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QOL: Hashcheck on the blueprints.

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(09-17-2020, 09:27 PM)Raymoo Wrote: I don't think it is "trivial to implement", he would need to implement the mechanisms for sending the hash listing and storing them on the server and client. Also might need a add a way to request individual blueprint entries, which might not exist yet since currently everything is downloaded at once. And to be efficient you would want to be able to do a batch request for multiple entries so that SoH doesn't have to make many individual requests.

IMO none of that is hard, but it's also not "trivial". I think developers use that word too loosely and it should be reserved for cases where a change actually requires only minimal dev time.

But he's already done this for the launcher and client files - so it's just a case of modifying the existing code for blueprints. On top of that, there's no need to worry about efficiency with multiple entries when every player has to currently redownload 19MB of designs on every login, and every time they open either exchange. Anything is more efficient than that by comparison
What even
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Messages In This Thread
QOL: Hashcheck on the blueprints. - by se5a - 09-03-2020, 08:15 PM
RE: QOL: Hashcheck on the blueprints. - by Mal - 09-04-2020, 12:24 AM
RE: QOL: Hashcheck on the blueprints. - by Raymoo - 09-17-2020, 09:27 PM
RE: QOL: Hashcheck on the blueprints. - by Celarious - 09-17-2020, 10:42 PM
RE: QOL: Hashcheck on the blueprints. - by Raymoo - 09-18-2020, 01:27 AM
RE: QOL: Hashcheck on the blueprints. - by Raymoo - 09-18-2020, 09:49 PM

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