feat(scripts): add split-gamedata.mjs CLI splitter

Companion tool for the split-aware gamedata loader added in
@nitrots/utils. Takes a legacy single-file gamedata JSON/JSON5 and
produces the directory layout the loader expects:

  <out>/
    manifest.json5          (root manifest, tier order)
    core/
      manifest.json5        (file list in load order)
      <part>.json5 ...

The tool auto-detects the gamedata type from top-level keys and applies
the right split strategy:

- EffectMap            -> one file per effect type (dance, fx, ...)
- FigureData           -> palettes + one file per setType
- FigureMap            -> chunked libraries (default 500/file)
- FurnitureData        -> floor/wall, chunks of furnitype (default 300)
- HabboAvatarActions   -> grouped by state
- ProductData          -> chunked products (default 500)
- ExternalTexts/UITexts-> grouped by key prefix

Only the core/ tier is generated; custom/ and seasonal/ are operator-
owned and the loader auto-discovers them when their manifest.json5
exists.

Flags: --input, --output, --type, --chunk-size, --json (legacy emit),
--force, --help.

README extended with a 'Splitting gamedata' section covering the layout,
the strategy table, CLI usage and the renderer-config migration step.
This commit is contained in:
medievalshell
2026-05-18 21:20:13 +02:00
parent 0028b03b6a
commit 8200132b1f
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@@ -75,6 +75,94 @@ Useful workflow flags:
`install.mjs` is idempotent: re-running it keeps any `*.json` config files
that already exist and only patches the URL keys you pass on the CLI.
## Splitting gamedata
The renderer can load gamedata files (FigureData, FurnitureData, FigureMap,
EffectMap, ProductData, HabboAvatarActions, ExternalTexts, UITexts) either as
a single legacy JSON/JSON5 file or as a **directory of small files** organised
in three tiers: `core/` (vendor baseline), `custom/` (your additions / overrides),
`seasonal/` (date-bound content such as Christmas or Easter).
The split layout is much easier to maintain — you edit a small focused file
instead of a 43 MB FurnitureData.json — and lets you keep vendor and operator
content cleanly separated.
### Directory layout
```
nitro-assets/gamedata/furnidata/
manifest.json5 # { "tiers": ["core", "custom", "seasonal"] }
core/
manifest.json5 # { "files": ["floor-001.json5", ..., "wall-001.json5"] }
floor-001.json5
floor-002.json5
wall-001.json5
custom/ # OPTIONAL — created by you
manifest.json5 # { "files": ["my-rares.json5"] }
my-rares.json5
seasonal/ # OPTIONAL — created by you
manifest.json5
xmas-2026.json5
```
Each tier is loaded in order. Within a tier, files load in the order listed in
its `manifest.json5`. Items in later layers override items in earlier layers
when they share the same identifier (`id`, `classname`, `name`, or the
top-level key for flat dictionaries).
### Generating the `core/` tier from a legacy file
Use the bundled CLI splitter:
```
node scripts/split-gamedata.mjs \
--input ~/legacy-gamedata/FurnitureData.json \
--output ~/nitro-assets/gamedata/furnidata
```
It auto-detects the gamedata type from the file's top-level keys and applies
the strategy that makes the most sense:
| Type | Split strategy |
|----------------------|---------------------------------------------|
| EffectMap | one file per effect `type` (dance, fx, ...) |
| FigureData | one `palettes.json5` + one file per setType |
| FigureMap | chunks of `libraries` (default 500/file) |
| FurnitureData | floor / wall, chunks of `furnitype` (300) |
| HabboAvatarActions | grouped by `state` (or single file if ≤1) |
| ProductData | chunks of products (default 500) |
| ExternalTexts/UITexts| grouped by key prefix (e.g. `gamecenter.*`) |
Useful flags: `--type=<name>` to force the type, `--chunk-size=N` to override
the default chunk size, `--json` to emit standard JSON instead of JSON5,
`--force` to overwrite an existing output directory. Full reference:
```
node scripts/split-gamedata.mjs --help
```
We only ship the `core/` tier with vendor baselines — `custom/` and `seasonal/`
are operator-owned: create their manifests when you need them and the loader
picks them up automatically.
### Pointing the renderer at a directory
In `public/configuration/renderer-config.json`, replace the legacy file URL
with the directory URL (note the trailing slash — that's how the loader
detects split mode):
```json5
{
// single file (legacy, still supported):
"furnidata.url": "https://example.com/nitro-assets/gamedata/FurnitureData.json",
// directory (split mode):
"furnidata.url": "https://example.com/nitro-assets/gamedata/furnidata/",
}
```
Both styles work; you can migrate one gamedata file at a time.
## Installation (manual)
- First you should open terminal and navigate to the folder where you want to clone Nitro and Nitro-Renderer