Files
2026-05-19 10:28:31 +02:00

278 lines
10 KiB
Markdown

# Nitro V3
## Prerequisites
- [Git](https://git-scm.com/)
- [NodeJS](https://nodejs.org/) >= 18
- If using NodeJS < 18 remove `--openssl-legacy-provider` from the package.json scripts
- [Yarn](https://yarnpkg.com/) `npm i yarn -g`
## Quick install (recommended)
The repository ships a cross-platform installer that performs the full setup
in one go: prerequisites check, renderer clone & link, dependency install,
config copy, JSON parsing mode selection, URL prompt with validation, and the
production build.
After cloning Nitro V3, from its root run:
```
# Windows
install.bat
# Linux / macOS
./install.sh
```
Both wrappers just exec `node install.mjs`, so you can also invoke it directly:
```
node install.mjs
```
The installer walks through these steps:
```
[1/9] Check prerequisites (node >= 18, yarn, git)
[2/9] Clone Nitro_Render_V3
[3/9] Setup renderer (yarn install + yarn link)
[4/9] Setup client (yarn install + yarn link "@nitrots/nitro-renderer")
[5/9] Copy public/configuration/*.example -> *.json
[6/9] Choose JSON parsing mode (json5 recommended) -> writes .nitro-build.json
[7/9] Configure URLs (interactive, validated)
[8/9] Build (yarn build)
[9/9] Summary
```
### Headless / CI runs
Every step can be driven from flags so the installer can be used in pipelines:
```
node install.mjs --non-interactive \
--json-mode=json5 \
--socket-url=wss://example.com/ws \
--api-url=https://example.com \
--asset-url=https://example.com/nitro-assets/ \
--image-library-url=https://example.com/c_images \
--hof-furni-url=https://example.com/hof_furni \
--camera-url=https://example.com/camera \
--thumbnails-url=https://example.com/thumbnails \
--habbopages-url=/habbopages \
--api-base-url=https://example.com \
--plain-config-base-url=https://example.com/configuration \
--plain-gamedata-base-url=https://example.com/gamedata \
--skip-link
```
Useful workflow flags:
- `--non-interactive` / `--skip-prompts` — keep example defaults unless a URL override is passed
- `--json-mode=<json5\|legacy\|auto>` — pick the parser without the JSON mode prompt
- `--skip-build`, `--skip-clone`, `--skip-link` — re-runs without redoing those steps
- `--help` — full flag reference and per-key URL 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
- Clone Nitro (Expl. C:\Github\)
- `git clone https://github.com/duckietm/Nitro-V3.git` <== For now switch to Dev-RendererV2
- `git clone https://github.com/duckietm/Nitro_Render_V3.git`
- Install the dependencies for the renderer : cd C:\Github\Nitro_Render_V3
- `yarn install`
- Now we will create a Link for the Nitro Renderer : `yarn link` This will give you a link address `yarn link "@nitrots/nitro-renderer"`
- Install the dependencies for Cool UI : cd C:\Github\Nitro-V3
- `yarn install`
- `yarn link "@nitrots/nitro-renderer"` <== This will link the renderer in the project
- Rename a few files
- Copy `public/configuration/renderer-config.example` to `public/configuration/renderer-config.json`
- Copy `public/configuration/ui-config.example` to `public/configuration/ui-config.json`
- Copy `public/configuration/client-mode.example` to `public/configuration/client-mode.json`
- Set your links
- Open `public/configuration/renderer-config.json`
- Update `socket.url, asset.url, image.library.url, & hof.furni.url`
- Open `public/configuration/ui-config.json`
- Update `camera.url, thumbnails.url, url.prefix, habbopages.url`
- `yarn build` <== the final step to build the DIST folder this is where your browser needs to point / or upload this to your /client if you do the compile on a other machine (preferd)
- You can override any variable by passing it to `NitroConfig` in the index.html
## JSON / JSON5 configuration mode
Starting with this version of Nitro V3, you can choose how the client parses the
configuration files (`renderer-config.json`, `ui-config.json`, `client-mode.json`,
and the gamedata JSONs served by the renderer):
- **JSON5** (recommended) — accepts comments, trailing commas, single quotes
and unquoted identifiers. Easier to maintain, especially in `ui-config.json`
where you may want inline notes.
- **JSON (legacy strict)** — only valid standard JSON is accepted. Any comment
or trailing comma will fail the load with a clear error.
### Picking a mode
The first time you run `yarn start` or `yarn build`, an interactive prompt asks
which mode to use:
```
════════════════════════════════════════════════════════════
Nitro V3 — JSON mode configuration
════════════════════════════════════════════════════════════
1) JSON5 (recommended)
2) JSON (legacy strict)
Scelta [1=JSON5]:
```
Your choice is stored in `.nitro-build.json` at the project root (gitignored, so
each deployment keeps its own setting). Subsequent builds reuse it silently.
### Changing the mode later
Run the prompt again at any time:
```
yarn configure
```
You can also set the mode without interaction (useful in CI / scripts):
```
# one-shot override for a single build
NITRO_JSON_MODE=legacy yarn build
NITRO_JSON_MODE=json5 yarn build
# write the choice persistently
echo '{"jsonMode":"legacy"}' > .nitro-build.json
```
The recognized values are `legacy`, `json5`, and `auto` (auto = try strict JSON
first, fall back to JSON5 — equivalent to the original Render V3 behaviour).
### How it propagates
The chosen mode is injected at build time as the compile-time constant
`__NITRO_JSON_MODE__`. It is honoured by:
- `src/bootstrap.ts` when loading `client-mode.json`
- `@nitrots/utils``JsonParser.ts` in Render V3, used for every config file
and every gamedata JSON loaded by the renderer
In `legacy` mode, an invalid file produces a clear error that suggests switching
to JSON5; nothing is silently coerced.
## Usage
- To use Nitro you need `.nitro` assets generated, see [nitro-converter](https://git.krews.org/nitro/nitro-converter) for instructions
- See [Morningstar Websockets](https://git.krews.org/nitro/ms-websockets) for instructions on configuring websockets on your server
### Development
Run Nitro in development mode when you are editing the files, this way you can see the changes in your browser instantly
```
yarn start
```
### Production
To build a production version of Nitro just run the following command
```
yarn build:prod
```
- A `dist` folder will be generated, these are the files that must be uploaded to your webserver
- Consult your CMS documentation for compatibility with Nitro and how to add the production files