Fixed / Refactored SysZip to actually work, and store compressed entries without uncompressing an entire zip (#761)
* well boys I fixed it. you can now have Zipped Mods!!!!! * comment update * quick fixes + optimizations * fixed stream audio bug???? * found the issue ffs * removing traces oops * fixed videos from not being able to play. Inspired from VideoCutscene's fix for ZIP videos, and also removed that fix in favor for just fixing the issue entirely * oop just in case no special characters that kill themself on other shit * Implemented preloading every video (caching) when loading a ZipFolderLibrary. Since videos have to be decompressed and be saved as a file anyways this reduces the time to do that, and what not. * [UNTESTED] Allowed Zip Extensions for allowing any extension in the list to be passed as a `.zip` * After some more testing loading Zip Addons works as well. * Added the long awaited .cnemod file type!!!!! (it's just a folder with .cnemod with a .zip inside LMAO) * Chalking up the Streamed Audio Bug to a mod issue, and also added capabilites to detect if a library is considered compressed * Added warning to those who try to use the editor with compressed libraries * ok instead of making it a .cnemod, the zip name will be `cnemod.zip` or what not. * removing unnessesary traces oops * clean Library accessor ig then * fixed small issues and removed an idiot idea * writing todos and fixing some context that left the room in comments * Fixed an issue where if you had a file of 0 bytes (nothing) in a zipped library it would FUCKING CRASH the game * Actually fixed the issue of decompressing 0 byte files Also stopped saving the data for Folders in Zipped files, as they are 0 bytes anyways. * Added the features that needed to exist, and removed a stupid line I saw in `ModsFolder` lol For some reason animation offsets for characters are breaking and I can't tell if its my drive killing itself or cne so uh * fix an issue that will force the game to crash if first ever mod being loaded is a ZipModLibrary
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@@ -106,12 +106,15 @@ class GlobalScript {
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public static function onModSwitch(newMod:String) {
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destroy();
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scripts = new ScriptPack("GlobalScript");
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for (i in funkin.backend.assets.ModsFolder.getLoadedMods()) {
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var path = Paths.script('data/global/LIB_$i');
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for (lib in funkin.backend.assets.ModsFolder.getLoadedModsLibs()) {
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var modName = lib.modName;
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var path = Paths.script('data/global/LIB_$modName');
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var script = Script.create(path);
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if (script is DummyScript)
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continue;
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script.remappedNames.set(script.fileName, '$i:${script.fileName}');
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if (script is DummyScript) continue;
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script.remappedNames.set(script.fileName, '$modName:${script.fileName}');
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// so you can get the current mod's library in GloablScript :)
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// you should not make this a static variable then all scripts will try to reference the 1 static variable, which will be overwritten :yoikes:
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script.set("MOD_LIBRARY", lib);
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scripts.add(script);
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script.load();
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}
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