12 Commits

Author SHA1 Message Date
medievalshell c685c997a3 feat(loading): redesigned loader with progress bar, task labels, configurable assets
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.
2026-05-21 00:22:17 +02:00
duckietm 6d5cf65947 🆙 Small fix for Turnstile 2026-05-20 11:36:00 +02:00
duckietm 53b208e7b0 🆙 IT ==> ENG and Remove the base path (this should a user do manual) 2026-05-19 10:28:09 +02:00
medievalshell 8200132b1f 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.
2026-05-18 21:20:13 +02:00
medievalshell 2fded7bc79 feat: interactive JSON / JSON5 mode selector at build time
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.
2026-05-18 20:38:26 +02:00
duckietm 6124610736 🆙 Small fix Avatar loading & moved news to path wich you can enter
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",
2026-05-08 11:58:32 +02:00
duckietm 5e26514143 🆙 Small update 2026-05-07 10:21:48 +02:00
Lorenzune 3c9a599505 Add secure configuration bootstrap flow 2026-04-25 13:29:48 +02:00
Lorenzune 6c7d78c156 Move runtime URLs to config examples 2026-04-24 16:12:04 +02:00
Lorenzune 21dd357397 Replace production domain references with examples 2026-04-24 15:59:55 +02:00
Lorenzune 42731218f8 Add runtime toggle docs and secure mode switches 2026-04-24 15:53:17 +02:00
Lorenzune 237c523f9a checkpoint: secure assets and login flow baseline 2026-04-23 07:01:09 +02:00