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- minor refactoring for filesystem, moved checksum calculation to
loading stage from initialization - fixes for launcher
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@ -699,16 +699,12 @@ static ui32 calculateModChecksum(const std::string modName, ISimpleResourceLoade
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void CModHandler::loadModFilesystems()
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{
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coreMod.updateChecksum(calculateModChecksum("core", CResourceHandler::getCoreData()));
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coreMod.updateChecksum(calculateModChecksum("core", CResourceHandler::get("core")));
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for(std::string & modName : activeMods)
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{
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CModInfo & mod = allMods[modName];
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auto filesystem = genModFilesystem(modName, mod.config);
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CResourceHandler::get()->addLoader(filesystem, false);
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logGlobal->traceStream() << "Generating checksum for " << modName;
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mod.updateChecksum(calculateModChecksum(modName, filesystem));
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CResourceHandler::addFilesystem(modName, genModFilesystem(modName, mod.config));
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}
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}
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@ -731,6 +727,12 @@ void CModHandler::load()
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CContentHandler content;
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logGlobal->infoStream() << "\tInitializing content handler: " << timer.getDiff() << " ms";
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for(const TModID & modName : activeMods)
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{
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logGlobal->traceStream() << "Generating checksum for " << modName;
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allMods[modName].updateChecksum(calculateModChecksum(modName, CResourceHandler::get(modName)));
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}
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// first - load virtual "core" mod that contains all data
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// TODO? move all data into real mods? RoE, AB, SoD, WoG
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content.preloadData(coreMod);
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