@etothepii/satisfactory-file-parser 3.1.2 → 3.1.3
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.
- package/.github/workflows/tests.yml +1 -1
- package/CHANGELOG.md +4 -0
- package/GUIDE.md +7 -1
- package/README.md +3 -0
- package/build/parser/parser.d.ts.map +1 -1
- package/build/parser/parser.js +4 -4
- package/build/parser/parser.js.map +1 -1
- package/build/parser/satisfactory/save/save-reader.d.ts +5 -2
- package/build/parser/satisfactory/save/save-reader.d.ts.map +1 -1
- package/build/parser/satisfactory/save/save-reader.js +24 -14
- package/build/parser/satisfactory/save/save-reader.js.map +1 -1
- package/build/parser/satisfactory/save/save-writer.d.ts +2 -2
- package/build/parser/satisfactory/save/save-writer.d.ts.map +1 -1
- package/build/parser/satisfactory/save/save-writer.js +10 -7
- package/build/parser/satisfactory/save/save-writer.js.map +1 -1
- package/build/parser/stream/reworked/readable-stream-parser.d.ts.map +1 -1
- package/build/parser/stream/reworked/readable-stream-parser.js +3 -2
- package/build/parser/stream/reworked/readable-stream-parser.js.map +1 -1
- package/docs/assets/search.js +1 -1
- package/docs/classes/BlueprintConfigReader.html +4 -4
- package/docs/classes/BlueprintConfigWriter.html +4 -4
- package/docs/classes/BlueprintReader.html +4 -4
- package/docs/classes/BlueprintWriter.html +4 -4
- package/docs/classes/CompressionLibraryError.html +2 -2
- package/docs/classes/CorruptBlueprintError.html +2 -2
- package/docs/classes/CorruptSaveError.html +2 -2
- package/docs/classes/Parser.html +6 -6
- package/docs/classes/ParserError.html +2 -2
- package/docs/classes/ReadableStreamParser.html +2 -2
- package/docs/classes/SatisfactorySave.html +2 -2
- package/docs/classes/SaveComponent.html +2 -2
- package/docs/classes/SaveEntity.html +2 -2
- package/docs/classes/SaveObject.html +2 -2
- package/docs/classes/SaveReader.html +5 -6
- package/docs/classes/SaveStreamJsonStringifier.html +2 -2
- package/docs/classes/SaveStreamWriter.html +2 -2
- package/docs/classes/SaveWriter.html +5 -6
- package/docs/classes/TimeoutError.html +2 -2
- package/docs/classes/UnimplementedError.html +2 -2
- package/docs/classes/UnsupportedVersionError.html +2 -2
- package/docs/enums/BlueprintConfigVersion.html +2 -2
- package/docs/enums/BlueprintHeaderVersion.html +2 -2
- package/docs/enums/CompressionAlgorithmCode.html +2 -2
- package/docs/enums/FactoryGameCustomVersion.html +2 -2
- package/docs/enums/RuntimeBuildableInstanceDataVersion.html +2 -2
- package/docs/enums/SaveCustomVersion.html +10 -10
- package/docs/enums/SaveHeaderType.html +2 -2
- package/docs/functions/AbstractBaseProperty.Create.html +1 -1
- package/docs/functions/ArrayProperty.CalcOverhead.html +1 -1
- package/docs/functions/ArrayProperty.Parse.html +1 -1
- package/docs/functions/ArrayProperty.Serialize.html +1 -1
- package/docs/functions/BlueprintConfig.Parse.html +1 -1
- package/docs/functions/BlueprintConfig.Serialize.html +1 -1
- package/docs/functions/BlueprintHeader.Parse.html +1 -1
- package/docs/functions/BlueprintHeader.Serialize.html +1 -1
- package/docs/functions/BoolArrayProperty.Parse.html +1 -1
- package/docs/functions/BoolArrayProperty.Serialize.html +1 -1
- package/docs/functions/BoolProperty.CalcOverhead.html +1 -1
- package/docs/functions/BoolProperty.Parse.html +1 -1
- package/docs/functions/BoolProperty.ReadValue.html +1 -1
- package/docs/functions/BoolProperty.Serialize.html +1 -1
- package/docs/functions/BoolProperty.SerializeValue.html +1 -1
- package/docs/functions/BuildableSubsystemSpecialProperties.Parse.html +1 -1
- package/docs/functions/BuildableSubsystemSpecialProperties.Serialize.html +1 -1
- package/docs/functions/BuildableTypeInstance.Parse.html +1 -1
- package/docs/functions/BuildableTypeInstance.Serialize.html +1 -1
- package/docs/functions/ByteArrayProperty.Parse.html +1 -1
- package/docs/functions/ByteArrayProperty.Serialize.html +1 -1
- package/docs/functions/ByteProperty.CalcOverhead.html +1 -1
- package/docs/functions/ByteProperty.Parse.html +1 -1
- package/docs/functions/ByteProperty.ReadValue.html +1 -1
- package/docs/functions/ByteProperty.Serialize.html +1 -1
- package/docs/functions/ByteProperty.SerializeValue.html +1 -1
- package/docs/functions/CircuitSpecialProperties.Parse.html +1 -1
- package/docs/functions/CircuitSpecialProperties.Serialize.html +1 -1
- package/docs/functions/ConveyorChainActorSpecialProperties.Parse.html +1 -1
- package/docs/functions/ConveyorChainActorSpecialProperties.Serialize.html +1 -1
- package/docs/functions/ConveyorSpecialProperties.Parse.html +1 -1
- package/docs/functions/ConveyorSpecialProperties.Serialize.html +1 -1
- package/docs/functions/DoubleArrayProperty.Parse.html +1 -1
- package/docs/functions/DoubleArrayProperty.Serialize.html +1 -1
- package/docs/functions/DoubleProperty.CalcOverhead.html +1 -1
- package/docs/functions/DoubleProperty.Parse.html +1 -1
- package/docs/functions/DoubleProperty.ReadValue.html +1 -1
- package/docs/functions/DoubleProperty.Serialize.html +1 -1
- package/docs/functions/DoubleProperty.SerializeValue.html +1 -1
- package/docs/functions/DynamicStructPropertyValue.read.html +1 -1
- package/docs/functions/DynamicStructPropertyValue.write.html +1 -1
- package/docs/functions/EmptySpecialProperties.Parse.html +1 -1
- package/docs/functions/EmptySpecialProperties.Serialize.html +1 -1
- package/docs/functions/EnumArrayProperty.Parse.html +1 -1
- package/docs/functions/EnumArrayProperty.Serialize.html +1 -1
- package/docs/functions/EnumProperty.CalcOverhead.html +1 -1
- package/docs/functions/EnumProperty.Parse.html +1 -1
- package/docs/functions/EnumProperty.ReadValue.html +1 -1
- package/docs/functions/EnumProperty.Serialize.html +1 -1
- package/docs/functions/EnumProperty.SerializeValue.html +1 -1
- package/docs/functions/FGDynamicStruct.Parse.html +1 -1
- package/docs/functions/FGDynamicStruct.Serialize.html +1 -1
- package/docs/functions/FICFrameRange.Parse.html +1 -1
- package/docs/functions/FICFrameRange.Serialize.html +1 -1
- package/docs/functions/FloatArrayProperty.Parse.html +1 -1
- package/docs/functions/FloatArrayProperty.Serialize.html +1 -1
- package/docs/functions/FloatProperty.CalcOverhead.html +1 -1
- package/docs/functions/FloatProperty.Parse.html +1 -1
- package/docs/functions/FloatProperty.ReadValue.html +1 -1
- package/docs/functions/FloatProperty.Serialize.html +1 -1
- package/docs/functions/FloatProperty.SerializeValue.html +1 -1
- package/docs/functions/GUID.read.html +1 -1
- package/docs/functions/GUID.write.html +1 -1
- package/docs/functions/GUIDInfo.read.html +1 -1
- package/docs/functions/GUIDInfo.write.html +1 -1
- package/docs/functions/Int32ArrayProperty.Parse.html +1 -1
- package/docs/functions/Int32ArrayProperty.Serialize.html +1 -1
- package/docs/functions/Int32Property.CalcOverhead.html +1 -1
- package/docs/functions/Int32Property.Parse.html +1 -1
- package/docs/functions/Int32Property.ReadValue.html +1 -1
- package/docs/functions/Int32Property.Serialize.html +1 -1
- package/docs/functions/Int32Property.SerializeValue.html +1 -1
- package/docs/functions/Int32SetProperty.Parse.html +1 -1
- package/docs/functions/Int32SetProperty.Serialize.html +1 -1
- package/docs/functions/Int64ArrayProperty.Parse.html +1 -1
- package/docs/functions/Int64ArrayProperty.Serialize.html +1 -1
- package/docs/functions/Int64Property.CalcOverhead.html +1 -1
- package/docs/functions/Int64Property.Parse.html +1 -1
- package/docs/functions/Int64Property.ReadValue.html +1 -1
- package/docs/functions/Int64Property.Serialize.html +1 -1
- package/docs/functions/Int64Property.SerializeValue.html +1 -1
- package/docs/functions/Int8Property.CalcOverhead.html +1 -1
- package/docs/functions/Int8Property.Parse.html +1 -1
- package/docs/functions/Int8Property.ReadValue.html +1 -1
- package/docs/functions/Int8Property.Serialize.html +1 -1
- package/docs/functions/Int8Property.SerializeValue.html +1 -1
- package/docs/functions/Level.ReadAllObjectContents.html +1 -1
- package/docs/functions/Level.ReadAllObjectHeaders.html +1 -1
- package/docs/functions/Level.ReadLevel.html +1 -1
- package/docs/functions/Level.ReadNObjectContents.html +1 -1
- package/docs/functions/Level.ReadNObjectHeaders.html +1 -1
- package/docs/functions/Level.SerializeAllObjectContents.html +1 -1
- package/docs/functions/Level.SerializeAllObjectHeaders.html +1 -1
- package/docs/functions/Level.SerializeLevel.html +1 -1
- package/docs/functions/LevelToDestroyedActorsMap.read.html +1 -1
- package/docs/functions/LevelToDestroyedActorsMap.write.html +1 -1
- package/docs/functions/MD5Hash.read.html +1 -1
- package/docs/functions/MD5Hash.write.html +1 -1
- package/docs/functions/MapProperty.CalcOverhead.html +1 -1
- package/docs/functions/MapProperty.Parse.html +1 -1
- package/docs/functions/MapProperty.Serialize.html +1 -1
- package/docs/functions/ObjectArrayProperty.Parse.html +1 -1
- package/docs/functions/ObjectArrayProperty.Serialize.html +1 -1
- package/docs/functions/ObjectProperty.CalcOverhead.html +1 -1
- package/docs/functions/ObjectProperty.Parse.html +1 -1
- package/docs/functions/ObjectProperty.ReadValue.html +1 -1
- package/docs/functions/ObjectProperty.Serialize.html +1 -1
- package/docs/functions/ObjectProperty.SerializeValue.html +1 -1
- package/docs/functions/ObjectReference.IsEqual.html +1 -1
- package/docs/functions/ObjectReference.read.html +1 -1
- package/docs/functions/ObjectReference.write.html +1 -1
- package/docs/functions/ObjectSetProperty.Parse.html +1 -1
- package/docs/functions/ObjectSetProperty.Serialize.html +1 -1
- package/docs/functions/ObjectsListSpecialProperties.Parse.html +1 -1
- package/docs/functions/ObjectsListSpecialProperties.Serialize.html +1 -1
- package/docs/functions/PlayerSpecialProperties.Parse.html +1 -1
- package/docs/functions/PlayerSpecialProperties.Serialize.html +1 -1
- package/docs/functions/PowerLineSpecialProperties.Parse.html +1 -1
- package/docs/functions/PowerLineSpecialProperties.Serialize.html +1 -1
- package/docs/functions/PropertiesList.ParseList.html +1 -1
- package/docs/functions/PropertiesList.ParseSingleProperty.html +1 -1
- package/docs/functions/PropertiesList.SerializeList.html +1 -1
- package/docs/functions/PropertiesList.SerializeSingleProperty.html +1 -1
- package/docs/functions/SatisfactorySaveHeader.Parse.html +1 -1
- package/docs/functions/SatisfactorySaveHeader.Serialize.html +1 -1
- package/docs/functions/SaveBodyChunks.CompressDataIntoChunks.html +1 -1
- package/docs/functions/SaveBodyChunks.DecompressChunks.html +1 -1
- package/docs/functions/SetProperty.CalcOverhead.html +1 -1
- package/docs/functions/SetProperty.Parse.html +1 -1
- package/docs/functions/SetProperty.Serialize.html +1 -1
- package/docs/functions/SoftObjectArrayProperty.Parse.html +1 -1
- package/docs/functions/SoftObjectArrayProperty.Serialize.html +1 -1
- package/docs/functions/SoftObjectReference.read.html +1 -1
- package/docs/functions/SoftObjectReference.write.html +1 -1
- package/docs/functions/SpecialDroneActionProperties.Parse.html +1 -1
- package/docs/functions/SpecialDroneActionProperties.Serialize.html +1 -1
- package/docs/functions/SpecialProperties.ParseClassSpecificSpecialProperties.html +1 -1
- package/docs/functions/SpecialProperties.SerializeClassSpecificSpecialProperties.html +1 -1
- package/docs/functions/StrArrayProperty.Parse.html +1 -1
- package/docs/functions/StrArrayProperty.Serialize.html +1 -1
- package/docs/functions/StrProperty.CalcOverhead.html +1 -1
- package/docs/functions/StrProperty.Parse.html +1 -1
- package/docs/functions/StrProperty.ReadValue.html +1 -1
- package/docs/functions/StrProperty.Serialize.html +1 -1
- package/docs/functions/StrProperty.SerializeValue.html +1 -1
- package/docs/functions/StrSetProperty.Parse.html +1 -1
- package/docs/functions/StrSetProperty.Serialize.html +1 -1
- package/docs/functions/StructArrayProperty.Parse.html +1 -1
- package/docs/functions/StructArrayProperty.Serialize.html +1 -1
- package/docs/functions/StructProperty.CalcOverhead.html +1 -1
- package/docs/functions/StructProperty.Parse.html +1 -1
- package/docs/functions/StructProperty.ParseValue.html +1 -1
- package/docs/functions/StructProperty.Serialize.html +1 -1
- package/docs/functions/StructProperty.SerializeValue.html +1 -1
- package/docs/functions/StructSetProperty.Parse.html +1 -1
- package/docs/functions/StructSetProperty.Serialize.html +1 -1
- package/docs/functions/TextArrayProperty.Parse.html +1 -1
- package/docs/functions/TextArrayProperty.Serialize.html +1 -1
- package/docs/functions/TextProperty.CalcOverhead.html +1 -1
- package/docs/functions/TextProperty.Parse.html +1 -1
- package/docs/functions/TextProperty.ReadValue.html +1 -1
- package/docs/functions/TextProperty.Serialize.html +1 -1
- package/docs/functions/TextProperty.SerializeValue.html +1 -1
- package/docs/functions/Transform.Parse.html +1 -1
- package/docs/functions/Transform.ParseF.html +1 -1
- package/docs/functions/Transform.Serialize.html +1 -1
- package/docs/functions/Transform.SerializeF.html +1 -1
- package/docs/functions/Uint32Property.CalcOverhead.html +1 -1
- package/docs/functions/Uint32Property.Parse.html +1 -1
- package/docs/functions/Uint32Property.ReadValue.html +1 -1
- package/docs/functions/Uint32Property.Serialize.html +1 -1
- package/docs/functions/Uint32Property.SerializeValue.html +1 -1
- package/docs/functions/Uint32SetProperty.Parse.html +1 -1
- package/docs/functions/Uint32SetProperty.Serialize.html +1 -1
- package/docs/functions/Uint64Property.CalcOverhead.html +1 -1
- package/docs/functions/Uint64Property.Parse.html +1 -1
- package/docs/functions/Uint64Property.ReadValue.html +1 -1
- package/docs/functions/Uint64Property.Serialize.html +1 -1
- package/docs/functions/Uint64Property.SerializeValue.html +1 -1
- package/docs/functions/Uint8Property.CalcOverhead.html +1 -1
- package/docs/functions/Uint8Property.Parse.html +1 -1
- package/docs/functions/Uint8Property.ReadValue.html +1 -1
- package/docs/functions/Uint8Property.Serialize.html +1 -1
- package/docs/functions/Uint8Property.SerializeValue.html +1 -1
- package/docs/functions/VehiclePhysicsData.Parse.html +1 -1
- package/docs/functions/VehiclePhysicsData.Serialize.html +1 -1
- package/docs/functions/VehicleSpecialProperties.Parse.html +1 -1
- package/docs/functions/VehicleSpecialProperties.Serialize.html +1 -1
- package/docs/functions/col4.ParseBGRA.html +1 -1
- package/docs/functions/col4.ParseRGBA.html +1 -1
- package/docs/functions/col4.SerializeBGRA.html +1 -1
- package/docs/functions/col4.SerializeRGBA.html +1 -1
- package/docs/functions/isArrayProperty.html +1 -1
- package/docs/functions/isBoolArrayProperty.html +1 -1
- package/docs/functions/isBoolProperty.html +1 -1
- package/docs/functions/isBuildableSubsystemSpecialProperties.html +1 -1
- package/docs/functions/isByteArrayProperty.html +1 -1
- package/docs/functions/isByteProperty.html +1 -1
- package/docs/functions/isCircuitSpecialProperties.html +1 -1
- package/docs/functions/isConveyorChainActorSpecialProperties.html +1 -1
- package/docs/functions/isConveyorSpecialProperties.html +1 -1
- package/docs/functions/isDoubleArrayProperty.html +1 -1
- package/docs/functions/isDoubleProperty.html +1 -1
- package/docs/functions/isEmptySpecialProperties.html +1 -1
- package/docs/functions/isEnumArrayProperty.html +1 -1
- package/docs/functions/isEnumProperty.html +1 -1
- package/docs/functions/isFloatArrayProperty.html +1 -1
- package/docs/functions/isFloatProperty.html +1 -1
- package/docs/functions/isInt32ArrayProperty.html +1 -1
- package/docs/functions/isInt32Property.html +1 -1
- package/docs/functions/isInt32SetProperty.html +1 -1
- package/docs/functions/isInt64ArrayProperty.html +1 -1
- package/docs/functions/isInt64Property.html +1 -1
- package/docs/functions/isInt8Property.html +1 -1
- package/docs/functions/isMapProperty.html +1 -1
- package/docs/functions/isObjectArrayProperty.html +1 -1
- package/docs/functions/isObjectProperty.html +1 -1
- package/docs/functions/isObjectSetProperty.html +1 -1
- package/docs/functions/isObjectsListSpecialProperties.html +1 -1
- package/docs/functions/isPlayerSpecialProperties.html +1 -1
- package/docs/functions/isPowerLineSpecialProperties.html +1 -1
- package/docs/functions/isSaveComponent.html +1 -1
- package/docs/functions/isSaveEntity.html +1 -1
- package/docs/functions/isSetProperty.html +1 -1
- package/docs/functions/isSoftObjectArrayProperty.html +1 -1
- package/docs/functions/isSpecialDroneActionProperties.html +1 -1
- package/docs/functions/isStrArrayProperty.html +1 -1
- package/docs/functions/isStrProperty.html +1 -1
- package/docs/functions/isStrSetProperty.html +1 -1
- package/docs/functions/isStructArrayProperty.html +1 -1
- package/docs/functions/isStructProperty.html +1 -1
- package/docs/functions/isStructSetProperty.html +1 -1
- package/docs/functions/isTextArrayProperty.html +1 -1
- package/docs/functions/isTextProperty.html +1 -1
- package/docs/functions/isUInt64Property.html +1 -1
- package/docs/functions/isUint32Property.html +1 -1
- package/docs/functions/isUint32SetProperty.html +1 -1
- package/docs/functions/isUint8Property.html +1 -1
- package/docs/functions/isVehicleSpecialProperties.html +1 -1
- package/docs/functions/vec2.Parse.html +1 -1
- package/docs/functions/vec2.ParseF.html +1 -1
- package/docs/functions/vec2.Serialize.html +1 -1
- package/docs/functions/vec2.SerializeF.html +1 -1
- package/docs/functions/vec3.Parse.html +1 -1
- package/docs/functions/vec3.ParseF.html +1 -1
- package/docs/functions/vec3.ParseInt.html +1 -1
- package/docs/functions/vec3.Serialize.html +1 -1
- package/docs/functions/vec3.SerializeF.html +1 -1
- package/docs/functions/vec3.SerializeInt.html +1 -1
- package/docs/functions/vec3.add.html +1 -1
- package/docs/functions/vec3.length.html +1 -1
- package/docs/functions/vec3.mult.html +1 -1
- package/docs/functions/vec3.norm.html +1 -1
- package/docs/functions/vec3.sub.html +1 -1
- package/docs/functions/vec4.Parse.html +1 -1
- package/docs/functions/vec4.ParseF.html +1 -1
- package/docs/functions/vec4.Serialize.html +1 -1
- package/docs/functions/vec4.SerializeF.html +1 -1
- package/docs/index.html +2 -1
- package/docs/interfaces/Blueprint.html +2 -2
- package/docs/interfaces/BlueprintConfig-1.html +2 -2
- package/docs/interfaces/SaveComponentHeader.html +2 -2
- package/docs/interfaces/SaveEntityHeader.html +2 -2
- package/docs/interfaces/SaveObjectHeader.html +2 -2
- package/docs/modules/AbstractBaseProperty.html +1 -1
- package/docs/modules/ArrayProperty.html +1 -1
- package/docs/modules/BlueprintConfig.html +1 -1
- package/docs/modules/BlueprintHeader.html +1 -1
- package/docs/modules/BoolArrayProperty.html +1 -1
- package/docs/modules/BoolProperty.html +1 -1
- package/docs/modules/BuildableSubsystemSpecialProperties.html +1 -1
- package/docs/modules/BuildableTypeInstance.html +1 -1
- package/docs/modules/ByteArrayProperty.html +1 -1
- package/docs/modules/ByteProperty.html +1 -1
- package/docs/modules/CircuitSpecialProperties.html +1 -1
- package/docs/modules/ConveyorChainActorSpecialProperties.html +1 -1
- package/docs/modules/ConveyorSpecialProperties.html +1 -1
- package/docs/modules/DoubleArrayProperty.html +1 -1
- package/docs/modules/DoubleProperty.html +1 -1
- package/docs/modules/DynamicStructPropertyValue.html +1 -1
- package/docs/modules/EmptySpecialProperties.html +1 -1
- package/docs/modules/EnumArrayProperty.html +1 -1
- package/docs/modules/EnumProperty.html +1 -1
- package/docs/modules/FGDynamicStruct.html +1 -1
- package/docs/modules/FICFrameRange.html +1 -1
- package/docs/modules/FloatArrayProperty.html +1 -1
- package/docs/modules/FloatProperty.html +1 -1
- package/docs/modules/GUID.html +1 -1
- package/docs/modules/GUIDInfo.html +1 -1
- package/docs/modules/Int32ArrayProperty.html +1 -1
- package/docs/modules/Int32Property.html +1 -1
- package/docs/modules/Int32SetProperty.html +1 -1
- package/docs/modules/Int64ArrayProperty.html +1 -1
- package/docs/modules/Int64Property.html +1 -1
- package/docs/modules/Int8Property.html +1 -1
- package/docs/modules/Level.html +1 -1
- package/docs/modules/LevelToDestroyedActorsMap.html +1 -1
- package/docs/modules/MD5Hash.html +1 -1
- package/docs/modules/MapProperty.html +1 -1
- package/docs/modules/ObjectArrayProperty.html +1 -1
- package/docs/modules/ObjectProperty.html +1 -1
- package/docs/modules/ObjectReference.html +1 -1
- package/docs/modules/ObjectSetProperty.html +1 -1
- package/docs/modules/ObjectsListSpecialProperties.html +1 -1
- package/docs/modules/PlayerSpecialProperties.html +1 -1
- package/docs/modules/PowerLineSpecialProperties.html +1 -1
- package/docs/modules/PropertiesList.html +1 -1
- package/docs/modules/SatisfactorySaveHeader.html +1 -1
- package/docs/modules/SaveBodyChunks.html +1 -1
- package/docs/modules/SetProperty.html +1 -1
- package/docs/modules/SoftObjectArrayProperty.html +1 -1
- package/docs/modules/SoftObjectReference.html +1 -1
- package/docs/modules/SpecialDroneActionProperties.html +1 -1
- package/docs/modules/SpecialProperties.html +1 -1
- package/docs/modules/StrArrayProperty.html +1 -1
- package/docs/modules/StrProperty.html +1 -1
- package/docs/modules/StrSetProperty.html +1 -1
- package/docs/modules/StructArrayProperty.html +1 -1
- package/docs/modules/StructProperty.html +1 -1
- package/docs/modules/StructSetProperty.html +1 -1
- package/docs/modules/TextArrayProperty.html +1 -1
- package/docs/modules/TextProperty.html +1 -1
- package/docs/modules/Transform.html +1 -1
- package/docs/modules/Uint32Property.html +1 -1
- package/docs/modules/Uint32SetProperty.html +1 -1
- package/docs/modules/Uint64Property.html +1 -1
- package/docs/modules/Uint8Property.html +1 -1
- package/docs/modules/VehiclePhysicsData.html +1 -1
- package/docs/modules/VehicleSpecialProperties.html +1 -1
- package/docs/modules/col4.html +1 -1
- package/docs/modules/vec2.html +1 -1
- package/docs/modules/vec3.html +1 -1
- package/docs/modules/vec4.html +1 -1
- package/docs/types/AbstractBaseProperty-1.html +1 -1
- package/docs/types/ArrayProperty.AvailableArrayPropertyTypes.html +1 -1
- package/docs/types/ArrayPropertyStructValueFields.html +1 -1
- package/docs/types/BasicMultipleStructPropertyValue.html +1 -1
- package/docs/types/BasicStructPropertyValue.html +1 -1
- package/docs/types/BlueprintHeader-1.html +1 -1
- package/docs/types/BoolArrayProperty-1.html +1 -1
- package/docs/types/BoolProperty-1.html +1 -1
- package/docs/types/BoxStructPropertyValue.html +1 -1
- package/docs/types/BuildableSubsystemSpecialProperties-1.html +1 -1
- package/docs/types/BuildableTypeInstance-1.html +1 -1
- package/docs/types/ByteArray4.html +1 -1
- package/docs/types/ByteArrayProperty-1.html +1 -1
- package/docs/types/ByteProperty-1.html +1 -1
- package/docs/types/BytePropertyValue.html +1 -1
- package/docs/types/ChunkCompressionInfo.html +1 -1
- package/docs/types/ChunkSummary.html +1 -1
- package/docs/types/CircuitSpecialProperties-1.html +1 -1
- package/docs/types/ClientIdentityInfo.html +1 -1
- package/docs/types/ConveyorChainActorSpecialProperties-1.html +1 -1
- package/docs/types/ConveyorChainSegmentSpecialProperties.html +1 -1
- package/docs/types/ConveyorItemSpecialProperties.html +1 -1
- package/docs/types/ConveyorSpecialProperties-1.html +1 -1
- package/docs/types/DoubleArrayProperty-1.html +1 -1
- package/docs/types/DoubleProperty-1.html +1 -1
- package/docs/types/DynamicStructPropertyValue-1.html +1 -1
- package/docs/types/EmptySpecialProperties-1.html +1 -1
- package/docs/types/EnumArrayProperty-1.html +1 -1
- package/docs/types/EnumProperty-1.html +1 -1
- package/docs/types/FGDynamicStruct-1.html +1 -1
- package/docs/types/FICFrameRange-1.html +1 -1
- package/docs/types/FICFrameRangeStructPropertyValue.html +1 -1
- package/docs/types/FloatArrayProperty-1.html +1 -1
- package/docs/types/FloatProperty-1.html +1 -1
- package/docs/types/GENERIC_MAP_KEY_TYPE.html +1 -1
- package/docs/types/GENERIC_MAP_VALUE_TYPE.html +1 -1
- package/docs/types/GENERIC_STRUCT_PROPERTY_VALUE.html +1 -1
- package/docs/types/GUID-1.html +1 -1
- package/docs/types/GUIDInfo-1.html +1 -1
- package/docs/types/Grids.html +1 -1
- package/docs/types/Int32ArrayProperty-1.html +1 -1
- package/docs/types/Int32Property-1.html +1 -1
- package/docs/types/Int32SetProperty-1.html +1 -1
- package/docs/types/Int64ArrayProperty-1.html +1 -1
- package/docs/types/Int64Property-1.html +1 -1
- package/docs/types/Int8Property-1.html +1 -1
- package/docs/types/InventoryItemStructPropertyValue.html +1 -1
- package/docs/types/Level-1.html +1 -1
- package/docs/types/LevelToDestroyedActorsMap-1.html +1 -1
- package/docs/types/Levels.html +1 -1
- package/docs/types/MAP_STRUCT_KEY_PROXY.html +1 -1
- package/docs/types/MD5Hash-1.html +1 -1
- package/docs/types/MapProperty-1.html +1 -1
- package/docs/types/ModData.html +1 -1
- package/docs/types/ObjectArrayProperty-1.html +1 -1
- package/docs/types/ObjectProperty-1.html +1 -1
- package/docs/types/ObjectReference-1.html +1 -1
- package/docs/types/ObjectSetProperty-1.html +1 -1
- package/docs/types/ObjectsListSpecialProperties-1.html +1 -1
- package/docs/types/PlayerSpecialProperties-1.html +1 -1
- package/docs/types/PowerLineSpecialProperties-1.html +1 -1
- package/docs/types/PropertiesMap.html +1 -1
- package/docs/types/RailroadTrackPositionStructPropertyValue.html +1 -1
- package/docs/types/RoughSaveVersion.html +1 -1
- package/docs/types/SatisfactoryModMetadata.html +1 -1
- package/docs/types/SatisfactorySaveHeader-1.html +1 -1
- package/docs/types/SaveBodyChunks-1.html +1 -1
- package/docs/types/SaveBodyValidation.html +1 -1
- package/docs/types/SetProperty.AvailableSetPropertyTypes.html +1 -1
- package/docs/types/SoftObjectArrayProperty-1.html +1 -1
- package/docs/types/SoftObjectReference-1.html +1 -1
- package/docs/types/SpecialDroneAction.html +1 -1
- package/docs/types/SpecialDroneActionProperties-1.html +1 -1
- package/docs/types/SpecialProperties.AvailableSpecialPropertiesTypes.html +1 -1
- package/docs/types/StrArrayProperty-1.html +1 -1
- package/docs/types/StrProperty-1.html +1 -1
- package/docs/types/StrSetProperty-1.html +1 -1
- package/docs/types/StructArrayProperty-1.html +1 -1
- package/docs/types/StructProperty-1.html +1 -1
- package/docs/types/StructSetProperty-1.html +1 -1
- package/docs/types/TextArrayProperty-1.html +1 -1
- package/docs/types/TextProperty-1.html +1 -1
- package/docs/types/TextPropertyValue.html +1 -1
- package/docs/types/Transform-1.html +1 -1
- package/docs/types/Uint32Property-1.html +1 -1
- package/docs/types/Uint32SetProperty-1.html +1 -1
- package/docs/types/Uint64Property-1.html +1 -1
- package/docs/types/Uint8Property-1.html +1 -1
- package/docs/types/VehiclePhysicsData-1.html +1 -1
- package/docs/types/VehicleSpecialProperties-1.html +1 -1
- package/docs/types/col4-1.html +1 -1
- package/docs/types/vec2-1.html +1 -1
- package/docs/types/vec3-1.html +1 -1
- package/docs/types/vec4-1.html +1 -1
- package/docs/variables/DEFAULT_SATISFACTORY_CHUNK_HEADER_SIZE.html +1 -1
- package/docs/variables/EDIT.html +1 -1
- package/docs/variables/SaveBodyChunks.HEADER_V1.html +1 -1
- package/docs/variables/SaveBodyChunks.HEADER_V2.html +1 -1
- package/jsr.json +5 -5
- package/package.json +1 -2
package/CHANGELOG.md
CHANGED
package/GUIDE.md
CHANGED
|
@@ -78,4 +78,10 @@ Objects without any special properties, will always have `EmptySpecialProperties
|
|
|
78
78
|
## Collectibles (Slugs, Mercer Spheres, Somersloops, ...)
|
|
79
79
|
Collectibles in Satisfactory are only stored as objects in the save file, once they are visible to you.
|
|
80
80
|
If you collected them, they are instead in the `collectibles` array of a level.
|
|
81
|
-
So therefore you CAN NOT know the total list of collectibles alone from the save file, unless you uncovered everything in your save.
|
|
81
|
+
So therefore you CAN NOT know the total list of collectibles alone from the save file, unless you uncovered everything in your save.
|
|
82
|
+
|
|
83
|
+
## FAQ on Game Object Values
|
|
84
|
+
- `Where do i find buildables?` - They are just an object like every other object. Most objects are in the `Persistent_Level`.
|
|
85
|
+
- `Where does a buildable hold the selected recipe?` - Pretty much every producing buildable has `mCurrentRecipe` as the property name, to hold a reference to the specific recipe that is selected.
|
|
86
|
+
- `Where does a buildable hold power shards?` - In the `mInventoryPotential` property. Which in turn references just an InventoryComponent, you would have to search for it by `instanceName`
|
|
87
|
+
- `Where does a buildable hold somersloops?` - In the `mCurrentProductionBoost` property. Which is a float, representing the amount of somer-slooping the producing building does.
|
package/README.md
CHANGED
|
@@ -1,4 +1,7 @@
|
|
|
1
1
|
# Satisfactory File Parser
|
|
2
|
+
|
|
3
|
+
[](https://github.com/etothepii4/satisfactory-file-parser/actions/workflows/tests.yml)
|
|
4
|
+
|
|
2
5
|
This is a TypeScript [github project](https://github.com/etothepii4/satisfactory-file-parser) to parse Satisfactory Saves/Blueprints. Satisfactory is a game released by Coffee Stain Studios.
|
|
3
6
|
The reporitory is written entirely in TypeScript and is bundled on [NPM](https://www.npmjs.com/package/@etothepii/satisfactory-file-parser).
|
|
4
7
|
The examples listed here are Node.js. Should work in browser as well.
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"parser.d.ts","sourceRoot":"","sources":["../../src/parser/parser.ts"],"names":[],"mappings":"AAKA,OAAO,EAAE,SAAS,EAAE,MAAM,0CAA0C,CAAC;AACrE,OAAO,EAAE,gBAAgB,EAAE,MAAM,uCAAuC,CAAC;AAEzE,OAAO,EAAE,YAAY,EAAE,MAAM,sCAAsC,CAAC;AAQpE,qBAAa,MAAM;WASJ,SAAS,CACtB,IAAI,EAAE,MAAM,EACZ,KAAK,EAAE,eAAe,EACtB,OAAO,CAAC,EAAE,OAAO,CAAC;QACjB,sBAAsB,EAAE,CAAC,MAAM,EAAE,eAAe,KAAK,IAAI,CAAC;QAC1D,kBAAkB,EAAE,CAAC,QAAQ,EAAE,MAAM,EAAE,GAAG,CAAC,EAAE,MAAM,KAAK,IAAI,CAAA;KAC5D,CAAC,GACA,gBAAgB;
|
|
1
|
+
{"version":3,"file":"parser.d.ts","sourceRoot":"","sources":["../../src/parser/parser.ts"],"names":[],"mappings":"AAKA,OAAO,EAAE,SAAS,EAAE,MAAM,0CAA0C,CAAC;AACrE,OAAO,EAAE,gBAAgB,EAAE,MAAM,uCAAuC,CAAC;AAEzE,OAAO,EAAE,YAAY,EAAE,MAAM,sCAAsC,CAAC;AAQpE,qBAAa,MAAM;WASJ,SAAS,CACtB,IAAI,EAAE,MAAM,EACZ,KAAK,EAAE,eAAe,EACtB,OAAO,CAAC,EAAE,OAAO,CAAC;QACjB,sBAAsB,EAAE,CAAC,MAAM,EAAE,eAAe,KAAK,IAAI,CAAC;QAC1D,kBAAkB,EAAE,CAAC,QAAQ,EAAE,MAAM,EAAE,GAAG,CAAC,EAAE,MAAM,KAAK,IAAI,CAAA;KAC5D,CAAC,GACA,gBAAgB;WAuDL,SAAS,CAAC,IAAI,EAAE,gBAAgB,EAC7C,QAAQ,EAAE,CAAC,MAAM,EAAE,UAAU,KAAK,IAAI,EACtC,OAAO,EAAE,CAAC,KAAK,EAAE,UAAU,KAAK,IAAI,EACpC,OAAO,CAAC,EAAE,OAAO,CAAC;QACjB,yBAAyB,EAAE,CAAC,MAAM,EAAE,WAAW,KAAK,IAAI,CAAC;KACzD,CAAC,GACA,YAAY,EAAE;WAsCH,mBAAmB,CAChC,SAAS,EAAE,SAAS,EACpB,gBAAgB,EAAE,CAAC,MAAM,EAAE,UAAU,KAAK,IAAI,EAC9C,eAAe,EAAE,CAAC,KAAK,EAAE,UAAU,KAAK,IAAI,EAC5C,OAAO,CAAC,EAAE,OAAO,CAAC;QACjB,iCAAiC,EAAE,CAAC,MAAM,EAAE,WAAW,KAAK,IAAI,CAAC;KACjE,CAAC,GACA;QACF,oBAAoB,EAAE,YAAY,EAAE,CAAC;QACrC,gBAAgB,EAAE,WAAW,CAAA;KAC7B;WA+Ca,mBAAmB,CAChC,IAAI,EAAE,MAAM,EACZ,aAAa,EAAE,eAAe,EAC9B,mBAAmB,EAAE,eAAe,EACpC,OAAO,CAAC,EAAE,OAAO,CAAC;QACjB,2BAA2B,EAAE,CAAC,MAAM,EAAE,eAAe,KAAK,IAAI,CAAA;KAC9D,CAAC,GACA,SAAS;IAoCZ,OAAc,qBAAqB,QAAS,GAAG,WAAU,MAAM,KAAO,MAAM,CAQjE;CAEX"}
|
package/build/parser/parser.js
CHANGED
|
@@ -27,8 +27,9 @@ class Parser {
|
|
|
27
27
|
options.onDecompressedSaveBody(reader.getBuffer());
|
|
28
28
|
}
|
|
29
29
|
if (reader.context.saveVersion >= save_custom_version_1.SaveCustomVersion.IntroducedWorldPartition) {
|
|
30
|
-
|
|
31
|
-
save.
|
|
30
|
+
const { gridHash, grids } = reader.readSaveBodyValidationAndGrids();
|
|
31
|
+
save.gridHash = gridHash;
|
|
32
|
+
save.grids = grids;
|
|
32
33
|
}
|
|
33
34
|
save.levels = reader.readLevels();
|
|
34
35
|
const countUnresolvedWorldSaveData = reader.readInt32();
|
|
@@ -50,8 +51,7 @@ class Parser {
|
|
|
50
51
|
satisfactory_save_header_1.SatisfactorySaveHeader.Serialize(writer, save.header);
|
|
51
52
|
const posAfterHeader = writer.getBufferPosition();
|
|
52
53
|
if (writer.context.saveVersion >= save_custom_version_1.SaveCustomVersion.IntroducedWorldPartition) {
|
|
53
|
-
save_writer_1.SaveWriter.
|
|
54
|
-
save_writer_1.SaveWriter.WriteGrids(writer, save.grids);
|
|
54
|
+
save_writer_1.SaveWriter.WriteSaveBodyHashAndGrids(writer, save.gridHash, save.grids);
|
|
55
55
|
}
|
|
56
56
|
save_writer_1.SaveWriter.WriteLevels(writer, save);
|
|
57
57
|
if (save.unresolvedWorldSaveData && save.unresolvedWorldSaveData.length > 0) {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ UnsupportedVersionError } from './error/parser.error';\nimport { BlueprintConfig } from './satisfactory/blueprint/blueprint-config';\nimport { BlueprintHeader } from './satisfactory/blueprint/blueprint-header';\nimport { BlueprintConfigReader, BlueprintReader } from \"./satisfactory/blueprint/blueprint-reader\";\nimport { BlueprintConfigWriter, BlueprintWriter } from \"./satisfactory/blueprint/blueprint-writer\";\nimport { Blueprint } from \"./satisfactory/blueprint/blueprint.types\";\nimport { SatisfactorySave } from \"./satisfactory/save/satisfactory-save\";\nimport { SatisfactorySaveHeader } from './satisfactory/save/satisfactory-save-header';\nimport { ChunkSummary } from './satisfactory/save/save-body-chunks';\nimport { SaveCustomVersion } from './satisfactory/save/save-custom-version';\nimport { SaveReader } from './satisfactory/save/save-reader';\nimport { SaveWriter } from \"./satisfactory/save/save-writer\";\nimport { ObjectReference } from './satisfactory/types/structs/ObjectReference';\n\n\n/** @public */\nexport class Parser {\n\n\t/**\n\t * Parses a given binary buffer as {@link SatisfactorySave}\n\t * @param name the save name. It won't be serialized, so it does not matter how you name it.\n\t * @param bytes the actual binary buffer\n\t * @param options provides callbacks. Either on the decompressed save body or on reported progress as a number [0,1] with an occasional message.\n\t * @returns \n\t */\n\tpublic static ParseSave(\n\t\tname: string,\n\t\tbytes: ArrayBufferLike,\n\t\toptions?: Partial<{\n\t\t\tonDecompressedSaveBody: (buffer: ArrayBufferLike) => void,\n\t\t\tonProgressCallback: (progress: number, msg?: string) => void\n\t\t}>\n\t): SatisfactorySave {\n\n\t\tconst reader = new SaveReader(bytes, options?.onProgressCallback);\n\n\t\tconst header = SatisfactorySaveHeader.Parse(reader);\n\t\tconst save = new SatisfactorySave(name, header);\n\n\t\t// guard save version\n\t\tconst roughSaveVersion = SaveReader.GetRoughSaveVersion(header.saveVersion);\n\t\tif (roughSaveVersion === '<U6') {\n\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}\n\n\t\t// inflate chunks\n\t\tconst inflateResult = reader.inflateChunks();\n\t\tsave.compressionInfo = inflateResult.compressionInfo;\n\n\t\t// call callback on decompressed save body\n\t\tif (options?.onDecompressedSaveBody !== undefined) {\n\t\t\toptions.onDecompressedSaveBody(reader.getBuffer());\n\t\t}\n\n\t\tif (reader.context.saveVersion >= SaveCustomVersion.IntroducedWorldPartition) {\n\n\t\t\t// save body validation hash\n\t\t\tsave.gridHash = reader.readSaveBodyHash();\n\n\t\t\t// parse grids\n\t\t\tsave.grids = reader.readGrids();\n\t\t}\n\n\n\t\t// parse levels\n\t\tsave.levels = reader.readLevels();\n\n\t\t// unresolved data, probably not even useful.\n\t\tconst countUnresolvedWorldSaveData = reader.readInt32();\n\t\tif (countUnresolvedWorldSaveData) {\n\t\t\tsave.unresolvedWorldSaveData = [];\n\t\t\tfor (let i = 0; i < countUnresolvedWorldSaveData; i++) {\n\t\t\t\tsave.unresolvedWorldSaveData.push(ObjectReference.read(reader));\n\t\t\t}\n\t\t}\n\n\t\treader.onProgressCallback(reader.getBufferProgress(), 'finished parsing.');\n\n\n\t\treturn save;\n\t}\n\n\t/**\n\t * serializes a {@link SatisfactorySave} into binary and reports back on individual callbacks.\n\t * @param save the {@link SatisfactorySave} to serialize into binary.\n\t * @param options provides callbacks. onBinaryBeforeCompressing gets called on the binary save body before it is compressed.\n\t * onHeader gets called on the binary save header, which is always uncompressed.\n\t * onChunk gets called when a chunk of the compressed save body was generated. Often, files' save bodies consist of multiple chunks.\n\t * @returns a summary of the generated chunks.\n\t */\n\tpublic static WriteSave(save: SatisfactorySave,\n\t\tonHeader: (header: Uint8Array) => void,\n\t\tonChunk: (chunk: Uint8Array) => void,\n\t\toptions?: Partial<{\n\t\t\tonBinaryBeforeCompressing: (buffer: ArrayBuffer) => void,\n\t\t}>\n\t): ChunkSummary[] {\n\n\t\tconst writer = new SaveWriter();\n\t\twriter.context.saveHeaderType = save.header.saveHeaderType;\n\t\twriter.context.saveVersion = save.header.saveVersion;\n\t\twriter.context.buildVersion = save.header.buildVersion;\n\t\twriter.context.mapName = save.header.mapName;\n\n\t\tSatisfactorySaveHeader.Serialize(writer, save.header);\n\t\tconst posAfterHeader = writer.getBufferPosition();\n\n\t\tif (writer.context.saveVersion >= SaveCustomVersion.IntroducedWorldPartition) {\n\t\t\tSaveWriter.WriteSaveBodyHash(writer, save.gridHash);\n\t\t\tSaveWriter.WriteGrids(writer, save.grids);\n\t\t}\n\n\t\tSaveWriter.WriteLevels(writer, save);\n\n\t\t// unresolved data\n\t\t// TODO: check if we ever encounter it.\n\t\tif (save.unresolvedWorldSaveData && save.unresolvedWorldSaveData.length > 0) {\n\t\t\twriter.writeInt32(save.unresolvedWorldSaveData?.length ?? 0);\n\t\t\tfor (const actor of save.unresolvedWorldSaveData ?? []) {\n\t\t\t\tObjectReference.write(writer, actor);\n\t\t\t}\n\t\t}\n\n\t\twriter.endWriting();\n\t\tconst chunkSummary = writer.generateChunks(save.compressionInfo!, posAfterHeader, options?.onBinaryBeforeCompressing ?? (() => { }), onHeader, onChunk);\n\t\treturn chunkSummary;\n\t}\n\n\t/**\n\t * Writes a {@link Blueprint} object to binary. And reports back on individual callbacks.\n\t * @param blueprint the blueprint to be written\n\t * @param options onMainFileBinaryBeforeCompressing gets called back when the main blueprint file binary is ready before compressing.\n\t * onMainFileHeader gets called back when the main blueprint file header is ready. onMainFileChunk gets called back when a main blueprint file chunk is ready.\n\t * @returns a chunk summary of the main file generated chunks. Plus the binary data of the config file, since it is often very small.\n\t */\n\tpublic static WriteBlueprintFiles(\n\t\tblueprint: Blueprint,\n\t\tonMainFileHeader: (header: Uint8Array) => void,\n\t\tonMainFileChunk: (chunk: Uint8Array) => void,\n\t\toptions?: Partial<{\n\t\t\tonMainFileBinaryBeforeCompressing: (binary: ArrayBuffer) => void,\n\t\t}>\n\t): {\n\t\tmainFileChunkSummary: ChunkSummary[],\n\t\tconfigFileBinary: ArrayBuffer\n\t} {\n\n\t\t// write main blueprint file\n\t\tconst blueprintWriter = new BlueprintWriter();\n\t\tblueprintWriter.context.blueprintConfigVersion = blueprint.config.configVersion;\n\t\tblueprintWriter.context.saveVersion = blueprint.header.saveVersion;\n\t\tblueprintWriter.context.buildVersion = blueprint.header.buildVersion;\n\n\t\tBlueprintHeader.Serialize(blueprintWriter, blueprint.header);\n\t\tconst saveBodyPos = blueprintWriter.getBufferPosition();\n\t\tBlueprintWriter.SerializeObjects(blueprintWriter, blueprint.objects);\n\t\tblueprintWriter.endWriting();\n\t\tlet binaryChunks: Uint8Array[] = [];\n\t\tlet binaryHeader: Uint8Array;\n\t\tconst mainFileChunkSummary = blueprintWriter.generateChunks(\n\t\t\tblueprint.compressionInfo,\n\t\t\tsaveBodyPos,\n\t\t\t{\n\t\t\t\tonBinaryBeforeCompressing: options?.onMainFileBinaryBeforeCompressing ?? (() => { }),\n\t\t\t\tonHeader: onMainFileHeader,\n\t\t\t\tonChunk: onMainFileChunk\n\t\t\t}\n\t\t);\n\n\t\t// write config as well.\n\t\tconst configWriter = new BlueprintConfigWriter();\n\t\tconfigWriter.context.blueprintConfigVersion = blueprint.config.configVersion;\n\t\tblueprintWriter.context.saveVersion = blueprint.header.saveVersion;\n\t\tblueprintWriter.context.buildVersion = blueprint.header.buildVersion;\n\n\t\tBlueprintConfig.Serialize(configWriter, blueprint.config);\n\t\tconst configFileBinary = configWriter.endWriting();\n\n\t\treturn {\n\t\t\tmainFileChunkSummary,\n\t\t\tconfigFileBinary\n\t\t}\n\t}\n\n\t/**\n\t * Parses two buffers (main blueprint file + config file) into a {@link Blueprint object}\n\t * @param name the name of the blueprint, since it is not part of the binary data and has to be passed.\n\t * @param blueprintFile the main blueprint file \".sbp\"\n\t * @param blueprintConfigFile the config blueprint file \".sbpcfg\"\n\t * @param options provides callbacks. onDecompressedBlueprintBody gets called when the body of the main blueprint file is decompressed.\n\t * @returns \n\t */\n\tpublic static ParseBlueprintFiles(\n\t\tname: string,\n\t\tblueprintFile: ArrayBufferLike,\n\t\tblueprintConfigFile: ArrayBufferLike,\n\t\toptions?: Partial<{\n\t\t\tonDecompressedBlueprintBody: (buffer: ArrayBufferLike) => void\n\t\t}>\n\t): Blueprint {\n\n\t\t// read config file\n\t\tconst blueprintConfigReader = new BlueprintConfigReader(blueprintConfigFile);\n\t\tconst config = BlueprintConfig.Parse(blueprintConfigReader);\n\n\t\t// read actual blueprint file. with context from config\n\t\tconst blueprintReader = new BlueprintReader(blueprintFile);\n\t\tblueprintReader.context.blueprintConfigVersion = config.configVersion;\n\t\tconst header = BlueprintHeader.Parse(blueprintReader);\n\t\tconst inflateResult = blueprintReader.inflateChunks();\n\n\t\t// call back on decompressed body.\n\t\tif (options?.onDecompressedBlueprintBody !== undefined) {\n\t\t\toptions.onDecompressedBlueprintBody(inflateResult.inflatedData);\n\t\t}\n\n\t\tconst blueprintObjects = BlueprintReader.ParseObjects(blueprintReader);\n\t\tconst blueprint: Blueprint = {\n\t\t\tname,\n\t\t\tcompressionInfo: blueprintReader.compressionInfo,\n\t\t\theader: header,\n\t\t\tconfig,\n\t\t\tobjects: blueprintObjects\n\t\t};\n\t\treturn blueprint;\n\t}\n\n\t/**\n\t * It JSON.stringifies any parsed content safely. The original JSON.stringify() has some flaws that get in the way, so it is custom wrapped. The original has some problems:\n\t * 1. it cannot stringify bigints. So we help out by converting it into a string.\n\t * 2. It cannot distinguish between 0 and -0. But a float32 is encoded in a uint8Array for 0 to be [0,0,0,0] (0x00000000) and -0 to be [0,0,0,128] (0x00000080) in little endian.\n\t * @param obj basically anything that can be stringified\n\t * @param indent the indentation, just like with the real JSON stringify.\n\t * @returns a string that is safely stringified.\n\t */\n\tpublic static JSONStringifyModified = (obj: any, indent: number = 0): string =>\n\t\tJSON.stringify(obj, (key, value) => {\n\t\t\tif (typeof value === 'bigint') {\n\t\t\t\treturn value.toString();\n\t\t\t} else if (value === 0 && 1 / value < 0) {\t// -0\n\t\t\t\treturn '-0';\n\t\t\t}\n\t\t\treturn value;\n\t\t}, indent)\n\n}"]}
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{ UnsupportedVersionError } from './error/parser.error';\nimport { BlueprintConfig } from './satisfactory/blueprint/blueprint-config';\nimport { BlueprintHeader } from './satisfactory/blueprint/blueprint-header';\nimport { BlueprintConfigReader, BlueprintReader } from \"./satisfactory/blueprint/blueprint-reader\";\nimport { BlueprintConfigWriter, BlueprintWriter } from \"./satisfactory/blueprint/blueprint-writer\";\nimport { Blueprint } from \"./satisfactory/blueprint/blueprint.types\";\nimport { SatisfactorySave } from \"./satisfactory/save/satisfactory-save\";\nimport { SatisfactorySaveHeader } from './satisfactory/save/satisfactory-save-header';\nimport { ChunkSummary } from './satisfactory/save/save-body-chunks';\nimport { SaveCustomVersion } from './satisfactory/save/save-custom-version';\nimport { SaveReader } from './satisfactory/save/save-reader';\nimport { SaveWriter } from \"./satisfactory/save/save-writer\";\nimport { ObjectReference } from './satisfactory/types/structs/ObjectReference';\n\n\n/** @public */\nexport class Parser {\n\n\t/**\n\t * Parses a given binary buffer as {@link SatisfactorySave}\n\t * @param name the save name. It won't be serialized, so it does not matter how you name it.\n\t * @param bytes the actual binary buffer\n\t * @param options provides callbacks. Either on the decompressed save body or on reported progress as a number [0,1] with an occasional message.\n\t * @returns \n\t */\n\tpublic static ParseSave(\n\t\tname: string,\n\t\tbytes: ArrayBufferLike,\n\t\toptions?: Partial<{\n\t\t\tonDecompressedSaveBody: (buffer: ArrayBufferLike) => void,\n\t\t\tonProgressCallback: (progress: number, msg?: string) => void\n\t\t}>\n\t): SatisfactorySave {\n\n\t\tconst reader = new SaveReader(bytes, options?.onProgressCallback);\n\n\t\tconst header = SatisfactorySaveHeader.Parse(reader);\n\t\tconst save = new SatisfactorySave(name, header);\n\n\t\t// guard save version\n\t\tconst roughSaveVersion = SaveReader.GetRoughSaveVersion(header.saveVersion);\n\t\tif (roughSaveVersion === '<U6') {\n\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}\n\n\t\t// inflate chunks\n\t\tconst inflateResult = reader.inflateChunks();\n\t\tsave.compressionInfo = inflateResult.compressionInfo;\n\n\t\t// call callback on decompressed save body\n\t\tif (options?.onDecompressedSaveBody !== undefined) {\n\t\t\toptions.onDecompressedSaveBody(reader.getBuffer());\n\t\t}\n\n\t\t// world partition\n\t\tif (reader.context.saveVersion >= SaveCustomVersion.IntroducedWorldPartition) {\n\t\t\tconst {gridHash, grids} = reader.readSaveBodyValidationAndGrids();\n\t\t\tsave.gridHash = gridHash;\n\t\t\tsave.grids = grids;\n\t\t}\n\n\n\t\t// parse levels\n\t\tsave.levels = reader.readLevels();\n\n\t\t// unresolved data, probably not even useful.\n\t\tconst countUnresolvedWorldSaveData = reader.readInt32();\n\t\tif (countUnresolvedWorldSaveData) {\n\t\t\tsave.unresolvedWorldSaveData = [];\n\t\t\tfor (let i = 0; i < countUnresolvedWorldSaveData; i++) {\n\t\t\t\tsave.unresolvedWorldSaveData.push(ObjectReference.read(reader));\n\t\t\t}\n\t\t}\n\n\t\treader.onProgressCallback(reader.getBufferProgress(), 'finished parsing.');\n\n\t\treturn save;\n\t}\n\n\t/**\n\t * serializes a {@link SatisfactorySave} into binary and reports back on individual callbacks.\n\t * @param save the {@link SatisfactorySave} to serialize into binary.\n\t * @param options provides callbacks. onBinaryBeforeCompressing gets called on the binary save body before it is compressed.\n\t * onHeader gets called on the binary save header, which is always uncompressed.\n\t * onChunk gets called when a chunk of the compressed save body was generated. Often, files' save bodies consist of multiple chunks.\n\t * @returns a summary of the generated chunks.\n\t */\n\tpublic static WriteSave(save: SatisfactorySave,\n\t\tonHeader: (header: Uint8Array) => void,\n\t\tonChunk: (chunk: Uint8Array) => void,\n\t\toptions?: Partial<{\n\t\t\tonBinaryBeforeCompressing: (buffer: ArrayBuffer) => void,\n\t\t}>\n\t): ChunkSummary[] {\n\n\t\tconst writer = new SaveWriter();\n\t\twriter.context.saveHeaderType = save.header.saveHeaderType;\n\t\twriter.context.saveVersion = save.header.saveVersion;\n\t\twriter.context.buildVersion = save.header.buildVersion;\n\t\twriter.context.mapName = save.header.mapName;\n\n\t\tSatisfactorySaveHeader.Serialize(writer, save.header);\n\t\tconst posAfterHeader = writer.getBufferPosition();\n\n\t\tif (writer.context.saveVersion >= SaveCustomVersion.IntroducedWorldPartition) {\n\t\t\tSaveWriter.WriteSaveBodyHashAndGrids(writer, save.gridHash, save.grids);\n\t\t}\n\n\t\tSaveWriter.WriteLevels(writer, save);\n\n\t\t// unresolved data\n\t\t// TODO: check if we ever encounter it.\n\t\tif (save.unresolvedWorldSaveData && save.unresolvedWorldSaveData.length > 0) {\n\t\t\twriter.writeInt32(save.unresolvedWorldSaveData?.length ?? 0);\n\t\t\tfor (const actor of save.unresolvedWorldSaveData ?? []) {\n\t\t\t\tObjectReference.write(writer, actor);\n\t\t\t}\n\t\t}\n\n\t\twriter.endWriting();\n\t\tconst chunkSummary = writer.generateChunks(save.compressionInfo!, posAfterHeader, options?.onBinaryBeforeCompressing ?? (() => { }), onHeader, onChunk);\n\t\treturn chunkSummary;\n\t}\n\n\t/**\n\t * Writes a {@link Blueprint} object to binary. And reports back on individual callbacks.\n\t * @param blueprint the blueprint to be written\n\t * @param options onMainFileBinaryBeforeCompressing gets called back when the main blueprint file binary is ready before compressing.\n\t * onMainFileHeader gets called back when the main blueprint file header is ready. onMainFileChunk gets called back when a main blueprint file chunk is ready.\n\t * @returns a chunk summary of the main file generated chunks. Plus the binary data of the config file, since it is often very small.\n\t */\n\tpublic static WriteBlueprintFiles(\n\t\tblueprint: Blueprint,\n\t\tonMainFileHeader: (header: Uint8Array) => void,\n\t\tonMainFileChunk: (chunk: Uint8Array) => void,\n\t\toptions?: Partial<{\n\t\t\tonMainFileBinaryBeforeCompressing: (binary: ArrayBuffer) => void,\n\t\t}>\n\t): {\n\t\tmainFileChunkSummary: ChunkSummary[],\n\t\tconfigFileBinary: ArrayBuffer\n\t} {\n\n\t\t// write main blueprint file\n\t\tconst blueprintWriter = new BlueprintWriter();\n\t\tblueprintWriter.context.blueprintConfigVersion = blueprint.config.configVersion;\n\t\tblueprintWriter.context.saveVersion = blueprint.header.saveVersion;\n\t\tblueprintWriter.context.buildVersion = blueprint.header.buildVersion;\n\n\t\tBlueprintHeader.Serialize(blueprintWriter, blueprint.header);\n\t\tconst saveBodyPos = blueprintWriter.getBufferPosition();\n\t\tBlueprintWriter.SerializeObjects(blueprintWriter, blueprint.objects);\n\t\tblueprintWriter.endWriting();\n\t\tlet binaryChunks: Uint8Array[] = [];\n\t\tlet binaryHeader: Uint8Array;\n\t\tconst mainFileChunkSummary = blueprintWriter.generateChunks(\n\t\t\tblueprint.compressionInfo,\n\t\t\tsaveBodyPos,\n\t\t\t{\n\t\t\t\tonBinaryBeforeCompressing: options?.onMainFileBinaryBeforeCompressing ?? (() => { }),\n\t\t\t\tonHeader: onMainFileHeader,\n\t\t\t\tonChunk: onMainFileChunk\n\t\t\t}\n\t\t);\n\n\t\t// write config as well.\n\t\tconst configWriter = new BlueprintConfigWriter();\n\t\tconfigWriter.context.blueprintConfigVersion = blueprint.config.configVersion;\n\t\tblueprintWriter.context.saveVersion = blueprint.header.saveVersion;\n\t\tblueprintWriter.context.buildVersion = blueprint.header.buildVersion;\n\n\t\tBlueprintConfig.Serialize(configWriter, blueprint.config);\n\t\tconst configFileBinary = configWriter.endWriting();\n\n\t\treturn {\n\t\t\tmainFileChunkSummary,\n\t\t\tconfigFileBinary\n\t\t}\n\t}\n\n\t/**\n\t * Parses two buffers (main blueprint file + config file) into a {@link Blueprint object}\n\t * @param name the name of the blueprint, since it is not part of the binary data and has to be passed.\n\t * @param blueprintFile the main blueprint file \".sbp\"\n\t * @param blueprintConfigFile the config blueprint file \".sbpcfg\"\n\t * @param options provides callbacks. onDecompressedBlueprintBody gets called when the body of the main blueprint file is decompressed.\n\t * @returns \n\t */\n\tpublic static ParseBlueprintFiles(\n\t\tname: string,\n\t\tblueprintFile: ArrayBufferLike,\n\t\tblueprintConfigFile: ArrayBufferLike,\n\t\toptions?: Partial<{\n\t\t\tonDecompressedBlueprintBody: (buffer: ArrayBufferLike) => void\n\t\t}>\n\t): Blueprint {\n\n\t\t// read config file\n\t\tconst blueprintConfigReader = new BlueprintConfigReader(blueprintConfigFile);\n\t\tconst config = BlueprintConfig.Parse(blueprintConfigReader);\n\n\t\t// read actual blueprint file. with context from config\n\t\tconst blueprintReader = new BlueprintReader(blueprintFile);\n\t\tblueprintReader.context.blueprintConfigVersion = config.configVersion;\n\t\tconst header = BlueprintHeader.Parse(blueprintReader);\n\t\tconst inflateResult = blueprintReader.inflateChunks();\n\n\t\t// call back on decompressed body.\n\t\tif (options?.onDecompressedBlueprintBody !== undefined) {\n\t\t\toptions.onDecompressedBlueprintBody(inflateResult.inflatedData);\n\t\t}\n\n\t\tconst blueprintObjects = BlueprintReader.ParseObjects(blueprintReader);\n\t\tconst blueprint: Blueprint = {\n\t\t\tname,\n\t\t\tcompressionInfo: blueprintReader.compressionInfo,\n\t\t\theader: header,\n\t\t\tconfig,\n\t\t\tobjects: blueprintObjects\n\t\t};\n\t\treturn blueprint;\n\t}\n\n\t/**\n\t * It JSON.stringifies any parsed content safely. The original JSON.stringify() has some flaws that get in the way, so it is custom wrapped. The original has some problems:\n\t * 1. it cannot stringify bigints. So we help out by converting it into a string.\n\t * 2. It cannot distinguish between 0 and -0. But a float32 is encoded in a uint8Array for 0 to be [0,0,0,0] (0x00000000) and -0 to be [0,0,0,128] (0x00000080) in little endian.\n\t * @param obj basically anything that can be stringified\n\t * @param indent the indentation, just like with the real JSON stringify.\n\t * @returns a string that is safely stringified.\n\t */\n\tpublic static JSONStringifyModified = (obj: any, indent: number = 0): string =>\n\t\tJSON.stringify(obj, (key, value) => {\n\t\t\tif (typeof value === 'bigint') {\n\t\t\t\treturn value.toString();\n\t\t\t} else if (value === 0 && 1 / value < 0) {\t// -0\n\t\t\t\treturn '-0';\n\t\t\t}\n\t\t\treturn value;\n\t\t}, indent)\n\n}"]}
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{"version":3,"file":"save-reader.d.ts","sourceRoot":"","sources":["../../../../src/parser/satisfactory/save/save-reader.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,aAAa,EAAE,MAAM,8BAA8B,CAAC;AAE7D,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AAChC,OAAO,EAAE,oBAAoB,EAAkB,MAAM,oBAAoB,CAAC;AAE1E,OAAO,EAAE,gBAAgB,EAAE,MAAM,cAAc,CAAC;AAGhD,eAAO,MAAM,sCAAsC,KAAK,CAAC;AAEzD,MAAM,MAAM,UAAU,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;AAE1D,MAAM,MAAM,kBAAkB,GAAG;IAChC,OAAO,EAAE,MAAM,CAAC;IAChB,KAAK,EAAE,UAAU,CAAC;IAClB,KAAK,EAAE,UAAU,CAAC;CAClB,CAAA;AAED,MAAM,MAAM,KAAK,GAAG;IACnB,CAAC,UAAU,EAAE,MAAM,GAAG;QACrB,QAAQ,EAAE,MAAM,CAAC;QACjB,QAAQ,EAAE,MAAM,CAAC;QACjB,QAAQ,EAAE;YACT,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,CAAC;SACvB,CAAA;KACD,CAAA;CACD,CAAC;AACF,qBAAa,UAAW,SAAQ,aAAa;IAKI,kBAAkB,EAAE,CAAC,QAAQ,EAAE,MAAM,EAAE,GAAG,CAAC,EAAE,MAAM,KAAK,IAAI;IAF5G,gBAAuB,WAAW,uBAAuB;gBAE7C,UAAU,EAAE,eAAe,EAAS,kBAAkB,GAAE,CAAC,QAAQ,EAAE,MAAM,EAAE,GAAG,CAAC,EAAE,MAAM,KAAK,IAAgB;IAIjH,MAAM,UAAW,GAAG,YAAY,GAAG,KAAG,IAAI,CAI/C;IAEF,OAAc,mBAAmB,gBAAiB,MAAM,KAAG,gBAAgB,CAYzE;IACF,OAAc,yBAAyB,gBAAiB,MAAM,aAA4E;IAC1I,OAAc,uBAAuB,gBAAiB,MAAM,aAA+C;IAC3G,OAAc,uBAAuB,gBAAiB,MAAM,aAAoD;IAChH,OAAc,0BAA0B,gBAAiB,MAAM,aAA6D;IAErH,aAAa,IAAI;QAAE,eAAe,EAAE,oBAAoB,CAAA;KAAE;
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{"version":3,"file":"save-reader.d.ts","sourceRoot":"","sources":["../../../../src/parser/satisfactory/save/save-reader.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,aAAa,EAAE,MAAM,8BAA8B,CAAC;AAE7D,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAC;AAChC,OAAO,EAAE,oBAAoB,EAAkB,MAAM,oBAAoB,CAAC;AAE1E,OAAO,EAAE,gBAAgB,EAAE,MAAM,cAAc,CAAC;AAGhD,eAAO,MAAM,sCAAsC,KAAK,CAAC;AAEzD,MAAM,MAAM,UAAU,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;AAE1D,MAAM,MAAM,kBAAkB,GAAG;IAChC,OAAO,EAAE,MAAM,CAAC;IAChB,KAAK,EAAE,UAAU,CAAC;IAClB,KAAK,EAAE,UAAU,CAAC;CAClB,CAAA;AAED,MAAM,MAAM,KAAK,GAAG;IACnB,CAAC,UAAU,EAAE,MAAM,GAAG;QACrB,QAAQ,EAAE,MAAM,CAAC;QACjB,QAAQ,EAAE,MAAM,CAAC;QACjB,QAAQ,EAAE;YACT,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,CAAC;SACvB,CAAA;KACD,CAAA;CACD,CAAC;AACF,qBAAa,UAAW,SAAQ,aAAa;IAKI,kBAAkB,EAAE,CAAC,QAAQ,EAAE,MAAM,EAAE,GAAG,CAAC,EAAE,MAAM,KAAK,IAAI;IAF5G,gBAAuB,WAAW,uBAAuB;gBAE7C,UAAU,EAAE,eAAe,EAAS,kBAAkB,GAAE,CAAC,QAAQ,EAAE,MAAM,EAAE,GAAG,CAAC,EAAE,MAAM,KAAK,IAAgB;IAIjH,MAAM,UAAW,GAAG,YAAY,GAAG,KAAG,IAAI,CAI/C;IAEF,OAAc,mBAAmB,gBAAiB,MAAM,KAAG,gBAAgB,CAYzE;IACF,OAAc,yBAAyB,gBAAiB,MAAM,aAA4E;IAC1I,OAAc,uBAAuB,gBAAiB,MAAM,aAA+C;IAC3G,OAAc,uBAAuB,gBAAiB,MAAM,aAAoD;IAChH,OAAc,0BAA0B,gBAAiB,MAAM,aAA6D;IAErH,aAAa,IAAI;QAAE,eAAe,EAAE,oBAAoB,CAAA;KAAE;IAqB1D,8BAA8B,QAAO;QAAE,QAAQ,EAAE,kBAAkB,CAAC;QAAC,KAAK,EAAE,KAAK,CAAA;KAAE,CAgCxF;IAEF,OAAO,CAAC,SAAS,CAiCf;IAEK,UAAU,IAAI;QAAE,CAAC,SAAS,EAAE,MAAM,GAAG,KAAK,CAAC;KAAE;CA2BpD"}
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{ Alignment } from '../../byte/alignment.enum';\nimport { ContextReader } from '../../context/context-reader';\nimport { CorruptSaveError, ParserError, UnsupportedVersionError } from '../../error/parser.error';\nimport { Level } from './level';\nimport { ChunkCompressionInfo, SaveBodyChunks } from './save-body-chunks';\nimport { SaveCustomVersion } from './save-custom-version';\nimport { RoughSaveVersion } from './save.types';\n\n\nexport const DEFAULT_SATISFACTORY_CHUNK_HEADER_SIZE = 49;\n\nexport type ByteArray4 = [number, number, number, number];\n\nexport type SaveBodyValidation = {\n\tversion: number;\n\thash1: ByteArray4;\n\thash2: ByteArray4;\n}\n\nexport type Grids = {\n\t[parentName: string]: {\n\t\tcellSize: number;\n\t\tgridHash: number;\n\t\tchildren: {\n\t\t\t[name: string]: number;\t// children object contains names and their binary size.\n\t\t}\n\t}\n};\nexport class SaveReader extends ContextReader {\n\n\t// the number of .net ticks at the unix epoch\n\tpublic static readonly EPOCH_TICKS = 621355968000000000n;\n\n\tconstructor(fileBuffer: ArrayBufferLike, public onProgressCallback: (progress: number, msg?: string) => void = () => { }) {\n\t\tsuper(fileBuffer, Alignment.LITTLE_ENDIAN);\n\t}\n\n\tpublic expect = (value: any, expected: any): void => {\n\t\tif (value !== expected) {\n\t\t\tconsole.warn(`Read a value that's usually ${expected}, but this time ${value}. Meaning unclear. Raise an issue or contact me if you want.`);\n\t\t}\n\t};\n\n\tpublic static GetRoughSaveVersion = (saveVersion: number): RoughSaveVersion => {\n\t\tif (SaveReader.IsGameVersionAtLeast_U1_1(saveVersion)) {\n\t\t\treturn 'U1.1+';\n\t\t} else if (SaveReader.IsGameVersionAtLeast_U1(saveVersion)) {\n\t\t\treturn 'U1.0';\n\t\t} else if (SaveReader.IsGameVersionAtLeast_U8(saveVersion)) {\n\t\t\treturn 'U8';\n\t\t} else if (SaveReader.IsGameVersionAtLeast_U6_U7(saveVersion)) {\n\t\t\treturn 'U6/U7';\n\t\t} else {\n\t\t\treturn '<U6';\n\t\t}\n\t};\n\tpublic static IsGameVersionAtLeast_U1_1 = (saveVersion: number) => saveVersion >= SaveCustomVersion.SerializePerStreamableLevelTOCVersion;\n\tpublic static IsGameVersionAtLeast_U1 = (saveVersion: number) => saveVersion >= SaveCustomVersion.Version1;\n\tpublic static IsGameVersionAtLeast_U8 = (saveVersion: number) => saveVersion >= SaveCustomVersion.UnrealEngine5;\t// Could be anywhere from UnrealEngine5 (37) to ResetBrokenBlueprintSplinnes (42)\n\tpublic static IsGameVersionAtLeast_U6_U7 = (saveVersion: number) => saveVersion >= SaveCustomVersion.AddedSublevelStreaming;\n\n\tpublic inflateChunks(): { compressionInfo: ChunkCompressionInfo } {\n\n\t\tconst result = SaveBodyChunks.DecompressChunks(this.fileBuffer.slice(this.currentByte), this.alignment);\n\n\t\t// reset on decompressed data.\n\t\tthis.currentByte = 0;\n\t\tthis.fileBuffer = result.uncompressedData.buffer;\n\t\tthis.maxByte = this.fileBuffer.byteLength;\n\t\tthis.bufferView = new DataView(this.fileBuffer);\n\n\t\tconst totalBodyRestSize = this.readInt32();\n\t\tif (result.uncompressedData.byteLength !== (totalBodyRestSize + (this.context.saveVersion >= SaveCustomVersion.UnrealEngine5 ? 8 : 4))) {\n\t\t\tthrow new CorruptSaveError(`Possibly corrupt. Indicated size of total save body (${totalBodyRestSize + 8}) does not match the uncompressed real size of ${result.uncompressedData.byteLength}.`);\n\t\t}\n\n\t\treturn {\n\t\t\tcompressionInfo: result.compressionInfo\n\t\t};\n\t}\n\n\tpublic readSaveBodyHash = (): SaveBodyValidation => {\n\n\t\tthis.expect(this.readInt32(), 0);\n\n\t\tconst saveBodyValidationVersion = this.readInt32(); // seems constant, always 06 00 00 00\n\n\t\tthis.expect(this.readString(), 'None');\n\t\tthis.expect(this.readInt32(), 0);\n\n\t\tconst hash1 = Array.from(this.readBytes(4)) as ByteArray4; // some weird binary hash - 67 21 E7 F7 / DC 7E 81 48 / 59 E4 1E 1B -- changes not when collecting a slug or dismantling an object. Grids havent changed. So it must depend on grid-related things.\n\n\t\tthis.expect(this.readInt32(), 1);\n\t\tthis.expect(this.readString(), 'None');\n\n\t\t// TODO: check\n\t\tconst hash2 = Array.from(this.readBytes(4)) as ByteArray4; // no idea, changes somehow when level content changes. So we save it for now. -- 8B 08 EB 00\n\n\t\treturn {\n\t\t\tversion: saveBodyValidationVersion,\n\t\t\thash1,\n\t\t\thash2\n\t\t} satisfies SaveBodyValidation;\n\t};\n\n\tpublic readGrids = (): Grids => {\n\t\tconst grids: Grids = {};\n\n\t\tconst readGrid = () => {\n\t\t\tconst gridName = this.readString();\n\t\t\tconst cellSize = this.readInt32();\n\t\t\tconst gridHash = this.readUint32();\n\t\t\tgrids[gridName] = { children: {}, cellSize, gridHash };\n\n\t\t\tconst childrenCount = this.readUint32();\n\t\t\tfor (let i = 0; i < childrenCount; i++) {\n\t\t\t\tconst levelInstanceName = this.readString();\n\t\t\t\tconst cellHash = this.readUint32();\n\t\t\t\tgrids[gridName].children[levelInstanceName] = cellHash;\n\t\t\t}\n\t\t};\n\n\t\t// main grid\n\t\treadGrid();\n\n\t\t// landscape grid\n\t\treadGrid();\n\n\t\t// exploration grid\n\t\treadGrid();\n\n\t\t// foliage grid\n\t\treadGrid();\n\n\t\t// hlod0\n\t\treadGrid();\n\n\t\treturn grids;\n\t};\n\n\tpublic readLevels(): { [levelName: string]: Level; } {\n\n\t\tif (!this.context.saveVersion || !this.context.saveHeaderType) {\n\t\t\tthrow new ParserError('ParserError', 'Header and its context must be set before objects can be read.');\n\t\t}\n\n\t\t// guard save version\n\t\tconst roughSaveVersion = SaveReader.GetRoughSaveVersion(this.context.saveVersion);\n\t\tif (roughSaveVersion === '<U6') {\n\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}\n\n\t\tconst levels: { [levelName: string]: Level; } = {};\n\t\tconst levelCount = this.readInt32();\n\t\tthis.onProgressCallback(this.getBufferProgress(), `reading pack of ${levelCount + 1} levels.`);\n\n\t\tfor (let i = 0; i <= levelCount; i++) {\n\t\t\tlet levelSingleName = i === levelCount ? this.context.mapName! : this.readString();\n\t\t\tif (i % 500 === 0) {\n\t\t\t\tthis.onProgressCallback(this.getBufferProgress(), `reading level [${(i + 1)}/${(levelCount + 1)}] ${levelSingleName}`);\n\t\t\t}\n\n\t\t\tlevels[levelSingleName] = Level.ReadLevel(this, levelSingleName);\n\t\t}\n\n\t\treturn levels;\n\t}\n}\n\n\n"]}
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+
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{ Alignment } from '../../byte/alignment.enum';\nimport { ContextReader } from '../../context/context-reader';\nimport { CorruptSaveError, ParserError, UnsupportedVersionError } from '../../error/parser.error';\nimport { Level } from './level';\nimport { ChunkCompressionInfo, SaveBodyChunks } from './save-body-chunks';\nimport { SaveCustomVersion } from './save-custom-version';\nimport { RoughSaveVersion } from './save.types';\n\n\nexport const DEFAULT_SATISFACTORY_CHUNK_HEADER_SIZE = 49;\n\nexport type ByteArray4 = [number, number, number, number];\n\nexport type SaveBodyValidation = {\n\tversion: number;\n\thash1: ByteArray4;\n\thash2: ByteArray4;\n}\n\nexport type Grids = {\n\t[parentName: string]: {\n\t\tcellSize: number;\n\t\tgridHash: number;\n\t\tchildren: {\n\t\t\t[name: string]: number;\t// children object contains names and their binary size.\n\t\t}\n\t}\n};\nexport class SaveReader extends ContextReader {\n\n\t// the number of .net ticks at the unix epoch\n\tpublic static readonly EPOCH_TICKS = 621355968000000000n;\n\n\tconstructor(fileBuffer: ArrayBufferLike, public onProgressCallback: (progress: number, msg?: string) => void = () => { }) {\n\t\tsuper(fileBuffer, Alignment.LITTLE_ENDIAN);\n\t}\n\n\tpublic expect = (value: any, expected: any): void => {\n\t\tif (value !== expected) {\n\t\t\tconsole.warn(`Read a value that's usually '${expected}', but this time '${value}'. Meaning unclear. Especially if you use mods. Raise an issue or contact me if you want.`);\n\t\t}\n\t};\n\n\tpublic static GetRoughSaveVersion = (saveVersion: number): RoughSaveVersion => {\n\t\tif (SaveReader.IsGameVersionAtLeast_U1_1(saveVersion)) {\n\t\t\treturn 'U1.1+';\n\t\t} else if (SaveReader.IsGameVersionAtLeast_U1(saveVersion)) {\n\t\t\treturn 'U1.0';\n\t\t} else if (SaveReader.IsGameVersionAtLeast_U8(saveVersion)) {\n\t\t\treturn 'U8';\n\t\t} else if (SaveReader.IsGameVersionAtLeast_U6_U7(saveVersion)) {\n\t\t\treturn 'U6/U7';\n\t\t} else {\n\t\t\treturn '<U6';\n\t\t}\n\t};\n\tpublic static IsGameVersionAtLeast_U1_1 = (saveVersion: number) => saveVersion >= SaveCustomVersion.SerializePerStreamableLevelTOCVersion;\n\tpublic static IsGameVersionAtLeast_U1 = (saveVersion: number) => saveVersion >= SaveCustomVersion.Version1;\n\tpublic static IsGameVersionAtLeast_U8 = (saveVersion: number) => saveVersion >= SaveCustomVersion.UnrealEngine5;\t// Could be anywhere from UnrealEngine5 (37) to ResetBrokenBlueprintSplinnes (42)\n\tpublic static IsGameVersionAtLeast_U6_U7 = (saveVersion: number) => saveVersion >= SaveCustomVersion.AddedSublevelStreaming;\n\n\tpublic inflateChunks(): { compressionInfo: ChunkCompressionInfo } {\n\n\t\tconst result = SaveBodyChunks.DecompressChunks(this.fileBuffer.slice(this.currentByte), this.alignment);\n\n\t\t// reset on decompressed data.\n\t\tthis.currentByte = 0;\n\t\tthis.fileBuffer = result.uncompressedData.buffer;\n\t\tthis.maxByte = this.fileBuffer.byteLength;\n\t\tthis.bufferView = new DataView(this.fileBuffer);\n\n\t\tconst totalBodyRestSize = this.readInt32();\n\t\tif (result.uncompressedData.byteLength !== (totalBodyRestSize + (this.context.saveVersion >= SaveCustomVersion.UnrealEngine5 ? 8 : 4))) {\n\t\t\tthrow new CorruptSaveError(`Possibly corrupt. Indicated size of total save body (${totalBodyRestSize + 8}) does not match the uncompressed real size of ${result.uncompressedData.byteLength}.`);\n\t\t}\n\n\t\treturn {\n\t\t\tcompressionInfo: result.compressionInfo\n\t\t};\n\t}\n\n\t\n\tpublic readSaveBodyValidationAndGrids = (): { gridHash: SaveBodyValidation; grids: Grids } => {\n\n\t\tlet gridHash: SaveBodyValidation;\n\t\tlet grids: Grids;\n\t\tthis.expect(this.readInt32(), 0);\n\n\t\t// ingame map has version 6, custom maps have version 0 apparently\n\t\tconst version = this.readInt32(); \n\t\tif (version > 0) {\n\n\t\t\tthis.expect(this.readString(), 'None');\n\t\t\tthis.expect(this.readInt32(), 0);\n\n\t\t\tconst hash1 = Array.from(this.readBytes(4)) as ByteArray4; // some weird binary hash - 67 21 E7 F7 / DC 7E 81 48 / 59 E4 1E 1B -- changes not when collecting a slug or dismantling an object. Grids havent changed. So it must depend on grid-related things.\n\n\t\t\tthis.expect(this.readInt32(), 1);\n\t\t\tthis.expect(this.readString(), 'None');\n\n\t\t\tconst hash2 = Array.from(this.readBytes(4)) as ByteArray4; // no idea, changes somehow when level content changes. So we save it for now. -- 8B 08 EB 00\n\n\t\t\tgridHash = {\n\t\t\t\tversion,\n\t\t\t\thash1,\n\t\t\t\thash2\n\t\t\t};\n\t\t\tgrids = this.readGrids();\n\t\t} else {\n\t\t\tgridHash = { version, hash1: [0, 0, 0, 0], hash2: [0, 0, 0, 0] };\n\t\t\tgrids = {};\n\t\t}\n\n\t\treturn { gridHash, grids };\n\t};\n\n\tprivate readGrids = (): Grids => {\n\t\tconst grids: Grids = {};\n\n\t\tconst readGrid = () => {\n\t\t\tconst gridName = this.readString();\n\t\t\tconst cellSize = this.readInt32();\n\t\t\tconst gridHash = this.readUint32();\n\t\t\tgrids[gridName] = { children: {}, cellSize, gridHash };\n\n\t\t\tconst childrenCount = this.readUint32();\n\t\t\tfor (let i = 0; i < childrenCount; i++) {\n\t\t\t\tconst levelInstanceName = this.readString();\n\t\t\t\tconst cellHash = this.readUint32();\n\t\t\t\tgrids[gridName].children[levelInstanceName] = cellHash;\n\t\t\t}\n\t\t};\n\n\t\t// main grid\n\t\treadGrid();\n\n\t\t// landscape grid\n\t\treadGrid();\n\n\t\t// exploration grid\n\t\treadGrid();\n\n\t\t// foliage grid\n\t\treadGrid();\n\n\t\t// hlod0\n\t\treadGrid();\n\n\t\treturn grids;\n\t};\n\n\tpublic readLevels(): { [levelName: string]: Level; } {\n\n\t\tif (!this.context.saveVersion || !this.context.saveHeaderType) {\n\t\t\tthrow new ParserError('ParserError', 'Header and its context must be set before objects can be read.');\n\t\t}\n\n\t\t// guard save version\n\t\tconst roughSaveVersion = SaveReader.GetRoughSaveVersion(this.context.saveVersion);\n\t\tif (roughSaveVersion === '<U6') {\n\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}\n\n\t\tconst levels: { [levelName: string]: Level; } = {};\n\t\tconst levelCount = this.readInt32();\n\t\tthis.onProgressCallback(this.getBufferProgress(), `reading pack of ${levelCount + 1} levels.`);\n\n\t\tfor (let i = 0; i <= levelCount; i++) {\n\t\t\tlet levelSingleName = i === levelCount ? this.context.mapName! : this.readString();\n\t\t\tif (i % 500 === 0) {\n\t\t\t\tthis.onProgressCallback(this.getBufferProgress(), `reading level [${(i + 1)}/${(levelCount + 1)}] ${levelSingleName}`);\n\t\t\t}\n\n\t\t\tlevels[levelSingleName] = Level.ReadLevel(this, levelSingleName);\n\t\t}\n\n\t\treturn levels;\n\t}\n}\n\n\n"]}
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@@ -5,8 +5,8 @@ import { ChunkCompressionInfo, ChunkSummary } from "./save-body-chunks";
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5
5
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import { Grids, SaveBodyValidation } from './save-reader';
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6
6
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export declare class SaveWriter extends ContextWriter {
|
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7
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constructor();
|
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8
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-
static
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9
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-
static WriteGrids
|
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8
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+
static WriteSaveBodyHashAndGrids: (writer: ContextWriter, saveBodyValidation: SaveBodyValidation, grids: Grids) => void;
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9
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+
private static WriteGrids;
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10
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static WriteLevels(writer: ContextWriter, save: SatisfactorySave): void;
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11
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static GenerateCompressedChunksFromData(bufferArray: ArrayBuffer, compressionInfo: ChunkCompressionInfo, blueprintOrSave: 'blueprint' | 'save', onBinaryBeforeCompressing: (binary: ArrayBuffer) => void, onChunk: (chunk: Uint8Array) => void, alignment?: Alignment): ChunkSummary[];
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12
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generateChunks(compressionInfo: ChunkCompressionInfo, posAfterHeader: number, onBinaryBeforeCompressing: (binary: ArrayBuffer) => void, onHeader: (header: Uint8Array) => void, onChunk: (chunk: Uint8Array) => void): ChunkSummary[];
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"save-writer.d.ts","sourceRoot":"","sources":["../../../../src/parser/satisfactory/save/save-writer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,2BAA2B,CAAC;AACtD,OAAO,EAAE,aAAa,EAAE,MAAM,8BAA8B,CAAC;AAG7D,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,oBAAoB,EAAE,YAAY,EAAkB,MAAM,oBAAoB,CAAC;AACxF,OAAO,EAAE,KAAK,EAAE,kBAAkB,EAAE,MAAM,eAAe,CAAC;AAG1D,qBAAa,UAAW,SAAQ,aAAa;;IAM5C,OAAc,
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1
|
+
{"version":3,"file":"save-writer.d.ts","sourceRoot":"","sources":["../../../../src/parser/satisfactory/save/save-writer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,2BAA2B,CAAC;AACtD,OAAO,EAAE,aAAa,EAAE,MAAM,8BAA8B,CAAC;AAG7D,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,oBAAoB,EAAE,YAAY,EAAkB,MAAM,oBAAoB,CAAC;AACxF,OAAO,EAAE,KAAK,EAAE,kBAAkB,EAAE,MAAM,eAAe,CAAC;AAG1D,qBAAa,UAAW,SAAQ,aAAa;;IAM5C,OAAc,yBAAyB,WAAY,aAAa,sBAAsB,kBAAkB,SAAS,KAAK,KAAG,IAAI,CAc5H;IAED,OAAO,CAAC,MAAM,CAAC,UAAU,CAYvB;WAEY,WAAW,CAAC,MAAM,EAAE,aAAa,EAAE,IAAI,EAAE,gBAAgB,GAAG,IAAI;WAUhE,gCAAgC,CAC7C,WAAW,EAAE,WAAW,EACxB,eAAe,EAAE,oBAAoB,EACrC,eAAe,EAAE,WAAW,GAAG,MAAM,EACrC,yBAAyB,EAAE,CAAC,MAAM,EAAE,WAAW,KAAK,IAAI,EACxD,OAAO,EAAE,CAAC,KAAK,EAAE,UAAU,KAAK,IAAI,EACpC,SAAS,GAAE,SAAmC,GAC5C,YAAY,EAAE;IAKV,cAAc,CACpB,eAAe,EAAE,oBAAoB,EACrC,cAAc,EAAE,MAAM,EAEtB,yBAAyB,EAAE,CAAC,MAAM,EAAE,WAAW,KAAK,IAAI,EACxD,QAAQ,EAAE,CAAC,MAAM,EAAE,UAAU,KAAK,IAAI,EACtC,OAAO,EAAE,CAAC,KAAK,EAAE,UAAU,KAAK,IAAI,GAClC,YAAY,EAAE;CAgBjB"}
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@@ -34,15 +34,18 @@ class SaveWriter extends context_writer_1.ContextWriter {
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34
34
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}
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35
35
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}
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36
36
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exports.SaveWriter = SaveWriter;
|
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37
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-
SaveWriter.
|
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37
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+
SaveWriter.WriteSaveBodyHashAndGrids = (writer, saveBodyValidation, grids) => {
|
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38
38
|
writer.writeInt32(0);
|
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39
39
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writer.writeInt32(saveBodyValidation.version);
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-
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45
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-
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40
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+
if (saveBodyValidation.version > 0) {
|
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41
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+
writer.writeString('None');
|
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42
|
+
writer.writeInt32(0);
|
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43
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+
writer.writeBytesArray(saveBodyValidation.hash1);
|
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44
|
+
writer.writeInt32(1);
|
|
45
|
+
writer.writeString('None');
|
|
46
|
+
writer.writeBytesArray(saveBodyValidation.hash2);
|
|
47
|
+
SaveWriter.WriteGrids(writer, grids);
|
|
48
|
+
}
|
|
46
49
|
};
|
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47
50
|
SaveWriter.WriteGrids = (writer, grids) => {
|
|
48
51
|
for (const gridEntry of Object.entries(grids)) {
|
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@@ -1 +1 @@
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1
|
-
{"version":3,"file":"save-writer.js","sourceRoot":"","sources":["../../../../src/parser/satisfactory/save/save-writer.ts"],"names":[],"mappings":";;;AAAA,8DAAsD;AACtD,iEAA6D;AAC7D,2DAAuD;AACvD,mCAAgC;AAEhC,yDAAwF;AAIxF,MAAa,UAAW,SAAQ,8BAAa;IAE5C;QACC,KAAK,CAAC,0BAAS,CAAC,aAAa,CAAC,CAAC;IAChC,CAAC;
|
|
1
|
+
{"version":3,"file":"save-writer.js","sourceRoot":"","sources":["../../../../src/parser/satisfactory/save/save-writer.ts"],"names":[],"mappings":";;;AAAA,8DAAsD;AACtD,iEAA6D;AAC7D,2DAAuD;AACvD,mCAAgC;AAEhC,yDAAwF;AAIxF,MAAa,UAAW,SAAQ,8BAAa;IAE5C;QACC,KAAK,CAAC,0BAAS,CAAC,aAAa,CAAC,CAAC;IAChC,CAAC;IAgCM,MAAM,CAAC,WAAW,CAAC,MAAqB,EAAE,IAAsB;QACtE,MAAM,CAAC,UAAU,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QACvD,KAAK,MAAM,KAAK,IAAI,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,MAAM,CAAC,EAAE,CAAC;YAChD,IAAI,KAAK,CAAC,IAAI,KAAK,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC;gBACxC,MAAM,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;YAChC,CAAC;YACD,aAAK,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,CAAC,CAAC;QACrC,CAAC;IACF,CAAC;IAEM,MAAM,CAAC,gCAAgC,CAC7C,WAAwB,EACxB,eAAqC,EACrC,eAAqC,EACrC,yBAAwD,EACxD,OAAoC,EACpC,YAAuB,0BAAS,CAAC,aAAa;QAG9C,OAAO,iCAAc,CAAC,sBAAsB,CAAC,WAAW,EAAE,eAAe,EAAE,eAAe,EAAE,yBAAyB,EAAE,OAAO,EAAE,SAAS,CAAC,CAAC;IAC5I,CAAC;IAEM,cAAc,CACpB,eAAqC,EACrC,cAAsB,EAEtB,yBAAwD,EACxD,QAAsC,EACtC,OAAoC;QAGpC,IAAI,cAAc,IAAI,CAAC,EAAE,CAAC;YACzB,MAAM,IAAI,0BAAW,CAAC,aAAa,EAAE,qGAAqG,CAAC,CAAC;QAC7I,CAAC;QAGD,MAAM,MAAM,GAAG,IAAI,UAAU,CAAC,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC,EAAE,cAAc,CAAC,CAAC,CAAC;QACzE,QAAQ,CAAC,MAAM,CAAC,CAAC;QAGjB,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC,cAAc,CAAC,CAAC;QAC1D,MAAM,YAAY,GAAG,UAAU,CAAC,gCAAgC,CAAC,IAAI,CAAC,WAAW,EAAE,eAAe,EAAE,MAAM,EAAE,yBAAyB,EAAE,OAAO,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QAEhK,OAAO,YAAY,CAAC;IACrB,CAAC;;AAhFF,gCAiFC;AA3Ec,oCAAyB,GAAG,CAAC,MAAqB,EAAE,kBAAsC,EAAE,KAAY,EAAQ,EAAE;IAC/H,MAAM,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;IACrB,MAAM,CAAC,UAAU,CAAC,kBAAkB,CAAC,OAAO,CAAC,CAAC;IAE9C,IAAI,kBAAkB,CAAC,OAAO,GAAG,CAAC,EAAE,CAAC;QACpC,MAAM,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC;QAC3B,MAAM,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;QACrB,MAAM,CAAC,eAAe,CAAC,kBAAkB,CAAC,KAAK,CAAC,CAAC;QACjD,MAAM,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;QACrB,MAAM,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC;QAC3B,MAAM,CAAC,eAAe,CAAC,kBAAkB,CAAC,KAAK,CAAC,CAAC;QAEjD,UAAU,CAAC,UAAU,CAAC,MAAM,EAAE,KAAK,CAAC,CAAC;IACtC,CAAC;AACF,CAAC,CAAA;AAEc,qBAAU,GAAG,CAAC,MAAqB,EAAE,KAAY,EAAQ,EAAE;IACzE,KAAK,MAAM,SAAS,IAAI,MAAM,CAAC,OAAO,CAAC,KAAK,CAAC,EAAE,CAAC;QAC/C,MAAM,CAAC,WAAW,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC;QACjC,MAAM,CAAC,UAAU,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC;QACzC,MAAM,CAAC,WAAW,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC;QAE1C,MAAM,CAAC,WAAW,CAAC,MAAM,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,CAAC,MAAM,CAAC,CAAC;QAChE,KAAK,MAAM,KAAK,IAAI,MAAM,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,EAAE,CAAC;YAC3D,MAAM,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;YAC7B,MAAM,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;QAC9B,CAAC;IACF,CAAC;AACF,CAAC,CAAC","sourcesContent":["import { Alignment } from \"../../byte/alignment.enum\";\nimport { ContextWriter } from '../../context/context-writer';\nimport { ParserError } from \"../../error/parser.error\";\nimport { Level } from './level';\nimport { SatisfactorySave } from \"./satisfactory-save\";\nimport { ChunkCompressionInfo, ChunkSummary, SaveBodyChunks } from \"./save-body-chunks\";\nimport { Grids, SaveBodyValidation } from './save-reader';\n\n\nexport class SaveWriter extends ContextWriter {\n\n\tconstructor() {\n\t\tsuper(Alignment.LITTLE_ENDIAN);\n\t}\n\n\tpublic static WriteSaveBodyHashAndGrids = (writer: ContextWriter, saveBodyValidation: SaveBodyValidation, grids: Grids): void => {\n\t\twriter.writeInt32(0);\n\t\twriter.writeInt32(saveBodyValidation.version);\n\n\t\tif (saveBodyValidation.version > 0) {\n\t\t\twriter.writeString('None');\n\t\t\twriter.writeInt32(0);\n\t\t\twriter.writeBytesArray(saveBodyValidation.hash1);\n\t\t\twriter.writeInt32(1);\n\t\t\twriter.writeString('None');\n\t\t\twriter.writeBytesArray(saveBodyValidation.hash2);\n\n\t\t\tSaveWriter.WriteGrids(writer, grids);\n\t\t}\n\t}\n\n\tprivate static WriteGrids = (writer: ContextWriter, grids: Grids): void => {\n\t\tfor (const gridEntry of Object.entries(grids)) {\n\t\t\twriter.writeString(gridEntry[0]);\n\t\t\twriter.writeInt32(gridEntry[1].cellSize);\n\t\t\twriter.writeUint32(gridEntry[1].gridHash);\n\n\t\t\twriter.writeUint32(Object.values(gridEntry[1].children).length);\n\t\t\tfor (const child of Object.entries(gridEntry[1].children)) {\n\t\t\t\twriter.writeString(child[0]);\n\t\t\t\twriter.writeUint32(child[1]);\n\t\t\t}\n\t\t}\n\t};\n\n\tpublic static WriteLevels(writer: ContextWriter, save: SatisfactorySave): void {\n\t\twriter.writeInt32(Object.keys(save.levels).length - 1);\n\t\tfor (const level of Object.values(save.levels)) {\n\t\t\tif (level.name !== save.header.mapName) {\n\t\t\t\twriter.writeString(level.name);\n\t\t\t}\n\t\t\tLevel.SerializeLevel(writer, level);\n\t\t}\n\t}\n\n\tpublic static GenerateCompressedChunksFromData(\n\t\tbufferArray: ArrayBuffer,\n\t\tcompressionInfo: ChunkCompressionInfo,\n\t\tblueprintOrSave: 'blueprint' | 'save',\n\t\tonBinaryBeforeCompressing: (binary: ArrayBuffer) => void,\n\t\tonChunk: (chunk: Uint8Array) => void,\n\t\talignment: Alignment = Alignment.LITTLE_ENDIAN\n\t): ChunkSummary[] {\n\n\t\treturn SaveBodyChunks.CompressDataIntoChunks(bufferArray, compressionInfo, blueprintOrSave, onBinaryBeforeCompressing, onChunk, alignment);\n\t}\n\n\tpublic generateChunks(\n\t\tcompressionInfo: ChunkCompressionInfo,\n\t\tposAfterHeader: number,\n\n\t\tonBinaryBeforeCompressing: (binary: ArrayBuffer) => void,\n\t\tonHeader: (header: Uint8Array) => void,\n\t\tonChunk: (chunk: Uint8Array) => void\n\t): ChunkSummary[] {\n\n\t\tif (posAfterHeader <= 0) {\n\t\t\tthrow new ParserError('ParserError', 'Seems like this buffer has no header. Please write the header first before you can generate chunks.');\n\t\t}\n\n\t\t// send plain header first.\n\t\tconst header = new Uint8Array(this.bufferArray.slice(0, posAfterHeader));\n\t\tonHeader(header);\n\n\t\t// create save body\n\t\tthis.bufferArray = this.bufferArray.slice(posAfterHeader);\n\t\tconst chunkSummary = SaveWriter.GenerateCompressedChunksFromData(this.bufferArray, compressionInfo, 'save', onBinaryBeforeCompressing, onChunk, this.alignment);\n\n\t\treturn chunkSummary;\n\t}\n}\n"]}
|
|
@@ -1 +1 @@
|
|
|
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,
|
|
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
|
-
|
|
202
|
-
grids =
|
|
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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+
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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}"]}
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