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Only download necessary patch data during configuration and updates.
And that would be all of fast bootstrapping (#36) we can reasonably implement without a GUI. ... except that it's not yet as fast as it could be, due to a slight flaw in the current patch file structure: "<game>.js" and "<game>.<build>.js" are stored in the root directory of a patch. The patches themselves don't include a simple list of the games they support (and really, why should they), so determining the global and game-specific parts of a patch becomes slightly less trivial, as there is no way around building such a list internally by parsing through files.js. If we are about to break backwards compatibility anyway, we should move these files into the subdirectories of the respective games (so that e.g. "th14.v1.00b.js" becomes "th14/th14.v1.00b.js") for even faster bootstrapping. Then, global files are easily identified by the lack of a slash in their filename. This implementation already pretends that this is the case. In a typical setup where only a single game is to be patched, this would still download 40-ish JSON files too many.
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Original file line number | Diff line number | Diff line change |
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@@ -15,6 +15,8 @@ EXPORTS | |
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ServerDownloadFile | ||
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update_filter_global | ||
update_filter_games | ||
patch_update | ||
stack_update | ||
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add1b88
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@D--A: Contains new user-facing strings in need to be translated.