Loading screen overhaul:
- LoadingView: Nitro V3 logo flush top-left, loading.gif at viewport
centre, large progress bar (max 900px / 90vw, h-8, gradient + glow)
anchored bottom-centre with the percentage rendered inside the bar in
Poppins, plus a friendly stage label underneath. Logo + background +
progress bar colour overridable via renderer-config keys
(loading.logo.url, loading.background, loading.progress.color).
- App.tsx: wired a real loadingProgress (0->100) + loadingTask driven by
the boot pipeline: config init (10), renderer (20), per-warmup-task
bumps for AssetManager/Localization/AvatarRender/SoundManager (25->70),
session managers (78/85/92), Communication (98), ready (100). Each bump
carries a task label looked up via a new taskLabel(key, fallback)
helper so the Italian baseline ("Sto caricando il guardaroba",
"Connessione al server", ...) can be translated by editing
renderer-config; fallback keeps current strings if the key is missing.
- AvatarEffectsView: replace raw fetch(url).json() with
loadGamedata(url) so the effectmap root manifest (JSON5 with
// comments) parses correctly and supports the core/custom/seasonal
tier merge.
- fallbackToLogin: respect login.screen.enabled=false. When login is
disabled (SSO-only deployments), init failures now route to
showSessionExpired() (home + diagnostic) instead of rendering an empty
LoginView placeholder.
- scripts/write-asset-loader.mjs: the pre-React shell rendered into
#root before the JS bundle takes over was a light-blue login skeleton
(linear gradient + two grey rectangles) producing a visible flash
before the real loader appeared. Replaced with the same
radial-gradient the LoadingView paints — the handoff is now invisible.
- renderer-config.example: document the 13 loader keys so operators can
copy & translate.
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.
Lets the operator pick between strict JSON (legacy) and JSON5 for every
configuration file consumed by Nitro and the renderer.
- scripts/configure-json.mjs: interactive prompt (JSON5 recommended),
with --if-missing and --non-interactive flags for CI use
- package.json: yarn configure / prestart / prebuild hooks
- vite.config.mjs: reads .nitro-build.json (or NITRO_JSON_MODE env) and
injects the compile-time constant __NITRO_JSON_MODE__ via define
- src/bootstrap.ts: routes client-mode.json parsing through the
selected mode
- .gitignore: ignore the per-deployment .nitro-build.json
- README: full usage and override section
- public/configuration assets regenerated by the updated prebuild flow
The renderer side (@nitrots/utils JsonParser) is updated in the
companion Nitro_Render_V3 commit on the dev branch.
The example data has been provided in /Content-Gamedata so you could place it in /gamadata or anything you like.
Do not forget the render-config.json to update :
"login.health.method": "GET",
"login.news.url": "${asset.url}/news/news.json",