Require an explicit launch path for mod registrations. #19687
Merged
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Fixes #19518.
Supersedes #19589.
Switching to .NET 5 broke (and is, in general, fundamentally incompatible with) the method we used to guess the launch path for external mod switching. This PR solves the problem by removing the assumption that it is always valid to switch to the currently active mod, and only registers mods that explicitly define a launch path. A new alert dialog is shown instead of the restart prompt if the settings are changed and we don't have a valid path for restarting the game.
We would ideally also update
launch-game.cmd
to passEngine.LaunchPath
similarly tolaunch-game.sh
, but this goes beyond my level of ability and patience (having now spent well over an hour failing at what should have been a trivial change). We need tocd %~dp0%
before thebin\OpenRA.exe
lines, and passEngine.LaunchPath="%~dpf0"
to create the correct metadata file. The final issue is that theGame.Mod
detection at the top of the script blocks the restart even though a valid argument is already specified.