| // The only module in this package allowed to know about EU4's on-disk byte | |
| // formats. Everything else (lexer, tests) works with decoded JS strings and | |
| // must never touch bytes directly. | |
| // | |
| // EU4's legacy Chinese localisation encoding stores double-byte characters | |
| // as three-character escape sequences inside an otherwise Latin-1-shaped | |
| // byte stream. That transcoding is implemented by the vendored codec at | |
| // ../../eu4_han_convert/src/codec.js (a local package under tools/, not the | |
| // global npm install) — this module wraps it and adds the file-level BOM / | |
| // CP1252 handling that existing scripts in this repo (tools/*.mjs) already | |
| // do by convention, so behavior stays consistent across the toolchain. | |
| import { readFile, writeFile } from 'node:fs/promises'; | |
| import { decodeText, encodeText } from '../../eu4_han_convert/src/codec.js'; | |
| const UTF8_BOM = Buffer.from([0xef, 0xbb, 0xbf]); | |
| // CP1252 high-byte table used throughout this project's tools. Bytes 0x80-0x9f | |
| // that aren't listed here (0x81, 0x8d, 0x8f, 0x90, 0x9d) are unassigned in | |
| // CP1252 and pass through as their own code point, same as every other byte. | |
| const CP1252_TO_UNICODE = new Map([ | |
| [0x80, 0x20ac], [0x82, 0x201a], [0x83, 0x0192], [0x84, 0x201e], | |
| [0x85, 0x2026], [0x86, 0x2020], [0x87, 0x2021], [0x88, 0x02c6], | |
| [0x89, 0x2030], [0x8a, 0x0160], [0x8b, 0x2039], [0x8c, 0x0152], | |
| [0x8e, 0x017d], [0x91, 0x2018], [0x92, 0x2019], [0x93, 0x201c], | |
| [0x94, 0x201d], [0x95, 0x2022], [0x96, 0x2013], [0x97, 0x2014], | |
| [0x98, 0x02dc], [0x99, 0x2122], [0x9a, 0x0161], [0x9b, 0x203a], | |
| [0x9c, 0x0153], [0x9e, 0x017e], [0x9f, 0x0178], | |
| ]); | |
| const UNICODE_TO_CP1252 = new Map( | |
| [...CP1252_TO_UNICODE].map(([byte, codePoint]) => [codePoint, byte]), | |
| ); | |
| /** | |
| * Read an EU4 game text file: strip a UTF-8 BOM if present, try a strict | |
| * UTF-8 decode, and fall back to a byte-preserving CP1252 map on failure — | |
| * then run the vendored double-byte decoder over the result. | |
| * | |
| * @param {string} path | |
| * @returns {Promise<{ text: string, bom: boolean, encoding: 'utf-8' | 'cp1252' }>} | |
| */ | |
| export async function readGameText(path) { | |
| const bytes = await readFile(path); | |
| const bom = bytes.subarray(0, UTF8_BOM.length).equals(UTF8_BOM); | |
| const raw = bom ? bytes.subarray(UTF8_BOM.length) : bytes; | |
| try { | |
| const decoded = new TextDecoder('utf-8', { fatal: true }).decode(raw); | |
| return { text: decodeText(decoded), bom, encoding: 'utf-8' }; | |
| } catch { | |
| const bytePreserving = Array.from( | |
| raw, | |
| (byte) => String.fromCodePoint(CP1252_TO_UNICODE.get(byte) ?? byte), | |
| ).join(''); | |
| return { text: decodeText(bytePreserving), bom, encoding: 'cp1252' }; | |
| } | |
| } | |
| // encodeText (vendored) iterates its input with `for...of`, i.e. by Unicode | |
| // code point. decodeText can legitimately emit two independent BMP code | |
| // points in sequence (each representing one half of a double-byte escape), | |
| // and when those two ordinary strings are concatenated, JS's code-point | |
| // iteration silently recombines them into a single astral character if they | |
| // happen to form a valid UTF-16 surrogate pair (this really happened with | |
| // U+20C18). encodeText then sees a code point > 0xFFFF and throws, even | |
| // though the input is entirely valid game text. | |
| // | |
| // Fix: split the text into UTF-16 *code units* before encoding, so each | |
| // call to encodeText only ever sees one unit at a time — nothing left to | |
| // recombine into an astral character. | |
| function encodeTextByCodeUnit(text, options) { | |
| let result = ''; | |
| for (let i = 0; i < text.length; i += 1) { | |
| result += encodeText(text[i], options); | |
| } | |
| return result; | |
| } | |
| function firstDivergence(a, b) { | |
| const length = Math.min(a.length, b.length); | |
| let i = 0; | |
| while (i < length && a[i] === b[i]) i += 1; | |
| return i; | |
| } | |
| /** | |
| * Write an EU4 game text file: run the vendored double-byte encoder, map the | |
| * result back through the inverse CP1252 table to raw bytes, and re-attach | |
| * the BOM only if the original file had one. Then re-reads the file and | |
| * throws if it did not round-trip exactly — this module is the single point | |
| * where a silent mis-encode could corrupt game text, so it verifies itself | |
| * on every write. | |
| * | |
| * @param {string} path | |
| * @param {string} text | |
| * @param {{ bom?: boolean }} [meta] - typically the `meta` returned by readGameText | |
| */ | |
| export async function writeGameText(path, text, meta = {}) { | |
| const encoded = encodeTextByCodeUnit(text, { profile: 'legacy' }); | |
| const bytes = Buffer.from(Array.from(encoded, (character) => { | |
| const codePoint = character.codePointAt(0); | |
| const byte = UNICODE_TO_CP1252.get(codePoint) ?? codePoint; | |
| if (byte > 0xff) { | |
| throw new RangeError( | |
| `Cannot encode U+${codePoint.toString(16).toUpperCase()} as a single byte in ${path}`, | |
| ); | |
| } | |
| return byte; | |
| })); | |
| const output = meta.bom ? Buffer.concat([UTF8_BOM, bytes]) : bytes; | |
| await writeFile(path, output); | |
| const verify = await readGameText(path); | |
| if (verify.text !== text) { | |
| const index = firstDivergence(text, verify.text); | |
| throw new Error( | |
| `writeGameText: ${path} did not round-trip (first divergent index ${index})`, | |
| ); | |
| } | |
| } | |
| export { encodeTextByCodeUnit }; | |