Age | Commit message (Collapse) | Author |
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This fixes a couple issues where the main process wouldn't actually get
changes made to the settings, this fixes that.
On top of this, changing settings is now done with `settings.set()`
There shouldn't be any breakage from this change, but I suppose it is
possible. Especially because the `settings()` function still does
contain backup options set, meaning `settings.nsargs` is technically
still valid, but dont expect it to actually be updated when that
variable is changed, its merely here to avoid any problems.
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We're the renderer to request for an update multiple times, then it'd
simply start both updates, at the same time, causing all kinds of
issues. This was only really realistically possible to happen if you
were to manually check for updates whilst an update automatically were
to be checked from right before then. As an example, when Viper starts
up, it'll by default check for updates for itself, then Northstar, if
you within that time frame checked for updates manually, it'll run both.
Now however, we check if an existing update is occurring, and do nothing
if so, this is both for Viper and Northstar updates.
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Its now been split into 2, requests.js and releases.js, the latter
simply gets relevant info from GitHub release pages. The prior however
gives simple functions for doing `GET` requests, and caching the result,
and then transparently it'll use that cache when you request it next
time. On top of this, some requests made by the renderer will now also
use this, and this in turn ends up making loading the mod browser much
faster. As instead of having to request the list of packages from
Thunderstore, we can simply load the result of an old request.
The current lifetime of the cache is 5 minutes, however this can also
easily be adjusted.
This also moves the cached requests away from
<cache_folder>/viper-requests.json, and over to
<cache_folder>/Viper/cached-requests.json
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This solves #223
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This takes a bit of code from #220 to implement percentage progress on
the download, then with the new pseudo element on the Launch button, we
can have a slight progress bar inside the button, along with
percentages, and it all works handy dandy.
This may not be finished, but it's definitely far there.
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I will likely add more buttons in the future, but for now this is most
of the ones a user could need to repair problems.
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Most of these are from back when Viper was originally started, I also
removed a few keys as they were no longer in use, but were forgotten
about, most of these are from pre-v1.0.0 aka, the old smaller UI
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Far prettier, and far more useful at a glance.
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In case we get a 404 or similar we should be cancelling the update, as
otherwise we'll end up downloading the HTML for a 404 page, and
subsequently try to extract that. Clearly not intended or good.
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"cache_dir" being wherever your OS puts it's cache, it's the same place
mods.js uses to download mods.
This prevents cluttering up the gamepath with temporary files.
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I've made some code return early instead of adding more nesting, on top
of this I've added some more comments in some files, rephrased a few
things, and so on...
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This also fixes is_running not quite working on Linux
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Notably, winLog() and winAlert() are now win.log() and win.alert()
inside modules/window.js.
updateViper(), updateNorthstar and handleNorthstarUpdating() are now
update.viper(), update.northstar() and update.northstar_autoupdate(),
inside modules/update.js
isGameRunning() and isOriginRunning() are now is_running.origin() and
is_running.game() inside modules/is_running.js, along with a
.titanfall() and .northstar() for more specificity. Not used anywhere
right now, but may in the future be used.
setpath() and gamepathExists() are now gamepath.set() and
gamepath.exists() inside modules/gamepath.js
killOrigin() are now kill.origin() inside modules/kill.js
setlang() is now just inlined into the only event where it's used.
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