d93c16d836
Rewrites all 64 homepage cards (32 男性向 + 32 女性向) as short-drama hook stories (战神归来 / 重生分手前夜 / 系统选妃 / 穿成乙游男配 / 末世异能 / 民国 谍战 / 修真渡劫 …) and regenerates each cover via FLUX in its assigned art style (12 styles spread across 64 cards) at 832×1024 ≈4:5. Click-to-play path: cards now jump straight to /play?card=<name> and hydrate Session from /home/firstact/<name>.json — the engine pipeline (Architect + Writer + CharacterDesigner + Painter) has been pre-run for 44/64 cards. The remaining 20 (m14/m29/f14..f31) are pending an LLM credit top-up; their clicks fall through to live /api/start for now. Runware-hosted first-scene images are downloaded into /home/firstscene/ and the JSONs are rewritten to point at the local webp, so click → first image is bounded by local-disk decode (~100ms) instead of CDN round-trip. Scripts: - scripts/generate-home-images.mjs — rewrites all 64 cover prompts, per-card styles baked into prompts, 832×1024 dims to match StoryCard aspect - scripts/prebake-firstacts.mjs — POST /api/start × 64 with concurrency 4, saves StartResponse to public/home/firstact/<name>.json - scripts/localize-firstact-images.mjs — downloads each prebaked imageUrl to public/home/firstscene/<name>.webp (q80, ≤1600px) and rewrites JSON README: adds Screenshots section (3×3 gallery) to README.md / README.zh-CN.md, 9 in-game shots compressed to docs/screenshots/*.webp (7.5MB → 680KB). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
129 lines
4.2 KiB
JavaScript
129 lines
4.2 KiB
JavaScript
#!/usr/bin/env node
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/**
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* Post-process for prebake-firstacts: each first-act JSON has imageUrl pointing
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* at https://im.runware.ai/... which adds ~1-2s of remote-CDN download on first
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* click. This script downloads every imageUrl to apps/web/public/home/firstscene/
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* (webp, compressed) and rewrites the JSON's imageUrl to the local /home/...
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* path, so click-to-play is bottlenecked only by JSON parse + local image
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* decode (sub-100ms).
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*
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* Idempotent: a JSON whose imageUrl already points at /home/firstscene/ is
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* skipped. Pass --force to re-download everything.
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*
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* Run once after prebake-firstacts.mjs completes:
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* node apps/web/scripts/localize-firstact-images.mjs
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*/
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import { fileURLToPath } from "node:url";
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import { dirname, resolve, basename, extname } from "node:path";
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import {
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existsSync,
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mkdirSync,
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writeFileSync,
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statSync,
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readdirSync,
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readFileSync,
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} from "node:fs";
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import sharp from "sharp";
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const __dirname = dirname(fileURLToPath(import.meta.url));
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const WEB_ROOT = resolve(__dirname, "..");
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const FIRSTACT_DIR = resolve(WEB_ROOT, "public", "home", "firstact");
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const FIRSTSCENE_DIR = resolve(WEB_ROOT, "public", "home", "firstscene");
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const PUBLIC_LOCAL_PREFIX = "/home/firstscene/";
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const MAX_EDGE = 1600;
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const QUALITY = 80;
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const FORCE = process.argv.includes("--force");
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if (!existsSync(FIRSTACT_DIR)) {
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console.error(`Missing ${FIRSTACT_DIR} — run prebake-firstacts.mjs first.`);
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process.exit(2);
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}
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if (!existsSync(FIRSTSCENE_DIR)) mkdirSync(FIRSTSCENE_DIR, { recursive: true });
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const files = readdirSync(FIRSTACT_DIR).filter((f) => f.toLowerCase().endsWith(".json"));
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let downloaded = 0;
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let skipped = 0;
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let failed = 0;
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let bytesIn = 0;
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let bytesOut = 0;
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const t0 = Date.now();
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console.log(`[localize] ${files.length} JSONs → ${FIRSTSCENE_DIR}`);
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for (const f of files) {
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const jsonPath = resolve(FIRSTACT_DIR, f);
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const name = basename(f, extname(f)); // m0, f31, etc.
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const localWebp = resolve(FIRSTSCENE_DIR, `${name}.webp`);
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const localPublicPath = `${PUBLIC_LOCAL_PREFIX}${name}.webp`;
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let json;
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try {
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json = JSON.parse(readFileSync(jsonPath, "utf8"));
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} catch (e) {
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failed++;
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console.log(`${name} FAIL parse: ${e.message}`);
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continue;
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}
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const url = json.imageUrl;
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if (!url) {
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failed++;
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console.log(`${name} FAIL: no imageUrl in JSON`);
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continue;
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}
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if (!FORCE && url.startsWith(PUBLIC_LOCAL_PREFIX) && existsSync(localWebp)) {
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skipped++;
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console.log(`${name} skip (already local)`);
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continue;
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}
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if (!url.startsWith("http")) {
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failed++;
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console.log(`${name} FAIL: imageUrl not http(s): ${url.slice(0, 60)}`);
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continue;
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}
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const t = Date.now();
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try {
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const res = await fetch(url);
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if (!res.ok) throw new Error(`HTTP ${res.status}`);
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const buf = Buffer.from(await res.arrayBuffer());
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bytesIn += buf.length;
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// Downscale to 1600px long edge (Runware paints at 1792×1024 by default —
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// the player canvas never needs more than ~1200-1600). Then webp 80.
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const img = sharp(buf);
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const meta = await img.metadata();
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const longEdge = Math.max(meta.width ?? 0, meta.height ?? 0);
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const resized = longEdge > MAX_EDGE
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? img.resize({
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width: (meta.width ?? 0) >= (meta.height ?? 0) ? MAX_EDGE : undefined,
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height: (meta.height ?? 0) > (meta.width ?? 0) ? MAX_EDGE : undefined,
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})
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: img;
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await resized.webp({ quality: QUALITY, effort: 5 }).toFile(localWebp);
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const outSize = statSync(localWebp).size;
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bytesOut += outSize;
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json.imageUrl = localPublicPath;
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json.imageUrlRemote = url; // keep the Runware URL around for forensics
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writeFileSync(jsonPath, JSON.stringify(json));
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downloaded++;
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console.log(
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`${name} ok ${(buf.length / 1024).toFixed(0)} KB → ${(outSize / 1024).toFixed(0)} KB in ${((Date.now() - t) / 1000).toFixed(1)}s`,
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);
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} catch (e) {
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failed++;
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console.log(`${name} FAIL: ${e.message}`);
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}
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}
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console.log(
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`\n[localize] done in ${Math.round((Date.now() - t0) / 1000)}s — wrote ${downloaded} / skipped ${skipped} / failed ${failed}\n` +
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`[localize] bytes ${(bytesIn / 1024 / 1024).toFixed(1)} MB → ${(bytesOut / 1024 / 1024).toFixed(2)} MB`,
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);
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process.exit(failed ? 1 : 0);
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