@etothepii/satisfactory-file-parser 3.3.0 → 3.3.1
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/.vscode/settings.json +6 -0
- package/CHANGELOG.md +9 -3
- package/README.md +4 -2
- package/build/index.d.ts +1 -0
- package/build/index.d.ts.map +1 -1
- package/build/index.js +1 -0
- package/build/index.js.map +1 -1
- package/build/parser/parser.d.ts.map +1 -1
- package/build/parser/parser.js +9 -7
- package/build/parser/parser.js.map +1 -1
- package/build/parser/satisfactory/types/property/generic/StructProperty.d.ts +2 -1
- package/build/parser/satisfactory/types/property/generic/StructProperty.d.ts.map +1 -1
- package/build/parser/satisfactory/types/property/generic/StructProperty.js +10 -0
- package/build/parser/satisfactory/types/property/generic/StructProperty.js.map +1 -1
- package/build/parser/satisfactory/types/structs/mods/FicsItNetworks/FINLuaRuntimePersistenceState.d.ts +22 -0
- package/build/parser/satisfactory/types/structs/mods/FicsItNetworks/FINLuaRuntimePersistenceState.d.ts.map +1 -0
- package/build/parser/satisfactory/types/structs/mods/FicsItNetworks/FINLuaRuntimePersistenceState.js +40 -0
- package/build/parser/satisfactory/types/structs/mods/FicsItNetworks/FINLuaRuntimePersistenceState.js.map +1 -0
- package/build/parser/stream/reworked/readable-stream-parser.d.ts.map +1 -1
- package/build/parser/stream/reworked/readable-stream-parser.js +8 -6
- package/build/parser/stream/reworked/readable-stream-parser.js.map +1 -1
- package/docs/assets/navigation.js +1 -1
- package/docs/assets/search.js +1 -1
- package/docs/classes/BlueprintConfigReader.html +4 -4
- package/docs/classes/BlueprintReader.html +4 -4
- package/docs/classes/CompressionLibraryError.html +27 -6
- package/docs/classes/ContextReader.html +4 -4
- package/docs/classes/ContextWriter.html +4 -4
- package/docs/classes/CorruptBlueprintError.html +27 -6
- package/docs/classes/CorruptSaveError.html +27 -6
- package/docs/classes/Parser.html +6 -6
- package/docs/classes/ParserError.html +27 -6
- 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 +4 -4
- package/docs/classes/SaveStreamJsonStringifier.html +2 -2
- package/docs/classes/SaveStreamWriter.html +2 -2
- package/docs/classes/SaveWriter.html +4 -4
- package/docs/classes/TimeoutError.html +27 -6
- package/docs/classes/UnimplementedError.html +27 -6
- package/docs/classes/UnsupportedVersionError.html +27 -6
- package/docs/enums/Alignment.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/FClientIdentityInfo.read.html +1 -1
- package/docs/functions/FClientIdentityInfo.write.html +1 -1
- package/docs/functions/FColor.read.html +1 -1
- package/docs/functions/FColor.write.html +1 -1
- package/docs/functions/FGDynamicStruct.Parse.html +1 -1
- package/docs/functions/FGDynamicStruct.Serialize.html +1 -1
- package/docs/functions/FICFrameRange.read.html +1 -1
- package/docs/functions/FICFrameRange.write.html +1 -1
- package/docs/functions/FINGPUT1BufferPixel.read.html +1 -1
- package/docs/functions/FINGPUT1BufferPixel.write.html +1 -1
- package/docs/functions/FINItemStateFileSystem.IsFINItemStateFileSystem.html +1 -1
- package/docs/functions/FINItemStateFileSystem.read.html +1 -1
- package/docs/functions/FINItemStateFileSystem.write.html +1 -1
- package/docs/functions/FINNetworkTrace.read.html +1 -1
- package/docs/functions/FINNetworkTrace.write.html +1 -1
- package/docs/functions/FLBBalancerIndexing.read.html +1 -1
- package/docs/functions/FLBBalancerIndexing.write.html +1 -1
- package/docs/functions/FLinearColor.read.html +1 -1
- package/docs/functions/FLinearColor.write.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/SaveBodyValidation.Parse.html +1 -1
- package/docs/functions/SaveBodyValidation.Serialize.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/SoftObjectProperty.CalcOverhead.html +1 -0
- package/docs/functions/SoftObjectProperty.Parse.html +1 -0
- package/docs/functions/SoftObjectProperty.ReadValue.html +1 -0
- package/docs/functions/SoftObjectProperty.Serialize.html +1 -0
- package/docs/functions/SoftObjectProperty.SerializeValue.html +1 -0
- 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/isSoftObjectProperty.html +1 -0
- 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 +3 -2
- 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/FClientIdentityInfo.html +1 -1
- package/docs/modules/FColor.html +1 -1
- package/docs/modules/FGDynamicStruct.html +1 -1
- package/docs/modules/FICFrameRange.html +1 -1
- package/docs/modules/FINGPUT1BufferPixel.html +1 -1
- package/docs/modules/FINItemStateFileSystem.html +1 -1
- package/docs/modules/FINNetworkTrace.html +1 -1
- package/docs/modules/FLBBalancerIndexing.html +1 -1
- package/docs/modules/FLinearColor.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/SaveBodyValidation.html +1 -1
- package/docs/modules/SetProperty.html +1 -1
- package/docs/modules/SoftObjectArrayProperty.html +1 -1
- package/docs/modules/SoftObjectProperty.html +6 -0
- package/docs/modules/SoftObjectReference.html +1 -1
- package/docs/modules/SpecialDroneActionProperties.html +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 { SaveReader } from '../../satisfactory/save/save-reader';\nimport { ObjectReference } from '../../satisfactory/types/structs/ObjectReference';\nimport { SaveBodyValidation } from \"../../satisfactory/types/structs/SaveBodyValidation\";\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 saveBodyValidation = save.saveBodyValidation;\n\t\t\tif (reader.context.saveVersion >= SaveCustomVersion.IntroducedWorldPartition) {\n\t\t\t\tsaveBodyValidation = SaveBodyValidation.Parse(reader);\n\t\t\t}\n\n\t\t\tawait ReadableStreamParser.WriteHeaderAndSaveBodyValidation(write, name, inflateResult.compressionInfo, header, saveBodyValidation);\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 WriteHeaderAndSaveBodyValidation = async (\n\t\twrite: (value: string, waitTilConsumingEndIsReady?: boolean) => Promise<void>,\n\t\tname: string,\n\t\tcompressionInfo: ChunkCompressionInfo,\n\t\theader: SatisfactorySaveHeader,\n\t\tsaveBodyValidation: SaveBodyValidation\n\t) => {\n\t\treturn write(`{\"header\": ${JSON.stringify(header)}, \"name\": \"${name}\", \"compressionInfo\": ${JSON.stringify(compressionInfo)}, \"saveBodyValidation\": ${JSON.stringify(saveBodyValidation)}, \"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 ${levelCount + 1} levels.`);\n\n\t\tlet writtenTotalObjectsSinceConsumerSync = 0;\n\t\tlet collectables: ObjectReference[] = [];\n\t\tlet destroyedActorsMap: LevelToDestroyedActorsMap = {};\n\t\tfor (let j = 0; j <= levelCount; j++) {\n\t\t\tlet levelName = (j === levelCount) ? '' + mapName : reader.readString();\n\t\t\tconst isPersistentLevel = levelName === mapName;\n\n\t\t\tif (j % 500 === 0) {\n\t\t\t\treader.onProgressCallback(reader.getBufferProgress(), `reading level [${(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 (isPersistentLevel) {\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.filter(Boolean).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 (!isPersistentLevel) {\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 (isPersistentLevel) {\n\t\t\t\tdestroyedActorsMap = LevelToDestroyedActorsMap.read(reader);\n\t\t\t\tawait write(`\"destroyedActorsMap\": ${JSON.stringify(destroyedActorsMap)}, `, false);\n\t\t\t}\n\n\t\t\tawait write('\"collectables\": [', false);\n\n\t\t\t// only NOT in the persistent level, we have 2nd collectables.\n\t\t\tif (!isPersistentLevel) {\n\t\t\t\tcollectables = ObjectReferencesList.ReadList(reader);\n\t\t\t}\n\n\t\t\tawait write(`${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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{ 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 { SaveReader } from '../../satisfactory/save/save-reader';\nimport { ObjectReference } from '../../satisfactory/types/structs/ObjectReference';\nimport { SaveBodyValidation } from \"../../satisfactory/types/structs/SaveBodyValidation\";\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 saveBodyValidation = save.saveBodyValidation;\n\t\t\tif (reader.context.saveVersion >= SaveCustomVersion.IntroducedWorldPartition) {\n\t\t\t\tsaveBodyValidation = SaveBodyValidation.Parse(reader);\n\t\t\t}\n\n\t\t\tawait ReadableStreamParser.WriteHeaderAndSaveBodyValidation(write, name, inflateResult.compressionInfo, header, saveBodyValidation);\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\tif (reader.getBufferPosition() < reader.getBufferLength()) {\n\t\t\t\tconst countUnresolvedWorldSaveData = reader.readInt32();\n\t\t\t\tif (countUnresolvedWorldSaveData) {\n\t\t\t\t\tsave.unresolvedWorldSaveData = [];\n\t\t\t\t\tfor (let i = 0; i < countUnresolvedWorldSaveData; i++) {\n\t\t\t\t\t\tsave.unresolvedWorldSaveData.push(ObjectReference.read(reader));\n\t\t\t\t\t}\n\t\t\t\t\tawait write(`, \"unresolvedWorldSaveData\": ${JSON.stringify(save.unresolvedWorldSaveData)} `, false);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (save.name !== undefined) {\n\t\t\t\tawait write(`, \"name\": \"${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 WriteHeaderAndSaveBodyValidation = async (\n\t\twrite: (value: string, waitTilConsumingEndIsReady?: boolean) => Promise<void>,\n\t\tname: string,\n\t\tcompressionInfo: ChunkCompressionInfo,\n\t\theader: SatisfactorySaveHeader,\n\t\tsaveBodyValidation: SaveBodyValidation\n\t) => {\n\t\treturn write(`{\"header\": ${JSON.stringify(header)}, \"name\": \"${name}\", \"compressionInfo\": ${JSON.stringify(compressionInfo)}, \"saveBodyValidation\": ${JSON.stringify(saveBodyValidation)}, \"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 ${levelCount + 1} levels.`);\n\n\t\tlet writtenTotalObjectsSinceConsumerSync = 0;\n\t\tlet collectables: ObjectReference[] = [];\n\t\tlet destroyedActorsMap: LevelToDestroyedActorsMap = {};\n\t\tfor (let j = 0; j <= levelCount; j++) {\n\t\t\tlet levelName = (j === levelCount) ? '' + mapName : reader.readString();\n\t\t\tconst isPersistentLevel = levelName === mapName;\n\n\t\t\tif (j % 500 === 0) {\n\t\t\t\treader.onProgressCallback(reader.getBufferProgress(), `reading level [${(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 (isPersistentLevel) {\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.filter(Boolean).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 (!isPersistentLevel) {\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 (isPersistentLevel) {\n\t\t\t\tdestroyedActorsMap = LevelToDestroyedActorsMap.read(reader);\n\t\t\t\tawait write(`\"destroyedActorsMap\": ${JSON.stringify(destroyedActorsMap)}, `, false);\n\t\t\t}\n\n\t\t\tawait write('\"collectables\": [', false);\n\n\t\t\t// only NOT in the persistent level, we have 2nd collectables.\n\t\t\tif (!isPersistentLevel) {\n\t\t\t\tcollectables = ObjectReferencesList.ReadList(reader);\n\t\t\t}\n\n\t\t\tawait write(`${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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