I looked at the protobuf definitions and saw that a replay or a map could alternatively be specified by an array of bytes. I was wondering if it was actually a possible to read the files and provide the raw map or replay data. I know the client API currently doesn't support this, but does the server side support it?
It's not that useful if the host os and the game instance share a common filesystem, but I have been toying with the client a bit found out I could run StarCraft II through Wine, giving me a rendered view of replays or games on Linux. the problem is, the game instance running in Wine uses Windows paths, so it's odd to use paths from both systems to specify the executable, maps, and replays. It would make things much simpler to just send the data to the game instance.
I realize this is a weird corner case, and it's only a matter of convenience, so I just wanted to know if it is or is planned to be supported on the websocket server, or if I even understood the intent of those protobufs.
I looked at the protobuf definitions and saw that a replay or a map could alternatively be specified by an array of bytes. I was wondering if it was actually a possible to read the files and provide the raw map or replay data. I know the client API currently doesn't support this, but does the server side support it?
It's not that useful if the host os and the game instance share a common filesystem, but I have been toying with the client a bit found out I could run StarCraft II through Wine, giving me a rendered view of replays or games on Linux. the problem is, the game instance running in Wine uses Windows paths, so it's odd to use paths from both systems to specify the executable, maps, and replays. It would make things much simpler to just send the data to the game instance.
I realize this is a weird corner case, and it's only a matter of convenience, so I just wanted to know if it is or is planned to be supported on the websocket server, or if I even understood the intent of those protobufs.