Before this change, you had to specify custom LD_* variables using the
prefix GAME_LD_*. Now instead of dropping all LD_* variables by default,
we should just filter them and remove the values we *know* are from our
start script.
Signed-off-by: Sefa Eyeoglu <contact@scrumplex.net>
Don't update disabled mods to prevent mod duplication. Also, chop
filename in the metadata with a '.disabled'.
Signed-off-by: flow <flowlnlnln@gmail.com>
- Get Project: Already existed but required a specific caller type. This
is more general.
- Get Projects: A single call to multiple of the above
Both providers support these calls.
Signed-off-by: flow <flowlnlnln@gmail.com>
This makes the metadata generation code a lot messier and harder to use,
but there's not really much else that can be done about it while
preserving all it's capabilities :(
At least we now have speed
Signed-off-by: flow <flowlnlnln@gmail.com>
This is, in many cases, more reliable than name comparisons, so it's
useful specially in cases where a mod changes name between versions
Signed-off-by: flow <flowlnlnln@gmail.com>
This subclasses the Review mods dialog to make a "Update review" one.
Also, all the necessary components built until now are put together in a
coherent unity that checks and generates metadata on-the-fly and checks for
mod updates, while giving and receiving feedback to the user.
Signed-off-by: flow <flowlnlnln@gmail.com>
Those tasks take a list of mods and check on the mod providers for
updates. They assume that the mods have metadata already.
Signed-off-by: flow <flowlnlnln@gmail.com>
The Modrinth changelog is fairly straight-forward, as it's given to us
directly with the API call we already did. Flame, on the other hand,
requires us to do another call to get the changelog, so it can introduce
quite a heavy performance impact. This way, we make it optional to get
such changelog.
Signed-off-by: flow <flowlnlnln@gmail.com>
This task is responsible for checking if the mod has metadata for a
specific provider, and create it if it doesn't.
In the context of the mod updater, this is not the best architecture,
since we do a single task for each mod. However, this way of structuring
it allows us to use it later on in more diverse scenarios.
This way we decouple this task from the mod updater, trading off some performance
(though that will be mitigated when we have a way of running arbitrary tasks
concurrently).
Signed-off-by: flow <flowlnlnln@gmail.com>
Calls added:
- Get version from hash
- Get versions from hashes
- Latest version of a project from a hash, loader(s), and game version(s)
- Latest versions of multiple project from hashes, loader(s), and game version(s)
Some of those are not used yet, but may be of use later on, so we have
it if we need it :)
Signed-off-by: flow <flowlnlnln@gmail.com>