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5 Commits

Author SHA1 Message Date
bd8caaf27c POC 2 2024-12-20 23:51:39 +01:00
3cf86e322c proof of concept 2024-12-20 23:44:13 +01:00
6f32fbdc79 Improved readability 2024-12-20 23:36:56 +01:00
743d4594df 🎃 2024-12-20 23:13:55 +01:00
2be49c010f Horror code 2024-12-20 21:29:19 +01:00

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@ -8,11 +8,34 @@ import { getPublicPath } from '../../../../utilities/storage'
import CharacterRepository from '../../../../repositories/characterRepository'
import { gameMasterLogger } from '../../../../utilities/logger'
type SpriteActionInput = Omit<SpriteAction, 'id' | 'spriteId' | 'frameWidth' | 'frameHeight'> & {
// Constants
const ISOMETRIC_CONFIG = {
tileWidth: 64,
tileHeight: 32,
centerOffset: 32,
bodyRatios: {
topStart: 0.15,
topEnd: 0.45,
weightUpper: 0.7,
weightLower: 0.3
}
} as const
// Types
interface ContentBounds {
left: number
right: number
top: number
bottom: number
width: number
height: number
}
interface SpriteActionInput extends Omit<SpriteAction, 'id' | 'spriteId' | 'frameWidth' | 'frameHeight'> {
sprites: string[]
}
type Payload = {
interface UpdatePayload {
id: string
name: string
spriteActions: Prisma.JsonValue
@ -21,11 +44,19 @@ type Payload = {
interface ProcessedSpriteAction extends SpriteActionInput {
frameWidth: number
frameHeight: number
buffersWithDimensions: Array<{
buffer: Buffer
width: number | undefined
height: number | undefined
}>
buffersWithDimensions: ProcessedFrame[]
}
interface ProcessedFrame {
buffer: Buffer
width: number
height: number
}
interface SpriteAnalysis {
massCenter: number
spinePosition: number
contentBounds: ContentBounds
}
export default class SpriteUpdateEvent {
@ -38,191 +69,322 @@ export default class SpriteUpdateEvent {
this.socket.on('gm:sprite:update', this.handleSpriteUpdate.bind(this))
}
private async handleSpriteUpdate(data: Payload, callback: (success: boolean) => void): Promise<void> {
const character = await CharacterRepository.getById(this.socket.characterId!)
if (character?.role !== 'gm') {
return callback(false)
}
private async handleSpriteUpdate(payload: UpdatePayload, callback: (success: boolean) => void): Promise<void> {
try {
const parsedSpriteActions = validateSpriteActions(data.spriteActions)
const processedActions = await processSprites(parsedSpriteActions)
if (!await this.validateGameMasterAccess()) {
return callback(false)
}
await updateDatabase(data.id, data.name, processedActions)
await saveSpritesToDisk(data.id, processedActions)
const parsedActions = this.validateSpriteActions(payload.spriteActions)
const processedActions = await this.processSprites(parsedActions)
await Promise.all([
this.updateDatabase(payload.id, payload.name, processedActions),
this.saveSpritesToDisk(payload.id, processedActions)
])
callback(true)
} catch (error) {
gameMasterLogger.error(`Error updating sprite ${data.id}: ${error instanceof Error ? error.message : String(error)}`)
callback(false)
this.handleError(error, payload.id, callback)
}
}
function validateSpriteActions(spriteActions: Prisma.JsonValue): SpriteActionInput[] {
try {
const parsed = JSON.parse(JSON.stringify(spriteActions)) as SpriteActionInput[]
if (!Array.isArray(parsed)) {
gameMasterLogger.error('Error parsing spriteActions: spriteActions is not an array')
private async validateGameMasterAccess(): Promise<boolean> {
const character = await CharacterRepository.getById(this.socket.characterId!)
return character?.role === 'gm'
}
private validateSpriteActions(actions: Prisma.JsonValue): SpriteActionInput[] {
try {
const parsed = JSON.parse(JSON.stringify(actions)) as SpriteActionInput[]
if (!Array.isArray(parsed)) {
throw new Error('Sprite actions must be an array')
}
return parsed
} catch (error) {
throw new Error(`Invalid sprite actions format: ${this.getErrorMessage(error)}`)
}
}
private async processSprites(actions: SpriteActionInput[]): Promise<ProcessedSpriteAction[]> {
return Promise.all(actions.map(async (action) => {
const spriteBuffers = await this.convertBase64ToBuffers(action.sprites)
const frameWidth = ISOMETRIC_CONFIG.tileWidth
const frameHeight = await this.calculateOptimalHeight(spriteBuffers)
const processedFrames = await this.normalizeFrames(spriteBuffers, frameWidth, frameHeight)
return {
...action,
frameWidth,
frameHeight,
buffersWithDimensions: processedFrames
}
}))
}
private async convertBase64ToBuffers(sprites: string[]): Promise<Buffer[]> {
return sprites.map(sprite => Buffer.from(sprite.split(',')[1], 'base64'))
}
private async normalizeFrames(buffers: Buffer[], frameWidth: number, frameHeight: number): Promise<ProcessedFrame[]> {
return Promise.all(
buffers.map(async (buffer) => {
const normalizedBuffer = await this.normalizeIsometricSprite(buffer, frameWidth, frameHeight)
return {
buffer: normalizedBuffer,
width: frameWidth,
height: frameHeight
}
})
)
}
private async calculateOptimalHeight(buffers: Buffer[]): Promise<number> {
const heights = await Promise.all(
buffers.map(async buffer => {
const bounds = await this.findContentBounds(buffer)
return bounds.height
})
)
return Math.ceil(Math.max(...heights) / 2) * 2
}
private async normalizeIsometricSprite(buffer: Buffer, frameWidth: number, frameHeight: number): Promise<Buffer> {
const analysis = await this.analyzeIsometricSprite(buffer)
const idealCenter = Math.floor(frameWidth / 2)
const offset = Math.round(idealCenter - analysis.massCenter)
// Process the input sprite
const processedInput = await sharp(buffer)
.ensureAlpha()
.resize({
kernel: sharp.kernel.nearest,
fit: 'contain',
position: 'center'
})
.png({
compressionLevel: 9,
adaptiveFiltering: false,
palette: true,
quality: 100,
colors: 256
})
.toBuffer()
// Create the final composition
return sharp({
create: {
width: frameWidth,
height: frameHeight,
channels: 4,
background: { r: 0, g: 0, b: 0, alpha: 0 }
}
})
.composite([{
input: processedInput,
left: offset,
top: 0,
blend: 'over'
}])
.png({
compressionLevel: 9,
adaptiveFiltering: false,
palette: true,
quality: 100,
colors: 256
})
.toBuffer()
}
private async analyzeIsometricSprite(buffer: Buffer): Promise<SpriteAnalysis> {
const { data, info } = await sharp(buffer).raw().ensureAlpha().toBuffer({ resolveWithObject: true })
const { width, height } = info
const upperStart = Math.floor(height * ISOMETRIC_CONFIG.bodyRatios.topStart)
const upperEnd = Math.floor(height * ISOMETRIC_CONFIG.bodyRatios.topEnd)
const { columnDensity, upperBodyDensity, bounds } = this.calculatePixelDistribution(data, width, height, upperStart, upperEnd)
const spinePosition = this.findSpinePosition(upperBodyDensity)
const massCenter = this.calculateWeightedMassCenter(columnDensity, upperBodyDensity)
return {
massCenter,
spinePosition,
contentBounds: bounds
}
}
private calculatePixelDistribution(data: Buffer, width: number, height: number, upperStart: number, upperEnd: number) {
const columnDensity = new Array(width).fill(0)
const upperBodyDensity = new Array(width).fill(0)
const bounds = { left: width, right: 0, top: height, bottom: 0 }
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
if (data[(y * width + x) * 4 + 3] > 0) {
columnDensity[x]++
if (y >= upperStart && y <= upperEnd) {
upperBodyDensity[x]++
}
this.updateBounds(bounds, x, y)
}
return parsed
} catch (error) {
gameMasterLogger.error(`Error parsing spriteActions: ${error instanceof Error ? error.message : String(error)}`)
throw error
}
}
async function processSprites(spriteActions: SpriteActionInput[]): Promise<ProcessedSpriteAction[]> {
return Promise.all(
spriteActions.map(async (spriteAction) => {
const { action, sprites } = spriteAction
if (!Array.isArray(sprites) || sprites.length === 0) {
gameMasterLogger.error(`Invalid sprites array for action: ${action}`)
}
const buffersWithDimensions = await Promise.all(
sprites.map(async (sprite: string) => {
const buffer = Buffer.from(sprite.split(',')[1], 'base64')
const normalizedBuffer = await normalizeSprite(buffer)
const { width, height } = await sharp(normalizedBuffer).metadata()
return { buffer: normalizedBuffer, width, height }
})
)
const frameWidth = Math.max(...buffersWithDimensions.map((b) => b.width || 0))
const frameHeight = Math.max(...buffersWithDimensions.map((b) => b.height || 0))
return {
...spriteAction,
frameWidth,
frameHeight,
buffersWithDimensions
}
})
)
}
async function normalizeSprite(buffer: Buffer): Promise<Buffer> {
const image = sharp(buffer)
// Remove any transparent edges
const trimmed = await image
.trim()
.toBuffer()
// Optional: Ensure dimensions are even numbers
const metadata = await sharp(trimmed).metadata()
const width = Math.ceil(metadata.width! / 2) * 2
const height = Math.ceil(metadata.height! / 2) * 2
return sharp(trimmed)
.resize(width, height, {
fit: 'contain',
background: { r: 0, g: 0, b: 0, alpha: 0 }
})
.toBuffer()
}
async function saveSpritesToDisk(id: string, processedActions: ProcessedSpriteAction[]) {
const publicFolder = getPublicPath('sprites', id)
await mkdir(publicFolder, { recursive: true })
await Promise.all(
processedActions.map(async ({ action, buffersWithDimensions, frameWidth, frameHeight }) => {
// First pass: analyze all frames to determine the consistent dimensions
const frames = await Promise.all(
buffersWithDimensions.map(async ({ buffer }) => {
const image = sharp(buffer)
// Get trim boundaries to find actual sprite content
const { info: trimData } = await image
.trim()
.toBuffer({ resolveWithObject: true })
// Get original metadata
const metadata = await sharp(buffer).metadata()
return {
buffer,
width: metadata.width!,
height: metadata.height!,
trimmed: {
width: trimData.width,
height: trimData.height,
left: metadata.width! - trimData.width,
top: metadata.height! - trimData.height
}
}
})
)
// Calculate the average center point of all frames
const centerPoints = frames.map(frame => ({
x: Math.floor(frame.trimmed.left + frame.trimmed.width / 2),
y: Math.floor(frame.trimmed.top + frame.trimmed.height / 2)
}))
const avgCenterX = Math.round(centerPoints.reduce((sum, p) => sum + p.x, 0) / frames.length)
const avgCenterY = Math.round(centerPoints.reduce((sum, p) => sum + p.y, 0) / frames.length)
// Create the combined image with precise alignment
const combinedImage = await sharp({
create: {
width: frameWidth * frames.length,
height: frameHeight,
channels: 4,
background: { r: 0, g: 0, b: 0, alpha: 0 }
}
})
.composite(
frames.map(({ buffer, width, height }, index) => {
// Calculate offset to maintain consistent center point
const frameCenterX = Math.floor(width / 2)
const frameCenterY = Math.floor(height / 2)
const adjustedLeft = index * frameWidth + (frameWidth / 2) - frameCenterX
const adjustedTop = (frameHeight / 2) - frameCenterY
// Round to nearest even number to prevent sub-pixel rendering
const left = Math.round(adjustedLeft / 2) * 2
const top = 0
return {
input: buffer,
left,
top
}
})
)
.png()
.toBuffer()
const filename = getPublicPath('sprites', id, `${action}.png`)
await writeFile(filename, combinedImage)
})
)
}
async function updateDatabase(id: string, name: string, processedActions: ProcessedSpriteAction[]) {
await prisma.sprite.update({
where: { id },
data: {
name,
spriteActions: {
deleteMany: { spriteId: id },
create: processedActions.map(({ action, sprites, originX, originY, isAnimated, isLooping, frameWidth, frameHeight, frameSpeed }) => ({
action,
sprites,
originX,
originY,
isAnimated,
isLooping,
frameWidth,
frameHeight,
frameSpeed
}))
}
}
})
return {
columnDensity,
upperBodyDensity,
bounds: {
...bounds,
width: bounds.right - bounds.left + 1,
height: bounds.bottom - bounds.top + 1
}
}
}
}
private updateBounds(bounds: { left: number; right: number; top: number; bottom: number }, x: number, y: number): void {
bounds.left = Math.min(bounds.left, x)
bounds.right = Math.max(bounds.right, x)
bounds.top = Math.min(bounds.top, y)
bounds.bottom = Math.max(bounds.bottom, y)
}
private findSpinePosition(density: number[]): number {
return density.reduce((maxIdx, curr, idx, arr) => curr > arr[maxIdx] ? idx : maxIdx, 0)
}
private calculateWeightedMassCenter(columnDensity: number[], upperBodyDensity: number[]): number {
const upperMassCenter = this.calculateMassCenter(upperBodyDensity)
const lowerMassCenter = this.calculateMassCenter(columnDensity)
return Math.round(
upperMassCenter * ISOMETRIC_CONFIG.bodyRatios.weightUpper +
lowerMassCenter * ISOMETRIC_CONFIG.bodyRatios.weightLower
)
}
private calculateMassCenter(density: number[]): number {
const totalMass = density.reduce((sum, mass) => sum + mass, 0)
if (!totalMass) return 0
const weightedSum = density.reduce((sum, mass, position) => sum + position * mass, 0)
return Math.round(weightedSum / totalMass)
}
private async findContentBounds(buffer: Buffer) {
const { data, info } = await sharp(buffer)
.raw()
.ensureAlpha()
.toBuffer({ resolveWithObject: true })
const width = info.width
const height = info.height
let left = width
let right = 0
let top = height
let bottom = 0
// Find actual content boundaries by checking alpha channel
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
const idx = (y * width + x) * 4
if (data[idx + 3] > 0) { // If pixel is not transparent
left = Math.min(left, x)
right = Math.max(right, x)
top = Math.min(top, y)
bottom = Math.max(bottom, y)
}
}
}
return {
width: right - left + 1,
height: bottom - top + 1,
leftOffset: left,
topOffset: top
}
}
private async saveSpritesToDisk(id: string, actions: ProcessedSpriteAction[]): Promise<void> {
const publicFolder = getPublicPath('sprites', id)
await mkdir(publicFolder, { recursive: true })
await Promise.all(actions.map(async (action) => {
const spritesheet = await this.createSpritesheet(action.buffersWithDimensions)
await writeFile(getPublicPath('sprites', id, `${action.action}.png`), spritesheet)
}))
}
private async createSpritesheet(frames: ProcessedFrame[]): Promise<Buffer> {
const background = await sharp({
create: {
width: ISOMETRIC_CONFIG.tileWidth * frames.length,
height: frames[0].height,
channels: 4,
background: { r: 0, g: 0, b: 0, alpha: 0 }
}
})
.png({
compressionLevel: 9,
adaptiveFiltering: false,
palette: true,
quality: 100,
colors: 256,
dither: 0
})
.toBuffer()
return sharp(background)
.composite(frames.map((frame, index) => ({
input: frame.buffer,
left: index * ISOMETRIC_CONFIG.tileWidth,
top: 0,
blend: 'over'
})))
.png({
compressionLevel: 9,
adaptiveFiltering: false,
palette: true,
quality: 100,
colors: 256,
dither: 0
})
.toBuffer()
}
private async updateDatabase(id: string, name: string, actions: ProcessedSpriteAction[]): Promise<void> {
await prisma.sprite.update({
where: { id },
data: {
name,
spriteActions: {
deleteMany: { spriteId: id },
create: actions.map(this.mapActionToDatabase)
}
}
})
}
private mapActionToDatabase(action: ProcessedSpriteAction) {
return {
action: action.action,
sprites: action.sprites,
originX: action.originX,
originY: action.originY,
isAnimated: action.isAnimated,
isLooping: action.isLooping,
frameWidth: action.frameWidth,
frameHeight: action.frameHeight,
frameSpeed: action.frameSpeed
}
}
private handleError(error: unknown, spriteId: string, callback: (success: boolean) => void): void {
gameMasterLogger.error(`Error updating sprite ${spriteId}: ${this.getErrorMessage(error)}`)
callback(false)
}
private getErrorMessage(error: unknown): string {
return error instanceof Error ? error.message : String(error)
}
}