diablo2-web/scripts/verify-packs.ts

241 lines
11 KiB
TypeScript

/**
* Prove a pack equals what the archives say.
*
* A prebaked pack is only trustworthy if it is indistinguishable from decoding
* the MPQs directly, so this script rebuilds every packed map through the live
* path — mount, tables, DS1, DT1, isometric scene — and compares it against the
* pack's JSON field by field:
*
* 1. map extent (cells, scene size, origin)
* 2. every floor and wall draw, in order, by frame rect and position
* 3. the collision grid, byte for byte
* 4. the spawn point
* 5. each frame's indexed pixels, by hash (the pack stores hashes, not pixels)
* 6. object placements (art is deliberately not baked yet)
*
* Anything that differs is a bug in the packer or in the shared code, and the
* script exits non-zero rather than letting a subtly wrong pack ship.
*
* Usage: node scripts/verify-packs.ts [archive-directory] [pack-directory]
*/
import { readFile } from 'node:fs/promises'
import { join } from 'node:path'
import { MpqArchive } from '../src/mpq/archive.ts'
import { fileSource } from '../src/mpq/file-source.ts'
import { MountedArchives } from '../src/mpq/mount.ts'
import { loadActTables, resolveLevel } from '../src/game/acts.ts'
import { decodeDs1 } from '../src/formats/ds1.ts'
import { decodeDt1 } from '../src/formats/dt1.ts'
import { loadObjectsTable, resolveDs1Object } from '../src/game/objects.ts'
import { levelSeed, buildIsoMapScene, findIsoSpawn } from '../src/game/d2map.ts'
const [archiveDir = 'samples/d2', packDir = 'samples/d2-packs'] = process.argv.slice(2)
/** Packed scene fields this script reads. */
interface PackedScene {
readonly act: number
readonly levelId: number
readonly levelName: string
readonly ds1: string
readonly cellsX: number
readonly cellsY: number
readonly originX: number
readonly originY: number
readonly widthPx: number
readonly heightPx: number
readonly frames: readonly (readonly number[])[]
readonly frameHash: readonly string[]
readonly framePlacement: readonly (readonly number[])[]
readonly floors: readonly (readonly number[])[]
readonly walls: readonly (readonly number[])[]
/** Roof draws, painted last; absent in packs baked before roofs were split out. */
readonly roofs?: readonly (readonly number[])[]
readonly objects: readonly {
readonly id: number
readonly type: number
readonly name: string
/** Token the hardcoded object lookup table resolves this DS1 id to. */
readonly token: string
/** Animation mode token the engine places the object in. */
readonly mode: string
/** `Objects.txt` row the table points at, or -1 when it points at none. */
readonly objectsTxtId: number
}[]
readonly collision: { readonly width: number; readonly height: number; readonly runs: readonly (readonly number[])[] }
readonly spawn: readonly number[] | null
}
/**
* FNV-1a over a frame's indexed pixels — the same function the packer used.
*
* @param indices - palette indices.
* @returns an 8-character hex digest.
*/
function frameHash(indices: Uint8Array): string {
let hash = 0x811c9dc5
for (const byte of indices) {
hash ^= byte
hash = Math.imul(hash, 0x01000193) >>> 0
}
return hash.toString(16).padStart(8, '0')
}
const archives = new MountedArchives()
for (const name of ['d2char.mpq', 'd2data.mpq', 'd2exp.mpq', 'Patch_D2.mpq']) {
archives.add(name, await MpqArchive.open(await fileSource(join(archiveDir, name))))
}
const tables = await loadActTables(archives)
const index = JSON.parse(await readFile(join(packDir, 'index.json'), 'utf8')) as {
levels: readonly { act: number; levelId: number; path: string; ds1: string; label: string }[]
}
let checks = 0
let failures = 0
let comparedPixels = 0
/**
* Assert one expectation.
*
* @param ok - whether it held.
* @param message - what was checked.
*/
function check(ok: boolean, message: string): void {
checks += 1
if (!ok) { failures += 1; console.log(` FAIL ${message}`) }
}
/** DS1 object ids the community lookup table does not cover, summed over every map. */
let unknownObjectIds = 0
/** The hardcoded object lookup needs `Objects.txt` for metadata; load it once. */
const objectsTable = await loadObjectsTable(archives)
for (const entry of index.levels) {
const packed = JSON.parse(await readFile(join(packDir, entry.path, 'scene.json'), 'utf8')) as PackedScene
const info = resolveLevel(tables, packed.levelId, packed.act)
const libraries = []
for (const name of info.dt1Names) libraries.push(decodeDt1(await archives.read(name)))
const level = decodeDs1(await archives.read(packed.ds1))
const live = buildIsoMapScene(level, libraries, levelSeed(packed.ds1))
check(packed.levelName === info.levelName, `${entry.path}: level name`)
check(packed.cellsX === live.cellsX && packed.cellsY === live.cellsY, `${entry.path}: cell extent`)
check(packed.originX === live.originX && packed.originY === live.originY, `${entry.path}: scene origin`)
check(packed.widthPx === live.widthPx && packed.heightPx === live.heightPx, `${entry.path}: scene size`)
// Draws: same count, same order, same frame rect and position.
check(packed.floors.length === live.floors.length, `${entry.path}: floor count ${String(packed.floors.length)} vs ${String(live.floors.length)}`)
check(packed.walls.length === live.walls.length, `${entry.path}: wall count ${String(packed.walls.length)} vs ${String(live.walls.length)}`)
const rectOf = (frameIndex: number): string => (packed.framePlacement[frameIndex] ?? []).slice(1).join(',')
let floorMismatch = 0
for (let at = 0; at < Math.min(packed.floors.length, live.floors.length); at += 1) {
const packedRow = packed.floors[at]!
const liveDraw = live.floors[at]!
if (packedRow[1] !== liveDraw.x || packedRow[2] !== liveDraw.y || packedRow[3] !== liveDraw.cellX || packedRow[4] !== liveDraw.cellY) floorMismatch += 1
}
check(floorMismatch === 0, `${entry.path}: floor draw geometry (${String(floorMismatch)} mismatches)`)
let wallMismatch = 0
for (let at = 0; at < Math.min(packed.walls.length, live.walls.length); at += 1) {
const packedRow = packed.walls[at]!
const liveDraw = live.walls[at]!
if (packedRow[1] !== liveDraw.x || packedRow[2] !== liveDraw.y) wallMismatch += 1
}
check(wallMismatch === 0, `${entry.path}: wall draw geometry and order (${String(wallMismatch)} mismatches)`)
// Roofs are a separate pass in the engine, so they are compared as their own
// list: same count, same order, same geometry.
const packedRoofs = packed.roofs ?? []
check(packedRoofs.length === live.roofs.length,
`${entry.path}: roof count ${String(packedRoofs.length)} vs ${String(live.roofs.length)}`)
let roofMismatch = 0
for (let at = 0; at < Math.min(packedRoofs.length, live.roofs.length); at += 1) {
const packedRow = packedRoofs[at]!
const liveDraw = live.roofs[at]!
if (packedRow[1] !== liveDraw.x || packedRow[2] !== liveDraw.y) roofMismatch += 1
}
check(roofMismatch === 0, `${entry.path}: roof draw geometry and order (${String(roofMismatch)} mismatches)`)
// Collision grid: expand the runs and compare bytes.
const expanded = new Uint8Array(packed.collision.width * packed.collision.height)
let cursor = 0
for (const run of packed.collision.runs) {
const value = run[0] ?? 0
const length = run[1] ?? 0
if (value !== 0) expanded.fill(value, cursor, Math.min(cursor + length, expanded.length))
cursor += length
}
check(packed.collision.width === live.gridWidth, `${entry.path}: collision width`)
check(packed.collision.height === live.gridHeight, `${entry.path}: collision height`)
let collisionDiff = 0
for (let at = 0; at < Math.min(expanded.length, live.blocked.length); at += 1) {
if (expanded[at] !== live.blocked[at]) collisionDiff += 1
}
check(collisionDiff === 0, `${entry.path}: collision grid (${String(collisionDiff)} differing sub-tiles)`)
// Spawn.
const liveSpawn = findIsoSpawn(live)
const packedSpawn = packed.spawn
check(
(packedSpawn === null && liveSpawn === null)
|| (packedSpawn !== null && liveSpawn !== null && packedSpawn[0] === Math.round(liveSpawn.x) && packedSpawn[1] === Math.round(liveSpawn.y)),
`${entry.path}: spawn point`,
)
// Frames: same tiles, same pixels (by hash), and every frame reachable on a page.
check(packed.frames.length === live.frames.length, `${entry.path}: frame count`)
let hashMismatch = 0
let offPage = 0
for (let at = 0; at < Math.min(packed.frames.length, live.frames.length); at += 1) {
const liveFrame = live.frames[at]!
if (frameHash(liveFrame.indices) !== packed.frameHash[at]) hashMismatch += 1
const place = packed.framePlacement[at]
if (place === undefined || (place[3] ?? 0) !== liveFrame.width || (place[4] ?? 0) !== liveFrame.height) offPage += 1
comparedPixels += liveFrame.indices.byteLength
}
check(hashMismatch === 0, `${entry.path}: frame pixel hashes (${String(hashMismatch)} differ)`)
check(offPage === 0, `${entry.path}: frame sizes match their page placement (${String(offPage)} differ)`)
void rectOf
// Objects: same placements, same count (art is not baked yet, by design).
// The packer skips DS1 monster spawn points (`type` 1) and any id the hardcoded
// object table does not know, so the expected count is "entries that resolve to a
// real object", not the raw DS1 count. Token/mode are compared too: they come from
// the lookup table, which is the part a wrong mapping would silently corrupt.
// A few DS1 ids are simply absent from the community table; the packer records
// them as unresolved instead of guessing, so they are excluded here the same way.
let unknownIds = 0
const expected: { object: (typeof level.objects)[number]; token: string; mode: string }[] = []
for (const object of level.objects) {
try {
const resolved = resolveDs1Object(objectsTable, packed.act, object.type, object.id)
if (resolved.kind === 'object') expected.push({ object, token: resolved.token, mode: resolved.mode })
} catch {
unknownIds += 1
}
}
check(packed.objects.length === expected.length,
`${entry.path}: object count ${String(packed.objects.length)} vs ${String(expected.length)}`)
let tokenMismatch = 0
for (let index = 0; index < Math.min(packed.objects.length, expected.length); index += 1) {
const baked = packed.objects[index]!
const want = expected[index]!
if (baked.token !== want.token || baked.mode !== (want.mode === '' ? 'NU' : want.mode)) {
tokenMismatch += 1
if (tokenMismatch <= 3) {
console.log(` FAIL ${entry.path}: object ${String(index)} ${baked.token}/${baked.mode} != ${want.token}/${want.mode}`)
}
}
}
check(tokenMismatch === 0, `${entry.path}: object tokens/modes match the lookup (${String(tokenMismatch)} mismatches)`)
unknownObjectIds += unknownIds
console.log(
`${entry.path.padEnd(26)} ${String(live.floors.length).padStart(5)} 地面 ${String(live.walls.length).padStart(4)} 墙 ${String(live.roofs.length).padStart(4)} 顶 `
+ `${String(live.frames.length).padStart(3)} 帧 ${String(packed.collision.width)}x${String(packed.collision.height)} 碰撞 `
+ `${String(expected.length).padStart(4)} 对象 ${collisionDiff === 0 && hashMismatch === 0 ? '一致' : '不一致'}`,
)
}
console.log(`\n${String(checks - failures)}/${String(checks)} 项断言通过(逐像素比对了 ${(comparedPixels / 1048576).toFixed(1)} MB 的索引数据)`)
if (failures > 0) process.exit(1)