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Add featured mods for missions #196

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1-alex98
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@1-alex98 1-alex98 commented Jul 4, 2019

Fixes #163

@1-alex98 1-alex98 force-pushed the feature/#163-coop-featured-mods-for-nomands branch from d1f9f45 to e78ec84 Compare July 4, 2019 20:22
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Why do we need 2 additional tables? Just add a foreign key to coop_map with reference to the featured mod.

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1-alex98 commented Jul 9, 2019

no we need both, for nomands coop we need to download and update coop featured mod and nomands featured mod and then start nomands featured mod. And maybe we have some other coop that depends on several featured mods....

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1-alex98 commented Jul 9, 2019

It seems like @Exotic-Retard needs to write what is needed... Are both coop and nomands neeed to launch nomads coop. And are special versions needed or will the newest version always we the correct one. Which init needs to be launched...?????

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Exotic-Retard commented Jul 11, 2019

1.Newest version of nomads will always be the correct one
2.Nomads and coop is needed, to be run in one init, more specifically this init: https://github.com/FAForever/NomadMissions/blob/master/init_NomadsCoop.lua
3.the init should be defined by whatever featured mod is used, probably.
4.we could create a nomads coop featured mod for this purpose, which may be useful to have regardless.
5.i dunno how the patcher decides what to update but as far as inits are concerned you might as well be launching a completely different mod here. One that needs nomads and coop mod files.

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Oder man checkt im modifizierten nomands init ob es eine coop mission ist und launcht das entsprechende init. Na ja ka aber es gibt meinem Schema eigentlich Recht. Außer Brutus will eine weitere featured mod anlegen, die beides kombiniert. Musst du wissen Brutus....

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Completely forgot should write English

Or you check in the modified nomands init if it is a coop mission and launch the corresponding init. Well no idea but it actually shows why my scheme makes sense. Well only in case Brutus does not want to create another featured mod that combines both.You need to know Brutus....

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Or you check in the modified nomands init if it is a coop mission and launch the corresponding init. im not sure this is possible inside init files specifically - a bunch of engine commands are not yet loaded, and i could not find a way to check what arguments the game is launched with at that stage. checking in the lobby is too late at that point since the files are already loaded. (and theres currently no known method of reloading them while inside the lobby, which would also require a lobby reload.)

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Well my solution would also offer making a new mod for nomands coop with only the init file and nothing else. Then enter nomands and coop as secondary/needed featured mods and tada

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1-alex98 commented Jul 12, 2019

A joined featured mod might be hard to update... At least thats what I fear

@1-alex98 1-alex98 requested a review from Brutus5000 July 12, 2019 14:25
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I don't think we can allow multi-featured mod dependencies. If I understand correctly then

  • coop depends on faf
  • nomads depends on faf
  • nomads-coop depends on coop and nomads

If nomads coop now depends on coop and nomads we'd need to introduce some sort of dependency management to resolve order of loading etc. This is a complexity that we need to avoid at all cost.

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ok so we try to make a combi featured mod...

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We can write a py script that reads the db tables and joins them and adds the extra init. Maybe like this.

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The first batch of tasks to achieve the goal of this issue is outlined in https://github.com/orgs/FAForever/projects/8

@Brutus5000 Brutus5000 closed this Jun 9, 2020
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Add Support For Featured Mods (per mission).
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