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AGENTS.md
Guidance for AI coding agents working in this repository.
Project
Next.js frontend for a Paradox save file parser. It uploads a game save file to a backend service, polls until parsing finishes, and displays the result in a grid.
- Next.js 16 (App Router, Turbopack) with React 19
- TypeScript 6 and 7 side by side (see "Things that will bite you"), ESLint 9 (flat config), Prettier 3
- ag-grid for the data grid, Bootstrap 5 for styling
Source files live in src/:
app/for routes,components/for shared UIservices/for backend callslib/for helpers, with save compression inlib/saveArchive/config/for app configtypes/for .d.ts type declaration files
Architecture
The parsing backend is a separate service in its own repository, not part
of this project. Start it manually before running the frontend; it is expected
at http://127.0.0.1:5226.
The browser never calls that backend directly. Requests go through a Next route handler that forwards them:
SaveParserBackendService -> /api/proxy/saveParserBackend/* -> backend
(client, fetch) (server, route handler)
- src/services/SaveParserBackendService.ts
is the only place that talks to the backend. It exposes
uploadSave,getSaveStatus,getParsedDataandgetSaveFile— upload, poll until parsing finishes, then fetch the result or the stored save back. - src/app/api/proxy/saveParserBackend/[[...path]]/route.ts forwards every method to the configured backend URL. It exists only to keep requests same-origin, and is meant to be deleted once the backend handles CORS itself.
- Route paths live in src/app/api/proxy/paths.ts rather than as string literals, so both sides of the proxy stay in sync.
Save files on the wire
Saves are not sent as the game wrote them. The backend runs on a cheap two core server with little disk space, so the browser re-compresses every save before uploading it:
plain text save -> tar { "gamestate" } -> zstd -> upload
archived save -> tar { "meta", "gamestate", ... } -> zstd -> upload
Uploads are POST /uploadSave?game=…&originalFileType=text|zip&originalFileName=…
with Content-Type: application/zstd. The browser cannot stream a request
body outside Chrome, so the compressed result is sent as one blob; responses
stream everywhere, so downloads need nothing special. The tar always holds the
files the game itself would have in its archive, so the backend reads the game
state from the gamestate entry either way, and getSaveStatus returns originalFileType
and originalFileName so a download can rebuild the right shape.
The pieces all live in src/lib/saveArchive/:
gameZip.ts (the game's own zip format,
written here on the browser's CompressionStream('deflate-raw')),
zstdStream.ts (compression, on
@tootallnate/zstd-wasm),
archive.ts (pack and rebuild, with the tar
from modern-tar),
messages.ts (the worker protocol), and
worker.ts with
client.ts (the worker and its main thread
side).
The whole pipeline is streams. A save is never held in memory as a whole:
the file is read, unzipped, tarred and compressed as it flows, and only the
finished result becomes a Blob, which is browser managed storage rather than
a heap allocation. A real 11 MB EU4 save (84 MB of gamestate) compresses to
about 4.15 MB in two seconds. Keep it that way — an arrayBuffer() call on a
save is a bug.
Three things there are easy to break:
- The zip headers are not decoration. The games reject archives with NTFS
timestamps or unexpected header fields, so every field matches a real save:
deflate, zeroed DOS date, MS-DOS origin, version made by 63, version needed
20, no extra field, no data descriptor. That last pair is why no zip library
is used: they all build the DOS date from a
Dateand clamp it to 1980, and the streaming writers add a data descriptor and a zip64 extra field to every entry. Writing the headers here is about a hundred lines, because deflate itself comes from the browser. One consequence to keep: each entry is deflated into a blob before its header is written, since the sizes and the CRC go in front of the data — the compressed bytes are buffered, never the save. - The zstd wasm is a runtime asset, not part of the bundle.
@tootallnate/zstd-wasmdeliberately loads no files of its own, sozstdStream.tspointsnew URL(…, import.meta.url)atnode_modules/@tootallnate/zstd-wasm/dist/zstd.wasmand Turbopack emits it as a hashed asset the worker fetches. That path is relative tosrc/lib/saveArchive/zstdStream.ts, so moving the file means fixing it. - Three zstd libraries were tried and rejected before this one, so do not
swap it lightly.
@oneidentity/zstd-jscompresses whole buffers and leaves a frame unterminated whenever the payload length is an exact multiple of 131072,zstd-codec's emscripten build never returns control to the event loop, andfzstdis the unreadable single-file kind of code this repository does not depend on. - Compression runs in a Web Worker because it would otherwise block the page for seconds on a large save.
COMPRESSION.md has every zstd level measured on a real save — size, time and the memory the encoder and decoder need. Consult it instead of measuring again when a device cannot cope with the current level.
Configuration comes from src/config/AppConfig.ts
(defaults) merged with runtimeConfig.json at the repo root, which holds the
backend URL and the save upload limits. That file is gitignored, so a fresh
clone starts without one and falls back to the defaults.
AppConfig is server side only, so values the browser needs are passed down as
props: src/app/page.tsx reads appConfig.saveUpload and
hands it to the upload dialog.
Current status
Much of the app is still scaffold. Do not assume a feature works because the UI for it exists:
- The grid is not wired up. src/components/BrowseSaveDataGrid.tsx
renders two hardcoded rows and never calls the backend.
/browse?id=…only uses the id for the download button so far. - The backend only supports EU4. It accepts the zstd compressed tar
described above, rejects anything else, and serves
getSaveFile. Uploads for other games, Stellaris included, are rejected with 400 until the backend gets a parser for them. It also enforces its own upload limits and answers 413 when a save is over them. Those limits are separate from the ones inruntimeConfig.json, so keep the two in sync. - Auth does not work.
AuthServiceposts to/api/auth/loginand/api/auth/register, which do not exist as routes. The service is slated for removal in favour of Discord OAuth. hashPasswordis a no-op that returns the password unchanged. Treat any current auth code as a placeholder, not as something to build on.
Tools and files
Prefer the editor's own tools over shell commands that do the same thing.
Reading, editing, writing and searching files have dedicated tools; reaching
for cat, sed, grep or a throwaway script instead does the same work while
spending more tokens, and every command may need its own approval. Use the shell
for what only the shell can do — running the build, the linter, git, a real
program.
Work inside the project directory. For temporary files — scratch scripts,
intermediate output, test data — create a TEMP/ directory in the project root
and keep everything there, then delete that directory once the work is done.
Ask before reading or writing anything outside the project directory.
Terminal
On Windows, prefer bash.exe — but only a real MSYS2, Cygwin, or
MinGW/Git Bash installation, for example D:\msys2\usr\bin\bash.exe.
Never use C:\Windows\System32\bash.exe. Despite its name it is not a
POSIX bash; it is the launcher stub for WSL. Do not start WSL to run ordinary
commands.
If no MSYS/Cygwin/MinGW bash is installed, use PowerShell as the terminal. PowerShell is the fallback, never WSL.
If bash reports command not found for node or npm, that is a PATH
problem rather than a missing install: MSYS2 defaults MSYS2_PATH_TYPE to
minimal, which discards the Windows PATH. Setting it to inherit fixes it.
Commands
npm run dev # dev server
npm run build # production build
npm run lint # eslint
npm run format # prettier, rewrites everything except .gitignore/.prettierignore
npx tsc --noEmit # typecheck
Checking your work
Always run npm run lint and npm run build after changing code. They are
the primary way to find errors in this project, and they catch different
things:
npm run lintreports code errors and style violations. It must finish with zero problems — no errors and no warnings.npm run buildcatches type errors and build-time problems that lint cannot see, such as Node APIs leaking into the edge runtime. It must exit cleanly and print no warnings.
npx tsc --noEmit is a faster way to check types alone while iterating, but it
does not replace a full build.
Do not report a change as finished until both commands pass.
Version control
This project is managed with git.
Read-only git commands are fine to use without asking.
git status, git log, git diff, git show, git blame and similar inspection commands
may be run freely.
Never run a git command that changes the repository without the user's
explicit permission.
This is a strict ban, and it covers everything that writes to the history, the index,
or the working tree including add, commit, checkout, restore, reset,
stash, branch, merge, rebase, push, rm, etc.
Ask first and wait for a clear yes before running such git command.
Conventions
Prettier settings live in .prettierrc and are not negotiable: 4 spaces, no
semicolons, single quotes, 80 column width. Run npm run format after
editing, or match the surrounding style exactly.
Import from within src/ using the @/ alias, for example
import { getMsgFromError } from '@/lib/errors'.
Catch blocks should not annotate the error. Let it be unknown and convert it
with the shared helper:
} catch (err) {
const errMsg = getMsgFromError(err)
...
}
Avoid any; no-explicit-any is enforced. Prefer unknown plus narrowing.
Comment the code you write. This codebase is read by human programmers who did not write it, and a wall of uncommented agent-written code is expensive to review. Keep comments simple and preferably single line, placed above the code they describe, and write them in plain language rather than in terms of the types. Say why the code does what it does — what is non-obvious, what would break if it were written the obvious way — and leave out what the code already states plainly. A tricky constant, a workaround for someone else's bug, or an ordering that matters always deserves a line.
Write doc comments as JSDoc (/** ... */), which editors show on hover.
Plain // and /// comments do not appear in tooltips.
In .ts files put only prose in the JSDoc and let the signature carry the types;
do not duplicate types in {braces}.
Dependencies
Search for an existing library before writing your own implementation. Formats, protocols and codecs are full of details that only show up against real data, and a maintained library has already met them. This project once carried a hand-written tar reader/writer and zip writer; both were deleted in favour of libraries.
Read the library's source before adding it, and judge it on that. Download
counts say nothing about quality. Even a popular package may turn out to be a
single ten thousand line file whose variables and functions are all named a,
b and c, with no comments anywhere. Such code cannot be read, cannot be
maintained, and is very likely to be carrying bugs nobody can find — do not
depend on it. Look for readable sources, comments that explain intent, and an
API that fits the way the code here is written.
If nothing of good quality exists, say so and propose writing an implementation here instead, rather than pulling in the least bad option.
Do not add a second library for a job a package already in package.json can
do. A thin wrapper that shapes an installed library's API to what the code
needs is better than a new dependency. But if the API of the library
doesn't fit the project, the wrapper can be bigger than your own implementation
of the algorithm.
Checking browser support
Never use caniuse.com. Its data is wrong and incomplete, missing features that shipped five or more years ago, and a decision made from it will be wrong.
Use MDN's browser-compat-data, which is the source behind the MDN compatibility tables, and webstatus.dev for the baseline status of a feature. If those disagree or say nothing, the browsers' own release notes and bug trackers settle it.
Things that will bite you
Both TypeScript 6 and 7 are installed on purpose, under swapped names.
TypeScript 7 is the native Go compiler and type-checks much faster, but
typescript-eslint refuses to run under it, which would break npm run lint
entirely. So each tool gets the version it can use:
| package.json entry | resolves to | used by |
|---|---|---|
typescript |
@typescript/typescript6 (TS 6 API, bin tsc6) |
typescript-eslint |
@typescript/native |
typescript@7 (Go compiler) |
next build |
The alias is deliberately reversed: typescript-eslint looks the compiler up by
the package name typescript, so that name must stay on TS 6. Do not "fix"
this by renaming the entries.
next.config.ts sets experimental.useTypeScriptCli, which makes Next spawn a
tsc binary instead of using the compiler API. Next resolves that binary from
the package named typescript too, so it would also get TS 6. The prebuild
script scripts/replace-tsc6-with-tsc7.mjs
works around this by rewriting node_modules/typescript/bin/tsc6 into a
one-line stub that imports TS 7's lib/tsc.js.
Consequences to keep in mind:
- The patch lives in
node_modules, sonpm installundoes it.prebuildreapplies it, sonpm run buildis always correct; nothing else needs doing. npx tsc --noEmitis unaffected either way.node_modules/.bin/tsclinks straight to@typescript/native, so the standalone typecheck is always TS 7.- Do not drop the
prebuildscript while leavinguseTypeScriptClienabled. Nothing breaks visibly — the build just silently goes back to type-checking with TS 6.
All of this is temporary. The only reason TS 6 is still here is that
TypeScript 7.0 ships no stable programmatic JS API, so typescript-eslint cannot
run on it. That API arrives in TypeScript 7.1, planned for 2026-11-24. Once
it is out and typescript-eslint supports it, tear the whole arrangement down:
drop @typescript/native and the @typescript/typescript6 alias for a plain
"typescript": "^7.1", delete scripts/replace-tsc6-with-tsc7.mjs and the
prebuild script, and re-check whether useTypeScriptCli is still worth
keeping.
Env vars in npm scripts must go through cross-env. The dev and build
scripts set NEXT_TELEMETRY_DISABLED=1, which stops Next from collecting
anonymous usage data and saves the ~0.5s the telemetry flush adds to every
build. The FOO=1 cmd prefix is POSIX shell syntax, and on Windows npm runs
scripts through cmd, where it is a syntax error — so the prefix is written as
cross-env NEXT_TELEMETRY_DISABLED=1 next ... instead. Keep cross-env on any
new script that needs an env var.
Setting the variable from prebuild would not work: prebuild and build are
sibling processes, so an env var exported by one is not visible to the other.
Each script that needs it sets it itself. prebuild has no cross-env prefix
because it only rewrites the tsc bin and never talks to telemetry.
instrumentation.ts is compiled for the edge runtime too and it can't be disabled.
Anything using fs, path, or other Node APIs must be imported behind the
process.env.NEXT_RUNTIME === 'nodejs' guard, or the build warns and pulls
Node-only code into the edge bundle.