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Assets Repository and Mechanism #66
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Simplified the data structure a little, with an emphasis on convention over configuration: {
"Repositories": [
{
"Title": "The HCE Repository",
"Path": "https://hce.tld/repository.json",
"Description": "The Official SPV3 Updates Repository",
"Assets": [
{
"Name": "ui.map",
"Path": "maps",
"Versions": [
{
"Hash": 1034723826,
"Parent": 2856549778,
"Downloads": [
{
"URL": "https://hce.tld/downloads/ui.map",
"Hash": 1386814934
}
],
"Patches": [
{
"URL": "https://hce.tld/downloads/ui.map-0x1024.diff",
"Hash": 1890108194
}
]
}
]
}
]
},
{
"Title": "The SPV3 Repository",
"Path": "https://spv3.tld/repository.json",
"Description": "The Official SPV3 Updates Repository",
"Assets": []
}
]
} |
My gut tells me it would be better to keep the executable and library asset metadata separate from the game asset metadata. My (scant) experience with NuGet and other package managers makes me believe it would be best to have each game asset's metadata be in separate files so they could be fetched individually (or by group of related files or file structure). Chimera's install path and file name(s) have changed a few times over the years. If we are able to update to the latest Chimera release, then migrating the user's SPV3 setup from and older Chimera to the latest Chimera might be...better done as a (cross-platform?) script distributed with the package rather than hardcoded. Older chimera paths include the following:
If Linux compatibility is successful, then a cross-platform script (or a custom old-data/new-data convention) may be necessary. |
Many moons ago, HXE was going to have a little package manager feature built into it. At the moment, it's got a rudimentary update mechanism.
These two concepts can be combined into one asset management system, and this issue will serve as a public thread for discussing the whole thing.
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