@etothepii/satisfactory-file-parser 3.1.1 → 3.1.3

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Files changed (503) hide show
  1. package/.github/workflows/publish-jsr.yml +1 -2
  2. package/.github/workflows/tests.yml +1 -1
  3. package/CHANGELOG.md +14 -0
  4. package/GUIDE.md +7 -1
  5. package/README.md +3 -0
  6. package/build/parser/parser.d.ts.map +1 -1
  7. package/build/parser/parser.js +4 -4
  8. package/build/parser/parser.js.map +1 -1
  9. package/build/parser/satisfactory/save/save-reader.d.ts +5 -2
  10. package/build/parser/satisfactory/save/save-reader.d.ts.map +1 -1
  11. package/build/parser/satisfactory/save/save-reader.js +24 -14
  12. package/build/parser/satisfactory/save/save-reader.js.map +1 -1
  13. package/build/parser/satisfactory/save/save-writer.d.ts +2 -2
  14. package/build/parser/satisfactory/save/save-writer.d.ts.map +1 -1
  15. package/build/parser/satisfactory/save/save-writer.js +10 -7
  16. package/build/parser/satisfactory/save/save-writer.js.map +1 -1
  17. package/build/parser/satisfactory/types/property/generic/TextProperty.d.ts +2 -0
  18. package/build/parser/satisfactory/types/property/generic/TextProperty.d.ts.map +1 -1
  19. package/build/parser/satisfactory/types/property/generic/TextProperty.js +9 -1
  20. package/build/parser/satisfactory/types/property/generic/TextProperty.js.map +1 -1
  21. package/build/parser/satisfactory/types/structs/GUID.d.ts.map +1 -1
  22. package/build/parser/satisfactory/types/structs/GUID.js.map +1 -1
  23. package/build/parser/satisfactory/types/structs/GUIDInfo.d.ts.map +1 -1
  24. package/build/parser/satisfactory/types/structs/GUIDInfo.js.map +1 -1
  25. package/build/parser/satisfactory/types/structs/MD5Hash.d.ts.map +1 -1
  26. package/build/parser/satisfactory/types/structs/MD5Hash.js.map +1 -1
  27. package/build/parser/satisfactory/types/structs/ObjectReference.d.ts.map +1 -1
  28. package/build/parser/satisfactory/types/structs/ObjectReference.js.map +1 -1
  29. package/build/parser/satisfactory/types/structs/Transform.d.ts.map +1 -1
  30. package/build/parser/satisfactory/types/structs/Transform.js.map +1 -1
  31. package/build/parser/satisfactory/types/structs/col4.d.ts.map +1 -1
  32. package/build/parser/satisfactory/types/structs/col4.js.map +1 -1
  33. package/build/parser/satisfactory/types/structs/vec2.d.ts.map +1 -1
  34. package/build/parser/satisfactory/types/structs/vec2.js.map +1 -1
  35. package/build/parser/satisfactory/types/structs/vec3.d.ts.map +1 -1
  36. package/build/parser/satisfactory/types/structs/vec3.js.map +1 -1
  37. package/build/parser/satisfactory/types/structs/vec4.d.ts.map +1 -1
  38. package/build/parser/satisfactory/types/structs/vec4.js.map +1 -1
  39. package/build/parser/stream/reworked/readable-stream-parser.d.ts.map +1 -1
  40. package/build/parser/stream/reworked/readable-stream-parser.js +3 -2
  41. package/build/parser/stream/reworked/readable-stream-parser.js.map +1 -1
  42. package/docs/assets/search.js +1 -1
  43. package/docs/classes/BlueprintConfigReader.html +4 -4
  44. package/docs/classes/BlueprintConfigWriter.html +4 -4
  45. package/docs/classes/BlueprintReader.html +4 -4
  46. package/docs/classes/BlueprintWriter.html +4 -4
  47. package/docs/classes/CompressionLibraryError.html +2 -2
  48. package/docs/classes/CorruptBlueprintError.html +2 -2
  49. package/docs/classes/CorruptSaveError.html +2 -2
  50. package/docs/classes/Parser.html +6 -6
  51. package/docs/classes/ParserError.html +2 -2
  52. package/docs/classes/ReadableStreamParser.html +2 -2
  53. package/docs/classes/SatisfactorySave.html +2 -2
  54. package/docs/classes/SaveComponent.html +2 -2
  55. package/docs/classes/SaveEntity.html +2 -2
  56. package/docs/classes/SaveObject.html +2 -2
  57. package/docs/classes/SaveReader.html +5 -6
  58. package/docs/classes/SaveStreamJsonStringifier.html +2 -2
  59. package/docs/classes/SaveStreamWriter.html +2 -2
  60. package/docs/classes/SaveWriter.html +5 -6
  61. package/docs/classes/TimeoutError.html +2 -2
  62. package/docs/classes/UnimplementedError.html +2 -2
  63. package/docs/classes/UnsupportedVersionError.html +2 -2
  64. package/docs/enums/BlueprintConfigVersion.html +2 -2
  65. package/docs/enums/BlueprintHeaderVersion.html +2 -2
  66. package/docs/enums/CompressionAlgorithmCode.html +2 -2
  67. package/docs/enums/FactoryGameCustomVersion.html +2 -2
  68. package/docs/enums/RuntimeBuildableInstanceDataVersion.html +2 -2
  69. package/docs/enums/SaveCustomVersion.html +10 -10
  70. package/docs/enums/SaveHeaderType.html +2 -2
  71. package/docs/functions/AbstractBaseProperty.Create.html +1 -1
  72. package/docs/functions/ArrayProperty.CalcOverhead.html +1 -1
  73. package/docs/functions/ArrayProperty.Parse.html +1 -1
  74. package/docs/functions/ArrayProperty.Serialize.html +1 -1
  75. package/docs/functions/BlueprintConfig.Parse.html +1 -1
  76. package/docs/functions/BlueprintConfig.Serialize.html +1 -1
  77. package/docs/functions/BlueprintHeader.Parse.html +1 -1
  78. package/docs/functions/BlueprintHeader.Serialize.html +1 -1
  79. package/docs/functions/BoolArrayProperty.Parse.html +1 -1
  80. package/docs/functions/BoolArrayProperty.Serialize.html +1 -1
  81. package/docs/functions/BoolProperty.CalcOverhead.html +1 -1
  82. package/docs/functions/BoolProperty.Parse.html +1 -1
  83. package/docs/functions/BoolProperty.ReadValue.html +1 -1
  84. package/docs/functions/BoolProperty.Serialize.html +1 -1
  85. package/docs/functions/BoolProperty.SerializeValue.html +1 -1
  86. package/docs/functions/BuildableSubsystemSpecialProperties.Parse.html +1 -1
  87. package/docs/functions/BuildableSubsystemSpecialProperties.Serialize.html +1 -1
  88. package/docs/functions/BuildableTypeInstance.Parse.html +1 -1
  89. package/docs/functions/BuildableTypeInstance.Serialize.html +1 -1
  90. package/docs/functions/ByteArrayProperty.Parse.html +1 -1
  91. package/docs/functions/ByteArrayProperty.Serialize.html +1 -1
  92. package/docs/functions/ByteProperty.CalcOverhead.html +1 -1
  93. package/docs/functions/ByteProperty.Parse.html +1 -1
  94. package/docs/functions/ByteProperty.ReadValue.html +1 -1
  95. package/docs/functions/ByteProperty.Serialize.html +1 -1
  96. package/docs/functions/ByteProperty.SerializeValue.html +1 -1
  97. package/docs/functions/CircuitSpecialProperties.Parse.html +1 -1
  98. package/docs/functions/CircuitSpecialProperties.Serialize.html +1 -1
  99. package/docs/functions/ConveyorChainActorSpecialProperties.Parse.html +1 -1
  100. package/docs/functions/ConveyorChainActorSpecialProperties.Serialize.html +1 -1
  101. package/docs/functions/ConveyorSpecialProperties.Parse.html +1 -1
  102. package/docs/functions/ConveyorSpecialProperties.Serialize.html +1 -1
  103. package/docs/functions/DoubleArrayProperty.Parse.html +1 -1
  104. package/docs/functions/DoubleArrayProperty.Serialize.html +1 -1
  105. package/docs/functions/DoubleProperty.CalcOverhead.html +1 -1
  106. package/docs/functions/DoubleProperty.Parse.html +1 -1
  107. package/docs/functions/DoubleProperty.ReadValue.html +1 -1
  108. package/docs/functions/DoubleProperty.Serialize.html +1 -1
  109. package/docs/functions/DoubleProperty.SerializeValue.html +1 -1
  110. package/docs/functions/DynamicStructPropertyValue.read.html +1 -1
  111. package/docs/functions/DynamicStructPropertyValue.write.html +1 -1
  112. package/docs/functions/EmptySpecialProperties.Parse.html +1 -1
  113. package/docs/functions/EmptySpecialProperties.Serialize.html +1 -1
  114. package/docs/functions/EnumArrayProperty.Parse.html +1 -1
  115. package/docs/functions/EnumArrayProperty.Serialize.html +1 -1
  116. package/docs/functions/EnumProperty.CalcOverhead.html +1 -1
  117. package/docs/functions/EnumProperty.Parse.html +1 -1
  118. package/docs/functions/EnumProperty.ReadValue.html +1 -1
  119. package/docs/functions/EnumProperty.Serialize.html +1 -1
  120. package/docs/functions/EnumProperty.SerializeValue.html +1 -1
  121. package/docs/functions/FGDynamicStruct.Parse.html +1 -1
  122. package/docs/functions/FGDynamicStruct.Serialize.html +1 -1
  123. package/docs/functions/FICFrameRange.Parse.html +1 -1
  124. package/docs/functions/FICFrameRange.Serialize.html +1 -1
  125. package/docs/functions/FloatArrayProperty.Parse.html +1 -1
  126. package/docs/functions/FloatArrayProperty.Serialize.html +1 -1
  127. package/docs/functions/FloatProperty.CalcOverhead.html +1 -1
  128. package/docs/functions/FloatProperty.Parse.html +1 -1
  129. package/docs/functions/FloatProperty.ReadValue.html +1 -1
  130. package/docs/functions/FloatProperty.Serialize.html +1 -1
  131. package/docs/functions/FloatProperty.SerializeValue.html +1 -1
  132. package/docs/functions/GUID.read.html +1 -1
  133. package/docs/functions/GUID.write.html +1 -1
  134. package/docs/functions/GUIDInfo.read.html +1 -1
  135. package/docs/functions/GUIDInfo.write.html +1 -1
  136. package/docs/functions/Int32ArrayProperty.Parse.html +1 -1
  137. package/docs/functions/Int32ArrayProperty.Serialize.html +1 -1
  138. package/docs/functions/Int32Property.CalcOverhead.html +1 -1
  139. package/docs/functions/Int32Property.Parse.html +1 -1
  140. package/docs/functions/Int32Property.ReadValue.html +1 -1
  141. package/docs/functions/Int32Property.Serialize.html +1 -1
  142. package/docs/functions/Int32Property.SerializeValue.html +1 -1
  143. package/docs/functions/Int32SetProperty.Parse.html +1 -1
  144. package/docs/functions/Int32SetProperty.Serialize.html +1 -1
  145. package/docs/functions/Int64ArrayProperty.Parse.html +1 -1
  146. package/docs/functions/Int64ArrayProperty.Serialize.html +1 -1
  147. package/docs/functions/Int64Property.CalcOverhead.html +1 -1
  148. package/docs/functions/Int64Property.Parse.html +1 -1
  149. package/docs/functions/Int64Property.ReadValue.html +1 -1
  150. package/docs/functions/Int64Property.Serialize.html +1 -1
  151. package/docs/functions/Int64Property.SerializeValue.html +1 -1
  152. package/docs/functions/Int8Property.CalcOverhead.html +1 -1
  153. package/docs/functions/Int8Property.Parse.html +1 -1
  154. package/docs/functions/Int8Property.ReadValue.html +1 -1
  155. package/docs/functions/Int8Property.Serialize.html +1 -1
  156. package/docs/functions/Int8Property.SerializeValue.html +1 -1
  157. package/docs/functions/Level.ReadAllObjectContents.html +1 -1
  158. package/docs/functions/Level.ReadAllObjectHeaders.html +1 -1
  159. package/docs/functions/Level.ReadLevel.html +1 -1
  160. package/docs/functions/Level.ReadNObjectContents.html +1 -1
  161. package/docs/functions/Level.ReadNObjectHeaders.html +1 -1
  162. package/docs/functions/Level.SerializeAllObjectContents.html +1 -1
  163. package/docs/functions/Level.SerializeAllObjectHeaders.html +1 -1
  164. package/docs/functions/Level.SerializeLevel.html +1 -1
  165. package/docs/functions/LevelToDestroyedActorsMap.read.html +1 -1
  166. package/docs/functions/LevelToDestroyedActorsMap.write.html +1 -1
  167. package/docs/functions/MD5Hash.read.html +1 -1
  168. package/docs/functions/MD5Hash.write.html +1 -1
  169. package/docs/functions/MapProperty.CalcOverhead.html +1 -1
  170. package/docs/functions/MapProperty.Parse.html +1 -1
  171. package/docs/functions/MapProperty.Serialize.html +1 -1
  172. package/docs/functions/ObjectArrayProperty.Parse.html +1 -1
  173. package/docs/functions/ObjectArrayProperty.Serialize.html +1 -1
  174. package/docs/functions/ObjectProperty.CalcOverhead.html +1 -1
  175. package/docs/functions/ObjectProperty.Parse.html +1 -1
  176. package/docs/functions/ObjectProperty.ReadValue.html +1 -1
  177. package/docs/functions/ObjectProperty.Serialize.html +1 -1
  178. package/docs/functions/ObjectProperty.SerializeValue.html +1 -1
  179. package/docs/functions/ObjectReference.IsEqual.html +1 -1
  180. package/docs/functions/ObjectReference.read.html +1 -1
  181. package/docs/functions/ObjectReference.write.html +1 -1
  182. package/docs/functions/ObjectSetProperty.Parse.html +1 -1
  183. package/docs/functions/ObjectSetProperty.Serialize.html +1 -1
  184. package/docs/functions/ObjectsListSpecialProperties.Parse.html +1 -1
  185. package/docs/functions/ObjectsListSpecialProperties.Serialize.html +1 -1
  186. package/docs/functions/PlayerSpecialProperties.Parse.html +1 -1
  187. package/docs/functions/PlayerSpecialProperties.Serialize.html +1 -1
  188. package/docs/functions/PowerLineSpecialProperties.Parse.html +1 -1
  189. package/docs/functions/PowerLineSpecialProperties.Serialize.html +1 -1
  190. package/docs/functions/PropertiesList.ParseList.html +1 -1
  191. package/docs/functions/PropertiesList.ParseSingleProperty.html +1 -1
  192. package/docs/functions/PropertiesList.SerializeList.html +1 -1
  193. package/docs/functions/PropertiesList.SerializeSingleProperty.html +1 -1
  194. package/docs/functions/SatisfactorySaveHeader.Parse.html +1 -1
  195. package/docs/functions/SatisfactorySaveHeader.Serialize.html +1 -1
  196. package/docs/functions/SaveBodyChunks.CompressDataIntoChunks.html +1 -1
  197. package/docs/functions/SaveBodyChunks.DecompressChunks.html +1 -1
  198. package/docs/functions/SetProperty.CalcOverhead.html +1 -1
  199. package/docs/functions/SetProperty.Parse.html +1 -1
  200. package/docs/functions/SetProperty.Serialize.html +1 -1
  201. package/docs/functions/SoftObjectArrayProperty.Parse.html +1 -1
  202. package/docs/functions/SoftObjectArrayProperty.Serialize.html +1 -1
  203. package/docs/functions/SoftObjectReference.read.html +1 -1
  204. package/docs/functions/SoftObjectReference.write.html +1 -1
  205. package/docs/functions/SpecialDroneActionProperties.Parse.html +1 -1
  206. package/docs/functions/SpecialDroneActionProperties.Serialize.html +1 -1
  207. package/docs/functions/SpecialProperties.ParseClassSpecificSpecialProperties.html +1 -1
  208. package/docs/functions/SpecialProperties.SerializeClassSpecificSpecialProperties.html +1 -1
  209. package/docs/functions/StrArrayProperty.Parse.html +1 -1
  210. package/docs/functions/StrArrayProperty.Serialize.html +1 -1
  211. package/docs/functions/StrProperty.CalcOverhead.html +1 -1
  212. package/docs/functions/StrProperty.Parse.html +1 -1
  213. package/docs/functions/StrProperty.ReadValue.html +1 -1
  214. package/docs/functions/StrProperty.Serialize.html +1 -1
  215. package/docs/functions/StrProperty.SerializeValue.html +1 -1
  216. package/docs/functions/StrSetProperty.Parse.html +1 -1
  217. package/docs/functions/StrSetProperty.Serialize.html +1 -1
  218. package/docs/functions/StructArrayProperty.Parse.html +1 -1
  219. package/docs/functions/StructArrayProperty.Serialize.html +1 -1
  220. package/docs/functions/StructProperty.CalcOverhead.html +1 -1
  221. package/docs/functions/StructProperty.Parse.html +1 -1
  222. package/docs/functions/StructProperty.ParseValue.html +1 -1
  223. package/docs/functions/StructProperty.Serialize.html +1 -1
  224. package/docs/functions/StructProperty.SerializeValue.html +1 -1
  225. package/docs/functions/StructSetProperty.Parse.html +1 -1
  226. package/docs/functions/StructSetProperty.Serialize.html +1 -1
  227. package/docs/functions/TextArrayProperty.Parse.html +1 -1
  228. package/docs/functions/TextArrayProperty.Serialize.html +1 -1
  229. package/docs/functions/TextProperty.CalcOverhead.html +1 -1
  230. package/docs/functions/TextProperty.Parse.html +1 -1
  231. package/docs/functions/TextProperty.ReadValue.html +1 -1
  232. package/docs/functions/TextProperty.Serialize.html +1 -1
  233. package/docs/functions/TextProperty.SerializeValue.html +1 -1
  234. package/docs/functions/Transform.Parse.html +1 -1
  235. package/docs/functions/Transform.ParseF.html +1 -1
  236. package/docs/functions/Transform.Serialize.html +1 -1
  237. package/docs/functions/Transform.SerializeF.html +1 -1
  238. package/docs/functions/Uint32Property.CalcOverhead.html +1 -1
  239. package/docs/functions/Uint32Property.Parse.html +1 -1
  240. package/docs/functions/Uint32Property.ReadValue.html +1 -1
  241. package/docs/functions/Uint32Property.Serialize.html +1 -1
  242. package/docs/functions/Uint32Property.SerializeValue.html +1 -1
  243. package/docs/functions/Uint32SetProperty.Parse.html +1 -1
  244. package/docs/functions/Uint32SetProperty.Serialize.html +1 -1
  245. package/docs/functions/Uint64Property.CalcOverhead.html +1 -1
  246. package/docs/functions/Uint64Property.Parse.html +1 -1
  247. package/docs/functions/Uint64Property.ReadValue.html +1 -1
  248. package/docs/functions/Uint64Property.Serialize.html +1 -1
  249. package/docs/functions/Uint64Property.SerializeValue.html +1 -1
  250. package/docs/functions/Uint8Property.CalcOverhead.html +1 -1
  251. package/docs/functions/Uint8Property.Parse.html +1 -1
  252. package/docs/functions/Uint8Property.ReadValue.html +1 -1
  253. package/docs/functions/Uint8Property.Serialize.html +1 -1
  254. package/docs/functions/Uint8Property.SerializeValue.html +1 -1
  255. package/docs/functions/VehiclePhysicsData.Parse.html +1 -1
  256. package/docs/functions/VehiclePhysicsData.Serialize.html +1 -1
  257. package/docs/functions/VehicleSpecialProperties.Parse.html +1 -1
  258. package/docs/functions/VehicleSpecialProperties.Serialize.html +1 -1
  259. package/docs/functions/col4.ParseBGRA.html +1 -1
  260. package/docs/functions/col4.ParseRGBA.html +1 -1
  261. package/docs/functions/col4.SerializeBGRA.html +1 -1
  262. package/docs/functions/col4.SerializeRGBA.html +1 -1
  263. package/docs/functions/isArrayProperty.html +1 -1
  264. package/docs/functions/isBoolArrayProperty.html +1 -1
  265. package/docs/functions/isBoolProperty.html +1 -1
  266. package/docs/functions/isBuildableSubsystemSpecialProperties.html +1 -1
  267. package/docs/functions/isByteArrayProperty.html +1 -1
  268. package/docs/functions/isByteProperty.html +1 -1
  269. package/docs/functions/isCircuitSpecialProperties.html +1 -1
  270. package/docs/functions/isConveyorChainActorSpecialProperties.html +1 -1
  271. package/docs/functions/isConveyorSpecialProperties.html +1 -1
  272. package/docs/functions/isDoubleArrayProperty.html +1 -1
  273. package/docs/functions/isDoubleProperty.html +1 -1
  274. package/docs/functions/isEmptySpecialProperties.html +1 -1
  275. package/docs/functions/isEnumArrayProperty.html +1 -1
  276. package/docs/functions/isEnumProperty.html +1 -1
  277. package/docs/functions/isFloatArrayProperty.html +1 -1
  278. package/docs/functions/isFloatProperty.html +1 -1
  279. package/docs/functions/isInt32ArrayProperty.html +1 -1
  280. package/docs/functions/isInt32Property.html +1 -1
  281. package/docs/functions/isInt32SetProperty.html +1 -1
  282. package/docs/functions/isInt64ArrayProperty.html +1 -1
  283. package/docs/functions/isInt64Property.html +1 -1
  284. package/docs/functions/isInt8Property.html +1 -1
  285. package/docs/functions/isMapProperty.html +1 -1
  286. package/docs/functions/isObjectArrayProperty.html +1 -1
  287. package/docs/functions/isObjectProperty.html +1 -1
  288. package/docs/functions/isObjectSetProperty.html +1 -1
  289. package/docs/functions/isObjectsListSpecialProperties.html +1 -1
  290. package/docs/functions/isPlayerSpecialProperties.html +1 -1
  291. package/docs/functions/isPowerLineSpecialProperties.html +1 -1
  292. package/docs/functions/isSaveComponent.html +1 -1
  293. package/docs/functions/isSaveEntity.html +1 -1
  294. package/docs/functions/isSetProperty.html +1 -1
  295. package/docs/functions/isSoftObjectArrayProperty.html +1 -1
  296. package/docs/functions/isSpecialDroneActionProperties.html +1 -1
  297. package/docs/functions/isStrArrayProperty.html +1 -1
  298. package/docs/functions/isStrProperty.html +1 -1
  299. package/docs/functions/isStrSetProperty.html +1 -1
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  303. package/docs/functions/isTextArrayProperty.html +1 -1
  304. package/docs/functions/isTextProperty.html +1 -1
  305. package/docs/functions/isUInt64Property.html +1 -1
  306. package/docs/functions/isUint32Property.html +1 -1
  307. package/docs/functions/isUint32SetProperty.html +1 -1
  308. package/docs/functions/isUint8Property.html +1 -1
  309. package/docs/functions/isVehicleSpecialProperties.html +1 -1
  310. package/docs/functions/vec2.Parse.html +1 -1
  311. package/docs/functions/vec2.ParseF.html +1 -1
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  323. package/docs/functions/vec3.norm.html +1 -1
  324. package/docs/functions/vec3.sub.html +1 -1
  325. package/docs/functions/vec4.Parse.html +1 -1
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@@ -1 +1 @@
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@@ -1 +1 @@
1
- {"version":3,"file":"vec4.js","sourceRoot":"","sources":["../../../../../src/parser/satisfactory/types/structs/vec4.ts"],"names":[],"mappings":";;;AAEA,iCAA8B;AAO9B,IAAiB,IAAI,CAwBpB;AAxBD,WAAiB,IAAI;IACJ,UAAK,GAAG,CAAC,MAAqB,EAAQ,EAAE;QACjD,OAAO;YACH,GAAG,CAAC,WAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;YACvB,CAAC,EAAE,MAAM,CAAC,UAAU,EAAE;SACzB,CAAC;IACN,CAAC,CAAC;IAEW,cAAS,GAAG,CAAC,MAAqB,EAAE,GAAS,EAAQ,EAAE;QAChE,WAAI,CAAC,SAAS,CAAC,MAAM,EAAE,GAAW,CAAC,CAAC;QACpC,MAAM,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;IAC9B,CAAC,CAAC;IAEW,WAAM,GAAG,CAAC,MAAqB,EAAQ,EAAE;QAClD,OAAO;YACH,GAAG,CAAC,WAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;YACxB,CAAC,EAAE,MAAM,CAAC,WAAW,EAAE;SAC1B,CAAC;IACN,CAAC,CAAC;IAEW,eAAU,GAAG,CAAC,MAAqB,EAAE,GAAS,EAAQ,EAAE;QACjE,WAAI,CAAC,UAAU,CAAC,MAAM,EAAE,GAAW,CAAC,CAAC;QACrC,MAAM,CAAC,YAAY,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;IAC/B,CAAC,CAAC;AACN,CAAC,EAxBgB,IAAI,oBAAJ,IAAI,QAwBpB","sourcesContent":["import { ContextReader } from '../../../context/context-reader';\nimport { ContextWriter } from '../../../context/context-writer';\nimport { vec3 } from './vec3';\n\n\nexport type vec4 = vec3 & {\n w: number;\n};\n\nexport namespace vec4 {\n export const Parse = (reader: ContextReader): vec4 => {\n return {\n ...(vec3.Parse(reader)),\n w: reader.readDouble()\n };\n };\n\n export const Serialize = (writer: ContextWriter, vec: vec4): void => {\n vec3.Serialize(writer, vec as vec3);\n writer.writeDouble(vec.w);\n };\n\n export const ParseF = (reader: ContextReader): vec4 => {\n return {\n ...(vec3.ParseF(reader)),\n w: reader.readFloat32()\n };\n };\n\n export const SerializeF = (writer: ContextWriter, vec: vec4): void => {\n vec3.SerializeF(writer, vec as vec3);\n writer.writeFloat32(vec.w);\n };\n}\n"]}
1
+ {"version":3,"file":"vec4.js","sourceRoot":"","sources":["../../../../../src/parser/satisfactory/types/structs/vec4.ts"],"names":[],"mappings":";;;AAEA,iCAA8B;AAS9B,IAAiB,IAAI,CAwBpB;AAxBD,WAAiB,IAAI;IACJ,UAAK,GAAG,CAAC,MAAqB,EAAQ,EAAE;QACjD,OAAO;YACH,GAAG,CAAC,WAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;YACvB,CAAC,EAAE,MAAM,CAAC,UAAU,EAAE;SACzB,CAAC;IACN,CAAC,CAAC;IAEW,cAAS,GAAG,CAAC,MAAqB,EAAE,GAAS,EAAQ,EAAE;QAChE,WAAI,CAAC,SAAS,CAAC,MAAM,EAAE,GAAW,CAAC,CAAC;QACpC,MAAM,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;IAC9B,CAAC,CAAC;IAEW,WAAM,GAAG,CAAC,MAAqB,EAAQ,EAAE;QAClD,OAAO;YACH,GAAG,CAAC,WAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;YACxB,CAAC,EAAE,MAAM,CAAC,WAAW,EAAE;SAC1B,CAAC;IACN,CAAC,CAAC;IAEW,eAAU,GAAG,CAAC,MAAqB,EAAE,GAAS,EAAQ,EAAE;QACjE,WAAI,CAAC,UAAU,CAAC,MAAM,EAAE,GAAW,CAAC,CAAC;QACrC,MAAM,CAAC,YAAY,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;IAC/B,CAAC,CAAC;AACN,CAAC,EAxBgB,IAAI,oBAAJ,IAAI,QAwBpB","sourcesContent":["import { ContextReader } from '../../../context/context-reader';\nimport { ContextWriter } from '../../../context/context-writer';\nimport { vec3 } from './vec3';\n\n/**\n * 4D vector.\n */\nexport type vec4 = vec3 & {\n w: number;\n};\n\nexport namespace vec4 {\n export const Parse = (reader: ContextReader): vec4 => {\n return {\n ...(vec3.Parse(reader)),\n w: reader.readDouble()\n };\n };\n\n export const Serialize = (writer: ContextWriter, vec: vec4): void => {\n vec3.Serialize(writer, vec as vec3);\n writer.writeDouble(vec.w);\n };\n\n export const ParseF = (reader: ContextReader): vec4 => {\n return {\n ...(vec3.ParseF(reader)),\n w: reader.readFloat32()\n };\n };\n\n export const SerializeF = (writer: ContextWriter, vec: vec4): void => {\n vec3.SerializeF(writer, vec as vec3);\n writer.writeFloat32(vec.w);\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,KACA;QAAE,MAAM,EAAE,cAAc,CAAC,MAAM,CAAC,CAAC;QAAC,cAAc,EAAE,MAAM,OAAO,CAAC,IAAI,CAAC,CAAA;KAAE,CA8FzE;IAGD,OAAO,CAAC,MAAM,CAAC,mBAAmB,CASjC;mBAEoB,eAAe;CAyIpC"}
@@ -198,8 +198,9 @@ ReadableStreamParser.CreateReadableStreamFromSaveToJson = (name, bytes, options)
198
198
  let gridHash = save.gridHash;
199
199
  let grids = save.grids;
200
200
  if (reader.context.saveVersion >= save_custom_version_1.SaveCustomVersion.IntroducedWorldPartition) {
201
- gridHash = reader.readSaveBodyHash();
202
- grids = reader.readGrids();
201
+ const result = reader.readSaveBodyValidationAndGrids();
202
+ grids = result.grids;
203
+ gridHash = result.gridHash;
203
204
  }
204
205
  await _a.WriteHeaderAndGrids(write, name, inflateResult.compressionInfo, header, grids, gridHash);
205
206
  await _a.ReadWriteLevels(write, reader, save.header.mapName, save.header.buildVersion);
@@ -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';\nimport { LevelToDestroyedActorsMap } from '../../satisfactory/save/level-to-destroyed-actors-map';\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): { stream: ReadableStream<string>, startStreaming: () => Promise<void> } => {\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);\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}"]}
1
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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 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{\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): { stream: ReadableStream<string>, startStreaming: () => Promise<void> } => {\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\tconst result = reader.readSaveBodyValidationAndGrids();\n\t\t\t\tgrids = result.grids;\n\t\t\t\tgridHash = result.gridHash;\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);\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}"]}