FSGModding / FSG_Mod_Assistant

Farming Simulator 22 Mod Manager.
https://fsgmodding.github.io/FSG_Mod_Assistant/
ISC License
71 stars 11 forks source link

[VERSION TRACK] v3.0.0 Known Issues & Bugs #157

Closed jtsage closed 11 months ago

jtsage commented 11 months ago

Known Bugs - v3.0.0

This issue is an umbrella issue to keep track of bugs in the current version. You can reply directly here, but opening a new issue would make life easier for us.

Issue List

v3.1.0 Roadmap

Release Canidates:

Full Change Log

aashton188 commented 11 months ago

ya i cant even lauch the app it gives me a error after 5 seconds of being open

BlurpleGirl commented 11 months ago

so now I'm on 3.0 I was forced back onto 3.0

it works pretty much but I noticed that double clicking to bring up the details kinda lags and if I minimize the details window I can't get back or at least I'm not sure where to look but restarting it is a piece of cake.

when I use the search all, that definitely takes a lot more time and has significant waiting; doesn't mean its buggy and may just be the way it is.

vitalii2011 commented 11 months ago

Just wondering: is this how it's supposed to be?

https://github.com/FSGModding/FSG_Mod_Assistant/assets/41552153/9f1c5de5-c17b-4ba3-aebb-2eee3436cdb3

jtsage commented 11 months ago

Hah. no. Looks like it's not computing correctly. The new numbers are supposed to be:

Current Cache size: [mod details] / [mod icons]

EDIT : the icons get stored separately now, to try and cut the size of that file because there was a overflow error for some folks.

Current Detail : [stuff you have opened in the detail window that had store items, auto-expires after a few days to keep the size down]

But it shouldn't drop to zero when you hit the clean button, thanks.

vitalii2011 commented 11 months ago

If it matters, I use the portable version.

jtsage commented 11 months ago

It shouldn't. Probably a race condition - because the original storage library was atomic (read/write for every get and set), the "clean cache" reads the whole file, removes non-existent mods, and writes it back to disk - I'm betting when I refactored, it no longer waits for it to write it back - so the size calculation math might be happening in the middle of the write - which would fail or report nonsense, so the error trapping is going to default to zero instead. I'll check to be sure, but chances are I just need to make sure the write is complete before asking how big the file is.