omegga 1.19.1 → 1.21.0

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.
@@ -23,6 +23,7 @@ const plugin = require("./plugin.js");
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  const wrapper = require("./wrapper.js");
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  const MISSING_CMD = '"Command not found. Type <color=\\"ffff00\\">/help</> for a list of commands or <color=\\"ffff00\\">/plugins</> for plugin information."';
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  const WHOLE_WORLD_EXTENT = 1e9;
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+ const WORLD_GRID_PERSISTENT_INDEX = 1;
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  function brsRemoved(version2) {
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  return version2 > 0 && version2 >= commands.PREFAB_VERSION;
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  }
@@ -1003,7 +1004,8 @@ class Omegga extends wrapper.default {
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  WHOLE_WORLD_EXTENT,
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  WHOLE_WORLD_EXTENT
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  ]).join(" ");
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- const rootPart = rootEntityPersistentIndex >= 0 ? ` ${rootEntityPersistentIndex}${userId ? ` "${userId}"` : ""}` : "";
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+ const rootIndex = rootEntityPersistentIndex >= 0 ? rootEntityPersistentIndex : userId ? WORLD_GRID_PERSISTENT_INDEX : -1;
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+ const rootPart = rootIndex >= 0 ? ` ${rootIndex}${userId ? ` "${userId}"` : ""}` : "";
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  this.writeln(
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  `${this.Console.Prefab.SaveRegion} "${path2}" ${center} ${extent} ${entities ? 1 : 0}${rootPart}`
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  );
@@ -1 +1 @@
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- {"version":3,"file":"server.js","sources":["../../src/omegga/server.ts"],"sourcesContent":["import Logger from '@/logger';\nimport MetricsServer from '@/metrics';\nimport {\n recordUncaughtException,\n recordUnhandledRejection,\n} from '@/metrics/errors';\nimport {\n type OmeggaLike,\n type OmeggaPlayer,\n type PluginInterop,\n} from '@/plugin';\nimport {\n BRICKADIA_AUTH_FILES,\n CONFIG_AUTH_DIR,\n CONFIG_HOME,\n CONFIG_SAVED_DIR,\n DATA_PATH,\n} from '@/softconfig';\nimport { VERSION } from '@/version';\nimport { type EnvironmentPreset } from '@brickadia/presets';\nimport {\n type BRBanList,\n type BRPlayerNameCache,\n type BRRoleAssignments,\n type BRRoleSetup,\n} from '@brickadia/types';\nimport { type IConfig } from '@config/types';\nimport { map as mapUtils, pattern, uuid } from '@util';\nimport { readBrdbRevisions } from '@util/brdb';\nimport { copyFiles, mkdir, readWatchedJSON } from '@util/file';\nimport Webserver from '@webserver/backend';\nimport brs, {\n WorldReader,\n writeBrzLegacy,\n type ReadSaveObject,\n type WriteSaveObject,\n} from 'brs-js';\nimport 'colors';\nimport glob from 'glob';\nimport { existsSync, readFileSync, unlinkSync, writeFileSync } from 'node:fs';\nimport { basename, join, resolve, sep } from 'path';\nimport { type AutoRestartConfig } from '..';\nimport commandInjector from './commandInjector';\nimport {\n EA2_VERSION,\n PREFAB_VERSION,\n resolveConsoleCommands,\n type ConsoleCommands,\n} from './commands';\nimport MATCHERS from './matchers';\nimport { readBinaryVersion } from './matchers/version';\n// imported for its side effect: registers the global Player helper\nimport './player';\nimport { PluginLoader } from './plugin';\nimport {\n type IGamemode,\n type ILogMinigame,\n type IMinigameList,\n type IOmeggaOptions,\n type IPlayerPositions,\n type IServerStatus,\n} from './types';\nimport OmeggaWrapper from './wrapper';\n\nconst MISSING_CMD =\n '\"Command not found. Type <color=\\\\\"ffff00\\\\\">/help</> for a list of commands or <color=\\\\\"ffff00\\\\\">/plugins</> for plugin information.\"';\n\n// Prefab.SaveRegion requires a region; when saving the whole world we pass a\n// maximal extent centered on the origin to capture everything.\nconst WHOLE_WORLD_EXTENT = 1_000_000_000;\n\n// These helpers are module-level (not class methods) on purpose: safe plugins\n// call these methods through a ProxyOmegga whose prototype steals Omegga's\n// implementations (see injectOmeggaPrototypes). A `#private` method would fail\n// the brand check when `this` is a ProxyOmegga (\"Receiver must be an instance\n// of class Omegga\"), so anything a stolen method depends on must not be\n// `#private`. Module functions keep working regardless of the receiver.\n\n/**\n * Whether the running game version has removed the legacy .brs bricks console\n * commands (Bricks.Save/Load/ClearAll/ClearRegion, World.LoadAdditive) in\n * favor of the prefab (`br.Prefab.*`) and world (`br.World.Clear*`) commands.\n * Removed at Brickadia CL{@link PREFAB_VERSION}.\n */\nfunction brsRemoved(version: number): boolean {\n return version > 0 && version >= PREFAB_VERSION;\n}\n\n/**\n * Warn that a method backed by a removed console command is a no-op on the\n * running game version, and return whether the caller should bail.\n * @param version the running game version\n * @param method the omegga method being called (for the message)\n * @param since CL version the underlying command was removed at\n * @param release human release name for that version (e.g. `EA2`, `EA3`)\n * @param replacement suggested replacement method/API\n */\nfunction warnRemoved(\n version: number,\n method: string,\n since: number,\n release: string,\n replacement: string,\n): boolean {\n if (!(version > 0 && version >= since)) return false;\n Logger.warnp(\n `omegga.${method}() uses a console command removed in Brickadia ` +\n `${release}. This call has no effect - use ${replacement} instead.`,\n );\n return true;\n}\n\n/**\n * Resolve `name` to an existing file inside `dir`, appending `ext` when it is\n * missing. `name` may be a bare name, a relative path, or an absolute path --\n * `resolve` (unlike `join`) lets callers pass an absolute path from one of\n * these getters straight back into an api that takes a name.\n * @returns the absolute path, or undefined if it does not exist or escapes `dir`\n */\nexport function resolveInDir(\n dir: string,\n name: string,\n ext: string,\n): string | undefined {\n if (typeof name !== 'string' || !name) return undefined;\n const file = resolve(\n dir,\n name.toLowerCase().endsWith(ext) ? name : name + ext,\n );\n // keep the file inside dir (guards against `..` traversal)\n if (!file.startsWith(dir.endsWith(sep) ? dir : dir + sep)) return undefined;\n return existsSync(file) ? file : undefined;\n}\n\n/**\n * Read a `.brz` prefab file (EA3) into a legacy save object. Brick geometry,\n * ownership, assets, materials, and components are reconstructed; wires are\n * not (the save-level `wires` array is left empty). Component names/data are\n * EA3-native (e.g. `Component_Internal_Seat`), not the legacy `BCD_*` names.\n *\n * This is a plain function rather than a method because `readSaveData` and\n * `getSaveData` are handed to safe plugins via STEAL_PROTOTYPES and run with\n * `this` bound to the plugin's proxy omegga, which has no private methods on\n * it -- calling `this.readPrefabData(...)` there throws \"not a function\".\n */\nfunction readPrefabData(\n omegga: {\n version: number;\n currentMap?: string;\n host?: { id: string; name: string };\n },\n file: string,\n { nobricks = false } = {},\n): ReadSaveObject {\n // gridId 1 is the world's main brick grid (MAIN_GRID); entity sub-grids\n // (>=2) are not captured, matching reader.bricks()'s default.\n const MAIN_GRID = 1;\n const reader = WorldReader.from(new Uint8Array(readFileSync(file)));\n const bricks = nobricks\n ? []\n : [...reader.bricks(MAIN_GRID)].map(b => ({\n ...b,\n physical_index: 0,\n components: {} as Record<string, unknown>,\n }));\n\n // Attach components to their bricks. Components are stored per chunk with a\n // chunk-local brick index; reader.bricks() yields bricks in the same chunk\n // order as brickChunkIndex(), so a running offset maps the chunk-local\n // index onto the flat bricks array.\n if (!nobricks) {\n let brickOffset = 0;\n for (const chunk of reader.brickChunkIndex(MAIN_GRID)) {\n if (chunk.numComponents > 0) {\n const { components } = reader.componentChunk(MAIN_GRID, chunk.index);\n for (const c of components) {\n const brick = bricks[brickOffset + c.brickIndex];\n if (brick) brick.components[c.typeName] = c.data ?? {};\n }\n }\n brickOffset += chunk.numBricks;\n }\n }\n\n return {\n version: 10,\n map: omegga.currentMap ?? 'Unknown',\n author: { id: omegga.host?.id ?? '', name: omegga.host?.name ?? '' },\n host: { id: omegga.host?.id ?? '', name: omegga.host?.name ?? '' },\n description: '',\n brick_count: bricks.length,\n mods: [],\n brick_assets: reader.brickAssets(),\n colors: [],\n materials: reader.materials(),\n physical_materials: [],\n brick_owners: reader.brickOwners(),\n game_version: omegga.version,\n save_time: new Uint8Array(),\n bricks,\n components: {},\n } as ReadSaveObject;\n}\n\n/**\n * Write a save to a temporary `.brz` prefab in the prefab directory (EA3).\n * @returns the bare path ref for `br.Prefab.*` commands (no `Prefabs/` prefix\n * or `.brz` extension) and the absolute file path for cleanup.\n */\nfunction writeTempPrefab(\n omegga: {\n prefabPath: string;\n _tempSavePrefix: string;\n _tempCounter: { save: number };\n },\n saveData: WriteSaveObject,\n): { ref: string; file: string } {\n const ref =\n omegga._tempSavePrefix + Date.now() + '_' + omegga._tempCounter.save++;\n const file = join(omegga.prefabPath, ref + '.brz');\n if (!file.startsWith(omegga.prefabPath))\n throw 'prefab file not in Saved/Prefabs directory';\n mkdir(omegga.prefabPath);\n writeFileSync(file, new Uint8Array(writeBrzLegacy(saveData)));\n return { ref, file };\n}\n\n// TODO: safe broadcast parsing\n\nexport default class Omegga extends OmeggaWrapper implements OmeggaLike {\n /** The save counter prevents omegga from saving over the same file */\n _tempCounter = { save: 0, environment: 0 };\n /** The save prefix is prepended to all temporary saves */\n _tempSavePrefix = 'omegga_temp_';\n\n // pluginloader is not private so plugins can potentially add more formats\n // undefined when plugins are disabled (--noplugin)\n pluginLoader: PluginLoader | undefined = undefined;\n // undefined when the web ui is disabled (--noweb)\n webserver: Webserver | undefined;\n // undefined unless metrics.enabled is set in the config\n metrics: MetricsServer | undefined;\n\n verbose: boolean;\n savePath: string;\n worldPath: string;\n prefabPath: string;\n presetPath: string;\n configPath: string;\n binaryPath: string | null;\n options: IOmeggaOptions;\n\n version: number;\n\n /** memoized version-resolved console commands ({@link Console}) */\n #console: { version: number; commands: ConsoleCommands } | undefined;\n\n /**\n * version-resolved Brickadia console command names, nested by namespace.\n * e.g. `omegga.Console.Bricks.Clear` -> \"Bricks.Clear\" or \"br.Bricks.Clear\"\n * depending on the running game version.\n */\n get Console(): ConsoleCommands {\n let memo = this.#console;\n if (memo?.version !== this.version) {\n memo = {\n version: this.version,\n commands: resolveConsoleCommands(this.version),\n };\n this.#console = memo;\n }\n return memo.commands;\n }\n\n host?: { id: string; name: string };\n players: OmeggaPlayer[];\n\n started = false;\n starting = false;\n stopping = false;\n crashDetected = false;\n currentMap: string;\n\n // assigned by commandInjector() in the constructor\n getServerStatus!: () => Promise<IServerStatus>;\n listMinigames!: () => Promise<IMinigameList>;\n getAllPlayerPositions!: () => Promise<IPlayerPositions>;\n getMinigames!: () => Promise<ILogMinigame[]>;\n getGamemode!: () => Promise<IGamemode | null>;\n\n /**\n * Omegga instance\n */\n constructor(serverPath: string, cfg: IConfig, options: IOmeggaOptions = {}) {\n super(serverPath, cfg);\n this.verbose = Logger.VERBOSE;\n\n Logger.verbose('Running omegga', `v${VERSION}`.green);\n Logger.verbose('Versions', process.versions);\n Logger.verbose('Config', {\n ...cfg,\n credentials: cfg.credentials\n ? Object.fromEntries(\n Object.entries(cfg.credentials).map(([k, v]) => [k, v ? '***' : v]),\n )\n : cfg.credentials,\n server: {\n ...cfg.server,\n ...(cfg.server.password && { password: '***' }),\n ...(cfg.server.steambetaPassword && { steambetaPassword: '***' }),\n ...(cfg.server.launchArgs && {\n launchArgs: cfg.server.launchArgs\n .replace(/-Cookie=\".*?\"/g, '-Cookie=\"<hidden>\"')\n .replace(/-Cookie=\\S+/g, '-Cookie=<hidden>'),\n }),\n },\n });\n\n // inject commands\n Logger.verbose('Setting up command injector');\n commandInjector(this, this.logWrangler);\n\n // launch options (disabling webserver)\n this.options = options;\n const savedDir = cfg.server.savedDir ?? CONFIG_SAVED_DIR;\n\n // path to save files\n this.savePath = join(this.path, DATA_PATH, savedDir, 'Builds');\n this.worldPath = join(this.path, DATA_PATH, savedDir, 'Worlds');\n this.prefabPath = join(this.path, DATA_PATH, savedDir, 'Prefabs');\n\n this.presetPath = join(this.path, DATA_PATH, savedDir, 'Presets');\n\n // path to config files\n this.configPath = join(this.path, DATA_PATH, savedDir, 'Server');\n\n // directory the game binary and the files shipped beside it live in\n this.binaryPath = this.getGameBinaryDir();\n\n // create dir folders\n Logger.verbose('Creating directories');\n mkdir(this.savePath);\n mkdir(this.configPath);\n\n // ignore auth file copy\n if (!options.noauth) {\n Logger.verbose('Copying auth files');\n this.copyAuthFiles();\n }\n\n // create the webserver if it's enabled\n // the web interface provides access to server information while the server is running\n // and lets you view chat logs, disable plugins, etc\n if (!options.noweb) {\n Logger.verbose('Creating webserver');\n this.webserver = new Webserver(cfg.omegga ?? {}, this);\n }\n\n // the prometheus endpoint is independent of the web ui, so that metrics\n // still work with `omegga.webui: false`\n if (cfg.metrics?.enabled) {\n Logger.verbose('Creating metrics server');\n this.metrics = new MetricsServer(this, cfg.metrics);\n }\n\n if (!options.noplugin) {\n Logger.verbose('Creating plugin loader');\n this.pluginLoader = new PluginLoader(this.path, this);\n }\n\n /** @type {Array<Player>}list of online players */\n this.players = [];\n\n /** host player info `{id: uuid, name: player name}` */\n this.host = undefined;\n\n /** @type {String} current game version - may later be turned into CL#### versions */\n this.version = -1;\n\n /** @type {Boolean} whether server has started */\n this.started = false;\n /** @type {Boolean} whether server is starting up */\n this.starting = false;\n\n /** @type {String} current map */\n this.currentMap = '';\n\n // add all the matchers to the server\n Logger.verbose('Adding matchers');\n for (const matcher of MATCHERS) {\n const { pattern, callback } = matcher(this);\n this.addMatcher(pattern, callback);\n }\n\n // Node's default for an unhandled rejection is to throw, which lands in the\n // uncaughtException handler below. Registering a listener here suppresses\n // that default, so this one rethrows to keep omegga's crash behaviour\n // exactly as it was; the rejection is counted on its way through.\n process.on('unhandledRejection', err => {\n recordUnhandledRejection();\n throw err;\n });\n\n let handlingException = false;\n process.on('uncaughtException', async err => {\n // an exception thrown while handling one (a closed terminal, a broken\n // database) rejects this handler, which node routes right back into\n // uncaughtException - without this guard that loops forever\n if (handlingException) {\n console.error('Uncaught exception while shutting down', err);\n process.exit(1);\n }\n handlingException = true;\n\n recordUncaughtException();\n\n try {\n Logger.verbose('Uncaught exception', err);\n this.emit('error', err);\n\n // publish stop to database\n this.webserver?.database?.addChatLog('crash', {}, 'Omegga error');\n\n await this.stop();\n } catch (e) {\n console.error(e);\n }\n process.exit();\n });\n\n // when brickadia starts, mark the server as started\n this.on('start', ({ map }) => {\n this.started = true;\n this.starting = false;\n this.currentMap = map;\n this.writeln(`${this.Console.Chat.MessageForUnknownCommands} 0`);\n\n this.restoreServer();\n });\n\n // detect engine crash from stderr or stdout\n const crashHandler = (line: string) => {\n if (\n !this.crashDetected &&\n (/Engine crash handling finished; re-raising signal \\d+ for the default handler\\. Good bye\\./.test(\n line,\n ) ||\n /LogCore: === Critical error: ===/.test(line))\n ) {\n Logger.error('Engine crash detected!');\n this.crashDetected = true;\n }\n };\n this.on('err', crashHandler);\n this.on('line', crashHandler);\n\n // when brickadia exits, stop omegga\n this.on('exit', () => {\n this.stop();\n });\n\n // when the process closes, emit the exit signal and stop\n this.on('closed', () => {\n // capture crash state before 'exit' handler triggers stop()\n const wasCrash = this.crashDetected;\n this.crashDetected = false;\n if (this.started) this.emit('exit');\n // recorded whatever happens next: a crash that is not restarted from is\n // still a crash, and used to leave no trace in the chat log at all\n if (wasCrash)\n this.webserver?.database?.addChatLog('crash', {}, 'Server crashed');\n const doRestart = async () => {\n if (!wasCrash) return;\n try {\n const config = await this.webserver?.database?.getAutoRestartConfig();\n if (config?.crashRestartEnabled) {\n Logger.logp('Restarting server after crash...');\n this.webserver?.database?.addChatLog(\n 'server',\n {},\n 'Restarting after crash...',\n );\n await this.start();\n }\n } catch (err) {\n Logger.error('Error restarting after crash', err);\n }\n };\n if (!this.stopping) {\n this.stop().then(doRestart);\n } else {\n // stop() already in progress from 'exit' handler - wait for it to finish\n this.once('server:stopped', () => doRestart());\n }\n });\n\n // detect when the game reports a command does not exist\n this.on('unknownCommand', (name: string, cmd: string) => {\n // if it's not registered to a plugin, send the missing command message\n if (!this.pluginLoader || !this.pluginLoader.isCommand(cmd)) {\n this.whisper(name, MISSING_CMD);\n }\n });\n }\n\n /** attempt to save server state */\n async saveServer(config: AutoRestartConfig) {\n if (config.players && this.players.length > 0) {\n Logger.logp('Getting player positions...');\n const players = await this.getAllPlayerPositions();\n Logger.logp(`Saving ${players.length} player positions...`);\n const data = players\n .filter(p => !p.isDead && p.pos)\n .map(p => ({ position: p.pos, id: p.player.id }));\n if (players.length > 0)\n writeFileSync(\n join(this.path, DATA_PATH, 'omegga_temp_players.json'),\n JSON.stringify(data),\n );\n }\n\n if (config.saveWorld) {\n Logger.logp('Saving world...');\n await this.saveWorld();\n }\n }\n\n async restartServer() {\n if (this.starting || this.stopping) return;\n if (!this.started) return await this.start();\n\n const nextWorld = this.getNextWorld();\n if (nextWorld) {\n Logger.logp('Loading world', nextWorld.file.yellow);\n Logger.verbose('Next world configured from', nextWorld.source.yellow);\n this.loadWorld(nextWorld.file);\n } else {\n this.changeMap(this.currentMap);\n }\n\n const res = await Promise.race([\n // wait for the map to change\n new Promise(resolve =>\n this.once('mapchange', () => resolve('mapchange')),\n ),\n // Timeout after 10 seconds\n new Promise(resolve => setTimeout(() => resolve('timeout'), 10000)),\n ]);\n Logger.verbose('Restart result:', res);\n }\n\n /** attempt to restore the server's state */\n async restoreServer() {\n const tempPlayersFile = join(\n this.path,\n DATA_PATH,\n 'omegga_temp_players.json',\n );\n if (!existsSync(tempPlayersFile)) return;\n\n try {\n Logger.logp('Loading previous player positions...');\n\n // player positions are an array to address multi-clienting\n const players: { position: number[]; id: string }[] = JSON.parse(\n readFileSync(tempPlayersFile).toString(),\n );\n\n // restore player position on join\n const callback = (player: OmeggaPlayer) => {\n const index = players.findIndex(p => p.id === player.id);\n if (index > -1) {\n const { position } = players[index];\n this.writeln(\n `${this.Console.Chat.Command} /TP \"${player.name}\" ${position.join(' ')} 0`,\n );\n\n // remove the entry\n players[index] = players[players.length - 1];\n players.pop();\n }\n };\n this.on('join', callback);\n\n const timeout = setTimeout(() => {\n try {\n this.off('join', callback);\n if (existsSync(tempPlayersFile)) unlinkSync(tempPlayersFile);\n } catch (err) {\n Logger.error('Error removing omegga_temp_players.json', err);\n }\n }, 10000);\n this.once('changemap', () => {\n clearTimeout(timeout);\n this.off('join', callback);\n });\n } catch (err) {\n Logger.error('Error restoring previous server state', err);\n }\n }\n\n /**\n * start webserver, load plugins, start the brickadia server\n * this should not be called by a plugin\n */\n //\n async start(): Promise<void> {\n this.starting = true;\n\n // Resolve the game version straight from the server binary before plugins\n // load, so `omegga.version` is valid at plugin `init` time (e.g. for\n // readSaveData) instead of staying -1 until the game boots and writes its\n // log.\n //\n // This re-resolves on every start, not just the first: a steam update can\n // replace the binary between restarts (the process is reused by the crash\n // handler and restartServer), so a version cached from a previous boot goes\n // stale. When the binary can't be read (e.g. launcher-managed installs) we\n // reset to -1 so the log parser (matchers/version) re-detects this boot.\n const binVersion = readBinaryVersion(this.getGameBinaryPath());\n this.version = binVersion ?? -1;\n if (binVersion != null) {\n Logger.verbose('Brickadia Version (from binary)', binVersion);\n // plugins that aren't reloaded on restart only learn the new version\n // through this event (reloaded ones get it via bootstrap)\n this.emit('version', binVersion);\n }\n\n // started before the webserver so a port clash surfaces early, and before\n // plugins so their metric registrations have somewhere to land\n if (this.metrics) await this.metrics.start();\n if (this.webserver) await this.webserver.start();\n if (this.pluginLoader) {\n // scan for plugins\n Logger.verbose('Scanning for plugins');\n await this.pluginLoader.scan();\n\n // load the plugins\n Logger.verbose('Loading plugins');\n await this.pluginLoader.reload();\n }\n\n Logger.verbose('Starting Brickadia');\n super.start();\n this.emit('server:starting');\n }\n\n /**\n * unload plugins and stop the server\n * this should not be called by a plugin\n */\n async stop() {\n if (!this.started && !this.starting) {\n Logger.verbose(\"Stop called while server wasn't started or was starting\");\n return;\n }\n\n if (this.stopping) {\n Logger.verbose('Stop called while server was starting');\n return;\n }\n\n this.stopping = true;\n this.emit('server:stopping');\n if (this.pluginLoader) {\n Logger.verbose('Unloading plugins');\n await this.pluginLoader.unload();\n }\n Logger.verbose('Stopping server');\n super.stop();\n\n const res = await Promise.race([\n new Promise(resolve => this.once('exit', () => resolve('exit'))),\n // Timeout after 10 seconds\n new Promise(resolve => setTimeout(() => resolve('timeout'), 10000)),\n ]);\n\n Logger.verbose('Stop result:', res);\n if (this.stopping) this.emit('server:stopped');\n this.stopping = false;\n this.started = false;\n this.starting = false;\n this.players = [];\n }\n\n /**\n * Copies auth files from home config dir\n * this should never be called by a plugin\n */\n copyAuthFiles() {\n const authDir = this.config.server.authDir ?? CONFIG_AUTH_DIR;\n const savedDir = this.config.server.savedDir ?? CONFIG_SAVED_DIR;\n const authPath = join(this.path, DATA_PATH, savedDir, authDir);\n const homeAuthPath = join(\n CONFIG_HOME,\n (savedDir !== CONFIG_SAVED_DIR ? savedDir : '') + authDir,\n );\n\n copyFiles(homeAuthPath, authPath, BRICKADIA_AUTH_FILES);\n }\n\n // TODO: split messages that longer than 512 characters\n // TODO: delete characters that are known to crash the game\n broadcast(...messages: string[]) {\n messages\n .flatMap(m => m.toString().split('\\n'))\n .filter(m => m.length < 512)\n .forEach(m => this.writeln(`${this.Console.Chat.Broadcast} ${m}`));\n }\n\n whisper(target: string | OmeggaPlayer, ...messages: string[]) {\n // find the target player\n const player = typeof target !== 'object' ? this.getPlayer(target) : target;\n\n // player may have left before the message could be sent\n if (!player) return;\n\n // whisper the messages to that player\n messages\n .flatMap(m => m.toString().split('\\n'))\n .filter(m => m.length < 512)\n .forEach(m =>\n this.writeln(`${this.Console.Chat.Whisper} \"${player.name}\" ${m}`),\n );\n }\n\n middlePrint(target: string | OmeggaPlayer, message: string) {\n // find the target player\n const player = typeof target !== 'object' ? this.getPlayer(target) : target;\n\n // player may have left before the message could be sent\n if (!player) return;\n\n // whisper the messages to that player\n if (message.length > 512) return;\n this.writeln(\n `${this.Console.Chat.StatusMessage} \"${player.name}\" ${message}`,\n );\n }\n\n getPlayers(): {\n id: string;\n name: string;\n displayName: string;\n controller: string;\n state: string;\n }[] {\n return this.players.map(p => ({ ...p }));\n }\n\n getRoleSetup(): BRRoleSetup {\n // Read RoleSetup2, fallback to old RoleSetup if it doesn't exist\n return (readWatchedJSON(join(this.configPath, 'RoleSetup2.json')) ??\n readWatchedJSON(join(this.configPath, 'RoleSetup.json'))) as BRRoleSetup;\n }\n\n getRoleAssignments(): BRRoleAssignments {\n return readWatchedJSON(\n join(this.configPath, 'RoleAssignments.json'),\n ) as BRRoleAssignments;\n }\n\n getBanList(): BRBanList {\n return readWatchedJSON(join(this.configPath, 'BanList.json')) as BRBanList;\n }\n\n getNameCache(): BRPlayerNameCache {\n return readWatchedJSON(\n join(this.configPath, 'PlayerNameCache.json'),\n ) as BRPlayerNameCache;\n }\n\n getPlayer(target: string): OmeggaPlayer | null {\n return (\n this.players.find(\n p =>\n p.name === target ||\n p.id === target ||\n p.controller === target ||\n p.state === target,\n ) ?? null\n );\n }\n\n findPlayerByName(name: string): OmeggaPlayer | null {\n name = name.toLowerCase();\n const exploded = pattern.explode(name);\n return (\n this.players.find(p => p.name === name || p.displayName === name) || // find by exact match\n this.players.find(\n p => p.name.indexOf(name) > -1 || p.displayName.indexOf(name) > -1,\n ) || // find by rough match\n this.players.find(\n p => p.name.match(exploded) || p.displayName.match(exploded),\n ) || // find by exploded regex match (ck finds cake, tbp finds TheBlackParrot)\n null\n );\n }\n\n getHostId(): string {\n return this.host?.id ?? '';\n }\n\n saveMinigame(index: number, name: string) {\n this.writeln(\n `${this.Console.Server.Minigames.SavePreset} ${index} \"${name}\"`,\n );\n }\n\n deleteMinigame(index: number) {\n this.writeln(`${this.Console.Server.Minigames.Delete} ${index}`);\n }\n\n resetMinigame(index: number) {\n this.writeln(`${this.Console.Server.Minigames.Reset} ${index}`);\n }\n\n nextRoundMinigame(index: number) {\n this.writeln(`${this.Console.Server.Minigames.NextRound} ${index}`);\n }\n\n loadMinigame(presetName: string, owner = '') {\n this.writeln(\n `${this.Console.Server.Minigames.LoadPreset} \"${presetName}\" ${owner ? `\"${owner}\"` : ''}`,\n );\n }\n\n getMinigamePresets(): string[] {\n const presetPath = join(this.presetPath, 'Minigame');\n return existsSync(presetPath)\n ? glob\n .sync(presetPath + '/**/*.bp')\n .map(f => basename(f).replace(/\\.bp$/, ''))\n : [];\n }\n\n resetEnvironment() {\n this.writeln(`${this.Console.Server.Environment.Reset}`);\n }\n\n async saveEnvironment(presetName: string): Promise<void> {\n await this.addWatcher(/Environment preset saved.$/, {\n // request the pawn for this player's controller (should only be one)\n exec: () =>\n this.writeln(\n `${this.Console.Server.Environment.SavePreset} \"${presetName}\"`,\n ),\n timeoutDelay: 100,\n });\n }\n\n async getEnvironmentData(): Promise<EnvironmentPreset | null> {\n const saveName =\n this._tempSavePrefix + Date.now() + '_' + this._tempCounter.environment++;\n\n await this.saveEnvironment(saveName);\n const data = this.readEnvironmentData(saveName);\n const file = join(this.presetPath, 'Environment', saveName + '.bp');\n if (existsSync(file)) unlinkSync(file);\n\n return data;\n }\n\n readEnvironmentData(saveName: string): EnvironmentPreset | null {\n if (typeof saveName !== 'string')\n throw 'expected name argument for readEnvironmentData';\n\n const file = join(this.presetPath, 'Environment', saveName + '.bp');\n try {\n if (existsSync(file)) return JSON.parse(readFileSync(file).toString());\n } catch (err) {\n Logger.verbose('Error parsing save data in readEnvironmentData', err);\n }\n return null;\n }\n\n loadEnvironment(presetName: string) {\n this.writeln(`${this.Console.Server.Environment.LoadPreset} ${presetName}`);\n }\n\n loadEnvironmentData(\n preset:\n | EnvironmentPreset\n | NonNullable<EnvironmentPreset['data']>['groups'],\n ) {\n // a nullish preset would otherwise silently apply an empty environment\n if (!preset) throw new Error('loadEnvironmentData requires a preset');\n if ('data' in preset) preset = preset.data?.groups;\n\n const saveFile =\n this._tempSavePrefix + Date.now() + '_' + this._tempCounter.environment++;\n\n const path = join(this.presetPath, 'Environment', saveFile + '.bp');\n\n writeFileSync(\n path,\n JSON.stringify({\n formatVersion: '1',\n presetVersion: '1',\n type: 'Environment',\n data: {\n groups: {\n ...preset,\n },\n },\n }),\n );\n\n this.loadEnvironment(saveFile);\n\n // this is lazy, but environments should load much faster than builds\n // do, so it's not really worth keeping track of logs for this\n setTimeout(() => unlinkSync(path), 5000);\n }\n\n getEnvironmentPresets(): string[] {\n const presetPath = join(this.presetPath, 'Environment');\n return existsSync(presetPath)\n ? glob\n .sync(presetPath + '/**/*.bp')\n .map(f => basename(f).replace(/\\.bp$/, ''))\n : [];\n }\n\n clearBricks(target: string | { id: string }, quiet = false) {\n // target is a player object, just use that id\n let id: string | null;\n if (typeof target === 'object') id = target.id;\n // if the target isn't a uuid already, find the player by name or controller and use that uuid\n else if (!uuid.match(target)) {\n // only set the target if the player exists\n id = this.getPlayer(target)?.id ?? null;\n } else id = target;\n\n if (!id) return;\n\n this.writeln(`${this.Console.Bricks.Clear} ${id} ${quiet ? 1 : ''}`);\n }\n\n clearRegion(\n region: {\n center: [number, number, number];\n extent: [number, number, number];\n },\n options?: {\n target?: string | OmeggaPlayer;\n /** clear bricks in the region (default true) */\n bricks?: boolean;\n /** also clear entities in the region (default false, EA3 only) */\n entities?: boolean;\n },\n ) {\n // resolve the optional owner filter (player object, uuid, or name) to a uuid\n let target = '';\n const rawTarget = options?.target;\n if (rawTarget) {\n if (typeof rawTarget === 'object') target = rawTarget.id;\n else if (uuid.match(rawTarget)) target = rawTarget;\n else target = this.getPlayer(rawTarget)?.id ?? '';\n }\n\n const center = region.center.join(' ');\n const extent = region.extent.join(' ');\n\n if (brsRemoved(this.version)) {\n // br.World.ClearRegion <Center> <Extent> [ClearBricks] [ClearEntities] [FilterUserId]\n const bricks = (options?.bricks ?? true) ? 1 : 0;\n const entities = (options?.entities ?? false) ? 1 : 0;\n this.writeln(\n `${this.Console.World.ClearRegion} ${center} ${extent} ${bricks} ${entities}${\n target ? ' ' + target : ''\n }`,\n );\n return;\n }\n\n // legacy .brs region clear (bricks only)\n this.writeln(\n `${this.Console.Bricks.ClearRegion} ${center} ${extent}${\n target ? ' ' + target : ''\n }`,\n );\n }\n\n clearAllBricks(\n options:\n | boolean\n | { quiet?: boolean; bricks?: boolean; entities?: boolean } = {},\n ) {\n // backwards compat: a bare boolean is the legacy `quiet` argument\n const {\n quiet = false,\n bricks = true,\n entities = false,\n } = typeof options === 'boolean' ? { quiet: options } : options;\n\n if (brsRemoved(this.version)) {\n // br.World.ClearAll [ClearBricks] [ClearEntities] [Silent]\n this.writeln(\n `${this.Console.World.ClearAll} ${bricks ? 1 : 0} ${\n entities ? 1 : 0\n } ${quiet ? 1 : 0}`,\n );\n return;\n }\n // legacy Bricks.ClearAll only ever cleared bricks\n this.writeln(`${this.Console.Bricks.ClearAll} ${quiet ? 1 : ''}`);\n }\n\n saveBricks(\n saveName: string,\n region?: {\n center: [number, number, number];\n extent: [number, number, number];\n },\n ) {\n if (\n warnRemoved(\n this.version,\n 'saveBricks',\n PREFAB_VERSION,\n 'EA3',\n 'savePrefab',\n )\n )\n return;\n if (!saveName) return;\n\n // add quotes around the filename if it doesn't have them (backwards compat w/ plugins)\n if (!(saveName.startsWith('\"') && saveName.endsWith('\"')))\n saveName = `\"${saveName}\"`;\n\n if (region?.center && region?.extent)\n this.writeln(\n `${this.Console.Bricks.SaveRegion} ${saveName} ${region.center.join(\n ' ',\n )} ${region.extent.join(' ')}`,\n );\n else this.writeln(`${this.Console.Bricks.Save} ${saveName}`);\n }\n\n async saveBricksAsync(\n saveName: string,\n region?: {\n center: [number, number, number];\n extent: [number, number, number];\n },\n ): Promise<void> {\n if (\n warnRemoved(\n this.version,\n 'saveBricksAsync',\n PREFAB_VERSION,\n 'EA3',\n 'savePrefabAsync',\n )\n )\n return;\n if (!saveName) return;\n\n let saveNameClean = saveName;\n // add quotes around the filename if it doesn't have them (backwards compat w/ plugins)\n if (!(saveName.startsWith('\"') && saveName.endsWith('\"')))\n saveNameClean = `\"${saveName}\"`;\n\n const command =\n region?.center && region?.extent\n ? `${this.Console.Bricks.SaveRegion} ${saveNameClean} ${region.center.join(\n ' ',\n )} ${region.extent.join(' ')}`\n : `${this.Console.Bricks.Save} ${saveNameClean}`;\n\n // wait for the server to save the file\n await this.watchLogChunk(command, /^(LogBrickSerializer|LogTemp): (.+)$/, {\n first: match => match[0].endsWith(saveName + '.brs...'),\n last: match =>\n Boolean(\n match[2].match(\n /Saved .+ bricks and .+ components from .+ owners|Error: No bricks in grid!|Error: No bricks selected to save!/,\n ),\n ),\n afterMatchDelay: 0,\n timeoutDelay: 30000,\n });\n }\n\n loadBricks(\n saveName: string,\n {\n offX = 0,\n offY = 0,\n offZ = 0,\n quiet = false,\n correctPalette = false,\n correctCustom = false,\n } = {},\n ) {\n if (\n warnRemoved(\n this.version,\n 'loadBricks',\n PREFAB_VERSION,\n 'EA3',\n 'loadPrefab',\n )\n )\n return;\n // add quotes around the filename if it doesn't have them (backwards compat w/ plugins)\n if (!(saveName.startsWith('\"') && saveName.endsWith('\"')))\n saveName = `\"${saveName}\"`;\n\n this.writeln(\n `${this.Console.Bricks.Load} ${saveName} ${offX} ${offY} ${offZ} ${\n quiet ? 1 : 0\n } ${correctPalette ? 1 : 0} ${correctCustom ? 1 : 0}`,\n );\n }\n\n loadBricksOnPlayer(\n saveName: string,\n player: string | OmeggaPlayer,\n {\n offX = 0,\n offY = 0,\n offZ = 0,\n correctPalette = false,\n correctCustom = false,\n } = {},\n ) {\n if (\n warnRemoved(\n this.version,\n 'loadBricksOnPlayer',\n EA2_VERSION,\n 'EA2',\n 'loadPrefabOnPlayer',\n )\n )\n return;\n const target = typeof player === 'string' ? this.getPlayer(player) : player;\n if (!target) return;\n\n // add quotes around the filename if it doesn't have them (backwards compat w/ plugins)\n if (!(saveName.startsWith('\"') && saveName.endsWith('\"')))\n saveName = `\"${saveName}\"`;\n\n this.writeln(\n `${this.Console.Bricks.LoadTemplate} ${saveName} ${offX} ${offY} ${offZ} ${\n correctPalette ? 1 : 0\n } ${correctCustom ? 1 : 0} \"${target.name}\"`,\n );\n }\n\n getSaves(): string[] {\n return existsSync(this.savePath)\n ? glob.sync(this.savePath + '/**/*.brs')\n : [];\n }\n\n getWorlds(): string[] {\n return existsSync(this.worldPath)\n ? glob.sync(this.worldPath + '/**/*.brdb')\n : [];\n }\n\n getPrefabs(): string[] {\n return existsSync(this.prefabPath)\n ? glob.sync(this.prefabPath + '/**/*.brz')\n : [];\n }\n\n getSavePath(saveName: string) {\n return resolveInDir(this.savePath, saveName, '.brs');\n }\n\n getPrefabPath(prefabName: string) {\n return resolveInDir(this.prefabPath, prefabName, '.brz');\n }\n\n getWorldPath(worldName: string) {\n return resolveInDir(this.worldPath, worldName, '.brdb');\n }\n\n async getWorldRevisions(worldName: string) {\n worldName = worldName.replace(/\\.brdb$/i, '');\n\n const path = this.getWorldPath(worldName);\n if (!worldName || !path) {\n throw new Error(`World \"${worldName}\" does not exist`);\n }\n\n // Revisions are read directly from the .brdb bundle (SQLite), so this no\n // longer requires the server to be running or a console round-trip. The\n // brdb revision indices/notes match the game's World.ListRevisions output.\n return readBrdbRevisions(path) ?? [];\n }\n\n async loadWorld(worldName: string): Promise<boolean> {\n worldName = worldName.replace(/\\.brdb$/i, '');\n if (!worldName || !this.getWorldPath(worldName)) return false;\n this.writeln(`${this.Console.World.Load} \"${worldName}\"`);\n const res = await Promise.race([\n // wait for the map to change\n new Promise(resolve =>\n this.once('mapchange', () => resolve('mapchange')),\n ),\n // Timeout after 10 seconds\n new Promise(resolve => setTimeout(() => resolve('timeout'), 10000)),\n ]);\n Logger.verbose('LoadWorld', worldName, 'result:', res);\n return res === 'mapchange';\n }\n\n async loadWorldRevision(\n worldName: string,\n revision: number,\n ): Promise<boolean> {\n worldName = worldName.replace(/\\.brdb$/i, '');\n if (!worldName || !this.getWorldPath(worldName)) return false;\n if (typeof revision !== 'number' || revision < 1) {\n throw new Error(`Invalid revision number: ${revision}`);\n }\n this.writeln(\n `${this.Console.World.LoadRevision} \"${worldName}\" ${revision}`,\n );\n const res = await Promise.race([\n // wait for the map to change\n new Promise(resolve =>\n this.once('mapchange', () => resolve('mapchange')),\n ),\n // Timeout after 10 seconds\n new Promise(resolve => setTimeout(() => resolve('timeout'), 10000)),\n ]);\n Logger.verbose('LoadWorld', worldName, 'result:', res);\n return res === 'mapchange';\n }\n\n async saveWorldAs(worldName: string) {\n if (!worldName) return false;\n if (this.stopping || this.starting || !this.started) return false;\n\n if (this.getWorldPath(worldName)) {\n return false;\n }\n worldName = worldName.replace(/\\.brdb$/i, '');\n\n try {\n const match = await this.addWatcher<{ res: boolean }>(\n (_line, match) => {\n if (match?.groups?.generator !== 'LogBRWorldManager') return;\n\n const ok = match.groups.data.match(/^World files saved after /);\n const err =\n !match.groups.data.startsWith(\n 'Error: Failed to capture minigame settings',\n ) &&\n match.groups.data.match(\n /^Error: (World already exists|Failed to create new world)?/,\n );\n return ok ? { res: true } : err ? { res: false } : undefined;\n },\n {\n exec: () => {\n this.writeln(`${this.Console.World.SaveAs} \"${worldName}\"`);\n },\n timeoutDelay: 2000,\n },\n );\n return match?.[0]?.['res'] ?? false;\n } catch {\n return false;\n }\n }\n\n async saveWorld(): Promise<boolean> {\n // Don't allow saving while the server is starting or stopping\n if (this.stopping || this.starting || !this.started) return false;\n\n try {\n const match = await this.addWatcher<{ res: boolean }>(\n (_line, match) => {\n if (match?.groups?.generator !== 'LogBRWorldManager') return;\n\n const ok = match.groups.data.match(/^World files saved after /);\n const err =\n !match.groups.data.startsWith(\n 'Error: Failed to capture minigame settings',\n ) &&\n match.groups.data.match(/^Error: (World has not been saved\\.)?/);\n return ok ? { res: true } : err ? { res: false } : undefined;\n },\n {\n exec: () => {\n this.writeln(`${this.Console.World.Save} 0`);\n },\n timeoutDelay: 2000,\n },\n );\n return match?.[0]?.['res'] ?? false;\n } catch {\n return false;\n }\n }\n\n async createEmptyWorld(\n worldName: string,\n map: 'Plate' | 'Space' | 'Studio' | 'Peaks' = 'Plate',\n ): Promise<boolean> {\n if (!worldName) return false;\n worldName = worldName.replace(/\\.brdb$/i, '');\n\n try {\n const match = await this.addWatcher<{ res: boolean }>(\n (_line, match) => {\n if (match?.groups?.generator !== 'LogBRWorldManager') return;\n\n const ok = match.groups.data.match(/^World files saved after /);\n const err = match.groups.data.match(\n /^Error: (Invalid preset|World already exists|Failed to create new world)?/,\n );\n return ok ? { res: true } : err ? { res: false } : undefined;\n },\n {\n exec: () => {\n this.writeln(\n `${this.Console.World.CreateEmpty} \"${worldName}\" ${map}`,\n );\n },\n timeoutDelay: 2000,\n },\n );\n return match?.[0]?.['res'] ?? false;\n } catch {\n return false;\n }\n }\n\n writeSaveData(saveName: string, saveData: WriteSaveObject) {\n if (typeof saveName !== 'string')\n throw 'expected name argument for writeSaveData';\n\n const file = join(this.savePath, saveName + '.brs');\n if (!file.startsWith(this.savePath))\n throw 'save file not in Saved/Builds directory';\n writeFileSync(file, new Uint8Array(brs.write(saveData)));\n }\n\n readSaveData(saveName: string, nobricks = false): ReadSaveObject {\n if (typeof saveName !== 'string')\n throw 'expected name argument for readSaveData';\n\n // EA3: the legacy .brs format is gone; saved builds are `.brz` prefabs.\n // Read the named prefab and reconstruct a legacy save object, mirroring\n // getSaveData's EA3 path.\n if (brsRemoved(this.version)) {\n const file = this.getPrefabPath(saveName);\n if (!file || !file.startsWith(this.prefabPath))\n throw 'prefab file not in Saved/Prefabs directory';\n return readPrefabData(this, file, { nobricks });\n }\n\n const file = this.getSavePath(saveName);\n if (!file || !file.startsWith(this.savePath))\n throw 'save file not in Saved/Builds directory';\n return brs.read(readFileSync(file), {\n preview: false,\n bricks: !nobricks,\n });\n }\n\n async loadSaveData(\n saveData: WriteSaveObject,\n {\n offX = 0,\n offY = 0,\n offZ = 0,\n quiet = false,\n correctPalette = false,\n correctCustom = false,\n } = {},\n ) {\n // EA3: the legacy Bricks.Load command was removed. Convert the save to a\n // .brz prefab and load it into the world via br.Prefab.Load. The palette\n // correction flags have no prefab equivalent and are ignored.\n if (brsRemoved(this.version)) {\n const { ref, file } = writeTempPrefab(this, saveData);\n this.loadPrefab(ref, { offX, offY, offZ });\n // the server reads the prefab synchronously and auto-closes the bundle a\n // couple seconds later; clean up the temp file lazily (cf. loadEnvironment)\n setTimeout(() => {\n if (existsSync(file)) unlinkSync(file);\n }, 5000);\n return;\n }\n\n const saveFile =\n this._tempSavePrefix + Date.now() + '_' + this._tempCounter.save++;\n // write savedata to file\n this.writeSaveData(saveFile, saveData);\n\n // wait for the server to finish reading the save\n await this.watchLogChunk(\n `${this.Console.Bricks.Load} \"${saveFile}\" ${offX} ${offY} ${offZ} ${quiet ? 1 : 0} ${\n correctPalette ? 1 : 0\n } ${correctCustom ? 1 : 0}`,\n /^LogBrickSerializer: (.+)$/,\n {\n first: match => match[0].endsWith(saveFile + '.brs...'),\n last: match => Boolean(match[1].match(/Read .+ bricks/)),\n afterMatchDelay: 0,\n timeoutDelay: 30000,\n },\n );\n\n // delete the save file after we're done\n const savePath = this.getSavePath(saveFile);\n if (savePath) {\n unlinkSync(savePath);\n }\n }\n\n async loadSaveDataOnPlayer(\n saveData: WriteSaveObject,\n player: string | OmeggaPlayer,\n {\n offX = 0,\n offY = 0,\n offZ = 0,\n correctPalette = false,\n correctCustom = false,\n } = {},\n ) {\n const target = typeof player === 'string' ? this.getPlayer(player) : player;\n if (!target) return;\n\n // EA3: give the save to the player as a prefab (their inventory) via\n // br.Prefab.GiveToPlayer. Offsets have no equivalent and are ignored,\n // matching loadPrefabOnPlayer.\n if (brsRemoved(this.version)) {\n const { ref, file } = writeTempPrefab(this, saveData);\n this.givePrefabToPlayer(ref, target);\n setTimeout(() => {\n if (existsSync(file)) unlinkSync(file);\n }, 5000);\n return;\n }\n\n // The Bricks.LoadTemplate command was removed at EA2, before the prefab\n // commands existed; there is no working path on that intermediate version.\n if (\n warnRemoved(\n this.version,\n 'loadSaveDataOnPlayer',\n EA2_VERSION,\n 'EA2',\n 'loadPrefabOnPlayer',\n )\n )\n return;\n\n const saveFile =\n this._tempSavePrefix + Date.now() + '_' + this._tempCounter.save++;\n // write savedata to file\n this.writeSaveData(saveFile, saveData);\n\n // wait for the server to finish reading the save\n await this.watchLogChunk(\n `${this.Console.Bricks.LoadTemplate} \"${saveFile}\" ${offX} ${offY} ${offZ} ${\n correctPalette ? 1 : 0\n } ${correctCustom ? 1 : 0} \"${target.name}\"`,\n /^LogBrickSerializer: (.+)$/,\n {\n first: match => match[0].endsWith(saveFile + '.brs...'),\n last: match => Boolean(match[1].match(/Read .+ bricks/)),\n afterMatchDelay: 0,\n timeoutDelay: 30000,\n },\n );\n\n // delete the save file after we're done\n const savePath = this.getSavePath(saveFile);\n if (savePath) {\n unlinkSync(savePath);\n }\n }\n\n async getSaveData(region?: {\n center: [number, number, number];\n extent: [number, number, number];\n }) {\n // EA3: the legacy Bricks.Save command was removed. Save the world (or the\n // requested region) as a .brz prefab, then read it back into a legacy save\n // object. Brick geometry, ownership, assets, materials, colors, and\n // components are reconstructed; wires are not (the save-level `wires`\n // array is left empty). 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+ {"version":3,"file":"server.js","sources":["../../src/omegga/server.ts"],"sourcesContent":["import Logger from '@/logger';\nimport MetricsServer from '@/metrics';\nimport {\n recordUncaughtException,\n recordUnhandledRejection,\n} from '@/metrics/errors';\nimport {\n type OmeggaLike,\n type OmeggaPlayer,\n type PluginInterop,\n} from '@/plugin';\nimport {\n BRICKADIA_AUTH_FILES,\n CONFIG_AUTH_DIR,\n CONFIG_HOME,\n CONFIG_SAVED_DIR,\n DATA_PATH,\n} from '@/softconfig';\nimport { VERSION } from '@/version';\nimport { type EnvironmentPreset } from '@brickadia/presets';\nimport {\n type BRBanList,\n type BRPlayerNameCache,\n type BRRoleAssignments,\n type BRRoleSetup,\n} from '@brickadia/types';\nimport { type IConfig } from '@config/types';\nimport { map as mapUtils, pattern, uuid } from '@util';\nimport { readBrdbRevisions } from '@util/brdb';\nimport { copyFiles, mkdir, readWatchedJSON } from '@util/file';\nimport Webserver from '@webserver/backend';\nimport brs, {\n WorldReader,\n writeBrzLegacy,\n type ReadSaveObject,\n type WriteSaveObject,\n} from 'brs-js';\nimport 'colors';\nimport glob from 'glob';\nimport { existsSync, readFileSync, unlinkSync, writeFileSync } from 'node:fs';\nimport { basename, join, resolve, sep } from 'path';\nimport { type AutoRestartConfig } from '..';\nimport commandInjector from './commandInjector';\nimport {\n EA2_VERSION,\n PREFAB_VERSION,\n resolveConsoleCommands,\n type ConsoleCommands,\n} from './commands';\nimport MATCHERS from './matchers';\nimport { readBinaryVersion } from './matchers/version';\n// imported for its side effect: registers the global Player helper\nimport './player';\nimport { PluginLoader } from './plugin';\nimport {\n type IGamemode,\n type ILogMinigame,\n type IMinigameList,\n type IOmeggaOptions,\n type IPlayerPositions,\n type IServerStatus,\n} from './types';\nimport OmeggaWrapper from './wrapper';\n\nconst MISSING_CMD =\n '\"Command not found. Type <color=\\\\\"ffff00\\\\\">/help</> for a list of commands or <color=\\\\\"ffff00\\\\\">/plugins</> for plugin information.\"';\n\n// Prefab.SaveRegion requires a region; when saving the whole world we pass a\n// maximal extent centered on the origin to capture everything.\nconst WHOLE_WORLD_EXTENT = 1_000_000_000;\n\n// Persistent index of the main brick grid entity, used as the prefab save root\n// when only a user filter is given.\nconst WORLD_GRID_PERSISTENT_INDEX = 1;\n\n// These helpers are module-level (not class methods) on purpose: safe plugins\n// call these methods through a ProxyOmegga whose prototype steals Omegga's\n// implementations (see injectOmeggaPrototypes). A `#private` method would fail\n// the brand check when `this` is a ProxyOmegga (\"Receiver must be an instance\n// of class Omegga\"), so anything a stolen method depends on must not be\n// `#private`. Module functions keep working regardless of the receiver.\n\n/**\n * Whether the running game version has removed the legacy .brs bricks console\n * commands (Bricks.Save/Load/ClearAll/ClearRegion, World.LoadAdditive) in\n * favor of the prefab (`br.Prefab.*`) and world (`br.World.Clear*`) commands.\n * Removed at Brickadia CL{@link PREFAB_VERSION}.\n */\nfunction brsRemoved(version: number): boolean {\n return version > 0 && version >= PREFAB_VERSION;\n}\n\n/**\n * Warn that a method backed by a removed console command is a no-op on the\n * running game version, and return whether the caller should bail.\n * @param version the running game version\n * @param method the omegga method being called (for the message)\n * @param since CL version the underlying command was removed at\n * @param release human release name for that version (e.g. `EA2`, `EA3`)\n * @param replacement suggested replacement method/API\n */\nfunction warnRemoved(\n version: number,\n method: string,\n since: number,\n release: string,\n replacement: string,\n): boolean {\n if (!(version > 0 && version >= since)) return false;\n Logger.warnp(\n `omegga.${method}() uses a console command removed in Brickadia ` +\n `${release}. This call has no effect - use ${replacement} instead.`,\n );\n return true;\n}\n\n/**\n * Resolve `name` to an existing file inside `dir`, appending `ext` when it is\n * missing. `name` may be a bare name, a relative path, or an absolute path --\n * `resolve` (unlike `join`) lets callers pass an absolute path from one of\n * these getters straight back into an api that takes a name.\n * @returns the absolute path, or undefined if it does not exist or escapes `dir`\n */\nexport function resolveInDir(\n dir: string,\n name: string,\n ext: string,\n): string | undefined {\n if (typeof name !== 'string' || !name) return undefined;\n const file = resolve(\n dir,\n name.toLowerCase().endsWith(ext) ? name : name + ext,\n );\n // keep the file inside dir (guards against `..` traversal)\n if (!file.startsWith(dir.endsWith(sep) ? dir : dir + sep)) return undefined;\n return existsSync(file) ? file : undefined;\n}\n\n/**\n * Read a `.brz` prefab file (EA3) into a legacy save object. Brick geometry,\n * ownership, assets, materials, and components are reconstructed; wires are\n * not (the save-level `wires` array is left empty). Component names/data are\n * EA3-native (e.g. `Component_Internal_Seat`), not the legacy `BCD_*` names.\n *\n * This is a plain function rather than a method because `readSaveData` and\n * `getSaveData` are handed to safe plugins via STEAL_PROTOTYPES and run with\n * `this` bound to the plugin's proxy omegga, which has no private methods on\n * it -- calling `this.readPrefabData(...)` there throws \"not a function\".\n */\nfunction readPrefabData(\n omegga: {\n version: number;\n currentMap?: string;\n host?: { id: string; name: string };\n },\n file: string,\n { nobricks = false } = {},\n): ReadSaveObject {\n // gridId 1 is the world's main brick grid (MAIN_GRID); entity sub-grids\n // (>=2) are not captured, matching reader.bricks()'s default.\n const MAIN_GRID = 1;\n const reader = WorldReader.from(new Uint8Array(readFileSync(file)));\n const bricks = nobricks\n ? []\n : [...reader.bricks(MAIN_GRID)].map(b => ({\n ...b,\n physical_index: 0,\n components: {} as Record<string, unknown>,\n }));\n\n // Attach components to their bricks. Components are stored per chunk with a\n // chunk-local brick index; reader.bricks() yields bricks in the same chunk\n // order as brickChunkIndex(), so a running offset maps the chunk-local\n // index onto the flat bricks array.\n if (!nobricks) {\n let brickOffset = 0;\n for (const chunk of reader.brickChunkIndex(MAIN_GRID)) {\n if (chunk.numComponents > 0) {\n const { components } = reader.componentChunk(MAIN_GRID, chunk.index);\n for (const c of components) {\n const brick = bricks[brickOffset + c.brickIndex];\n if (brick) brick.components[c.typeName] = c.data ?? {};\n }\n }\n brickOffset += chunk.numBricks;\n }\n }\n\n return {\n version: 10,\n map: omegga.currentMap ?? 'Unknown',\n author: { id: omegga.host?.id ?? '', name: omegga.host?.name ?? '' },\n host: { id: omegga.host?.id ?? '', name: omegga.host?.name ?? '' },\n description: '',\n brick_count: bricks.length,\n mods: [],\n brick_assets: reader.brickAssets(),\n colors: [],\n materials: reader.materials(),\n physical_materials: [],\n brick_owners: reader.brickOwners(),\n game_version: omegga.version,\n save_time: new Uint8Array(),\n bricks,\n components: {},\n } as ReadSaveObject;\n}\n\n/**\n * Write a save to a temporary `.brz` prefab in the prefab directory (EA3).\n * @returns the bare path ref for `br.Prefab.*` commands (no `Prefabs/` prefix\n * or `.brz` extension) and the absolute file path for cleanup.\n */\nfunction writeTempPrefab(\n omegga: {\n prefabPath: string;\n _tempSavePrefix: string;\n _tempCounter: { save: number };\n },\n saveData: WriteSaveObject,\n): { ref: string; file: string } {\n const ref =\n omegga._tempSavePrefix + Date.now() + '_' + omegga._tempCounter.save++;\n const file = join(omegga.prefabPath, ref + '.brz');\n if (!file.startsWith(omegga.prefabPath))\n throw 'prefab file not in Saved/Prefabs directory';\n mkdir(omegga.prefabPath);\n writeFileSync(file, new Uint8Array(writeBrzLegacy(saveData)));\n return { ref, file };\n}\n\n// TODO: safe broadcast parsing\n\nexport default class Omegga extends OmeggaWrapper implements OmeggaLike {\n /** The save counter prevents omegga from saving over the same file */\n _tempCounter = { save: 0, environment: 0 };\n /** The save prefix is prepended to all temporary saves */\n _tempSavePrefix = 'omegga_temp_';\n\n // pluginloader is not private so plugins can potentially add more formats\n // undefined when plugins are disabled (--noplugin)\n pluginLoader: PluginLoader | undefined = undefined;\n // undefined when the web ui is disabled (--noweb)\n webserver: Webserver | undefined;\n // undefined unless metrics.enabled is set in the config\n metrics: MetricsServer | undefined;\n\n verbose: boolean;\n savePath: string;\n worldPath: string;\n prefabPath: string;\n presetPath: string;\n configPath: string;\n binaryPath: string | null;\n options: IOmeggaOptions;\n\n version: number;\n\n /** memoized version-resolved console commands ({@link Console}) */\n #console: { version: number; commands: ConsoleCommands } | undefined;\n\n /**\n * version-resolved Brickadia console command names, nested by namespace.\n * e.g. `omegga.Console.Bricks.Clear` -> \"Bricks.Clear\" or \"br.Bricks.Clear\"\n * depending on the running game version.\n */\n get Console(): ConsoleCommands {\n let memo = this.#console;\n if (memo?.version !== this.version) {\n memo = {\n version: this.version,\n commands: resolveConsoleCommands(this.version),\n };\n this.#console = memo;\n }\n return memo.commands;\n }\n\n host?: { id: string; name: string };\n players: OmeggaPlayer[];\n\n started = false;\n starting = false;\n stopping = false;\n crashDetected = false;\n currentMap: string;\n\n // assigned by commandInjector() in the constructor\n getServerStatus!: () => Promise<IServerStatus>;\n listMinigames!: () => Promise<IMinigameList>;\n getAllPlayerPositions!: () => Promise<IPlayerPositions>;\n getMinigames!: () => Promise<ILogMinigame[]>;\n getGamemode!: () => Promise<IGamemode | null>;\n\n /**\n * Omegga instance\n */\n constructor(serverPath: string, cfg: IConfig, options: IOmeggaOptions = {}) {\n super(serverPath, cfg);\n this.verbose = Logger.VERBOSE;\n\n Logger.verbose('Running omegga', `v${VERSION}`.green);\n Logger.verbose('Versions', process.versions);\n Logger.verbose('Config', {\n ...cfg,\n credentials: cfg.credentials\n ? Object.fromEntries(\n Object.entries(cfg.credentials).map(([k, v]) => [k, v ? '***' : v]),\n )\n : cfg.credentials,\n server: {\n ...cfg.server,\n ...(cfg.server.password && { password: '***' }),\n ...(cfg.server.steambetaPassword && { steambetaPassword: '***' }),\n ...(cfg.server.launchArgs && {\n launchArgs: cfg.server.launchArgs\n .replace(/-Cookie=\".*?\"/g, '-Cookie=\"<hidden>\"')\n .replace(/-Cookie=\\S+/g, '-Cookie=<hidden>'),\n }),\n },\n });\n\n // inject commands\n Logger.verbose('Setting up command injector');\n commandInjector(this, this.logWrangler);\n\n // launch options (disabling webserver)\n this.options = options;\n const savedDir = cfg.server.savedDir ?? CONFIG_SAVED_DIR;\n\n // path to save files\n this.savePath = join(this.path, DATA_PATH, savedDir, 'Builds');\n this.worldPath = join(this.path, DATA_PATH, savedDir, 'Worlds');\n this.prefabPath = join(this.path, DATA_PATH, savedDir, 'Prefabs');\n\n this.presetPath = join(this.path, DATA_PATH, savedDir, 'Presets');\n\n // path to config files\n this.configPath = join(this.path, DATA_PATH, savedDir, 'Server');\n\n // directory the game binary and the files shipped beside it live in\n this.binaryPath = this.getGameBinaryDir();\n\n // create dir folders\n Logger.verbose('Creating directories');\n mkdir(this.savePath);\n mkdir(this.configPath);\n\n // ignore auth file copy\n if (!options.noauth) {\n Logger.verbose('Copying auth files');\n this.copyAuthFiles();\n }\n\n // create the webserver if it's enabled\n // the web interface provides access to server information while the server is running\n // and lets you view chat logs, disable plugins, etc\n if (!options.noweb) {\n Logger.verbose('Creating webserver');\n this.webserver = new Webserver(cfg.omegga ?? {}, this);\n }\n\n // the prometheus endpoint is independent of the web ui, so that metrics\n // still work with `omegga.webui: false`\n if (cfg.metrics?.enabled) {\n Logger.verbose('Creating metrics server');\n this.metrics = new MetricsServer(this, cfg.metrics);\n }\n\n if (!options.noplugin) {\n Logger.verbose('Creating plugin loader');\n this.pluginLoader = new PluginLoader(this.path, this);\n }\n\n /** @type {Array<Player>}list of online players */\n this.players = [];\n\n /** host player info `{id: uuid, name: player name}` */\n this.host = undefined;\n\n /** @type {String} current game version - may later be turned into CL#### versions */\n this.version = -1;\n\n /** @type {Boolean} whether server has started */\n this.started = false;\n /** @type {Boolean} whether server is starting up */\n this.starting = false;\n\n /** @type {String} current map */\n this.currentMap = '';\n\n // add all the matchers to the server\n Logger.verbose('Adding matchers');\n for (const matcher of MATCHERS) {\n const { pattern, callback } = matcher(this);\n this.addMatcher(pattern, callback);\n }\n\n // Node's default for an unhandled rejection is to throw, which lands in the\n // uncaughtException handler below. Registering a listener here suppresses\n // that default, so this one rethrows to keep omegga's crash behaviour\n // exactly as it was; the rejection is counted on its way through.\n process.on('unhandledRejection', err => {\n recordUnhandledRejection();\n throw err;\n });\n\n let handlingException = false;\n process.on('uncaughtException', async err => {\n // an exception thrown while handling one (a closed terminal, a broken\n // database) rejects this handler, which node routes right back into\n // uncaughtException - without this guard that loops forever\n if (handlingException) {\n console.error('Uncaught exception while shutting down', err);\n process.exit(1);\n }\n handlingException = true;\n\n recordUncaughtException();\n\n try {\n Logger.verbose('Uncaught exception', err);\n this.emit('error', err);\n\n // publish stop to database\n this.webserver?.database?.addChatLog('crash', {}, 'Omegga error');\n\n await this.stop();\n } catch (e) {\n console.error(e);\n }\n process.exit();\n });\n\n // when brickadia starts, mark the server as started\n this.on('start', ({ map }) => {\n this.started = true;\n this.starting = false;\n this.currentMap = map;\n this.writeln(`${this.Console.Chat.MessageForUnknownCommands} 0`);\n\n this.restoreServer();\n });\n\n // detect engine crash from stderr or stdout\n const crashHandler = (line: string) => {\n if (\n !this.crashDetected &&\n (/Engine crash handling finished; re-raising signal \\d+ for the default handler\\. Good bye\\./.test(\n line,\n ) ||\n /LogCore: === Critical error: ===/.test(line))\n ) {\n Logger.error('Engine crash detected!');\n this.crashDetected = true;\n }\n };\n this.on('err', crashHandler);\n this.on('line', crashHandler);\n\n // when brickadia exits, stop omegga\n this.on('exit', () => {\n this.stop();\n });\n\n // when the process closes, emit the exit signal and stop\n this.on('closed', () => {\n // capture crash state before 'exit' handler triggers stop()\n const wasCrash = this.crashDetected;\n this.crashDetected = false;\n if (this.started) this.emit('exit');\n // recorded whatever happens next: a crash that is not restarted from is\n // still a crash, and used to leave no trace in the chat log at all\n if (wasCrash)\n this.webserver?.database?.addChatLog('crash', {}, 'Server crashed');\n const doRestart = async () => {\n if (!wasCrash) return;\n try {\n const config = await this.webserver?.database?.getAutoRestartConfig();\n if (config?.crashRestartEnabled) {\n Logger.logp('Restarting server after crash...');\n this.webserver?.database?.addChatLog(\n 'server',\n {},\n 'Restarting after crash...',\n );\n await this.start();\n }\n } catch (err) {\n Logger.error('Error restarting after crash', err);\n }\n };\n if (!this.stopping) {\n this.stop().then(doRestart);\n } else {\n // stop() already in progress from 'exit' handler - wait for it to finish\n this.once('server:stopped', () => doRestart());\n }\n });\n\n // detect when the game reports a command does not exist\n this.on('unknownCommand', (name: string, cmd: string) => {\n // if it's not registered to a plugin, send the missing command message\n if (!this.pluginLoader || !this.pluginLoader.isCommand(cmd)) {\n this.whisper(name, MISSING_CMD);\n }\n });\n }\n\n /** attempt to save server state */\n async saveServer(config: AutoRestartConfig) {\n if (config.players && this.players.length > 0) {\n Logger.logp('Getting player positions...');\n const players = await this.getAllPlayerPositions();\n Logger.logp(`Saving ${players.length} player positions...`);\n const data = players\n .filter(p => !p.isDead && p.pos)\n .map(p => ({ position: p.pos, id: p.player.id }));\n if (players.length > 0)\n writeFileSync(\n join(this.path, DATA_PATH, 'omegga_temp_players.json'),\n JSON.stringify(data),\n );\n }\n\n if (config.saveWorld) {\n Logger.logp('Saving world...');\n await this.saveWorld();\n }\n }\n\n async restartServer() {\n if (this.starting || this.stopping) return;\n if (!this.started) return await this.start();\n\n const nextWorld = this.getNextWorld();\n if (nextWorld) {\n Logger.logp('Loading world', nextWorld.file.yellow);\n Logger.verbose('Next world configured from', nextWorld.source.yellow);\n this.loadWorld(nextWorld.file);\n } else {\n this.changeMap(this.currentMap);\n }\n\n const res = await Promise.race([\n // wait for the map to change\n new Promise(resolve =>\n this.once('mapchange', () => resolve('mapchange')),\n ),\n // Timeout after 10 seconds\n new Promise(resolve => setTimeout(() => resolve('timeout'), 10000)),\n ]);\n Logger.verbose('Restart result:', res);\n }\n\n /** attempt to restore the server's state */\n async restoreServer() {\n const tempPlayersFile = join(\n this.path,\n DATA_PATH,\n 'omegga_temp_players.json',\n );\n if (!existsSync(tempPlayersFile)) return;\n\n try {\n Logger.logp('Loading previous player positions...');\n\n // player positions are an array to address multi-clienting\n const players: { position: number[]; id: string }[] = JSON.parse(\n readFileSync(tempPlayersFile).toString(),\n );\n\n // restore player position on join\n const callback = (player: OmeggaPlayer) => {\n const index = players.findIndex(p => p.id === player.id);\n if (index > -1) {\n const { position } = players[index];\n this.writeln(\n `${this.Console.Chat.Command} /TP \"${player.name}\" ${position.join(' ')} 0`,\n );\n\n // remove the entry\n players[index] = players[players.length - 1];\n players.pop();\n }\n };\n this.on('join', callback);\n\n const timeout = setTimeout(() => {\n try {\n this.off('join', callback);\n if (existsSync(tempPlayersFile)) unlinkSync(tempPlayersFile);\n } catch (err) {\n Logger.error('Error removing omegga_temp_players.json', err);\n }\n }, 10000);\n this.once('changemap', () => {\n clearTimeout(timeout);\n this.off('join', callback);\n });\n } catch (err) {\n Logger.error('Error restoring previous server state', err);\n }\n }\n\n /**\n * start webserver, load plugins, start the brickadia server\n * this should not be called by a plugin\n */\n //\n async start(): Promise<void> {\n this.starting = true;\n\n // Resolve the game version straight from the server binary before plugins\n // load, so `omegga.version` is valid at plugin `init` time (e.g. for\n // readSaveData) instead of staying -1 until the game boots and writes its\n // log.\n //\n // This re-resolves on every start, not just the first: a steam update can\n // replace the binary between restarts (the process is reused by the crash\n // handler and restartServer), so a version cached from a previous boot goes\n // stale. When the binary can't be read (e.g. launcher-managed installs) we\n // reset to -1 so the log parser (matchers/version) re-detects this boot.\n const binVersion = readBinaryVersion(this.getGameBinaryPath());\n this.version = binVersion ?? -1;\n if (binVersion != null) {\n Logger.verbose('Brickadia Version (from binary)', binVersion);\n // plugins that aren't reloaded on restart only learn the new version\n // through this event (reloaded ones get it via bootstrap)\n this.emit('version', binVersion);\n }\n\n // started before the webserver so a port clash surfaces early, and before\n // plugins so their metric registrations have somewhere to land\n if (this.metrics) await this.metrics.start();\n if (this.webserver) await this.webserver.start();\n if (this.pluginLoader) {\n // scan for plugins\n Logger.verbose('Scanning for plugins');\n await this.pluginLoader.scan();\n\n // load the plugins\n Logger.verbose('Loading plugins');\n await this.pluginLoader.reload();\n }\n\n Logger.verbose('Starting Brickadia');\n super.start();\n this.emit('server:starting');\n }\n\n /**\n * unload plugins and stop the server\n * this should not be called by a plugin\n */\n async stop() {\n if (!this.started && !this.starting) {\n Logger.verbose(\"Stop called while server wasn't started or was starting\");\n return;\n }\n\n if (this.stopping) {\n Logger.verbose('Stop called while server was starting');\n return;\n }\n\n this.stopping = true;\n this.emit('server:stopping');\n if (this.pluginLoader) {\n Logger.verbose('Unloading plugins');\n await this.pluginLoader.unload();\n }\n Logger.verbose('Stopping server');\n super.stop();\n\n const res = await Promise.race([\n new Promise(resolve => this.once('exit', () => resolve('exit'))),\n // Timeout after 10 seconds\n new Promise(resolve => setTimeout(() => resolve('timeout'), 10000)),\n ]);\n\n Logger.verbose('Stop result:', res);\n if (this.stopping) this.emit('server:stopped');\n this.stopping = false;\n this.started = false;\n this.starting = false;\n this.players = [];\n }\n\n /**\n * Copies auth files from home config dir\n * this should never be called by a plugin\n */\n copyAuthFiles() {\n const authDir = this.config.server.authDir ?? CONFIG_AUTH_DIR;\n const savedDir = this.config.server.savedDir ?? CONFIG_SAVED_DIR;\n const authPath = join(this.path, DATA_PATH, savedDir, authDir);\n const homeAuthPath = join(\n CONFIG_HOME,\n (savedDir !== CONFIG_SAVED_DIR ? savedDir : '') + authDir,\n );\n\n copyFiles(homeAuthPath, authPath, BRICKADIA_AUTH_FILES);\n }\n\n // TODO: split messages that longer than 512 characters\n // TODO: delete characters that are known to crash the game\n broadcast(...messages: string[]) {\n messages\n .flatMap(m => m.toString().split('\\n'))\n .filter(m => m.length < 512)\n .forEach(m => this.writeln(`${this.Console.Chat.Broadcast} ${m}`));\n }\n\n whisper(target: string | OmeggaPlayer, ...messages: string[]) {\n // find the target player\n const player = typeof target !== 'object' ? this.getPlayer(target) : target;\n\n // player may have left before the message could be sent\n if (!player) return;\n\n // whisper the messages to that player\n messages\n .flatMap(m => m.toString().split('\\n'))\n .filter(m => m.length < 512)\n .forEach(m =>\n this.writeln(`${this.Console.Chat.Whisper} \"${player.name}\" ${m}`),\n );\n }\n\n middlePrint(target: string | OmeggaPlayer, message: string) {\n // find the target player\n const player = typeof target !== 'object' ? this.getPlayer(target) : target;\n\n // player may have left before the message could be sent\n if (!player) return;\n\n // whisper the messages to that player\n if (message.length > 512) return;\n this.writeln(\n `${this.Console.Chat.StatusMessage} \"${player.name}\" ${message}`,\n );\n }\n\n getPlayers(): {\n id: string;\n name: string;\n displayName: string;\n controller: string;\n state: string;\n }[] {\n return this.players.map(p => ({ ...p }));\n }\n\n getRoleSetup(): BRRoleSetup {\n // Read RoleSetup2, fallback to old RoleSetup if it doesn't exist\n return (readWatchedJSON(join(this.configPath, 'RoleSetup2.json')) ??\n readWatchedJSON(join(this.configPath, 'RoleSetup.json'))) as BRRoleSetup;\n }\n\n getRoleAssignments(): BRRoleAssignments {\n return readWatchedJSON(\n join(this.configPath, 'RoleAssignments.json'),\n ) as BRRoleAssignments;\n }\n\n getBanList(): BRBanList {\n return readWatchedJSON(join(this.configPath, 'BanList.json')) as BRBanList;\n }\n\n getNameCache(): BRPlayerNameCache {\n return readWatchedJSON(\n join(this.configPath, 'PlayerNameCache.json'),\n ) as BRPlayerNameCache;\n }\n\n getPlayer(target: string): OmeggaPlayer | null {\n return (\n this.players.find(\n p =>\n p.name === target ||\n p.id === target ||\n p.controller === target ||\n p.state === target,\n ) ?? null\n );\n }\n\n findPlayerByName(name: string): OmeggaPlayer | null {\n name = name.toLowerCase();\n const exploded = pattern.explode(name);\n return (\n this.players.find(p => p.name === name || p.displayName === name) || // find by exact match\n this.players.find(\n p => p.name.indexOf(name) > -1 || p.displayName.indexOf(name) > -1,\n ) || // find by rough match\n this.players.find(\n p => p.name.match(exploded) || p.displayName.match(exploded),\n ) || // find by exploded regex match (ck finds cake, tbp finds TheBlackParrot)\n null\n );\n }\n\n getHostId(): string {\n return this.host?.id ?? '';\n }\n\n saveMinigame(index: number, name: string) {\n this.writeln(\n `${this.Console.Server.Minigames.SavePreset} ${index} \"${name}\"`,\n );\n }\n\n deleteMinigame(index: number) {\n this.writeln(`${this.Console.Server.Minigames.Delete} ${index}`);\n }\n\n resetMinigame(index: number) {\n this.writeln(`${this.Console.Server.Minigames.Reset} ${index}`);\n }\n\n nextRoundMinigame(index: number) {\n this.writeln(`${this.Console.Server.Minigames.NextRound} ${index}`);\n }\n\n loadMinigame(presetName: string, owner = '') {\n this.writeln(\n `${this.Console.Server.Minigames.LoadPreset} \"${presetName}\" ${owner ? `\"${owner}\"` : ''}`,\n );\n }\n\n getMinigamePresets(): string[] {\n const presetPath = join(this.presetPath, 'Minigame');\n return existsSync(presetPath)\n ? glob\n .sync(presetPath + '/**/*.bp')\n .map(f => basename(f).replace(/\\.bp$/, ''))\n : [];\n }\n\n resetEnvironment() {\n this.writeln(`${this.Console.Server.Environment.Reset}`);\n }\n\n async saveEnvironment(presetName: string): Promise<void> {\n await this.addWatcher(/Environment preset saved.$/, {\n // request the pawn for this player's controller (should only be one)\n exec: () =>\n this.writeln(\n `${this.Console.Server.Environment.SavePreset} \"${presetName}\"`,\n ),\n timeoutDelay: 100,\n });\n }\n\n async getEnvironmentData(): Promise<EnvironmentPreset | null> {\n const saveName =\n this._tempSavePrefix + Date.now() + '_' + this._tempCounter.environment++;\n\n await this.saveEnvironment(saveName);\n const data = this.readEnvironmentData(saveName);\n const file = join(this.presetPath, 'Environment', saveName + '.bp');\n if (existsSync(file)) unlinkSync(file);\n\n return data;\n }\n\n readEnvironmentData(saveName: string): EnvironmentPreset | null {\n if (typeof saveName !== 'string')\n throw 'expected name argument for readEnvironmentData';\n\n const file = join(this.presetPath, 'Environment', saveName + '.bp');\n try {\n if (existsSync(file)) return JSON.parse(readFileSync(file).toString());\n } catch (err) {\n Logger.verbose('Error parsing save data in readEnvironmentData', err);\n }\n return null;\n }\n\n loadEnvironment(presetName: string) {\n this.writeln(`${this.Console.Server.Environment.LoadPreset} ${presetName}`);\n }\n\n loadEnvironmentData(\n preset:\n | EnvironmentPreset\n | NonNullable<EnvironmentPreset['data']>['groups'],\n ) {\n // a nullish preset would otherwise silently apply an empty environment\n if (!preset) throw new Error('loadEnvironmentData requires a preset');\n if ('data' in preset) preset = preset.data?.groups;\n\n const saveFile =\n this._tempSavePrefix + Date.now() + '_' + this._tempCounter.environment++;\n\n const path = join(this.presetPath, 'Environment', saveFile + '.bp');\n\n writeFileSync(\n path,\n JSON.stringify({\n formatVersion: '1',\n presetVersion: '1',\n type: 'Environment',\n data: {\n groups: {\n ...preset,\n },\n },\n }),\n );\n\n this.loadEnvironment(saveFile);\n\n // this is lazy, but environments should load much faster than builds\n // do, so it's not really worth keeping track of logs for this\n setTimeout(() => unlinkSync(path), 5000);\n }\n\n getEnvironmentPresets(): string[] {\n const presetPath = join(this.presetPath, 'Environment');\n return existsSync(presetPath)\n ? glob\n .sync(presetPath + '/**/*.bp')\n .map(f => basename(f).replace(/\\.bp$/, ''))\n : [];\n }\n\n clearBricks(target: string | { id: string }, quiet = false) {\n // target is a player object, just use that id\n let id: string | null;\n if (typeof target === 'object') id = target.id;\n // if the target isn't a uuid already, find the player by name or controller and use that uuid\n else if (!uuid.match(target)) {\n // only set the target if the player exists\n id = this.getPlayer(target)?.id ?? null;\n } else id = target;\n\n if (!id) return;\n\n this.writeln(`${this.Console.Bricks.Clear} ${id} ${quiet ? 1 : ''}`);\n }\n\n clearRegion(\n region: {\n center: [number, number, number];\n extent: [number, number, number];\n },\n options?: {\n target?: string | OmeggaPlayer;\n /** clear bricks in the region (default true) */\n bricks?: boolean;\n /** also clear entities in the region (default false, EA3 only) */\n entities?: boolean;\n },\n ) {\n // resolve the optional owner filter (player object, uuid, or name) to a uuid\n let target = '';\n const rawTarget = options?.target;\n if (rawTarget) {\n if (typeof rawTarget === 'object') target = rawTarget.id;\n else if (uuid.match(rawTarget)) target = rawTarget;\n else target = this.getPlayer(rawTarget)?.id ?? '';\n }\n\n const center = region.center.join(' ');\n const extent = region.extent.join(' ');\n\n if (brsRemoved(this.version)) {\n // br.World.ClearRegion <Center> <Extent> [ClearBricks] [ClearEntities] [FilterUserId]\n const bricks = (options?.bricks ?? true) ? 1 : 0;\n const entities = (options?.entities ?? false) ? 1 : 0;\n this.writeln(\n `${this.Console.World.ClearRegion} ${center} ${extent} ${bricks} ${entities}${\n target ? ' ' + target : ''\n }`,\n );\n return;\n }\n\n // legacy .brs region clear (bricks only)\n this.writeln(\n `${this.Console.Bricks.ClearRegion} ${center} ${extent}${\n target ? ' ' + target : ''\n }`,\n );\n }\n\n clearAllBricks(\n options:\n | boolean\n | { quiet?: boolean; bricks?: boolean; entities?: boolean } = {},\n ) {\n // backwards compat: a bare boolean is the legacy `quiet` argument\n const {\n quiet = false,\n bricks = true,\n entities = false,\n } = typeof options === 'boolean' ? { quiet: options } : options;\n\n if (brsRemoved(this.version)) {\n // br.World.ClearAll [ClearBricks] [ClearEntities] [Silent]\n this.writeln(\n `${this.Console.World.ClearAll} ${bricks ? 1 : 0} ${\n entities ? 1 : 0\n } ${quiet ? 1 : 0}`,\n );\n return;\n }\n // legacy Bricks.ClearAll only ever cleared bricks\n this.writeln(`${this.Console.Bricks.ClearAll} ${quiet ? 1 : ''}`);\n }\n\n saveBricks(\n saveName: string,\n region?: {\n center: [number, number, number];\n extent: [number, number, number];\n },\n ) {\n if (\n warnRemoved(\n this.version,\n 'saveBricks',\n PREFAB_VERSION,\n 'EA3',\n 'savePrefab',\n )\n )\n return;\n if (!saveName) return;\n\n // add quotes around the filename if it doesn't have them (backwards compat w/ plugins)\n if (!(saveName.startsWith('\"') && saveName.endsWith('\"')))\n saveName = `\"${saveName}\"`;\n\n if (region?.center && region?.extent)\n this.writeln(\n `${this.Console.Bricks.SaveRegion} ${saveName} ${region.center.join(\n ' ',\n )} ${region.extent.join(' ')}`,\n );\n else this.writeln(`${this.Console.Bricks.Save} ${saveName}`);\n }\n\n async saveBricksAsync(\n saveName: string,\n region?: {\n center: [number, number, number];\n extent: [number, number, number];\n },\n ): Promise<void> {\n if (\n warnRemoved(\n this.version,\n 'saveBricksAsync',\n PREFAB_VERSION,\n 'EA3',\n 'savePrefabAsync',\n )\n )\n return;\n if (!saveName) return;\n\n let saveNameClean = saveName;\n // add quotes around the filename if it doesn't have them (backwards compat w/ plugins)\n if (!(saveName.startsWith('\"') && saveName.endsWith('\"')))\n saveNameClean = `\"${saveName}\"`;\n\n const command =\n region?.center && region?.extent\n ? `${this.Console.Bricks.SaveRegion} ${saveNameClean} ${region.center.join(\n ' ',\n )} ${region.extent.join(' ')}`\n : `${this.Console.Bricks.Save} ${saveNameClean}`;\n\n // wait for the server to save the file\n await this.watchLogChunk(command, /^(LogBrickSerializer|LogTemp): (.+)$/, {\n first: match => match[0].endsWith(saveName + '.brs...'),\n last: match =>\n Boolean(\n match[2].match(\n /Saved .+ bricks and .+ components from .+ owners|Error: No bricks in grid!|Error: No bricks selected to save!/,\n ),\n ),\n afterMatchDelay: 0,\n timeoutDelay: 30000,\n });\n }\n\n loadBricks(\n saveName: string,\n {\n offX = 0,\n offY = 0,\n offZ = 0,\n quiet = false,\n correctPalette = false,\n correctCustom = false,\n } = {},\n ) {\n if (\n warnRemoved(\n this.version,\n 'loadBricks',\n PREFAB_VERSION,\n 'EA3',\n 'loadPrefab',\n )\n )\n return;\n // add quotes around the filename if it doesn't have them (backwards compat w/ plugins)\n if (!(saveName.startsWith('\"') && saveName.endsWith('\"')))\n saveName = `\"${saveName}\"`;\n\n this.writeln(\n `${this.Console.Bricks.Load} ${saveName} ${offX} ${offY} ${offZ} ${\n quiet ? 1 : 0\n } ${correctPalette ? 1 : 0} ${correctCustom ? 1 : 0}`,\n );\n }\n\n loadBricksOnPlayer(\n saveName: string,\n player: string | OmeggaPlayer,\n {\n offX = 0,\n offY = 0,\n offZ = 0,\n correctPalette = false,\n correctCustom = false,\n } = {},\n ) {\n if (\n warnRemoved(\n this.version,\n 'loadBricksOnPlayer',\n EA2_VERSION,\n 'EA2',\n 'loadPrefabOnPlayer',\n )\n )\n return;\n const target = typeof player === 'string' ? this.getPlayer(player) : player;\n if (!target) return;\n\n // add quotes around the filename if it doesn't have them (backwards compat w/ plugins)\n if (!(saveName.startsWith('\"') && saveName.endsWith('\"')))\n saveName = `\"${saveName}\"`;\n\n this.writeln(\n `${this.Console.Bricks.LoadTemplate} ${saveName} ${offX} ${offY} ${offZ} ${\n correctPalette ? 1 : 0\n } ${correctCustom ? 1 : 0} \"${target.name}\"`,\n );\n }\n\n getSaves(): string[] {\n return existsSync(this.savePath)\n ? glob.sync(this.savePath + '/**/*.brs')\n : [];\n }\n\n getWorlds(): string[] {\n return existsSync(this.worldPath)\n ? glob.sync(this.worldPath + '/**/*.brdb')\n : [];\n }\n\n getPrefabs(): string[] {\n return existsSync(this.prefabPath)\n ? glob.sync(this.prefabPath + '/**/*.brz')\n : [];\n }\n\n getSavePath(saveName: string) {\n return resolveInDir(this.savePath, saveName, '.brs');\n }\n\n getPrefabPath(prefabName: string) {\n return resolveInDir(this.prefabPath, prefabName, '.brz');\n }\n\n getWorldPath(worldName: string) {\n return resolveInDir(this.worldPath, worldName, '.brdb');\n }\n\n async getWorldRevisions(worldName: string) {\n worldName = worldName.replace(/\\.brdb$/i, '');\n\n const path = this.getWorldPath(worldName);\n if (!worldName || !path) {\n throw new Error(`World \"${worldName}\" does not exist`);\n }\n\n // Revisions are read directly from the .brdb bundle (SQLite), so this no\n // longer requires the server to be running or a console round-trip. The\n // brdb revision indices/notes match the game's World.ListRevisions output.\n return readBrdbRevisions(path) ?? [];\n }\n\n async loadWorld(worldName: string): Promise<boolean> {\n worldName = worldName.replace(/\\.brdb$/i, '');\n if (!worldName || !this.getWorldPath(worldName)) return false;\n this.writeln(`${this.Console.World.Load} \"${worldName}\"`);\n const res = await Promise.race([\n // wait for the map to change\n new Promise(resolve =>\n this.once('mapchange', () => resolve('mapchange')),\n ),\n // Timeout after 10 seconds\n new Promise(resolve => setTimeout(() => resolve('timeout'), 10000)),\n ]);\n Logger.verbose('LoadWorld', worldName, 'result:', res);\n return res === 'mapchange';\n }\n\n async loadWorldRevision(\n worldName: string,\n revision: number,\n ): Promise<boolean> {\n worldName = worldName.replace(/\\.brdb$/i, '');\n if (!worldName || !this.getWorldPath(worldName)) return false;\n if (typeof revision !== 'number' || revision < 1) {\n throw new Error(`Invalid revision number: ${revision}`);\n }\n this.writeln(\n `${this.Console.World.LoadRevision} \"${worldName}\" ${revision}`,\n );\n const res = await Promise.race([\n // wait for the map to change\n new Promise(resolve =>\n this.once('mapchange', () => resolve('mapchange')),\n ),\n // Timeout after 10 seconds\n new Promise(resolve => setTimeout(() => resolve('timeout'), 10000)),\n ]);\n Logger.verbose('LoadWorld', worldName, 'result:', res);\n return res === 'mapchange';\n }\n\n async saveWorldAs(worldName: string) {\n if (!worldName) return false;\n if (this.stopping || this.starting || !this.started) return false;\n\n if (this.getWorldPath(worldName)) {\n return false;\n }\n worldName = worldName.replace(/\\.brdb$/i, '');\n\n try {\n const match = await this.addWatcher<{ res: boolean }>(\n (_line, match) => {\n if (match?.groups?.generator !== 'LogBRWorldManager') return;\n\n const ok = match.groups.data.match(/^World files saved after /);\n const err =\n !match.groups.data.startsWith(\n 'Error: Failed to capture minigame settings',\n ) &&\n match.groups.data.match(\n /^Error: (World already exists|Failed to create new world)?/,\n );\n return ok ? { res: true } : err ? { res: false } : undefined;\n },\n {\n exec: () => {\n this.writeln(`${this.Console.World.SaveAs} \"${worldName}\"`);\n },\n timeoutDelay: 2000,\n },\n );\n return match?.[0]?.['res'] ?? false;\n } catch {\n return false;\n }\n }\n\n async saveWorld(): Promise<boolean> {\n // Don't allow saving while the server is starting or stopping\n if (this.stopping || this.starting || !this.started) return false;\n\n try {\n const match = await this.addWatcher<{ res: boolean }>(\n (_line, match) => {\n if (match?.groups?.generator !== 'LogBRWorldManager') return;\n\n const ok = match.groups.data.match(/^World files saved after /);\n const err =\n !match.groups.data.startsWith(\n 'Error: Failed to capture minigame settings',\n ) &&\n match.groups.data.match(/^Error: (World has not been saved\\.)?/);\n return ok ? { res: true } : err ? { res: false } : undefined;\n },\n {\n exec: () => {\n this.writeln(`${this.Console.World.Save} 0`);\n },\n timeoutDelay: 2000,\n },\n );\n return match?.[0]?.['res'] ?? false;\n } catch {\n return false;\n }\n }\n\n async createEmptyWorld(\n worldName: string,\n map: 'Plate' | 'Space' | 'Studio' | 'Peaks' = 'Plate',\n ): Promise<boolean> {\n if (!worldName) return false;\n worldName = worldName.replace(/\\.brdb$/i, '');\n\n try {\n const match = await this.addWatcher<{ res: boolean }>(\n (_line, match) => {\n if (match?.groups?.generator !== 'LogBRWorldManager') return;\n\n const ok = match.groups.data.match(/^World files saved after /);\n const err = match.groups.data.match(\n /^Error: (Invalid preset|World already exists|Failed to create new world)?/,\n );\n return ok ? { res: true } : err ? { res: false } : undefined;\n },\n {\n exec: () => {\n this.writeln(\n `${this.Console.World.CreateEmpty} \"${worldName}\" ${map}`,\n );\n },\n timeoutDelay: 2000,\n },\n );\n return match?.[0]?.['res'] ?? false;\n } catch {\n return false;\n }\n }\n\n writeSaveData(saveName: string, saveData: WriteSaveObject) {\n if (typeof saveName !== 'string')\n throw 'expected name argument for writeSaveData';\n\n const file = join(this.savePath, saveName + '.brs');\n if (!file.startsWith(this.savePath))\n throw 'save file not in Saved/Builds directory';\n writeFileSync(file, new Uint8Array(brs.write(saveData)));\n }\n\n readSaveData(saveName: string, nobricks = false): ReadSaveObject {\n if (typeof saveName !== 'string')\n throw 'expected name argument for readSaveData';\n\n // EA3: the legacy .brs format is gone; saved builds are `.brz` prefabs.\n // Read the named prefab and reconstruct a legacy save object, mirroring\n // getSaveData's EA3 path.\n if (brsRemoved(this.version)) {\n const file = this.getPrefabPath(saveName);\n if (!file || !file.startsWith(this.prefabPath))\n throw 'prefab file not in Saved/Prefabs directory';\n return readPrefabData(this, file, { nobricks });\n }\n\n const file = this.getSavePath(saveName);\n if (!file || !file.startsWith(this.savePath))\n throw 'save file not in Saved/Builds directory';\n return brs.read(readFileSync(file), {\n preview: false,\n bricks: !nobricks,\n });\n }\n\n async loadSaveData(\n saveData: WriteSaveObject,\n {\n offX = 0,\n offY = 0,\n offZ = 0,\n quiet = false,\n correctPalette = false,\n correctCustom = false,\n } = {},\n ) {\n // EA3: the legacy Bricks.Load command was removed. Convert the save to a\n // .brz prefab and load it into the world via br.Prefab.Load. The palette\n // correction flags have no prefab equivalent and are ignored.\n if (brsRemoved(this.version)) {\n const { ref, file } = writeTempPrefab(this, saveData);\n this.loadPrefab(ref, { offX, offY, offZ });\n // the server reads the prefab synchronously and auto-closes the bundle a\n // couple seconds later; clean up the temp file lazily (cf. loadEnvironment)\n setTimeout(() => {\n if (existsSync(file)) unlinkSync(file);\n }, 5000);\n return;\n }\n\n const saveFile =\n this._tempSavePrefix + Date.now() + '_' + this._tempCounter.save++;\n // write savedata to file\n this.writeSaveData(saveFile, saveData);\n\n // wait for the server to finish reading the save\n await this.watchLogChunk(\n `${this.Console.Bricks.Load} \"${saveFile}\" ${offX} ${offY} ${offZ} ${quiet ? 1 : 0} ${\n correctPalette ? 1 : 0\n } ${correctCustom ? 1 : 0}`,\n /^LogBrickSerializer: (.+)$/,\n {\n first: match => match[0].endsWith(saveFile + '.brs...'),\n last: match => Boolean(match[1].match(/Read .+ bricks/)),\n afterMatchDelay: 0,\n timeoutDelay: 30000,\n },\n );\n\n // delete the save file after we're done\n const savePath = this.getSavePath(saveFile);\n if (savePath) {\n unlinkSync(savePath);\n }\n }\n\n async loadSaveDataOnPlayer(\n saveData: WriteSaveObject,\n player: string | OmeggaPlayer,\n {\n offX = 0,\n offY = 0,\n offZ = 0,\n correctPalette = false,\n correctCustom = false,\n } = {},\n ) {\n const target = typeof player === 'string' ? this.getPlayer(player) : player;\n if (!target) return;\n\n // EA3: give the save to the player as a prefab (their inventory) via\n // br.Prefab.GiveToPlayer. Offsets have no equivalent and are ignored,\n // matching loadPrefabOnPlayer.\n if (brsRemoved(this.version)) {\n const { ref, file } = writeTempPrefab(this, saveData);\n this.givePrefabToPlayer(ref, target);\n setTimeout(() => {\n if (existsSync(file)) unlinkSync(file);\n }, 5000);\n return;\n }\n\n // The Bricks.LoadTemplate command was removed at EA2, before the prefab\n // commands existed; there is no working path on that intermediate version.\n if (\n warnRemoved(\n this.version,\n 'loadSaveDataOnPlayer',\n EA2_VERSION,\n 'EA2',\n 'loadPrefabOnPlayer',\n )\n )\n return;\n\n const saveFile =\n this._tempSavePrefix + Date.now() + '_' + this._tempCounter.save++;\n // write savedata to file\n this.writeSaveData(saveFile, saveData);\n\n // wait for the server to finish reading the save\n await this.watchLogChunk(\n `${this.Console.Bricks.LoadTemplate} \"${saveFile}\" ${offX} ${offY} ${offZ} ${\n correctPalette ? 1 : 0\n } ${correctCustom ? 1 : 0} \"${target.name}\"`,\n /^LogBrickSerializer: (.+)$/,\n {\n first: match => match[0].endsWith(saveFile + '.brs...'),\n last: match => Boolean(match[1].match(/Read .+ bricks/)),\n afterMatchDelay: 0,\n timeoutDelay: 30000,\n },\n );\n\n // delete the save file after we're done\n const savePath = this.getSavePath(saveFile);\n if (savePath) {\n unlinkSync(savePath);\n }\n }\n\n async getSaveData(region?: {\n center: [number, number, number];\n extent: [number, number, number];\n }) {\n // EA3: the legacy Bricks.Save command was removed. Save the world (or the\n // requested region) as a .brz prefab, then read it back into a legacy save\n // object. Brick geometry, ownership, assets, materials, colors, and\n // components are reconstructed; wires are not (the save-level `wires`\n // array is left empty). 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