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FS Features #1185
FS Features #1185
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…oaded pk3s when referenced by the server. Ported from jk2mv.
Add ref_whitelist.txt, ref_blacklist.txt and ref_forcelist.txt. Refactor reference handling to be more predictable (by making the reference conditions more explicit).
As many users don't review the content of pk3s when installing mods and as cl_allowDownload can download pk3s from the server the pk3 files in the gamne folder should not be considered trustworthy enough to run native libraries from. In case a user really needs it the unpacking of native libraries can be reenabled with a protected init cvar: com_unpackLibraries.
As the filesystem is initialized before the network socket the file descriptors of the ip_socket turns out to be very high if many pk3s are loaded. When calling NET_Sleep the select call is used to sleep unless something arrives on the network socket. Due to its high number the highestfd value given to the select call is very high and covers alls open files, leading to high load on some systems. As a workaround this commit calls NET_Init before initializing the filesystem.
…lds a handle for a file inside of a pk3.
…imum allowed file descriptors to 4096 on start (can be overriden with "-maxfds" on launch). Ported from jk2mv.
If cl_downloadPrompt is enabled users have to confirm each pk3 download now. If cl_downloadOverlay is enabled the window used for the confirmation prompt is used to display a progress bar and details on the current download.
…led by default and requires user confirmation.
Pushed additional changes:
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Since com_unpackLibraries defaults to 0 the game is not going to unpack the default libraries from the assets anymore, thus the OpenJK ones should now be used as default.
Pushed additional changes:
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This pull request aims to improve a few FS related issues and to provide new features.
[MP] The
fs_forceGame
cvar from jk2mv. The user can set the force game on startup to ensure configs, screenshots, etc. are written to and read from the specified folder. The server providedfs_game
value is still used for reading, so mods in custom folders and pk3s downloaded from the server should still work.[MP] Files downloaded from the server get prefixed with
dl_
in their name. Pk3s with this prefix are not loaded unless the server references them. If a server provides a pk3s that overrides all default textures, models, etc. it is only used on servers offering the same file for download. Playing on other servers the pk3 is ignored. This is ported form jk2mv as well.[MP] Reflists from jk2mv. The reflists can be used to control file referencing when
sv_allowDownload
is enabled. For instance to only offer selected files (ref_whitelist.txt
), block specific files (ref_blocklist.txt
) and to offer files that wouldn't automatically be picked up by the download system (ref_forcelist.txt
).[Shared] Native libraries (dlls on Windows) are no longer automatically unpacked and used from pk3s, unless the game is started with
com_unpackLibraries
enabled.[Shared] The network initialization is now performed before the filesystem initialization to avoid undesired side effects from network sockets having high fd values. For instance high kernel load on some systems due to high values in
select
calls.[Shared] The
fs_restart
command from jk2mv. If no module has an active handle for a file within a pk3 the filesystem can be reloaded at runtime. This can be useful when testing/developing mods or when installing new maps, because intermediate map changes are no longer required to reload the filesystem.[Shared] Increase pk3 limit. The hardcoded limit of 1024 files has been removed. The game tries to set the fd limit to 4096 on launch now. The start argument
-maxfds
can be used to override the default limit of 4096 (if the operating system permits the user to do so). This is ported from jk2mv as well.The code ported from jk2mv was written by @ouned, @aufau, myself and possibly other contributors over time.