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Morxemplum avatar Morxemplum commented on August 16, 2024

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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Morxemplum avatar Morxemplum commented on August 16, 2024

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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vittorioromeo avatar vittorioromeo commented on August 16, 2024

This was completed, thanks.

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