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Avoid mixing up truckfiles when filename isn't unique. #3171
Avoid mixing up truckfiles when filename isn't unique. #3171
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Duplicate files spawn OK now, however trying to load a savegame with them always crashes.
Indeed, the savegames only record the filename. Same goes for:
I'll try the following solution: in any text field which expects filename, user can also put |
Very good point, I'll strip the names from the log messages. EDIT: done. |
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Works as intended. |
This is a bundle-qualified format, where 'bundle' is ZIP/subdir in modcache. See RigsOfRods/rigs-of-rods#3171 Code changes: - RoR_client: new function `getTruckFilenameFromStreamName()` with commentary. Existing `getTruckInfo()` extended to use it. - services_start: just renamed the banlist-scanning function for clarity
Fixes RigsOfRods#3166 Problem: When spawning an actor, the cache entry was always looked up via truckfile name, even if it was already known from the Selector UI. This potentially caused mixups. Fix: Use the entry provided by Selector UI.
…r.truck" Problem: in many scenarios, the game select an actor by truckfile name alone: * savegames * preselected truck in RoR.cfg * preloaded trucks on terrain (.tobj) * Multiplayer spawn notifications Solution: introduce an optional "Bundle-qualified" syntax, i.e. "mybundle.zip:myactor.truck" (in case of ZIP archive) or "mysubdir:myproject.truck" (in case of subdir) and use it in all the above cases. Because it's optional, it doesn't need a version bump in savegame format or RoRnet protocol. Note that 'bundle' is RoR jargon for a ZIP archive or directory under /mods. Codechanges: * CacheSystem: completely eliminated helpers `CheckResourceLoaded()` which searched across all resource groups, potentially introducing mixups. Extended `FindEntryByFilename()` to support the new Bundle-qualified syntax. * TerrainObjectManager: don't check preselected trucks immediatelly, it will be done on spawn anyway. * Savegame: always use the Bundle-qualified syntax. * Actor: in multiplayer, always use the Bundle-qualified syntax when announcing spawn.
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Suggested by Mike: #3171 (comment)
This accomodates 2 backwards-incompatible changes: * RigsOfRods/rigs-of-rods#3171 (Avoid mixing up truckfiles when filename isn't unique.) * RigsOfRods/rigs-of-rods#3055 (Fixed multiplayer visual glitch with detached parts "teleporting" around the vehicle )
This accomodates 2 backwards-incompatible changes: * RigsOfRods/rigs-of-rods#3171 (Avoid mixing up truckfiles when filename isn't unique.) * RigsOfRods/rigs-of-rods#3055 (Fixed multiplayer visual glitch with detached parts "teleporting" around the vehicle )
This is a bundle-qualified format, where 'bundle' is ZIP/subdir in modcache. See RigsOfRods/rigs-of-rods#3171 Code changes: - RoR_client: new function `getTruckFilenameFromStreamName()` with commentary. Existing `getTruckInfo()` extended to use it. - services_start: just renamed the banlist-scanning function for clarity
Fixes #3166
Problem1: When spawning an actor, the cache entry was always looked up via truckfile name, even if it was already known from the Selector UI. This potentially caused mixups.
Fix2: Use the entry provided by Selector UI.
Problem2: in many scenarios, the game selects an actor by truckfile name alone:
Fix2: introduce an optional "Bundle-qualified" syntax, i.e. "mybundle.zip:myactor.truck" (in case of ZIP archive) or "mysubdir:myproject.truck" (in case of subdir) and use it in all the above cases. Because it's optional, it doesn't need a version bump in savegame format or RoRnet protocol. Note that 'bundle' is RoR jargon for a ZIP archive or directory under /mods.
Testing
Use the attached mods and spawn them using console commands:
dafsemiMixupTest_hangar.zip
dafsemiMixupTest_transred.zip
This uses just filename - it will spawn the first one in your 'mods.cache' JSON file.
This uses explicit bundle name, so it will spawn the Transred variant.
This uses explicit bundle name and demonstrates case-insensitive lookup - it will spawn the Hangar variant.