msagent.js: Parse character info
msagent.js can now parse the character section of a ACS file fully. This also adds a testbed thing. Later on it will display individual frames and animations for debugging before the full character API is ready. For now, it just has a file input for dumping ACS files into so we can debug reading of the data.
This commit is contained in:
parent
ba3ce91410
commit
2c8793a796
7 changed files with 504 additions and 2 deletions
BIN
msagent.js/res/wordballoon.xcf
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msagent.js/res/wordballoon.xcf
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117
msagent.js/src/buffer.ts
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msagent.js/src/buffer.ts
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// This is more a utility thing but it will more than likely only ever
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// be used in the msagent.js code so /shrug
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export enum SeekDir {
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BEG = 0,
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CUR = 1,
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END = 2
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};
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// A helper over DataView to make it more ergonomic for parsing file data.
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export class BufferStream {
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private bufferImpl: Uint8Array;
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private dataView: DataView;
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private readPointer: number = 0;
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constructor(buffer: Uint8Array, byteOffset?: number) {
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this.bufferImpl = buffer;
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this.dataView = new DataView(this.bufferImpl.buffer, byteOffset);
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}
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seek(where: number, whence: SeekDir) {
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switch(whence) {
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case SeekDir.BEG:
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this.readPointer = where;
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break;
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case SeekDir.CUR:
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this.readPointer += where;
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break;
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case SeekDir.END:
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if(where > 0)
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throw new Error("Cannot use SeekDir.END with where greater than 0");
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this.readPointer = this.bufferImpl.length + whence;
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break;
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}
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return this.readPointer;
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}
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tell() { return this.seek(0, SeekDir.CUR); }
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// common impl function for read*()
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private readImpl<T>(func: (this: DataView, offset: number, le?: boolean|undefined) => T, size: number, le?: boolean|undefined) {
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let res = func.call(this.dataView, this.readPointer, le);
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this.readPointer += size;
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return res;
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}
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// Creates a view of a part of the buffer.
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// THIS DOES NOT DEEP COPY!
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subBuffer(len: number) {
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let oldReadPointer = this.readPointer;
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let buffer = this.bufferImpl.subarray(oldReadPointer, oldReadPointer + len);
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this.readPointer += len;
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return new BufferStream(buffer, oldReadPointer);
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}
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readS8() { return this.readImpl(DataView.prototype.getInt8, 1); }
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readU8() { return this.readImpl(DataView.prototype.getUint8, 1); }
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readS16LE() { return this.readImpl(DataView.prototype.getInt16, 2, true); }
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readS16BE() { return this.readImpl(DataView.prototype.getInt16, 2, false); }
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readU16LE() { return this.readImpl(DataView.prototype.getUint16, 2, true); }
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readU16BE() { return this.readImpl(DataView.prototype.getUint16, 2, false); }
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readS32LE() { return this.readImpl(DataView.prototype.getInt32, 4, true); }
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readS32BE() { return this.readImpl(DataView.prototype.getInt32, 4, false); }
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readU32LE() { return this.readImpl(DataView.prototype.getUint32, 4, true); }
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readU32BE() { return this.readImpl(DataView.prototype.getUint32, 4, false); }
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// converts easy!
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readBool() : boolean {
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let res = this.readU8();
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return res != 0;
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}
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readString<TChar extends number>(len: number, charReader: (this: BufferStream) => TChar): string {
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let str = "";
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for(let i = 0; i < len; ++i)
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str += String.fromCharCode(charReader.call(this));
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// dispose of a nul terminator
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charReader.call(this);
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return str;
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}
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readPascalString(lengthReader: (this: BufferStream) => number = BufferStream.prototype.readU32LE, charReader: (this: BufferStream) => number = BufferStream.prototype.readU16LE) {
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let len = lengthReader.call(this);
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if(len == 0)
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return "";
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return this.readString(len, charReader);
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}
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readDataChunk(lengthReader: (this: BufferStream) => number = BufferStream.prototype.readU32LE) {
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let len = lengthReader.call(this);
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return this.subBuffer(len).raw();
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}
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// reads a counted list. The length reader is on the other end so you don't need to specify it
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// (if it's u32)
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readCountedList<TObject>(objReader: (stream: BufferStream) => TObject, lengthReader: (this: BufferStream) => number = BufferStream.prototype.readU32LE): TObject[] {
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let len = lengthReader.call(this);
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let arr: TObject[] = [];
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for(let i = 0; i < len; ++i)
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arr.push(objReader(this));
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return arr;
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}
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raw() {
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return this.bufferImpl;
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}
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}
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msagent.js/src/character.ts
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msagent.js/src/character.ts
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import { BufferStream, SeekDir } from "./buffer.js";
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class GUID {
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bytes: number[] = [];
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static read(buffer: BufferStream) {
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let guid = new GUID();
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for(var i = 0; i < 16; ++i)
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guid.bytes.push(buffer.readU8());
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return guid;
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}
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};
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class LOCATION {
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offset: number = 0;
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size: number = 0;
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static read(buffer: BufferStream) {
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let loc = new LOCATION();
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loc.offset = buffer.readU32LE();
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loc.size = buffer.readU32LE();
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return loc;
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}
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};
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class RGBAColor {
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r = 0;
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g = 0;
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b = 0;
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a = 0;
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// does what it says on the tin
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to_rgba(): number {
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return (this.r << 24) | (this.g << 16) | (this.b << 8) | this.a;
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}
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static from_gdi_rgbquad(val: number, transparent: boolean = false) {
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let quad = new RGBAColor();
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// Extract individual RGB values from the RGBQUAD
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// We ignore the last 8 bits because it is always left
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// as 0x00 or if uncleared, just random garbage.
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quad.r = (val & 0xff000000) >> 24;
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quad.g = (val & 0x00ff0000) >> 16;
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quad.b = (val & 0x0000ff00) >> 8;
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if(transparent)
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quad.a = 0;
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else
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quad.a = 255;
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return quad;
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}
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static read(buffer: BufferStream, transparent: boolean = false) {
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return RGBAColor.from_gdi_rgbquad(buffer.readU32LE(), transparent);
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}
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}
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// DA doesn't test individual bits, but for brevity I do
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enum AcsCharacterInfoFlags {
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// This agent is configured for a given TTS.
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VoiceOutput = (1 << 5),
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// Could be a 2-bit value (where 01 = disable and 10 = enable)
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// I wonder why.
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WordBalloonDisabled = (1 << 8),
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WordBalloonEnabled = (1 << 9),
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// 16-18 are a 3-bit unsigned
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// value which stores a inner set of
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// bits to control the style of the wordballoon.
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StandardAnimationSet = (1 << 20)
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};
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class AcsVoiceInfoExtraData {
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langId = 0;
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langDialect = "";
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gender = 0;
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age = 0;
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style = "";
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static read(buffer: BufferStream) {
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let info = new AcsVoiceInfoExtraData();
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info.langId = buffer.readU16LE();
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info.langDialect = buffer.readPascalString();
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info.gender = buffer.readU16LE();
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info.age = buffer.readU16LE();
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info.style = buffer.readPascalString();
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return info;
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}
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};
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class AcsVoiceInfo {
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ttsEngineId = new GUID();
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ttsModeId = new GUID();
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speed = 0;
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pitch = 0;
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extraData: AcsVoiceInfoExtraData | null = null;
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static read(buffer: BufferStream) {
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let info = new AcsVoiceInfo();
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info.ttsEngineId = GUID.read(buffer);
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info.ttsModeId = GUID.read(buffer);
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info.speed = buffer.readU32LE();
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info.pitch = buffer.readU16LE();
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// extraData member
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if(buffer.readBool()) {
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info.extraData = AcsVoiceInfoExtraData.read(buffer);
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}
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return info;
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}
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};
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class AcsBalloonInfo {
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nrTextLines = 0;
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charsPerLine = 0;
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foreColor = new RGBAColor();
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backColor = new RGBAColor();
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borderColor = new RGBAColor();
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fontName = "";
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fontHeight = 0;
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fontWeight = 0;
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italic = false;
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unkFlag = false;
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static read(buffer: BufferStream) {
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let info = new AcsBalloonInfo();
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info.nrTextLines = buffer.readU8();
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info.charsPerLine = buffer.readU8();
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info.foreColor = RGBAColor.read(buffer);
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info.backColor = RGBAColor.read(buffer);
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info.borderColor = RGBAColor.read(buffer);
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info.fontName = buffer.readPascalString();
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info.fontHeight = buffer.readS32LE();
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info.fontWeight = buffer.readS32LE();
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info.italic = buffer.readBool();
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info.unkFlag = buffer.readBool();
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return info;
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}
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};
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class AcsTrayIcon {
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monoBitmap: Uint8Array | null = null;
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colorBitmap: Uint8Array | null = null;
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static read(buffer: BufferStream) {
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let icon = new AcsTrayIcon();
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icon.monoBitmap = buffer.readDataChunk(BufferStream.prototype.readU32LE);
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icon.colorBitmap = buffer.readDataChunk(BufferStream.prototype.readU32LE);
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return icon;
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}
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}
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class AcsStateInfo {
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stateName = "";
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animations : string[] = [];
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static read(buffer: BufferStream) {
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let info = new AcsStateInfo();
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info.stateName = buffer.readPascalString();
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info.animations = buffer.readCountedList(() => {
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return buffer.readPascalString();
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}, BufferStream.prototype.readU16LE);
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return info;
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}
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}
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class AcsLocalizedInfo {
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langId = 0;
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charName = "";
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charDescription = "";
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charExtraData = "";
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static read(buffer: BufferStream) {
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let info = new AcsLocalizedInfo();
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info.langId = buffer.readU16LE();
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info.charName = buffer.readPascalString();
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info.charDescription = buffer.readPascalString();
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info.charExtraData = buffer.readPascalString();
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return info;
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}
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}
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class AcsCharacterInfo {
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minorVersion = 0;
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majorVersion = 0;
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localizationInfoListLocation = new LOCATION();
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guid = new GUID();
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charWidth = 0;
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charHeight = 0;
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// Color index in the palette for the transparent color
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transparencyColorIndex = 0;
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flags = 0;
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animSetMajorVer = 0;
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animSetMinorVer = 0;
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voiceInfo : AcsVoiceInfo | null = null;
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balloonInfo : AcsBalloonInfo | null = null;
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// The color palette.
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palette: RGBAColor[] = [];
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trayIcon: AcsTrayIcon | null = null;
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stateInfo: AcsStateInfo[] = [];
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localizedInfo: AcsLocalizedInfo[] = [];
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static read(buffer: BufferStream) {
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let info = new AcsCharacterInfo();
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info.minorVersion = buffer.readU16LE();
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info.majorVersion = buffer.readU16LE();
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info.localizationInfoListLocation = LOCATION.read(buffer);
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info.guid = GUID.read(buffer);
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info.charWidth = buffer.readU16LE();
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info.charHeight = buffer.readU16LE();
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info.transparencyColorIndex = buffer.readU8();
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info.flags = buffer.readU32LE();
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info.animSetMajorVer = buffer.readU16LE();
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info.animSetMinorVer = buffer.readU16LE();
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if((info.flags & AcsCharacterInfoFlags.VoiceOutput)) {
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info.voiceInfo = AcsVoiceInfo.read(buffer);
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}
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if(
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(info.flags & AcsCharacterInfoFlags.WordBalloonEnabled) &&
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!(info.flags & AcsCharacterInfoFlags.WordBalloonDisabled)
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) {
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info.balloonInfo = AcsBalloonInfo.read(buffer);
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}
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info.palette = buffer.readCountedList(() => {
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return RGBAColor.read(buffer);
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});
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// Tray icon
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if(buffer.readBool() == true) {
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info.trayIcon = AcsTrayIcon.read(buffer);
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}
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// this makes me wish type had sensible generics
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// so this could be encoded in a type, like c++ or rust lol
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info.stateInfo = buffer.readCountedList(() => {
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return AcsStateInfo.read(buffer);
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}, BufferStream.prototype.readU16LE);
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if(info.localizationInfoListLocation.offset != 0) {
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let lastOffset = buffer.tell();
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buffer.seek(info.localizationInfoListLocation.offset, SeekDir.BEG);
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info.localizedInfo = buffer.readCountedList(() => {
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return AcsLocalizedInfo.read(buffer);
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}, BufferStream.prototype.readU16LE)
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buffer.seek(lastOffset, SeekDir.BEG);
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}
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return info;
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}
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}
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function agentCharacterParseACS(buffer: BufferStream) {
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let magic = buffer.readU32LE();
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if(magic != 0xabcdabc3) {
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throw new Error("This is not an ACS file.");
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}
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// Read the rest of the header.
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let characterInfoLocation = LOCATION.read(buffer);
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let animationInfoLocation = LOCATION.read(buffer);
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let imageInfoLocation = LOCATION.read(buffer);
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let audioInfoLocation = LOCATION.read(buffer);
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console.log(characterInfoLocation.offset.toString(16));
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// Read the character info in.
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buffer.seek(characterInfoLocation.offset, SeekDir.BEG);
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let characterInfo = AcsCharacterInfo.read(buffer);
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console.log(characterInfo)
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}
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// For the testbed code only, remove when that gets axed
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// (or don't, I'm not your dad)
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export function agentParseCharacterTestbed(buffer: Uint8Array) {
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return agentCharacterParseACS(new BufferStream(buffer));
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}
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// TODO this will be the public API
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// Dunno about maintaining canvases. We can pass a div into agentInit and add a characterInit() which recieves it
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// (which we then mount characters and their wordballoons into?)
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export function agentCreateCharacter(data: Uint8Array) : Promise<void> {
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throw new Error("Not implemented yet");
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}
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@ -1,6 +1,7 @@
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import { wordballoonInit } from "./wordballoon.js";
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export * from "./types.js";
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export * from "./character.js";
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export * from "./sprite.js";
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export * from "./wordballoon.js";
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{
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"name": "@msagent-chat/webapp",
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"scripts": {
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"build": "parcel build --no-source-maps --dist-dir dist --public-url '.' src/html/index.html",
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"serve": "parcel src/html/index.html",
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"build": "parcel build --no-source-maps --dist-dir dist --public-url '.' src/html/index.html src/html/testbed.html",
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"serve": "parcel src/html/index.html src/html/testbed.html",
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"clean": "run-script-os",
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"clean:darwin:linux": "rm -rf dist .parcel-cache",
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"clean:win32": "rd /s /q dist .parcel-cache"
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21
webapp/src/html/testbed.html
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21
webapp/src/html/testbed.html
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<!DOCTYPE html>
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<html lang="en" prefix="og: https://ogp.me/ns#">
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<head>
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<title>MSAgent Chat - testbed</title>
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<meta charset="utf-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1" />
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<meta property="og:title" content="MSAgent Chat" />
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<meta property="og:type" content="website" />
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<meta property="og:site_name" content="Computernewb's Internet Pub Hub" />
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<link rel="stylesheet" href="https://unpkg.com/98.css" />
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<link type="text/css" rel="stylesheet" href="../css/style.css" />
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<script type="module" src="../ts/testbed.ts"></script>
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</head>
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<body>
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<div class="field-row-stacked" style="width: 200px">
|
||||
<label for="testbed-input">ACS to test</label>
|
||||
<input id="testbed-input" type="file" accept=".acs" />
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
21
webapp/src/ts/testbed.ts
Normal file
21
webapp/src/ts/testbed.ts
Normal file
|
@ -0,0 +1,21 @@
|
|||
// Testbed code
|
||||
// This will go away when it isn't needed
|
||||
|
||||
import * as msagent from "@msagent-chat/msagent.js";
|
||||
|
||||
let input = document.getElementById("testbed-input") as HTMLInputElement;
|
||||
|
||||
input.addEventListener("change", async () => {
|
||||
|
||||
|
||||
let buffer = await input.files![0].arrayBuffer();
|
||||
|
||||
console.log("About to parse character");
|
||||
msagent.parseCharacterTestbed(new Uint8Array(buffer));
|
||||
console.log("parsed character");
|
||||
})
|
||||
|
||||
document.addEventListener("DOMContentLoaded", async () => {
|
||||
await msagent.agentInit();
|
||||
console.log("msagent initalized!");
|
||||
})
|
Loading…
Reference in a new issue