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Railroad Studio

This repository contains the source code for railroad.studio.

About

Railroad Studio is a static HTML, JavaScript and CSS webpage used to view and modify save files for Railroads Online.

Editing save files

Most of the data contained within a .sav file can be modified through the studio interface, by clicking the tabs across the top of the page. The industry editor can be used to modify industry type, location, orientation, input and output quantities. The player editor can be used to change money and xp. The Spline Track editor allows editing any of the properties of the newest spline system.

When any property is modified, Railroad Studio will set a flag indicating that there are unsaved edits to the save file. This will cause web browsers to notify users before navigating away from the page, and make the export button yellow.

Editing save files (advanced)

While many things are exposed through the Studio Editor interface, there are some things where the interface to edit these values does not exist. For situations where you want to edit something that is not exposed through a graphical editor, it is possible to use console commands to edit anything stored within a .sav file by loading that file in to Railroad Studio, modifying the window.studio.railroad object, and then exporting the file. It may be helpful to call functions which update the user interface, such as window.studio.setMapModified(), and window.studio.map.refreshSplines().

The following commands can be pasted into the browser's JavaScript console. Note that these commands will only work after loading a save file:

Delete all rolling stock except Betsy

betsy = window.studio.railroad.frames.find((f) => f.name === 'betsy');
window.studio.railroad.frames = [betsy];
window.studio.setMapModified();

Reset all players money and experience

window.studio.railroad.players.forEach((p) => {
    p.xp = 0;
    p.money = 2000;
});
window.studio.setMapModified();

Delete all old splines

window.studio.railroad.splines = []; // Catmull-rom tracks (old spline system)
window.studio.railroad.switches = []; // Switch objects (old spline system)
window.studio.setMapModified();
window.studio.map.refreshSplines(); // Update the map view

Development

Requirements

The build script uses the node package manager npm to manage build dependencies. See Downloading and installing npm for more information about how to configure npm for your platform.

Once installed, run npm install to install the necessary node package dependencies.

Building

Run npm start to start the webpack-dev-server.

Testing

Navigate to http://localhost:8080/ to perform testing.

Debugging

Source mappings are created, so you can use the web browser's native debugger.

Releasing

To generate a minified studio.js for release, run npm run build:prod.

Architecture

Overview

---
title: Overview of RS code structure
---
stateDiagram-v2
    [*] --> index.ts
    index.ts --> FileParsing
    FileParsing --> index.ts
    state "new Studio(...)" as ns
    index.ts --> ns
    ns --> FrameEditor
    ns --> IndustryEditor
    ns --> FileExport
    state "new RailroadMap(...)" as nrm
    ns --> nrm
    nrm --> SVG
    nrm --> Circularize

The main entry point for the application is ts/index.ts. This file contains the logic for the front page of Railroad Studio, which presents the user with a file input box and instructions for locating the game .sav file.

stateDiagram-v2

    state Load {
        state "File" as LoadFile
        state "ArrayBuffer" as LoadArrayBuffer
        LoadFile --> LoadArrayBuffer : Read
        state "Gvas" as LoadGvas
        LoadArrayBuffer --> LoadGvas : Parse
        state "Railroad" as LoadRailroad
        LoadGvas --> LoadRailroad : Import
    }

    state "Railroad Studio Editor" as Edit {
        state "Railroad" as EditRailroad
        EditRailroad --> EditRailroad : Modify
    }

    state Export {
        state "Railroad" as ExportRailroad
        state "Gvas" as ExportGvas
        ExportRailroad --> ExportGvas : Export
        state "ArrayBuffer" as ExportArrayBuffer
        ExportGvas --> ExportArrayBuffer : Serialize
        state "File" as ExportFile
        ExportArrayBuffer --> ExportFile : Write
    }

    direction LR
    [*] --> Load
    Load --> Edit
    Edit --> Export
    Export --> [*]

Reading files

When the user provides a .sav file in to the form input field, index.ts maps the file into memory using an ArrayBuffer, and then calls out to other areas of the code to parse and import the file:

  1. The ArrayBuffer is parsed into a Gvas.
  2. The Gvas object is imported into a Railroad.
  3. The Railroad object is used to construct a Studio.
const gvas = parseGvas(buffer);
const railroad = gvasToRailroad(gvas);
window.studio = new Studio(railroad, ...);

From this point, the Studio object takes on the responsibility of presenting the user with the full Railroad Studio interface. It delegates the responsibility of the map rendering to the RailroadMap class, which lives inside of the Map tab of the Studio. Other tabs include the frame editor, the industry editor, and others.

Exporting files

When exporting a Railroad object, the process of importing is reversed:

  1. The Railroad object is exported to a Gvas.
  2. The Gvas object is serialized to a Blob.
  3. The Blob is converted to a URL that can be downloaded by the web browser.
const gvas = railroadToGvas(this.railroad);
const blob = gvasToBlob(gvas);
const url = URL.createObjectURL(blob);

Types

ArrayBuffer

The ArrayBuffer object is used to represent a generic, fixed-length raw binary data buffer. This is a good fit for RO save files, which are typically smaller than 300kb, and a maximum observed size under 3MB.

Blob

Blobs can represent data that isn't necessarily in a JavaScript-native format. The File interface is based on Blob, inheriting blob functionality and expanding it to support files on the user's system.

GvasString

One of the foundational types that is used throughout this repository is the GvasString. This is used to represent GVAS binary strings, and is equivalent to string | null. When reading and writing GVAS files, there are three binary formats, depending on whether the string is null, ASCII or Unicode:

Format: null
(u32) length (0)

Format: ASCII (no characters >127)
(u32) positive length
(u8*) ascii string (null-terminated)

Format: Unicode
(u32)  negative length
(u16*) utf-16 encoded string (null-terminated)

Example: null
00 00 00 00

Example: ASCII ""
01 00 00 00 00

Example: ASCII "StrProperty"
0c 00 00 00 53 74 72 50 72 6f 70 65 72 74 79 00

Example: Unicode "§"
fe ff ff ff a7 00 00 00

Gvas

The Gvas interface is a low level abstraction of the GVAS format, an Unreal Engine format for rapidly serializing game state. Files in this format contain a header, followed by a map of named properties. Each property has a property name string, a property type, and a value.

The type can be a simple type such as a ['StrProperty'], which represents a single string value, an array such as ['ArrayProperty', 'BoolProperty'], which represents an array of booleans, or a complex type such as ['ArrayProperty', 'StructProperty', 'Vector'], which represents an array of Vector structs. Note that while the GVAS format itself supports many different combinations of types, only the ones used by Railroads Online are implemented.

type GvasTypes =
    | ['ArrayProperty', 'BoolProperty']
    | ['ArrayProperty', 'ByteProperty']
    | ['ArrayProperty', 'EnumProperty']
    | ['ArrayProperty', 'FloatProperty']
    | ['ArrayProperty', 'IntProperty']
    | ['ArrayProperty', 'NameProperty']
    | ['ArrayProperty', 'StrProperty']
    | ['ArrayProperty', 'StructProperty', 'Rotator']
    | ['ArrayProperty', 'StructProperty', 'Transform']
    | ['ArrayProperty', 'StructProperty', 'Vector']
    | ['ArrayProperty', 'TextProperty']
    | ['BoolProperty']
    | ['FloatProperty']
    | ['IntProperty']
    | ['NameProperty']
    | ['StrProperty']
    | ['StructProperty', 'DateTime']
    | [];

interface Gvas {
    _header: GvasHeader;
    _order: string[];
    boolArrays: Record<string, boolean[]>;
    bools: Record<string, boolean>;
    byteArrays: Record<string, number[]>;
    dateTimes: Record<string, bigint>;
    enumArrays: Record<string, GvasString[]>;
    floatArrays: Record<string, number[]>;
    floats: Record<string, number>;
    intArrays: Record<string, number[]>;
    ints: Record<string, number>;
    nameArrays: Record<string, GvasString[]>;
    rotatorArrays: Record<string, Rotator[]>;
    stringArrays: Record<string, GvasString[]>;
    strings: Record<string, GvasString>;
    textArrays: Record<string, GvasText[]>;
    transformArrays: Record<string, Transform[]>;
    vectorArrays: Record<string, Vector[]>;
}

Railroad

The Railroad interface represents the parsed structure of the data that RO stores in Gvas format.

interface Railroad {
    _header: GvasHeader;
    _order: string[];
    frames: Frame[];
    industries: Industry[];
    players: Player[];
    props: Prop[];
    removedVegetationAssets: Vector[];
    sandhouses: Sandhouse[];
    saveGame: {
        date: GvasString;
        uniqueId: GvasString;
        uniqueWorldId: GvasString;
        version: GvasString;
    };
    settings: { ... };
    splineTracks: SplineTrack[];
    splines: Spline[];
    switches: Switch[];
    turntables: Turntable[];
    vegetation: Vegeation[];
    watertowers: Watertower[];
}

Contributing

Pull requests are welcome. For major changes, please open an issue first to discuss what you would like to change.

License

MIT License.