Files
medievalshell ae9bc8bfce feat(utils): split-aware gamedata loader with tiered merge
Introduces loadGamedata(url, options?) and mergeGamedata(a, b) in
@nitrots/utils. The loader transparently accepts:

- a single-file URL (legacy) -> parsed as before
- a directory URL ending with '/' -> tier-merged from core/custom/seasonal,
  each tier driven by its own manifest.json5

Merge rules:

- arrays of objects sharing an id key (id, classname, name): merged by id,
  later layers overriding earlier ones
- arrays without an id key: concatenated
- plain objects: recursive merge per key
- anything else: later value wins

All gamedata consumers (FurnitureDataLoader, ProductDataLoader,
EffectAssetDownloadManager, AvatarRenderManager actions+figuredata,
LocalizationManager) are migrated to loadGamedata. Behaviour is unchanged
for single-file URLs, so existing deployments need no config changes;
opt-in to split mode by appending '/' to the URL once the layout is in
place.

README updated with the directory layout, merge table and programmatic
usage example. The companion CLI splitter that produces the core/ tier
from legacy files lives in the Nitro V3 client repo.
2026-05-18 21:19:54 +02:00

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Markdown

# Nitro Renderer
nitro-renderer is a Javascript library for rendering Nitro in the browser using PixiJS
## Installation
npm
```
npm install @nitrots/nitro-renderer
```
yarn
```
yarn add @nitrots/nitro-renderer
```
## JSON / JSON5 configuration parser
Every configuration file and gamedata file loaded by the renderer (figuredata,
furnidata, productdata, effectmap, avatar actions, etc.) goes through
`@nitrots/utils``JsonParser.ts`. The parser supports three modes, selected at
the **host build time** through the compile-time constant `__NITRO_JSON_MODE__`:
| Mode | Behaviour |
|----------|---------------------------------------------------------------------------|
| `legacy` | Strict `JSON.parse` only. Comments / trailing commas raise a clear error. |
| `json5` | `JSON5.parse` only. Accepts comments, trailing commas, single quotes. |
| `auto` | Try strict JSON first, fall back to JSON5. Default when the flag is unset.|
URL hints are still honoured: files ending in `.json5` (or served with a
`application/json5` content-type) always go through JSON5, regardless of mode.
### Wiring the flag into a host
The renderer does **not** ship its own build for the flag — the host application
(typically [Nitro V3](https://github.com/duckietm/Nitro-V3.git)) defines it via
its bundler. Example with Vite:
```js
// vite.config.mjs in the host
export default defineConfig({
define: {
__NITRO_JSON_MODE__: JSON.stringify('json5') // or 'legacy' / 'auto'
}
});
```
If the constant is not defined the parser falls back to `auto`, which preserves
the original behaviour of older releases — so existing hosts keep working
without any change.
### Using the parser directly
```ts
import { parseConfigJson, fetchConfigJson } from '@nitrots/utils';
const data = parseConfigJson<MyConfig>(rawText, '/configuration/ui-config.json');
const data2 = await fetchConfigJson<MyConfig>('/configuration/ui-config.json5');
```
Errors carry the source URL and, in `legacy` mode, a hint about switching to
JSON5 — making misconfigurations easy to diagnose in production logs.
## Split-aware gamedata loader
`@nitrots/utils` also exports `loadGamedata`, the loader that backs every
gamedata consumer in the renderer (FurnitureDataLoader, ProductDataLoader,
EffectAssetDownloadManager, AvatarRenderManager, LocalizationManager). It
accepts either a **single-file URL** (legacy) or a **directory URL** (split
mode) — detected automatically by the trailing slash.
### Directory layout
```
<gamedata-dir>/
manifest.json5 # OPTIONAL — { "tiers": ["core", "custom", "seasonal"] }
core/
manifest.json5 # REQUIRED — { "files": ["a.json5", "b.json5", ...] }
a.json5
b.json5
custom/ # OPTIONAL tier
manifest.json5
overrides.json5
seasonal/ # OPTIONAL tier
manifest.json5
xmas.json5
```
If the directory `manifest.json5` is absent, the loader falls back to the
default tier order `core → custom → seasonal`. Each tier is skipped silently
if its `manifest.json5` is missing.
### Merge semantics
`mergeGamedata(a, b)` (also exported) implements the rules below; tiers and
files within a tier are merged in order, with later layers overriding
earlier ones:
| Combination | Result |
|------------------------------------------|----------------------------------------------|
| Two plain objects | recursive merge, key by key |
| Two arrays of objects sharing an id key | merged by id (later overrides earlier) |
| Two arrays without an id key | concatenated |
| Anything else | later value wins |
Recognised id keys (in priority order): `id`, `classname`, `name`. Pass
`mergeArrayIdKeys` in the options object to extend or override them.
### Programmatic usage
```ts
import { loadGamedata, mergeGamedata } from '@nitrots/utils';
// host code never needs to care whether the URL is split or not
const furnidata = await loadGamedata('https://example.com/gamedata/furnidata/');
// merge ad-hoc if you load tiers manually
const merged = mergeGamedata(coreData, customData);
```
A CLI splitter for legacy single-file gamedata lives in the Nitro V3 client
repo at `scripts/split-gamedata.mjs` — see the Nitro V3 README for usage.