.writeInt32(objects.length);\n\t\tfor (const obj of objects) {\n\n\t\t\tif (writer.context.saveVersion >= SaveCustomVersion.IntroducedWorldPartition) {\n\t\t\t\twriter.writeInt32(obj.saveCustomVersion);\n\t\t\t}\n\t\t\tif (writer.context.saveVersion >= SaveCustomVersion.IntroducedWorldPartition) {\n\t\t\t\twriter.writeInt32(obj.shouldMigrateObjectRefsToPersistent ? 1 : 0);\n\t\t\t}\n\t\t\tconst lenReplacementPosition = writer.getBufferPosition();\n\t\t\twriter.writeInt32(0);\n\n\t\t\tif (isSaveEntity(obj)) {\n\t\t\t\tSaveEntity.SerializeData(writer, obj);\n\t\t\t} else if (isSaveComponent(obj)) {\n\t\t\t\tSaveComponent.SerializeData(writer, obj);\n\t\t\t}\n\n\t\t\twriter.writeBinarySizeFromPosition(lenReplacementPosition, lenReplacementPosition + 4);\n\t\t}\n\t\twriter.writeBinarySizeFromPosition(lenIndicatorEntities, lenIndicatorEntities + 8);\n\t}\n\n\texport const ReadAllObjectHeaders = (reader: ContextReader, objectsList: SaveObject[]): void => {\n\t\tlet countObjectHeaders = reader.readInt32();\n\n\t\t// read in batches\n\t\tconst batchSize = 10000;\n\t\tlet readObjectHeadersCount = 0;\n\t\twhile (readObjectHeadersCount < countObjectHeaders) {\n\t\t\tobjectsList.push(...ReadNObjectHeaders(reader, Math.min(batchSize, countObjectHeaders - readObjectHeadersCount)));\n\t\t\treadObjectHeadersCount += Math.min(batchSize, countObjectHeaders - readObjectHeadersCount);\n\t\t}\n\t}\n\n\texport const ReadNObjectHeaders = (reader: ContextReader, count: number): (SaveEntity | SaveComponent)[] => {\n\t\tlet objects: (SaveEntity | SaveComponent)[] = [];\n\t\tlet objectsRead = 0;\n\t\tfor (; objectsRead < count; objectsRead++) {\n\n\t\t\tlet obj: SaveEntity | SaveComponent;\n\t\t\tlet objectType = reader.readInt32();\n\t\t\tswitch (objectType) {\n\t\t\t\tcase SaveEntity.TypeID:\n\t\t\t\t\tobj = new SaveEntity('', '', '', '');\n\t\t\t\t\tSaveEntity.ParseHeader(reader, obj);\n\t\t\t\t\tbreak;\n\t\t\t\tcase SaveComponent.TypeID:\n\t\t\t\t\tobj = new SaveComponent('', '', '', '');\n\t\t\t\t\tSaveComponent.ParseHeader(reader, obj);\n\t\t\t\t\tbreak;\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new CorruptSaveError('Unknown object type' + objectType);\n\t\t\t}\n\t\t\tobjects.push(obj);\n\t\t}\n\t\treturn objects;\n\t}\n\n\texport const SerializeAllObjectHeaders = (writer: ContextWriter, objects: (SaveEntity | SaveComponent)[]): void => {\n\t\twriter.writeInt32(objects.length);\n\t\tfor (const obj of objects) {\n\n\t\t\tswitch (obj.type) {\n\t\t\t\tcase 'SaveEntity':\n\t\t\t\t\twriter.writeInt32(SaveEntity.TypeID);\n\t\t\t\t\tSaveEntity.SerializeHeader(writer, obj);\n\t\t\t\t\tbreak;\n\t\t\t\tcase 'SaveComponent':\n\t\t\t\t\twriter.writeInt32(SaveComponent.TypeID);\n\t\t\t\t\tSaveComponent.SerializeHeader(writer, obj);\n\t\t\t\t\tbreak;\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new UnimplementedError(`Unknown object type ${(obj as unknown as any).type}. Not implemented.`);\n\t\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t}\n}"]}
1
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{ ContextReader } from '../../context/context-reader';\nimport { ContextWriter } from '../../context/context-writer';\nimport { CorruptSaveError, UnimplementedError } from '../../error/parser.error';\nimport { SaveComponent, isSaveComponent } from \"../types/objects/SaveComponent\";\nimport { SaveEntity, isSaveEntity } from \"../types/objects/SaveEntity\";\nimport { SaveObject } from \"../types/objects/SaveObject\";\nimport { ObjectReference } from \"../types/structs/ObjectReference\";\nimport { LevelToDestroyedActorsMap } from './level-to-destroyed-actors-map';\nimport { ObjectReferencesList } from './object-references-list';\nimport { SaveCustomVersion } from './save-custom-version';\nimport { SaveReader } from './save-reader';\n\n/**\n * type for levels\n * @param fiftyOne Use unclear. Added in Update 1.1\n */\nexport type Level = {\n\tname: string;\n\tobjects: (SaveEntity | SaveComponent)[];\n\tcollectables: ObjectReference[];\n\tsaveCustomVersion?: number;\n\tdestroyedActorsMap?: LevelToDestroyedActorsMap\n}\nexport type Levels = { [levelName: string]: Level };\n\nexport namespace Level {\n\n\texport const ReadLevel = (reader: SaveReader, levelName: string): Level => {\n\t\tconst level: Level = {\n\t\t\tname: levelName,\n\t\t\tobjects: [],\n\t\t\tcollectables: []\n\t\t}\n\n\t\t// checksum object headers.\n\t\tconst headersBinLen = reader.readInt32(); // object headers + binary length\n\t\tif (reader.context.saveVersion >= SaveCustomVersion.UnrealEngine5) {\n\t\t\treader.readInt32Zero();\n\t\t}\n\n\t\t// object headers\n\t\tconst posBeforeHeaders = reader.getBufferPosition();\n\t\tReadAllObjectHeaders(reader, level.objects);\n\n\t\t// for persistent level, we have LevelToDestroyedActorsMap, else collectibles. Only listed here since U8.\n\t\tlet remainingSize = headersBinLen - (reader.getBufferPosition() - posBeforeHeaders);\n\t\tif (remainingSize > 0) {\n\n\t\t\tif (levelName === reader.context.mapName) {\n\t\t\t\tlevel.destroyedActorsMap = LevelToDestroyedActorsMap.read(reader);\n\t\t\t} else {\n\t\t\t\tlevel.collectables = ObjectReferencesList.ReadList(reader);\n\t\t\t}\n\n\t\t} else {\n\t\t\t// its perfectly possible for ported saves to have nothing here.\n\t\t}\n\n\n\t\tremainingSize = headersBinLen - (reader.getBufferPosition() - posBeforeHeaders);\n\t\tif (remainingSize !== 0) {\n\t\t\tconsole.warn(`remaining size ${remainingSize} not 0 in level ${levelName}. Save may be corrupt.`);\n\t\t}\n\n\t\t// checksum for object content size\n\t\tconst objectContentsBinLen = reader.readInt32();\n\t\tif (reader.context.saveVersion >= SaveCustomVersion.UnrealEngine5) {\n\t\t\treader.readInt32Zero();\n\t\t}\n\n\t\t// objects contents\n\t\tconst posBeforeContents = reader.getBufferPosition();\n\t\tReadAllObjectContents(levelName, reader, level.objects, reader.onProgressCallback);\n\t\tconst posAfterContents = reader.getBufferPosition();\n\t\tif (posAfterContents - posBeforeContents !== objectContentsBinLen) {\n\t\t\t//WARNING\n\t\t\tconsole.warn('save seems corrupt.', level.name);\n\t\t}\n\n\n\t\t// only NOT in the persistent level, we have saveVersion\n\t\tif (levelName !== reader.context.mapName) {\n\t\t\tif (reader.context.saveVersion >= SaveCustomVersion.SerializePerStreamableLevelTOCVersion) {\n\t\t\t\tlevel.saveCustomVersion = reader.readInt32();\n\t\t\t}\n\t\t}\n\n\t\t// 2nd time.\n\t\t// for persistent level, we have LevelToDestroyedActorsMap, else collectibles\n\t\t// Listed here since < U8 and in U8 as well. So this is the best list you can rely on.\n\t\tif (levelName === reader.context.mapName) {\n\t\t\tlevel.destroyedActorsMap = LevelToDestroyedActorsMap.read(reader);\n\t\t} else {\n\t\t\tlevel.collectables = ObjectReferencesList.ReadList(reader);\n\t\t}\n\n\t\treturn level;\n\t}\n\n\texport const SerializeLevel = (writer: ContextWriter, level: Level) => {\n\t\tconst lenIndicatorHeaderAndDestroyedEntitiesSize = writer.getBufferPosition();\n\t\twriter.writeInt32(0);\t// len indicator\n\n\t\tif (writer.context.saveVersion >= SaveCustomVersion.UnrealEngine5) {\n\t\t\twriter.writeInt32Zero();\n\t\t}\n\n\t\tSerializeAllObjectHeaders(writer, level.objects);\n\n\t\t// <--- destroyed actors is the same as collectables list. Seems like its not there if count 0.\n\t\tif (level.name === writer.context.mapName && level.destroyedActorsMap !== undefined && Object.keys(level.destroyedActorsMap).length > 0) {\n\t\t\tLevelToDestroyedActorsMap.write(writer, level.destroyedActorsMap);\n\t\t} else if (level.name !== writer.context.mapName && level.collectables.length > 0) {\n\t\t\tObjectReferencesList.SerializeList(writer, level.collectables);\n\t\t}\n\n\t\t// replace binary size from earlier for - object headers + collectables\n\t\twriter.writeBinarySizeFromPosition(lenIndicatorHeaderAndDestroyedEntitiesSize, lenIndicatorHeaderAndDestroyedEntitiesSize + 8);\n\n\t\t// write entities\n\t\tSerializeAllObjectContents(writer, level.objects, level.name);\n\n\n\t\t// only NOT in the persistent level, we have saveVersion\n\t\tif (level.name !== writer.context.mapName) {\n\t\t\tif (writer.context.saveVersion >= SaveCustomVersion.SerializePerStreamableLevelTOCVersion) {\n\t\t\t\twriter.writeInt32(level.saveCustomVersion ?? SaveCustomVersion.SerializePerStreamableLevelTOCVersion);\n\t\t\t}\n\t\t}\n\n\t\t// 2nd time.\n\t\t// for persistent level, we have LevelToDestroyedActorsMap, else collectibles\n\t\tif (level.name === writer.context.mapName) {\n\t\t\tLevelToDestroyedActorsMap.write(writer, level.destroyedActorsMap ?? {});\n\t\t} else {\n\t\t\tObjectReferencesList.SerializeList(writer, level.collectables);\n\t\t}\n\t}\n\n\texport const ReadAllObjectContents = (levelName: string, reader: ContextReader, objectsList: SaveObject[], onProgressCallback: (progress: number, msg?: string) => void): void => {\n\t\tconst countEntities = reader.readInt32();\n\t\tif (countEntities !== objectsList.length) {\n\t\t\tthrow new Error(`possibly corrupt. entity count ${countEntities} does not equal object count of ${objectsList.length}`);\n\t\t}\n\n\t\t// read in batches\n\t\tconst batchSize = 10000;\n\t\tlet readObjectsCount = 0;\n\t\tlet lastProgressReport = 0;\n\t\twhile (readObjectsCount < countEntities) {\n\t\t\tReadNObjectContents(reader, Math.min(batchSize, countEntities - readObjectsCount), objectsList, readObjectsCount);\n\t\t\treadObjectsCount += Math.min(batchSize, countEntities - readObjectsCount);\n\n\t\t\tif (readObjectsCount - lastProgressReport > batchSize) {\n\t\t\t\tonProgressCallback(reader.getBufferProgress(), `read object count [${(readObjectsCount)}/${(countEntities)}] in level ${levelName}`);\n\t\t\t\tlastProgressReport = readObjectsCount;\n\t\t\t}\n\t\t}\n\t}\n\n\texport const ReadNObjectContents = (reader: ContextReader, count: number, objects: SaveObject[], objectListOffset: number = 0, buildVersion: number = 0) => {\n\t\tfor (let i = 0; i < count; i++) {\n\t\t\tif (reader.context.saveVersion >= SaveCustomVersion.IntroducedWorldPartition) {\n\t\t\t\tobjects[i + objectListOffset].saveCustomVersion = reader.readInt32();\n\t\t\t}\n\t\t\tif (reader.context.saveVersion >= SaveCustomVersion.IntroducedWorldPartition) {\n\t\t\t\tobjects[i + objectListOffset].shouldMigrateObjectRefsToPersistent = reader.readInt32() >= 1;\n\t\t\t}\n\n\t\t\tconst binarySize = reader.readInt32();\n\n\t\t\tconst before = reader.getBufferPosition();\n\t\t\tif (isSaveEntity(objects[i + objectListOffset])) {\n\t\t\t\tSaveEntity.ParseData(objects[i + objectListOffset] as SaveEntity, binarySize, reader, objects[i + objectListOffset].typePath);\n\t\t\t} else if (isSaveComponent(objects[i + objectListOffset])) {\n\t\t\t\tSaveComponent.ParseData(objects[i + objectListOffset] as SaveComponent, binarySize, reader, objects[i + objectListOffset].typePath);\n\t\t\t}\n\n\t\t\tconst after = reader.getBufferPosition();\n\t\t\tif (after - before !== binarySize) {\n\t\t\t\tthrow new CorruptSaveError(`Could not read entity ${objects[i + objectListOffset].instanceName}, as ${after - before} bytes were read, but ${binarySize} bytes were indicated.`);\n\t\t\t}\n\t\t}\n\t}\n\n\texport const SerializeAllObjectContents = (writer: ContextWriter, objects: (SaveEntity | SaveComponent)[], levelName: string): void => {\n\t\tconst lenIndicatorEntities = writer.getBufferPosition();\n\t\twriter.writeInt32(0);\n\n\t\tif (writer.context.saveVersion >= SaveCustomVersion.UnrealEngine5) {\n\t\t\twriter.writeInt32Zero();\n\t\t}\n\n\t\twriter.writeInt32(objects.length);\n\t\tfor (const obj of objects) {\n\n\t\t\tif (writer.context.saveVersion >= SaveCustomVersion.IntroducedWorldPartition) {\n\t\t\t\twriter.writeInt32(obj.saveCustomVersion);\n\t\t\t}\n\t\t\tif (writer.context.saveVersion >= SaveCustomVersion.IntroducedWorldPartition) {\n\t\t\t\twriter.writeInt32(obj.shouldMigrateObjectRefsToPersistent ? 1 : 0);\n\t\t\t}\n\t\t\tconst lenReplacementPosition = writer.getBufferPosition();\n\t\t\twriter.writeInt32(0);\n\n\t\t\tif (isSaveEntity(obj)) {\n\t\t\t\tSaveEntity.SerializeData(writer, obj);\n\t\t\t} else if (isSaveComponent(obj)) {\n\t\t\t\tSaveComponent.SerializeData(writer, obj);\n\t\t\t}\n\n\t\t\twriter.writeBinarySizeFromPosition(lenReplacementPosition, lenReplacementPosition + 4);\n\t\t}\n\t\twriter.writeBinarySizeFromPosition(lenIndicatorEntities, lenIndicatorEntities + 8);\n\t}\n\n\texport const ReadAllObjectHeaders = (reader: ContextReader, objectsList: SaveObject[]): void => {\n\t\tlet countObjectHeaders = reader.readInt32();\n\n\t\t// read in batches\n\t\tconst batchSize = 10000;\n\t\tlet readObjectHeadersCount = 0;\n\t\twhile (readObjectHeadersCount < countObjectHeaders) {\n\t\t\tobjectsList.push(...ReadNObjectHeaders(reader, Math.min(batchSize, countObjectHeaders - readObjectHeadersCount)));\n\t\t\treadObjectHeadersCount += Math.min(batchSize, countObjectHeaders - readObjectHeadersCount);\n\t\t}\n\t}\n\n\texport const ReadNObjectHeaders = (reader: ContextReader, count: number): (SaveEntity | SaveComponent)[] => {\n\t\tlet objects: (SaveEntity | SaveComponent)[] = [];\n\t\tlet objectsRead = 0;\n\t\tfor (; objectsRead < count; objectsRead++) {\n\n\t\t\tlet obj: SaveEntity | SaveComponent;\n\t\t\tlet objectType = reader.readInt32();\n\t\t\tswitch (objectType) {\n\t\t\t\tcase SaveEntity.TypeID:\n\t\t\t\t\tobj = new SaveEntity('', '', '', '');\n\t\t\t\t\tSaveEntity.ParseHeader(reader, obj);\n\t\t\t\t\tbreak;\n\t\t\t\tcase SaveComponent.TypeID:\n\t\t\t\t\tobj = new SaveComponent('', '', '', '');\n\t\t\t\t\tSaveComponent.ParseHeader(reader, obj);\n\t\t\t\t\tbreak;\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new CorruptSaveError('Unknown object type' + objectType);\n\t\t\t}\n\t\t\tobjects.push(obj);\n\t\t}\n\t\treturn objects;\n\t}\n\n\texport const SerializeAllObjectHeaders = (writer: ContextWriter, objects: (SaveEntity | SaveComponent)[]): void => {\n\t\twriter.writeInt32(objects.length);\n\t\tfor (const obj of objects) {\n\n\t\t\tswitch (obj.type) {\n\t\t\t\tcase 'SaveEntity':\n\t\t\t\t\twriter.writeInt32(SaveEntity.TypeID);\n\t\t\t\t\tSaveEntity.SerializeHeader(writer, obj);\n\t\t\t\t\tbreak;\n\t\t\t\tcase 'SaveComponent':\n\t\t\t\t\twriter.writeInt32(SaveComponent.TypeID);\n\t\t\t\t\tSaveComponent.SerializeHeader(writer, obj);\n\t\t\t\t\tbreak;\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new UnimplementedError(`Unknown object type ${(obj as unknown as any).type}. Not implemented.`);\n\t\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t}\n}"]}
@@ -1 +1 @@
1
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@@ -5,6 +5,7 @@ const save_custom_version_1 = require("../../../save/save-custom-version");
5
5
  const col4_1 = require("../../structs/col4");
6
6
  const DynamicStructPropertyValue_1 = require("../../structs/DynamicStructPropertyValue");
7
7
  const FGDynamicStruct_1 = require("../../structs/FGDynamicStruct");
8
+ const GUID_1 = require("../../structs/GUID");
8
9
  const GUIDInfo_1 = require("../../structs/GUIDInfo");
9
10
  const FICFrameRange_1 = require("../../structs/mods/FicsItCam/FICFrameRange");
10
11
  const ObjectReference_1 = require("../../structs/ObjectReference");
@@ -98,7 +99,7 @@ var StructProperty;
98
99
  value = reader.readString();
99
100
  break;
100
101
  case 'Guid':
101
- value = reader.readString();
102
+ value = GUID_1.GUID.read(reader);
102
103
  break;
103
104
  case 'ClientIdentityInfo':
104
105
  const offlineId = reader.readString();
@@ -211,8 +212,7 @@ var StructProperty;
211
212
  writer.writeString(value);
212
213
  break;
213
214
  case 'Guid':
214
- value = value;
215
- writer.writeString(value);
215
+ GUID_1.GUID.write(writer, value);
216
216
  break;
217
217
  case 'ClientIdentityInfo':
218
218
  value = value;
@@ -1 +1 @@
1
- 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{ ContextReader } from '../../../../context/context-reader';\nimport { ContextWriter } from '../../../../context/context-writer';\nimport { SaveCustomVersion } from '../../../save/save-custom-version';\nimport { col4 } from '../../structs/col4';\nimport { DynamicStructPropertyValue } from '../../structs/DynamicStructPropertyValue';\nimport { FGDynamicStruct } from '../../structs/FGDynamicStruct';\nimport { GUIDInfo } from '../../structs/GUIDInfo';\nimport { FICFrameRange } from '../../structs/mods/FicsItCam/FICFrameRange';\nimport { ObjectReference } from '../../structs/ObjectReference';\nimport { vec3 } from '../../structs/vec3';\nimport { vec4 } from '../../structs/vec4';\nimport { AbstractBaseProperty } from './AbstractBaseProperty';\n\n\nexport type BasicMultipleStructPropertyValue = {\n values: any;\n};\n\nexport type BasicStructPropertyValue = {\n value: any;\n};\n\nexport type BoxStructPropertyValue = {\n min: vec3;\n max: vec3;\n isValid: boolean;\n};\n\nexport type RailroadTrackPositionStructPropertyValue = {\n root: string;\n instanceName: string;\n offset: number;\n forward: number;\n};\n\nexport type InventoryItemStructPropertyValue = {\n itemReference: ObjectReference;\n itemState?: FGDynamicStruct;\n legacyItemStateActor?: ObjectReference;\n};\n\nexport type FICFrameRangeStructPropertyValue = {\n begin: string;\n end: string;\n};\n\nexport type ClientIdentityInfo = {\n offlineId: string;\n accountIds: Record<number, number[]>;\n};\n\nexport type GENERIC_STRUCT_PROPERTY_VALUE = BasicMultipleStructPropertyValue | BasicStructPropertyValue | BoxStructPropertyValue | RailroadTrackPositionStructPropertyValue |\n InventoryItemStructPropertyValue | FICFrameRangeStructPropertyValue | ClientIdentityInfo | DynamicStructPropertyValue | col4 | vec3 | vec4 | string;\n\nexport const isStructProperty = (property: any): property is StructProperty => !Array.isArray(property) && property.type === 'StructProperty';\n\nexport type StructProperty = AbstractBaseProperty & {\n type: 'StructProperty';\n subtype: string;\n value: GENERIC_STRUCT_PROPERTY_VALUE;\n unk1?: number;\n unk2?: number;\n unk3?: number;\n unk4?: number;\n};\n\nexport namespace StructProperty {\n\n export const Parse = (reader: ContextReader, ueType: string, index: number, size: number): StructProperty => {\n const subtype = reader.readString();\n const guidInfo = GUIDInfo.read(reader);\n\n const struct: StructProperty = {\n ...AbstractBaseProperty.Create({ index, ueType, guidInfo, type: '' }),\n type: 'StructProperty',\n value: { values: [] },\n subtype\n };\n\n const unk1 = reader.readInt32();\n if (unk1 !== 0) {\n struct.unk1 = unk1;\n }\n\n const unk2 = reader.readInt32();\n if (unk2 !== 0) {\n struct.unk2 = unk2;\n }\n\n const unk3 = reader.readInt32();\n if (unk3 !== 0) {\n struct.unk3 = unk3;\n }\n\n const unk4 = reader.readInt32();\n if (unk4 !== 0) {\n struct.unk4 = unk4;\n }\n\n const before = reader.getBufferPosition();\n struct.value = ParseValue(reader, struct.subtype, size);\n const readBytes = reader.getBufferPosition() - before;\n if (readBytes !== size) {\n if (size - readBytes === 4) {\n // U8, fine\n reader.skipBytes(size - readBytes);\n } else {\n throw new Error(`possibly corrupt. Read ${readBytes} for StructProperty Content of ${struct.subtype}, but ${size} were indicated.`);\n }\n }\n\n return struct;\n }\n\n export const ParseValue = (reader: ContextReader, subtype: string, size: number): GENERIC_STRUCT_PROPERTY_VALUE => {\n\n let value: GENERIC_STRUCT_PROPERTY_VALUE;\n\n switch (subtype) {\n case 'Color':\n value = col4.ParseBGRA(reader);\n break;\n\n case 'IntPoint':\n value = reader.readInt64().toString();\n break;\n\n case 'LinearColor':\n value = col4.ParseRGBA(reader);\n break;\n\n case 'Vector':\n case 'Rotator':\n case 'Vector2D':\n value = (reader.context.saveVersion >= SaveCustomVersion.UnrealEngine5) ? vec3.Parse(reader) : vec3.ParseF(reader);\n break;\n\n case 'Quat':\n case 'Vector4':\n case 'Vector4D':\n value = (reader.context.saveVersion >= SaveCustomVersion.UnrealEngine5) ? vec4.Parse(reader) : vec4.ParseF(reader);\n break;\n\n case 'Box':\n value = ((size === 25) ? {\n min: vec3.ParseF(reader),\n max: vec3.ParseF(reader),\n isValid: reader.readByte() >= 1\n } : {\n min: vec3.Parse(reader),\n max: vec3.Parse(reader),\n isValid: reader.readByte() >= 1\n }) satisfies BoxStructPropertyValue;\n break;\n\n case 'RailroadTrackPosition':\n value = {\n root: reader.readString(),\n instanceName: reader.readString(),\n offset: reader.readFloat32(),\n forward: reader.readFloat32()\n };\n break;\n\n case 'TimerHandle':\n value = reader.readString();\n break;\n\n case 'Guid':\n value = reader.readString();\n break;\n\n case 'ClientIdentityInfo':\n const offlineId = reader.readString();\n const numAccountIds = reader.readInt32();\n\n const accountIds: Record<number, number[]> = {};\n for (let i = 0; i < numAccountIds; i++) {\n const platformFlagMaybe = reader.readByte(); // 1 for Epic, 6 for steam ? Only seen 1s and 6s so far.\n const idSize = reader.readInt32();\n const accountId = Array.from(reader.readBytes(idSize));\n accountIds[platformFlagMaybe] = accountId;\n }\n\n value = {\n offlineId,\n accountIds\n } satisfies ClientIdentityInfo;\n break;\n\n case 'InventoryItem':\n const before = reader.getBufferPosition();\n\n value = {\n itemReference: ObjectReference.read(reader)\n } satisfies InventoryItemStructPropertyValue;\n\n // inventory items have potentially an item state. but not before explicit version\n if (reader.context.saveVersion >= SaveCustomVersion.RefactoredInventoryItemState) {\n value.itemState = FGDynamicStruct.Parse(reader);\n } else {\n value.legacyItemStateActor = ObjectReference.read(reader);\n }\n\n break;\n\n case 'FluidBox':\n value = {\n value: reader.readFloat32()\n };\n break;\n\n case 'SlateBrush':\n value = reader.readString();\n break;\n\n case 'DateTime':\n value = reader.readInt64().toString();\n break;\n\n // MODS\n case 'FICFrameRange': // https://github.com/Panakotta00/FicsIt-Cam/blob/master/Source/FicsItCam/Public/Data/FICTypes.h#35\n value = FICFrameRange.Parse(reader);\n break;\n\n default:\n //TODO: use buildversion\n value = DynamicStructPropertyValue.read(reader, subtype);\n }\n\n return value;\n }\n\n export const CalcOverhead = (property: StructProperty): number => {\n return property.subtype.length + 5 + 4 + 4 + 4 + 4 + 1;\n }\n\n export const Serialize = (writer: ContextWriter, property: StructProperty): void => {\n writer.writeString(property.subtype);\n GUIDInfo.write(writer, property.guidInfo);\n\n writer.writeInt32(property.unk1 ?? 0);\n writer.writeInt32(property.unk2 ?? 0);\n writer.writeInt32(property.unk3 ?? 0);\n writer.writeInt32(property.unk4 ?? 0);\n\n StructProperty.SerializeValue(writer, property.subtype, property.value);\n }\n\n export const SerializeValue = (writer: ContextWriter, subtype: string, value: GENERIC_STRUCT_PROPERTY_VALUE): void => {\n\n switch (subtype) {\n case 'Color':\n value = value as col4;\n col4.SerializeBGRA(writer, value);\n break;\n\n case 'IntPoint':\n writer.writeInt64(BigInt(value as string))\n break;\n\n case 'LinearColor':\n value = value as col4;\n col4.SerializeRGBA(writer, value);\n break;\n\n case 'Vector':\n case 'Rotator':\n case 'Vector2D':\n value = value as vec3;\n if (writer.context.saveVersion >= SaveCustomVersion.UnrealEngine5) {\n vec3.Serialize(writer, value);\n } else {\n vec3.SerializeF(writer, value);\n }\n break;\n\n case 'Quat':\n case 'Vector4':\n case 'Vector4D':\n value = value as vec4;\n if (writer.context.saveVersion >= SaveCustomVersion.UnrealEngine5) {\n vec4.Serialize(writer, value as vec4);\n } else {\n vec4.SerializeF(writer, value as vec4);\n }\n break;\n\n case 'Box':\n value = value as BoxStructPropertyValue;\n vec3.Serialize(writer, value.min);\n vec3.Serialize(writer, value.max);\n writer.writeByte(value.isValid ? 1 : 0);\n break;\n\n case 'RailroadTrackPosition':\n value = value as RailroadTrackPositionStructPropertyValue;\n writer.writeString(value.root);\n writer.writeString(value.instanceName);\n writer.writeFloat32(value.offset);\n writer.writeFloat32(value.forward);\n break;\n\n case 'TimerHandle':\n value = value as string;\n writer.writeString(value);\n break;\n\n case 'Guid':\n value = value as string;\n writer.writeString(value);\n break;\n\n case 'ClientIdentityInfo':\n value = value as ClientIdentityInfo;\n writer.writeString(value.offlineId);\n writer.writeInt32(Object.values(value.accountIds).length);\n for (const [platformFlagMaybe, accountId] of Object.entries(value.accountIds)) {\n writer.writeByte(Number(platformFlagMaybe));\n writer.writeInt32(accountId.length);\n writer.writeBytesArray(accountId);\n }\n\n break;\n\n case 'InventoryItem':\n value = value as InventoryItemStructPropertyValue;\n ObjectReference.write(writer, value.itemReference);\n\n if (writer.context.saveVersion >= SaveCustomVersion.RefactoredInventoryItemState) {\n FGDynamicStruct.Serialize(writer, value.itemState!);\n } else {\n ObjectReference.write(writer, value.legacyItemStateActor!);\n }\n break;\n\n case 'FluidBox':\n value = value as BasicStructPropertyValue;\n writer.writeFloat32(value.value);\n break;\n\n case 'SlateBrush':\n value = value as string;\n writer.writeString(value);\n break;\n\n case 'DateTime':\n value = value as string;\n writer.writeInt64(BigInt(value));\n break;\n\n // MODS\n case 'FICFrameRange': // https://github.com/Panakotta00/FicsIt-Cam/blob/master/Source/FicsItCam/Public/Data/FICTypes.h#35\n value = value as FICFrameRange;\n FICFrameRange.Serialize(writer, value);\n break;\n\n default:\n //TODO: use buildversion\n value = value as DynamicStructPropertyValue;\n DynamicStructPropertyValue.write(writer, value);\n }\n }\n}\n\n\n"]}
1
+ 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{ ContextReader } from '../../../../context/context-reader';\nimport { ContextWriter } from '../../../../context/context-writer';\nimport { SaveCustomVersion } from '../../../save/save-custom-version';\nimport { col4 } from '../../structs/col4';\nimport { DynamicStructPropertyValue } from '../../structs/DynamicStructPropertyValue';\nimport { FGDynamicStruct } from '../../structs/FGDynamicStruct';\nimport { GUID } from '../../structs/GUID';\nimport { GUIDInfo } from '../../structs/GUIDInfo';\nimport { FICFrameRange } from '../../structs/mods/FicsItCam/FICFrameRange';\nimport { ObjectReference } from '../../structs/ObjectReference';\nimport { vec3 } from '../../structs/vec3';\nimport { vec4 } from '../../structs/vec4';\nimport { AbstractBaseProperty } from './AbstractBaseProperty';\n\n\nexport type BasicMultipleStructPropertyValue = {\n values: any;\n};\n\nexport type BasicStructPropertyValue = {\n value: any;\n};\n\nexport type BoxStructPropertyValue = {\n min: vec3;\n max: vec3;\n isValid: boolean;\n};\n\nexport type RailroadTrackPositionStructPropertyValue = {\n root: string;\n instanceName: string;\n offset: number;\n forward: number;\n};\n\nexport type InventoryItemStructPropertyValue = {\n itemReference: ObjectReference;\n itemState?: FGDynamicStruct;\n legacyItemStateActor?: ObjectReference;\n};\n\nexport type FICFrameRangeStructPropertyValue = {\n begin: string;\n end: string;\n};\n\nexport type ClientIdentityInfo = {\n offlineId: string;\n accountIds: Record<number, number[]>;\n};\n\nexport type GENERIC_STRUCT_PROPERTY_VALUE = BasicMultipleStructPropertyValue | BasicStructPropertyValue | BoxStructPropertyValue | RailroadTrackPositionStructPropertyValue |\n InventoryItemStructPropertyValue | FICFrameRangeStructPropertyValue | ClientIdentityInfo | DynamicStructPropertyValue | col4 | vec3 | vec4 | string;\n\nexport const isStructProperty = (property: any): property is StructProperty => !Array.isArray(property) && property.type === 'StructProperty';\n\nexport type StructProperty = AbstractBaseProperty & {\n type: 'StructProperty';\n subtype: string;\n value: GENERIC_STRUCT_PROPERTY_VALUE;\n unk1?: number;\n unk2?: number;\n unk3?: number;\n unk4?: number;\n};\n\nexport namespace StructProperty {\n\n export const Parse = (reader: ContextReader, ueType: string, index: number, size: number): StructProperty => {\n const subtype = reader.readString();\n const guidInfo = GUIDInfo.read(reader);\n\n const struct: StructProperty = {\n ...AbstractBaseProperty.Create({ index, ueType, guidInfo, type: '' }),\n type: 'StructProperty',\n value: { values: [] },\n subtype\n };\n\n const unk1 = reader.readInt32();\n if (unk1 !== 0) {\n struct.unk1 = unk1;\n }\n\n const unk2 = reader.readInt32();\n if (unk2 !== 0) {\n struct.unk2 = unk2;\n }\n\n const unk3 = reader.readInt32();\n if (unk3 !== 0) {\n struct.unk3 = unk3;\n }\n\n const unk4 = reader.readInt32();\n if (unk4 !== 0) {\n struct.unk4 = unk4;\n }\n\n const before = reader.getBufferPosition();\n struct.value = ParseValue(reader, struct.subtype, size);\n const readBytes = reader.getBufferPosition() - before;\n if (readBytes !== size) {\n if (size - readBytes === 4) {\n // U8, fine\n reader.skipBytes(size - readBytes);\n } else {\n throw new Error(`possibly corrupt. Read ${readBytes} for StructProperty Content of ${struct.subtype}, but ${size} were indicated.`);\n }\n }\n\n return struct;\n }\n\n export const ParseValue = (reader: ContextReader, subtype: string, size: number): GENERIC_STRUCT_PROPERTY_VALUE => {\n\n let value: GENERIC_STRUCT_PROPERTY_VALUE;\n\n switch (subtype) {\n case 'Color':\n value = col4.ParseBGRA(reader);\n break;\n\n case 'IntPoint':\n value = reader.readInt64().toString();\n break;\n\n case 'LinearColor':\n value = col4.ParseRGBA(reader);\n break;\n\n case 'Vector':\n case 'Rotator':\n case 'Vector2D':\n value = (reader.context.saveVersion >= SaveCustomVersion.UnrealEngine5) ? vec3.Parse(reader) : vec3.ParseF(reader);\n break;\n\n case 'Quat':\n case 'Vector4':\n case 'Vector4D':\n value = (reader.context.saveVersion >= SaveCustomVersion.UnrealEngine5) ? vec4.Parse(reader) : vec4.ParseF(reader);\n break;\n\n case 'Box':\n value = ((size === 25) ? {\n min: vec3.ParseF(reader),\n max: vec3.ParseF(reader),\n isValid: reader.readByte() >= 1\n } : {\n min: vec3.Parse(reader),\n max: vec3.Parse(reader),\n isValid: reader.readByte() >= 1\n }) satisfies BoxStructPropertyValue;\n break;\n\n case 'RailroadTrackPosition':\n value = {\n root: reader.readString(),\n instanceName: reader.readString(),\n offset: reader.readFloat32(),\n forward: reader.readFloat32()\n };\n break;\n\n case 'TimerHandle':\n value = reader.readString();\n break;\n\n case 'Guid':\n value = GUID.read(reader);\n break;\n\n case 'ClientIdentityInfo':\n const offlineId = reader.readString();\n const numAccountIds = reader.readInt32();\n\n const accountIds: Record<number, number[]> = {};\n for (let i = 0; i < numAccountIds; i++) {\n const platformFlagMaybe = reader.readByte(); // 1 for Epic, 6 for steam ? Only seen 1s and 6s so far.\n const idSize = reader.readInt32();\n const accountId = Array.from(reader.readBytes(idSize));\n accountIds[platformFlagMaybe] = accountId;\n }\n\n value = {\n offlineId,\n accountIds\n } satisfies ClientIdentityInfo;\n break;\n\n case 'InventoryItem':\n const before = reader.getBufferPosition();\n\n value = {\n itemReference: ObjectReference.read(reader)\n } satisfies InventoryItemStructPropertyValue;\n\n // inventory items have potentially an item state. but not before explicit version\n if (reader.context.saveVersion >= SaveCustomVersion.RefactoredInventoryItemState) {\n value.itemState = FGDynamicStruct.Parse(reader);\n } else {\n value.legacyItemStateActor = ObjectReference.read(reader);\n }\n\n break;\n\n case 'FluidBox':\n value = {\n value: reader.readFloat32()\n };\n break;\n\n case 'SlateBrush':\n value = reader.readString();\n break;\n\n case 'DateTime':\n value = reader.readInt64().toString();\n break;\n\n // MODS\n case 'FICFrameRange': // https://github.com/Panakotta00/FicsIt-Cam/blob/master/Source/FicsItCam/Public/Data/FICTypes.h#35\n value = FICFrameRange.Parse(reader);\n break;\n\n default:\n //TODO: use buildversion\n value = DynamicStructPropertyValue.read(reader, subtype);\n }\n\n return value;\n }\n\n export const CalcOverhead = (property: StructProperty): number => {\n return property.subtype.length + 5 + 4 + 4 + 4 + 4 + 1;\n }\n\n export const Serialize = (writer: ContextWriter, property: StructProperty): void => {\n writer.writeString(property.subtype);\n GUIDInfo.write(writer, property.guidInfo);\n\n writer.writeInt32(property.unk1 ?? 0);\n writer.writeInt32(property.unk2 ?? 0);\n writer.writeInt32(property.unk3 ?? 0);\n writer.writeInt32(property.unk4 ?? 0);\n\n StructProperty.SerializeValue(writer, property.subtype, property.value);\n }\n\n export const SerializeValue = (writer: ContextWriter, subtype: string, value: GENERIC_STRUCT_PROPERTY_VALUE): void => {\n\n switch (subtype) {\n case 'Color':\n value = value as col4;\n col4.SerializeBGRA(writer, value);\n break;\n\n case 'IntPoint':\n writer.writeInt64(BigInt(value as string))\n break;\n\n case 'LinearColor':\n value = value as col4;\n col4.SerializeRGBA(writer, value);\n break;\n\n case 'Vector':\n case 'Rotator':\n case 'Vector2D':\n value = value as vec3;\n if (writer.context.saveVersion >= SaveCustomVersion.UnrealEngine5) {\n vec3.Serialize(writer, value);\n } else {\n vec3.SerializeF(writer, value);\n }\n break;\n\n case 'Quat':\n case 'Vector4':\n case 'Vector4D':\n value = value as vec4;\n if (writer.context.saveVersion >= SaveCustomVersion.UnrealEngine5) {\n vec4.Serialize(writer, value as vec4);\n } else {\n vec4.SerializeF(writer, value as vec4);\n }\n break;\n\n case 'Box':\n value = value as BoxStructPropertyValue;\n vec3.Serialize(writer, value.min);\n vec3.Serialize(writer, value.max);\n writer.writeByte(value.isValid ? 1 : 0);\n break;\n\n case 'RailroadTrackPosition':\n value = value as RailroadTrackPositionStructPropertyValue;\n writer.writeString(value.root);\n writer.writeString(value.instanceName);\n writer.writeFloat32(value.offset);\n writer.writeFloat32(value.forward);\n break;\n\n case 'TimerHandle':\n value = value as string;\n writer.writeString(value);\n break;\n\n case 'Guid':\n GUID.write(writer, value as GUID);\n break;\n\n case 'ClientIdentityInfo':\n value = value as ClientIdentityInfo;\n writer.writeString(value.offlineId);\n writer.writeInt32(Object.values(value.accountIds).length);\n for (const [platformFlagMaybe, accountId] of Object.entries(value.accountIds)) {\n writer.writeByte(Number(platformFlagMaybe));\n writer.writeInt32(accountId.length);\n writer.writeBytesArray(accountId);\n }\n\n break;\n\n case 'InventoryItem':\n value = value as InventoryItemStructPropertyValue;\n ObjectReference.write(writer, value.itemReference);\n\n if (writer.context.saveVersion >= SaveCustomVersion.RefactoredInventoryItemState) {\n FGDynamicStruct.Serialize(writer, value.itemState!);\n } else {\n ObjectReference.write(writer, value.legacyItemStateActor!);\n }\n break;\n\n case 'FluidBox':\n value = value as BasicStructPropertyValue;\n writer.writeFloat32(value.value);\n break;\n\n case 'SlateBrush':\n value = value as string;\n writer.writeString(value);\n break;\n\n case 'DateTime':\n value = value as string;\n writer.writeInt64(BigInt(value));\n break;\n\n // MODS\n case 'FICFrameRange': // https://github.com/Panakotta00/FicsIt-Cam/blob/master/Source/FicsItCam/Public/Data/FICTypes.h#35\n value = value as FICFrameRange;\n FICFrameRange.Serialize(writer, value);\n break;\n\n default:\n //TODO: use buildversion\n value = value as DynamicStructPropertyValue;\n DynamicStructPropertyValue.write(writer, value);\n }\n }\n}\n\n\n"]}
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"readable-stream-parser.d.ts","sourceRoot":"","sources":["../../../../src/parser/stream/reworked/readable-stream-parser.ts"],"names":[],"mappings":"AAAA,OAAO,EAAmB,cAAc,EAAmC,MAAM,YAAY,CAAC;AAwD9F,qBAAa,oBAAoB;IAEhC,OAAO,CAAC,MAAM,CAAC,kCAAkC,CAgC/C;IAUF,OAAc,kCAAkC,SACzC,MAAM,SACL,eAAe,YACZ,OAAO,CAAC;QACjB,sBAAsB,EAAE,CAAC,MAAM,EAAE,eAAe,KAAK,IAAI,CAAC;QAC1D,UAAU,EAAE,CAAC,QAAQ,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE,MAAM,KAAK,IAAI,CAAA;KACxD,CAAC;;8BAkC+B,OAAO,CAAC,IAAI,CAAC;MA+D9C;IAGD,OAAO,CAAC,MAAM,CAAC,mBAAmB,CASjC;mBAEoB,eAAe;CAyIpC"}
@@ -4,6 +4,7 @@ Object.defineProperty(exports, "__esModule", { value: true });
4
4
  exports.ReadableStreamParser = void 0;
5
5
  const web_1 = require("stream/web");
6
6
  const parser_error_1 = require("../../error/parser.error");
7
+ const level_to_destroyed_actors_map_1 = require("../../satisfactory/save/level-to-destroyed-actors-map");
7
8
  const level_class_1 = require("../../satisfactory/save/level.class");
8
9
  const object_references_list_1 = require("../../satisfactory/save/object-references-list");
9
10
  const satisfactory_save_1 = require("../../satisfactory/save/satisfactory-save");
@@ -54,6 +55,7 @@ class ReadableStreamParser {
54
55
  reader.onProgressCallback(reader.getBufferProgress(), `reading pack of ${levelCount + 1} levels.`);
55
56
  let writtenTotalObjectsSinceConsumerSync = 0;
56
57
  let collectables = [];
58
+ let destroyedActorsMap = {};
57
59
  for (let j = 0; j <= levelCount; j++) {
58
60
  let levelName = (j === levelCount) ? '' + mapName : reader.readString();
59
61
  if (j % 500 === 0) {
@@ -79,7 +81,12 @@ class ReadableStreamParser {
79
81
  if (countObjectHeaders === totalReadObjectsInLevel + objects.length) {
80
82
  const bytesLeft = afterAllHeaders - reader.getBufferPosition();
81
83
  if (bytesLeft > 0) {
82
- collectables = object_references_list_1.ObjectReferencesList.ReadList(reader);
84
+ if (levelName === reader.context.mapName) {
85
+ destroyedActorsMap = level_to_destroyed_actors_map_1.LevelToDestroyedActorsMap.read(reader);
86
+ }
87
+ else {
88
+ collectables = object_references_list_1.ObjectReferencesList.ReadList(reader);
89
+ }
83
90
  }
84
91
  }
85
92
  if (totalReadObjectsInLevel === 0) {
@@ -118,17 +125,7 @@ class ReadableStreamParser {
118
125
  }
119
126
  }
120
127
  if (levelName === reader.context.mapName) {
121
- const entriesCount = reader.readInt32();
122
- const destroyedActorsMap = {};
123
- for (let i = 0; i < entriesCount; i++) {
124
- const levelName = reader.readString();
125
- const destroyedActors = [];
126
- const destroyedActorsCount = reader.readInt32();
127
- for (let j = 0; j < destroyedActorsCount; j++) {
128
- destroyedActors.push(ObjectReference_1.ObjectReference.read(reader));
129
- }
130
- destroyedActorsMap[levelName] = destroyedActors;
131
- }
128
+ destroyedActorsMap = level_to_destroyed_actors_map_1.LevelToDestroyedActorsMap.read(reader);
132
129
  await write(`"destroyedActorsMap": ${JSON.stringify(destroyedActorsMap)}, `, false);
133
130
  }
134
131
  await write('"collectables": [', false);
@@ -1 +1 @@
1
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{ QueuingStrategy, ReadableStream, ReadableStreamDefaultController } from \"stream/web\";\nimport { UnsupportedVersionError } from '../../error/parser.error';\nimport { Level } from '../../satisfactory/save/level.class';\nimport { ObjectReferencesList } from '../../satisfactory/save/object-references-list';\nimport { SatisfactorySave } from \"../../satisfactory/save/satisfactory-save\";\nimport { SatisfactorySaveHeader } from '../../satisfactory/save/satisfactory-save-header';\nimport { ChunkCompressionInfo } from \"../../satisfactory/save/save-body-chunks\";\nimport { SaveCustomVersion } from '../../satisfactory/save/save-custom-version';\nimport { Grids, SaveBodyValidation, SaveReader } from '../../satisfactory/save/save-reader';\nimport { ObjectReference } from '../../satisfactory/types/structs/ObjectReference';\n\nconst DEFAULT_BYTE_HIGHWATERMARK = 1024 * 1024 * 200;\t// 200MiB\nconst createStringLengthQueuingStrategy = (highWaterMark: number = DEFAULT_BYTE_HIGHWATERMARK / 4): QueuingStrategy<string> => ({\n\thighWaterMark,\n\tsize: (chunk: string | undefined) => {\n\t\tif (chunk === undefined) {\n\t\t\treturn 0;\n\t\t}\n\t\treturn chunk.length;\n\t}\n});\n\nclass SimpleWaitForConsumerLock {\n\tlocked: boolean = false;\n\tunlockWasCalledInTheMeantime: boolean = false;\n\texecutionFn: (() => void) | undefined = undefined;\n\n\t/** activate lock and set function to execute on unlock.\n\t * If at least 1 unlock was called before this call, immediately unlock.\n\t */\n\tpublic lock(executionFn: () => void) {\n\t\tthis.executionFn = executionFn;\n\t\tthis.locked = true;\n\t\tif (this.unlockWasCalledInTheMeantime) {\n\t\t\tthis.unlock();\n\t\t}\n\t}\n\n\t/**\n\t * unlock and execute stored function if present.\n\t */\n\tpublic unlock() {\n\t\tthis.locked = false;\n\t\tif (this.executionFn) {\n\t\t\tthis.executionFn();\n\t\t\tthis.executionFn = undefined;\n\t\t} else {\n\t\t\tthis.unlockWasCalledInTheMeantime = true;\n\t\t}\n\t}\n};\n\n/**\n * Creates a ReadableStream from Binary file, that actually waits until the reading operator has caught up before it pushes more.\n */\nexport class ReadableStreamParser {\n\n\tprivate static CreateReadableStreamForParsingSave = (\n\t\tonStart: (controller: ReadableStreamDefaultController<string>) => void,\n\t\tonCancel: (reason: any) => void,\n\t\tonPullRequest: (desiredSize: number) => void,\n\t\thighWaterMark = DEFAULT_BYTE_HIGHWATERMARK / 4\n\t) => {\n\t\tlet ourController: ReadableStreamDefaultController<string> | null = null;\n\t\tconst stream = new ReadableStream<string>({\n\t\t\tstart: (controller: ReadableStreamDefaultController<string>) => {\n\t\t\t\tourController = controller;\n\t\t\t\tonStart(ourController);\n\t\t\t},\n\t\t\tpull: (controller: ReadableStreamDefaultController<string>) => {\n\t\t\t\tonPullRequest(ourController!.desiredSize ?? 1);\n\t\t\t},\n\t\t\tcancel: (reason) => {\n\t\t\t\tconsole.warn('parsing stream was canceled!', reason);\n\t\t\t\tif (ourController !== null) {\n\t\t\t\t\tourController.close();\n\t\t\t\t}\n\t\t\t\tonCancel(reason);\n\t\t\t}\n\t\t}, createStringLengthQueuingStrategy(highWaterMark));\n\n\t\t// create handle to close source.\n\t\tconst finish = () => {\n\t\t\tif (ourController !== null) {\n\t\t\t\tourController?.close();\n\t\t\t}\n\t\t}\n\n\t\treturn { stream, controller: ourController!, finish };\n\t};\n\n\t/**\n\t * the more elegant way to parse saves, instead of using the plain ParseSave. Since streaming will not hold the converted JSON in memory at once.\n\t * @param name the save name\n\t * @param bytes the save file as UInt8Array\n\t * @param onDecompressedSaveBody a callback to report back on the decompressed binary save body.\n\t * @param onProgress a callback to report back on the parsing progress. Optionally contains a message.\n\t * @returns a WHATWG compliant readable stream of strings (They are valid JSON and represent a {@link SatisfactorySave} object). And a method to actually start the streaming for more precise control.\n\t */\n\tpublic static CreateReadableStreamFromSaveToJson = (\n\t\tname: string,\n\t\tbytes: ArrayBufferLike,\n\t\toptions?: Partial<{\n\t\t\tonDecompressedSaveBody: (buffer: ArrayBufferLike) => void,\n\t\t\tonProgress: (progress: number, message?: string) => void\n\t\t}>\n\t) => {\n\n\t\t// create a simple lock to sync with consumer of the stream. Aka handle backpressure.\n\t\tconst waitForConsumerLock = new SimpleWaitForConsumerLock();\n\t\tconst waitForConsumer = async () => {\n\t\t\treturn new Promise<void>((resolve, reject) => {\n\t\t\t\twaitForConsumerLock.lock(resolve);\n\t\t\t});\n\t\t}\n\n\t\tconst { stream, controller, finish } = ReadableStreamParser.CreateReadableStreamForParsingSave(\n\t\t\t(controller) => {\n\t\t\t\t//startStreaming();\n\t\t\t},\n\t\t\t(reason) => { },\n\t\t\t(desiredSize) => {\n\t\t\t\t// consumer (to be more correct, the internal buffer!) is ready, unlock syncing lock.\n\t\t\t\twaitForConsumerLock.unlock();\n\t\t\t},\n\t\t);\n\n\t\t/**\n\t\t * pushes a value into the readable stream. Optionally waits for the \"pull\" signal of the stream before writing.\n\t\t * @param value the value to write\n\t\t * @param waitForConsumerToBeReady whether the process should wait until the \"pull\" signal of the stream.\n\t\t */\n\t\tconst write = async (value: string, waitForConsumerToBeReady = true): Promise<void> => {\n\t\t\tif (waitForConsumerToBeReady) {\n\t\t\t\tawait waitForConsumer();\n\t\t\t}\n\t\t\tcontroller.enqueue(value);\n\t\t}\n\n\t\tconst startStreaming = async (): Promise<void> => {\n\n\t\t\tconst reader = new SaveReader(bytes, options?.onProgress);\n\n\t\t\t// read header\n\t\t\tconst header = SatisfactorySaveHeader.Parse(reader);\n\t\t\tconst save = new SatisfactorySave(name, header);\n\n\t\t\t// guard save version\n\t\t\tconst roughSaveVersion = SaveReader.GetRoughSaveVersion(header.saveVersion);\n\t\t\tif (roughSaveVersion === '<U6') {\n\t\t\t\tthrow new UnsupportedVersionError('Game Version < U6 is not supported in the parser. Please save the file in a newer game version.');\n\t\t\t}\n\n\t\t\t// inflate chunks\n\t\t\tconst inflateResult = reader.inflateChunks();\n\t\t\tsave.compressionInfo = inflateResult.compressionInfo;\n\n\t\t\t// call callback on decompressed save body\n\t\t\tif (options?.onDecompressedSaveBody !== undefined) {\n\t\t\t\toptions.onDecompressedSaveBody(reader.getBuffer());\n\t\t\t}\n\n\t\t\tlet gridHash = save.gridHash;\n\t\t\tlet grids = save.grids;\n\t\t\tif (reader.context.saveVersion >= SaveCustomVersion.IntroducedWorldPartition) {\n\t\t\t\t// grid hash i guess\n\t\t\t\tgridHash = reader.readSaveBodyHash();\n\n\t\t\t\t// parse grids\n\t\t\t\tgrids = reader.readGrids();\n\t\t\t}\n\n\t\t\tawait ReadableStreamParser.WriteHeaderAndGrids(write, name, inflateResult.compressionInfo, header, grids, gridHash);\n\n\t\t\t// parse levels\n\t\t\tawait ReadableStreamParser.ReadWriteLevels(write, reader, save.header.mapName, save.header.buildVersion);\n\t\t\tawait write(`}`, false);\n\n\t\t\t// unresolved data\n\t\t\tconst countUnresolvedWorldSaveData = reader.readInt32();\n\t\t\tif (countUnresolvedWorldSaveData) {\n\t\t\t\tsave.unresolvedWorldSaveData = [];\n\t\t\t\tfor (let i = 0; i < countUnresolvedWorldSaveData; i++) {\n\t\t\t\t\tsave.unresolvedWorldSaveData.push(ObjectReference.read(reader));\n\t\t\t\t}\n\t\t\t\tawait write(`, \"unresolvedWorldSaveData\": ${JSON.stringify(save.unresolvedWorldSaveData)} `, false);\n\t\t\t}\n\n\t\t\tif (save.name !== undefined) {\n\t\t\t\tawait write(`, \"name\": \"${save.name}\" `, false);\n\t\t\t}\n\n\t\t\tif (options?.onProgress !== undefined) {\n\t\t\t\toptions.onProgress(1, 'finished parsing.');\n\t\t\t}\n\n\t\t\t// close save object.\n\t\t\tawait write(`}`, true);\n\t\t\tfinish();\n\t\t};\n\n\t\treturn { stream, startStreaming };\n\t}\n\n\n\tprivate static WriteHeaderAndGrids = async (\n\t\twrite: (value: string, waitTilConsumingEndIsReady?: boolean) => Promise<void>,\n\t\tname: string,\n\t\tcompressionInfo: ChunkCompressionInfo,\n\t\theader: SatisfactorySaveHeader,\n\t\tgrids: Grids,\n\t\tgridHash: SaveBodyValidation\n\t) => {\n\t\treturn write(`{\"header\": ${JSON.stringify(header)}, \"name\": \"${name}\", \"compressionInfo\": ${JSON.stringify(compressionInfo)}, \"gridHash\": ${JSON.stringify(gridHash)}, \"grids\": ${JSON.stringify(grids)}, \"levels\": {`, false);\n\t}\n\n\tprivate static async ReadWriteLevels(\n\t\twrite: (value: string, waitTilConsumingEndIsReady?: boolean) => Promise<void>,\n\t\treader: SaveReader,\n\t\tmapName: string,\n\t\tbuildVersion: number,\n\t): Promise<void> {\n\n\t\tconst batchingSizeOfObjects = 1000;\n\t\tconst thresholdOfWrittenObjectsUntilWaitingForConsumerAgain = 3 * batchingSizeOfObjects;\n\n\t\tconst levelCount = reader.readInt32();\n\t\treader.onProgressCallback(reader.getBufferProgress(), `reading pack of ${levelCount + 1} levels.`);\n\n\t\tlet writtenTotalObjectsSinceConsumerSync = 0;\n\t\tlet collectables: ObjectReference[] = [];\n\t\tfor (let j = 0; j <= levelCount; j++) {\n\t\t\tlet levelName = (j === levelCount) ? '' + mapName : reader.readString();\n\n\t\t\tif (j % 500 === 0) {\n\t\t\t\treader.onProgressCallback(reader.getBufferProgress(), `reading level [${(j + 1)}/${(levelCount + 1)}] ${levelName}`);\n\t\t\t}\n\n\t\t\t// we will intentionally NOT wait for next pull request, since these few characters don't make waiting useful.\n\t\t\tawait write(`${j > 0 ? ', ' : ''}\"${levelName}\": {\"name\": \"${levelName}\", \"objects\": [`, false);\n\n\n\t\t\t// object headers\n\t\t\tconst headersBinLen = reader.readInt32(); // object headers + destroyed colelctables\n\t\t\tif (reader.context.saveVersion >= SaveCustomVersion.UnrealEngine5) {\n\t\t\t\treader.readInt32Zero();\n\t\t\t}\n\n\t\t\tconst posBeforeHeaders = reader.getBufferPosition();\n\t\t\tconst afterAllHeaders = posBeforeHeaders + headersBinLen;\n\t\t\tlet countObjectHeaders = reader.readInt32();\n\n\t\t\tlet totalReadObjectsInLevel = 0;\n\t\t\tlet writtenObjectsInLevel = 0;\n\t\t\tlet afterHeadersOfBatch = reader.getBufferPosition();\t// at first no batch is read.\n\t\t\tlet afterObjectsOfBatch = -1;\n\n\t\t\tdo {\n\n\t\t\t\t// jump to after last read batch\n\t\t\t\treader.skipBytes(afterHeadersOfBatch - reader.getBufferPosition());\n\n\t\t\t\t// read batch\n\t\t\t\tconst objectCountToRead = Math.min(countObjectHeaders - totalReadObjectsInLevel, batchingSizeOfObjects);\n\t\t\t\tconst objects = Level.ReadNObjectHeaders(reader, objectCountToRead);\n\n\t\t\t\tafterHeadersOfBatch = reader.getBufferPosition();\n\n\n\t\t\t\t// after headers, there MAY be destroyed entities. don't have to.\n\t\t\t\t// But either way, we can safely ignore them.\n\t\t\t\tif (countObjectHeaders === totalReadObjectsInLevel + objects.length) {\n\t\t\t\t\tconst bytesLeft = afterAllHeaders - reader.getBufferPosition();\n\t\t\t\t\tif (bytesLeft > 0) {\n\t\t\t\t\t\tcollectables = ObjectReferencesList.ReadList(reader);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\n\t\t\t\tif (totalReadObjectsInLevel === 0) {\n\n\t\t\t\t\t// jump to after all headers\n\t\t\t\t\treader.skipBytes(afterAllHeaders - reader.getBufferPosition());\n\n\t\t\t\t\tconst objectContentsBinLen = reader.readInt32();\n\t\t\t\t\tif (reader.context.saveVersion >= SaveCustomVersion.UnrealEngine5) {\n\t\t\t\t\t\treader.readInt32Zero();\n\t\t\t\t\t}\n\n\t\t\t\t\tconst posBeforeContents = reader.getBufferPosition();\n\t\t\t\t\tconst countEntities = reader.readInt32();\n\t\t\t\t\tafterObjectsOfBatch = reader.getBufferPosition();\t// at first no batch is read.\n\t\t\t\t} else {\n\t\t\t\t\treader.skipBytes(afterObjectsOfBatch - reader.getBufferPosition());\n\t\t\t\t}\n\n\t\t\t\tLevel.ReadNObjectContents(reader, objectCountToRead, objects, 0, buildVersion);\n\t\t\t\tafterObjectsOfBatch = reader.getBufferPosition();\n\n\t\t\t\ttotalReadObjectsInLevel += objectCountToRead;\n\t\t\t\tif (countObjectHeaders > 10000 && totalReadObjectsInLevel % 10000 === 0) {\n\t\t\t\t\treader.onProgressCallback(reader.getBufferProgress(), `read object count [${(totalReadObjectsInLevel + 1)}/${(countObjectHeaders + 1)}] in level ${levelName}`);\n\t\t\t\t}\n\n\t\t\t\t// we should wait even if the objects of many levels accumulate to several hundred.\n\t\t\t\tlet shouldWait = false;\n\t\t\t\tif (writtenTotalObjectsSinceConsumerSync >= thresholdOfWrittenObjectsUntilWaitingForConsumerAgain) {\n\t\t\t\t\t// will wait til consumer catches up. Because we wrote ${writtenTotalObjectsSinceConsumerSync} objects without waiting.\n\t\t\t\t\tshouldWait = true;\n\t\t\t\t\twrittenTotalObjectsSinceConsumerSync = 0;\n\t\t\t\t}\n\t\t\t\tawait write(`${writtenObjectsInLevel > 0 ? ', ' : ''}${objects.map(obj => JSON.stringify(obj)).join(', ')}`, shouldWait);\n\t\t\t\twrittenTotalObjectsSinceConsumerSync += objectCountToRead;\n\t\t\t\twrittenObjectsInLevel += objectCountToRead;\n\n\t\t\t} while (totalReadObjectsInLevel < countObjectHeaders)\n\n\n\t\t\tawait write('], ', false);\n\n\t\t\t// only NOT in the persistent level, we have saveVersion\n\t\t\tif (levelName !== reader.context.mapName) {\n\t\t\t\tif (reader.context.saveVersion >= SaveCustomVersion.SerializePerStreamableLevelTOCVersion) {\n\t\t\t\t\tconst saveCustomVersion = reader.readInt32();\n\t\t\t\t\tawait write(`\"saveCustomVersion\": ${saveCustomVersion}, `, false);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// only in persistent level, we have LevelToDestroyedActorsMap\n\t\t\tif (levelName === reader.context.mapName) {\n\t\t\t\tconst entriesCount = reader.readInt32();\n\t\t\t\tconst destroyedActorsMap: { [levelName: string]: ObjectReference[] } = {};\n\t\t\t\tfor (let i = 0; i < entriesCount; i++) {\n\t\t\t\t\tconst levelName = reader.readString();\n\t\t\t\t\tconst destroyedActors: ObjectReference[] = [];\n\t\t\t\t\tconst destroyedActorsCount = reader.readInt32();\n\t\t\t\t\tfor (let j = 0; j < destroyedActorsCount; j++) {\n\t\t\t\t\t\tdestroyedActors.push(ObjectReference.read(reader));\n\t\t\t\t\t}\n\t\t\t\t\tdestroyedActorsMap[levelName] = destroyedActors;\n\t\t\t\t}\n\t\t\t\tawait write(`\"destroyedActorsMap\": ${JSON.stringify(destroyedActorsMap)}, `, false);\n\t\t\t}\n\n\t\t\tawait write('\"collectables\": [', false);\n\n\t\t\t// only NOT in the persistent level, we have 2nd collectables.\n\t\t\tif (levelName !== reader.context.mapName) {\n\t\t\t\tcollectables = ObjectReferencesList.ReadList(reader);\n\t\t\t}\n\n\t\t\tawait write(`${collectables.map(obj => JSON.stringify(obj)).join(', ')}`, true);\n\n\t\t\tawait write(']', false);\n\t\t\tawait write('}', false);\n\t\t}\n\t}\n}"]}
1
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{ QueuingStrategy, ReadableStream, ReadableStreamDefaultController } from \"stream/web\";\nimport { UnsupportedVersionError } from '../../error/parser.error';\nimport { LevelToDestroyedActorsMap } from '../../satisfactory/save/level-to-destroyed-actors-map';\nimport { Level } from '../../satisfactory/save/level.class';\nimport { ObjectReferencesList } from '../../satisfactory/save/object-references-list';\nimport { SatisfactorySave } from \"../../satisfactory/save/satisfactory-save\";\nimport { SatisfactorySaveHeader } from '../../satisfactory/save/satisfactory-save-header';\nimport { ChunkCompressionInfo } from \"../../satisfactory/save/save-body-chunks\";\nimport { SaveCustomVersion } from '../../satisfactory/save/save-custom-version';\nimport { Grids, SaveBodyValidation, SaveReader } from '../../satisfactory/save/save-reader';\nimport { ObjectReference } from '../../satisfactory/types/structs/ObjectReference';\n\nconst DEFAULT_BYTE_HIGHWATERMARK = 1024 * 1024 * 200;\t// 200MiB\nconst createStringLengthQueuingStrategy = (highWaterMark: number = DEFAULT_BYTE_HIGHWATERMARK / 4): QueuingStrategy<string> => ({\n\thighWaterMark,\n\tsize: (chunk: string | undefined) => {\n\t\tif (chunk === undefined) {\n\t\t\treturn 0;\n\t\t}\n\t\treturn chunk.length;\n\t}\n});\n\nclass SimpleWaitForConsumerLock {\n\tlocked: boolean = false;\n\tunlockWasCalledInTheMeantime: boolean = false;\n\texecutionFn: (() => void) | undefined = undefined;\n\n\t/** activate lock and set function to execute on unlock.\n\t * If at least 1 unlock was called before this call, immediately unlock.\n\t */\n\tpublic lock(executionFn: () => void) {\n\t\tthis.executionFn = executionFn;\n\t\tthis.locked = true;\n\t\tif (this.unlockWasCalledInTheMeantime) {\n\t\t\tthis.unlock();\n\t\t}\n\t}\n\n\t/**\n\t * unlock and execute stored function if present.\n\t */\n\tpublic unlock() {\n\t\tthis.locked = false;\n\t\tif (this.executionFn) {\n\t\t\tthis.executionFn();\n\t\t\tthis.executionFn = undefined;\n\t\t} else {\n\t\t\tthis.unlockWasCalledInTheMeantime = true;\n\t\t}\n\t}\n};\n\n/**\n * Creates a ReadableStream from Binary file, that actually waits until the reading operator has caught up before it pushes more.\n */\nexport class ReadableStreamParser {\n\n\tprivate static CreateReadableStreamForParsingSave = (\n\t\tonStart: (controller: ReadableStreamDefaultController<string>) => void,\n\t\tonCancel: (reason: any) => void,\n\t\tonPullRequest: (desiredSize: number) => void,\n\t\thighWaterMark = DEFAULT_BYTE_HIGHWATERMARK / 4\n\t) => {\n\t\tlet ourController: ReadableStreamDefaultController<string> | null = null;\n\t\tconst stream = new ReadableStream<string>({\n\t\t\tstart: (controller: ReadableStreamDefaultController<string>) => {\n\t\t\t\tourController = controller;\n\t\t\t\tonStart(ourController);\n\t\t\t},\n\t\t\tpull: (controller: ReadableStreamDefaultController<string>) => {\n\t\t\t\tonPullRequest(ourController!.desiredSize ?? 1);\n\t\t\t},\n\t\t\tcancel: (reason) => {\n\t\t\t\tconsole.warn('parsing stream was canceled!', reason);\n\t\t\t\tif (ourController !== null) {\n\t\t\t\t\tourController.close();\n\t\t\t\t}\n\t\t\t\tonCancel(reason);\n\t\t\t}\n\t\t}, createStringLengthQueuingStrategy(highWaterMark));\n\n\t\t// create handle to close source.\n\t\tconst finish = () => {\n\t\t\tif (ourController !== null) {\n\t\t\t\tourController?.close();\n\t\t\t}\n\t\t}\n\n\t\treturn { stream, controller: ourController!, finish };\n\t};\n\n\t/**\n\t * the more elegant way to parse saves, instead of using the plain ParseSave. Since streaming will not hold the converted JSON in memory at once.\n\t * @param name the save name\n\t * @param bytes the save file as UInt8Array\n\t * @param onDecompressedSaveBody a callback to report back on the decompressed binary save body.\n\t * @param onProgress a callback to report back on the parsing progress. Optionally contains a message.\n\t * @returns a WHATWG compliant readable stream of strings (They are valid JSON and represent a {@link SatisfactorySave} object). And a method to actually start the streaming for more precise control.\n\t */\n\tpublic static CreateReadableStreamFromSaveToJson = (\n\t\tname: string,\n\t\tbytes: ArrayBufferLike,\n\t\toptions?: Partial<{\n\t\t\tonDecompressedSaveBody: (buffer: ArrayBufferLike) => void,\n\t\t\tonProgress: (progress: number, message?: string) => void\n\t\t}>\n\t) => {\n\n\t\t// create a simple lock to sync with consumer of the stream. Aka handle backpressure.\n\t\tconst waitForConsumerLock = new SimpleWaitForConsumerLock();\n\t\tconst waitForConsumer = async () => {\n\t\t\treturn new Promise<void>((resolve, reject) => {\n\t\t\t\twaitForConsumerLock.lock(resolve);\n\t\t\t});\n\t\t}\n\n\t\tconst { stream, controller, finish } = ReadableStreamParser.CreateReadableStreamForParsingSave(\n\t\t\t(controller) => {\n\t\t\t\t//startStreaming();\n\t\t\t},\n\t\t\t(reason) => { },\n\t\t\t(desiredSize) => {\n\t\t\t\t// consumer (to be more correct, the internal buffer!) is ready, unlock syncing lock.\n\t\t\t\twaitForConsumerLock.unlock();\n\t\t\t},\n\t\t);\n\n\t\t/**\n\t\t * pushes a value into the readable stream. Optionally waits for the \"pull\" signal of the stream before writing.\n\t\t * @param value the value to write\n\t\t * @param waitForConsumerToBeReady whether the process should wait until the \"pull\" signal of the stream.\n\t\t */\n\t\tconst write = async (value: string, waitForConsumerToBeReady = true): Promise<void> => {\n\t\t\tif (waitForConsumerToBeReady) {\n\t\t\t\tawait waitForConsumer();\n\t\t\t}\n\t\t\tcontroller.enqueue(value);\n\t\t}\n\n\t\tconst startStreaming = async (): Promise<void> => {\n\n\t\t\tconst reader = new SaveReader(bytes, options?.onProgress);\n\n\t\t\t// read header\n\t\t\tconst header = SatisfactorySaveHeader.Parse(reader);\n\t\t\tconst save = new SatisfactorySave(name, header);\n\n\t\t\t// guard save version\n\t\t\tconst roughSaveVersion = SaveReader.GetRoughSaveVersion(header.saveVersion);\n\t\t\tif (roughSaveVersion === '<U6') {\n\t\t\t\tthrow new UnsupportedVersionError('Game Version < U6 is not supported in the parser. Please save the file in a newer game version.');\n\t\t\t}\n\n\t\t\t// inflate chunks\n\t\t\tconst inflateResult = reader.inflateChunks();\n\t\t\tsave.compressionInfo = inflateResult.compressionInfo;\n\n\t\t\t// call callback on decompressed save body\n\t\t\tif (options?.onDecompressedSaveBody !== undefined) {\n\t\t\t\toptions.onDecompressedSaveBody(reader.getBuffer());\n\t\t\t}\n\n\t\t\tlet gridHash = save.gridHash;\n\t\t\tlet grids = save.grids;\n\t\t\tif (reader.context.saveVersion >= SaveCustomVersion.IntroducedWorldPartition) {\n\t\t\t\t// grid hash i guess\n\t\t\t\tgridHash = reader.readSaveBodyHash();\n\n\t\t\t\t// parse grids\n\t\t\t\tgrids = reader.readGrids();\n\t\t\t}\n\n\t\t\tawait ReadableStreamParser.WriteHeaderAndGrids(write, name, inflateResult.compressionInfo, header, grids, gridHash);\n\n\t\t\t// parse levels\n\t\t\tawait ReadableStreamParser.ReadWriteLevels(write, reader, save.header.mapName, save.header.buildVersion);\n\t\t\tawait write(`}`, false);\n\n\t\t\t// unresolved data\n\t\t\tconst countUnresolvedWorldSaveData = reader.readInt32();\n\t\t\tif (countUnresolvedWorldSaveData) {\n\t\t\t\tsave.unresolvedWorldSaveData = [];\n\t\t\t\tfor (let i = 0; i < countUnresolvedWorldSaveData; i++) {\n\t\t\t\t\tsave.unresolvedWorldSaveData.push(ObjectReference.read(reader));\n\t\t\t\t}\n\t\t\t\tawait write(`, \"unresolvedWorldSaveData\": ${JSON.stringify(save.unresolvedWorldSaveData)} `, false);\n\t\t\t}\n\n\t\t\tif (save.name !== undefined) {\n\t\t\t\tawait write(`, \"name\": \"${save.name}\" `, false);\n\t\t\t}\n\n\t\t\tif (options?.onProgress !== undefined) {\n\t\t\t\toptions.onProgress(1, 'finished parsing.');\n\t\t\t}\n\n\t\t\t// close save object.\n\t\t\tawait write(`}`, true);\n\t\t\tfinish();\n\t\t};\n\n\t\treturn { stream, startStreaming };\n\t}\n\n\n\tprivate static WriteHeaderAndGrids = async (\n\t\twrite: (value: string, waitTilConsumingEndIsReady?: boolean) => Promise<void>,\n\t\tname: string,\n\t\tcompressionInfo: ChunkCompressionInfo,\n\t\theader: SatisfactorySaveHeader,\n\t\tgrids: Grids,\n\t\tgridHash: SaveBodyValidation\n\t) => {\n\t\treturn write(`{\"header\": ${JSON.stringify(header)}, \"name\": \"${name}\", \"compressionInfo\": ${JSON.stringify(compressionInfo)}, \"gridHash\": ${JSON.stringify(gridHash)}, \"grids\": ${JSON.stringify(grids)}, \"levels\": {`, false);\n\t}\n\n\tprivate static async ReadWriteLevels(\n\t\twrite: (value: string, waitTilConsumingEndIsReady?: boolean) => Promise<void>,\n\t\treader: SaveReader,\n\t\tmapName: string,\n\t\tbuildVersion: number,\n\t): Promise<void> {\n\n\t\tconst batchingSizeOfObjects = 1000;\n\t\tconst thresholdOfWrittenObjectsUntilWaitingForConsumerAgain = 3 * batchingSizeOfObjects;\n\n\t\tconst levelCount = reader.readInt32();\n\t\treader.onProgressCallback(reader.getBufferProgress(), `reading pack of ${levelCount + 1} levels.`);\n\n\t\tlet writtenTotalObjectsSinceConsumerSync = 0;\n\t\tlet collectables: ObjectReference[] = [];\n\t\tlet destroyedActorsMap: LevelToDestroyedActorsMap = {};\n\t\tfor (let j = 0; j <= levelCount; j++) {\n\t\t\tlet levelName = (j === levelCount) ? '' + mapName : reader.readString();\n\n\t\t\tif (j % 500 === 0) {\n\t\t\t\treader.onProgressCallback(reader.getBufferProgress(), `reading level [${(j + 1)}/${(levelCount + 1)}] ${levelName}`);\n\t\t\t}\n\n\t\t\t// we will intentionally NOT wait for next pull request, since these few characters don't make waiting useful.\n\t\t\tawait write(`${j > 0 ? ', ' : ''}\"${levelName}\": {\"name\": \"${levelName}\", \"objects\": [`, false);\n\n\n\t\t\t// object headers\n\t\t\tconst headersBinLen = reader.readInt32(); // object headers + destroyed colelctables\n\t\t\tif (reader.context.saveVersion >= SaveCustomVersion.UnrealEngine5) {\n\t\t\t\treader.readInt32Zero();\n\t\t\t}\n\n\t\t\tconst posBeforeHeaders = reader.getBufferPosition();\n\t\t\tconst afterAllHeaders = posBeforeHeaders + headersBinLen;\n\t\t\tlet countObjectHeaders = reader.readInt32();\n\n\t\t\tlet totalReadObjectsInLevel = 0;\n\t\t\tlet writtenObjectsInLevel = 0;\n\t\t\tlet afterHeadersOfBatch = reader.getBufferPosition();\t// at first no batch is read.\n\t\t\tlet afterObjectsOfBatch = -1;\n\n\t\t\tdo {\n\n\t\t\t\t// jump to after last read batch\n\t\t\t\treader.skipBytes(afterHeadersOfBatch - reader.getBufferPosition());\n\n\t\t\t\t// read batch\n\t\t\t\tconst objectCountToRead = Math.min(countObjectHeaders - totalReadObjectsInLevel, batchingSizeOfObjects);\n\t\t\t\tconst objects = Level.ReadNObjectHeaders(reader, objectCountToRead);\n\n\t\t\t\tafterHeadersOfBatch = reader.getBufferPosition();\n\n\n\t\t\t\t// after headers, there MAY be destroyed entities. don't have to.\n\t\t\t\t// But either way, we can safely ignore them.\n\t\t\t\tif (countObjectHeaders === totalReadObjectsInLevel + objects.length) {\n\t\t\t\t\tconst bytesLeft = afterAllHeaders - reader.getBufferPosition();\n\t\t\t\t\tif (bytesLeft > 0) {\n\t\t\t\t\t\tif (levelName === reader.context.mapName) {\n\t\t\t\t\t\t\tdestroyedActorsMap = LevelToDestroyedActorsMap.read(reader);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tcollectables = ObjectReferencesList.ReadList(reader);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\n\t\t\t\tif (totalReadObjectsInLevel === 0) {\n\n\t\t\t\t\t// jump to after all headers\n\t\t\t\t\treader.skipBytes(afterAllHeaders - reader.getBufferPosition());\n\n\t\t\t\t\tconst objectContentsBinLen = reader.readInt32();\n\t\t\t\t\tif (reader.context.saveVersion >= SaveCustomVersion.UnrealEngine5) {\n\t\t\t\t\t\treader.readInt32Zero();\n\t\t\t\t\t}\n\n\t\t\t\t\tconst posBeforeContents = reader.getBufferPosition();\n\t\t\t\t\tconst countEntities = reader.readInt32();\n\t\t\t\t\tafterObjectsOfBatch = reader.getBufferPosition();\t// at first no batch is read.\n\t\t\t\t} else {\n\t\t\t\t\treader.skipBytes(afterObjectsOfBatch - reader.getBufferPosition());\n\t\t\t\t}\n\n\t\t\t\tLevel.ReadNObjectContents(reader, objectCountToRead, objects, 0, buildVersion);\n\t\t\t\tafterObjectsOfBatch = reader.getBufferPosition();\n\n\t\t\t\ttotalReadObjectsInLevel += objectCountToRead;\n\t\t\t\tif (countObjectHeaders > 10000 && totalReadObjectsInLevel % 10000 === 0) {\n\t\t\t\t\treader.onProgressCallback(reader.getBufferProgress(), `read object count [${(totalReadObjectsInLevel + 1)}/${(countObjectHeaders + 1)}] in level ${levelName}`);\n\t\t\t\t}\n\n\t\t\t\t// we should wait even if the objects of many levels accumulate to several hundred.\n\t\t\t\tlet shouldWait = false;\n\t\t\t\tif (writtenTotalObjectsSinceConsumerSync >= thresholdOfWrittenObjectsUntilWaitingForConsumerAgain) {\n\t\t\t\t\t// will wait til consumer catches up. Because we wrote ${writtenTotalObjectsSinceConsumerSync} objects without waiting.\n\t\t\t\t\tshouldWait = true;\n\t\t\t\t\twrittenTotalObjectsSinceConsumerSync = 0;\n\t\t\t\t}\n\t\t\t\tawait write(`${writtenObjectsInLevel > 0 ? ', ' : ''}${objects.map(obj => JSON.stringify(obj)).join(', ')}`, shouldWait);\n\t\t\t\twrittenTotalObjectsSinceConsumerSync += objectCountToRead;\n\t\t\t\twrittenObjectsInLevel += objectCountToRead;\n\n\t\t\t} while (totalReadObjectsInLevel < countObjectHeaders)\n\n\n\t\t\tawait write('], ', false);\n\n\t\t\t// only NOT in the persistent level, we have saveVersion\n\t\t\tif (levelName !== reader.context.mapName) {\n\t\t\t\tif (reader.context.saveVersion >= SaveCustomVersion.SerializePerStreamableLevelTOCVersion) {\n\t\t\t\t\tconst saveCustomVersion = reader.readInt32();\n\t\t\t\t\tawait write(`\"saveCustomVersion\": ${saveCustomVersion}, `, false);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// only in persistent level, we have LevelToDestroyedActorsMap\n\t\t\tif (levelName === reader.context.mapName) {\n\t\t\t\tdestroyedActorsMap = LevelToDestroyedActorsMap.read(reader);\n\t\t\t\tawait write(`\"destroyedActorsMap\": ${JSON.stringify(destroyedActorsMap)}, `, false);\n\t\t\t}\n\n\t\t\tawait write('\"collectables\": [', false);\n\n\t\t\t// only NOT in the persistent level, we have 2nd collectables.\n\t\t\tif (levelName !== reader.context.mapName) {\n\t\t\t\tcollectables = ObjectReferencesList.ReadList(reader);\n\t\t\t}\n\n\t\t\tawait write(`${collectables.map(obj => JSON.stringify(obj)).join(', ')}`, true);\n\n\t\t\tawait write(']', false);\n\t\t\tawait write('}', false);\n\t\t}\n\t}\n}"]}