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Auto-verification #124
Auto-verification #124
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src/integrate.rs
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// HACK: if a url is like mod.io/mod-name#mod-id/mod-file-id we split right to get rid of | ||
// the mod-file-id. | ||
let resolution_hack = if let Some((left, _)) = mod_info.resolution.url.rsplit_once('/') { | ||
ModResolution { | ||
status: mod_info.resolution.status.clone(), | ||
url: left.to_owned(), | ||
} | ||
} else { | ||
mod_info.resolution.clone() | ||
}; |
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I believe this hack can go away if ModResolution
is used as a key.
Nevermind, I see that ModResolution
is not actually fully resolve (as in resolves to a URL with a specific modfile ID). Maybe it should be changed to do so? I will have to look further into this.
I think this is good from a functionality standpoint now but needs some work on the GUI:
|
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I'm pretty sure Jonas said at one point ages ago (can't find the info now though) that he also blacklists anything inside the Game/_CustomSounds folder when auto-verifying to speed up the checking because most audio mods following my guide will use this folder as instructed. Probably doesn't matter anyway because rust fast, but worth mentioning in case you do need a performance uplift for large mod lists |
Closing this PR in favor of another one (this one has merge conflicts that was a pain to try to resolve). |
NOTE: this branch is rebased off ofnative-bpl
Known bugs (pending fix):
Improper clearing of gameplay_affecting in GUIScroll bar on the right can overlap with auto-verification status badges.Still need to: