Comments (3)
Alright so I found the code excerpt that is responsible for loading the workshop packs
https://github.com/SuperV1234/SSVOpenHexagon/blob/10eb8abbe7c124eca2d59bfeb6739bb447b5377f/src/SSVOpenHexagon/Core/Steam.cpp#L216-L229
And that function definition is defined here
https://github.com/SuperV1234/SSVOpenHexagon/blob/10eb8abbe7c124eca2d59bfeb6739bb447b5377f/src/SSVOpenHexagon/Core/Steam.cpp#L185-L214
So I am noticing that the function uses SteamUGC()
, which probably means that the function relies on the use of the Steam API to locate the packs and load them in.
If we want to solve this problem, we would need to either cache the locations in a file and read from the file when the steam API fails to load, or we can try to predict the directory that contains the packs and check that directory and load any packs that are in there.
Of course, this is meant to be an offline solution. So if the user either moves the packs somewhere else or delete the cache, then it won't be able to find those packs.
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Each solution has their advantage and disadvantage
Creating cache would:
(+) Much less likely to fail
(-) We'd need to connect to the internet once to create / update the cache.
Prediction would:
(+) Don't need to connect to the internet to locate and load
(-) Much more likely to fail, as the user may be storing their workshop packs in a different location
I would much prefer to do caching, but if anybody objects feel free to comment.
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This was completed, thanks.
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