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No Way to Use Mods or JA++ LUA Scripts With Current Setup #1

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Gunslap opened this issue Dec 27, 2022 · 0 comments
Open

No Way to Use Mods or JA++ LUA Scripts With Current Setup #1

Gunslap opened this issue Dec 27, 2022 · 0 comments

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@Gunslap
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Gunslap commented Dec 27, 2022

The way this docker server is setup you provide a path where it can locate the assets0-3 .pk3 files, the startup script looks for and copies those files (only those files) into the base folder, and then you're good to go. Script launches the server, server loads files from that folder.

Since mods and the Lua script extensions for JA++ are packaged in .pk3 files as well and need to be placed in the base folder (or the folder of the mod being run), there isn't an easy way to run these without hacking them in.

I see two possible solutions to the problem:

  1. Switch the startup script to grab ALL .pk3 files (of course it should still verify that 0-3 are moved over)
  2. Switch the "base" folder to be a mapped volume entirely (and change the startup script to copy the cgamei386.so, jampgame.i386.so, and uii386.so files to that mapped folder)

I think the second option is more robust (but a bit more work of course). The issue with the first option is that we're duplicating files (they still exist in the mapped drive AND now in the docker image), and there isn't a process to decide when .pk3 files should be removed from the docker image (unless that was codded as well, but that feels like wasted effort). The second option cleans this up by simply mapping the folder- whatever files are there will be loaded. I suck at shell scripts, but I can probably figure it out...

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