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1.82.0 Stable #596
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1.82.0 Stable #596
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# Main Goal Synchronize user game playtime to a database that the user can sync with other systems with privacy in mind. Every user needs to have their own SQLite server (eg. Turso https://turso.tech/ free account should be sufficient) then supply all the necessary informations to Collapse (Database URL in https and the token). Collapse will generate the GUIDv7 as a user identifier table inside the database. > [!CAUTION] > Changing User ID without taking notes of your current ID will cause the data to be dangling in the database and not being used anymore. > While you can edit the database yourself, it's a bit tedious, so please do NOT lose your user ID. Playtime synced to the database in a few mechanism: 1. At first region load > When region is loaded, playtime stats is first loaded from your local machine, then the system fetch and compare when the last time that region play time is updated, if the local is out of date then database value will be used and saved locally. If the database is out of date, then local value will be used and saved to the database. 2. At game first launch (force push) 3. Every 5 minutes when the game is running 4. At game close (force push) ## PR Status : - Overall Status : In Progress - Commits : In Progress - Synced to base (Collapse:main) : Yes - Build status : OK - Crashing : Yes - Bug found caused by PR : 0
This reduces the executable size for couples of MB.
+ Removing some unused constants
100% reviewed source file: 'en_US.json' on 'es_419'.
This requires the static .lib instead of .dll file.
- Swtiching to source-generated LibraryImport for PInvokes - Use source-generated marshalling for GetPackagesByPackageFamily() string[] conversion. - Implement CPU-Mode failback - Use AggressiveInlining for some methods - Use &MemoryMarshal.GetReference<T>(ReadOnlySpan<T> param) for fixed pointer assignment. This results a shorter native-code rather than directly dereference the array. Demo: https://sharplab.io/#v2:EYLgxg9gTgpgtADwGwBYA0AXEBDAzgWwB8ABAJgEYBYAKGIAYACY8gOgCUBXAOwwEt8YLAJI8YUCAAcAymIBuvMDFwBuGjWIBmJqQYBhBgG8aDEw265sAMxhMUDAKq4YABQxQAIr1hgMACmAAnhgwANoAugzAHJbWUACUxqZG1KapDJa8CDAAJgz+QTAAVAwSbgwAvJHRsQkpaSbJ9SYAvoktbQwd5lY2xHaOLm4AsjD40AFD2FC4ABbYADa+bDDY2QDyXPMBUhLYXAA8gcEAfFUxYrWpjU0ZWbn5wcWlUBUMAGQjY1ATU7MLLABxGAYZaxGBcRT+aoXS5Na71Vp1drUZpAA
100% reviewed source file: 'en_US.json' on 'ja_JP'.
Thanks Rust! It's been a wonderful day taking my 5 hours to just cross-compile this thing :)
dis is a test bc my local ci broky
dis is a test bc my local ci broky
100% reviewed source file: 'en_US.json' on 'zh_CN'.
.NET 9's built-in Hex converter is now much faster (thanks to vectorization + SIMD implementation)
This reverts commit 7e504b2.
- Use built-in ToHexStringLower for BytesToHex - Fix SharedViolation exception by unassigning ReadOnly attribute - Simplify and remove unnecessary Stream bridge - Add and use alt. SophonChunksInfo if the default url returns 404 This to fix an issue where sometimes the chunk files would return 404 due to identical chunks but was not existence in the new ChunksInfo - Always check for file availability on enumerating updates - Fix non-exist files not getting renamed on update - More UnassignReadOnlyFromFileInfo() checks - Fix wrong URL path for manifestToProtoTaskCallback - Reuse Proto Parser Code
…ileNotFoundException Try to delete and reassign them as missing file
Following infos will be sent: 1. Build info (Commit, Repo, Branch) 2. Currently loaded game info (Category, Region, Installed, Updated, Has Preload/Delta)
# Main Goal Use poster as temporary background when requested background is not yet downloaded. New background retrieval mechanism: 1. Check if background is downloaded 2. If it's downloaded, then load the downloaded background 3. If not yet downloaded, load either last available regional background or use poster as background instead Due to the poster having slight transparency, the switching looks a wee bit janky This PR also contains IOException fixes especially for background loading and image cache processing (really noticeable when user uses Waifu2X) ## PR Status : - Overall Status : Done - Commits : Done - Synced to base (Collapse:main) : Yes - Build status : OK - Crashing : No - Bug found caused by PR : 0
Add CPU and GPU data, also use latest user code method for the MechanismKey
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Main Goal