Foxlider / FASTER

Full rebuild of Flax's tool for installing and updating Arma 3 server with built in features for managing Steam Workshop mods.
GNU General Public License v3.0
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Fixes local mod loading issues #8

Closed SamueleLorefice closed 3 years ago

SamueleLorefice commented 3 years ago

As of 1.7 update it's impossible to load local mods due to the SafeName function changing the local path. SafeName method should in theory make sure that the path is valid, but is actually ignoring legal characters in windows paths, characters used for a lot of mod names. This pull request fixes this issue, and makes possible to use the junctions inside a !Workshop folder in a standard steam client installation out of the box, thus enabling to use a steam client install and workshop mods.

I've tested this with local mods only. I'll check back for steam mods, but lack of documentation all around the codebase is not making it any easier (why we need a SafeName function in first place?).

Foxlider commented 3 years ago

I'll have to do more checks in prod before doing that one. I'll test with steamMods, LocalMods and localmods in another directory, localmods with special characters etc...

SamueleLorefice commented 3 years ago

I was having a variety of issues with SteamCMD mod updates, that was the reason I started using a client install with steam mods passed as local mods, then it stopped working and I started looking at the code. Will follow up with another pull request soon if I find a fix.

Foxlider commented 3 years ago

I got a simple fix with 1.7 RC6. I basically detect of the mod had a path, if it does, it's a local mod and will be added to the command line "as is" and not being thrown into the SafeName Generator

SamueleLorefice commented 3 years ago

That's a more clever way to do it, at this point I'm waiting for the commit to sync back to my fork.