Just shove in cryptopp and call it a day IMO
Hey if we're talking about crypto https://github.com/jedisct1/libsodium
it would be nice to prioritize the ability to have working preload rsc's

SS13's rsc size keeps growing as we get newer sprites and more sounds for interactions and we have an international playerbase.

This might affect ss13 codebases more than others because most of us are rolling release and update our server code nearly every day.
One of the things I very much want to do in 512 is setup something where multiple preload_rsc sources are available, to improve this process.
I don't have any issues with preload_rsc not working except when connecting via localhost then it ignores preload_rsc but this can be resolved by connecting via wan ip.
The testing I did showed it would load from both the preload address AND the server, and block until both were complete.


This testing was done on sybil.
If you generated the zip using the package game gui (that can't be automated), it would sometimes work, but if you later update the game without re-generating the zip and re-loading it to the cdn, it would sometimes start to fail again.
I dunno how you're managing that bug but this is what happens after i setup our cdn yesterday.
http://ss13.moe/uploads/2017-12-09_12-52-11.webm
In response to Pomf123
Pomf123 wrote:
I dunno how you're managing that bug but this is what happens after i setup our cdn yesterday.
http://ss13.moe/uploads/2017-12-09_12-52-11.webm

The answer here if anybody is wondering is to set preload_rsc to 0 at compile time, and change it to a url at runtime. if you set it to a url at compile time it loads from both the url and dd, blocking until both finish downloading.

Setting it to 0 keeps it from downloading from the server, and then it downloads from you set it to a url.

That is not intended behavior as implied by the documentation. the ability to set preload_rsc at runtime to a url to download that url in the background is listed as an ancillary feature of urls in preload_url

This way of doing it also has the sideeffect that the client will passively load resources from the server until the zip is downloaded all the way. but you could likely alleviate any issues of that by packaging common resources in a seperate zip, and setting it to one than the other.
we should all just use load_rsc
Is this bug still hapenning?
If you set preload_rsc to a url at compile time, the client will download both from the url, and the server, and block the connection until both complete

If you set preload_rsc to 0 at compile time, and a url at runtime in client/New(), the client will passively load the url while joined into the game, and only download resources from the server as needed to display an icon or a sound until the url compleates.

I would still like lummox to fix support for preloading a url because passive loading has its drawbacks.
Bump for 514/515 :)
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