From 487c09fcaf00fbce7854c24b65bf53614024dda3 Mon Sep 17 00:00:00 2001 From: Star Rauchenberger Date: Sat, 29 Apr 2023 19:40:09 -0400 Subject: Increased max in buffer size Horray! We don't have to hardcode games not to download. --- Archipelago/client.gd | 13 ++----------- 1 file changed, 2 insertions(+), 11 deletions(-) (limited to 'Archipelago/client.gd') diff --git a/Archipelago/client.gd b/Archipelago/client.gd index f33c80c..a66442e 100644 --- a/Archipelago/client.gd +++ b/Archipelago/client.gd @@ -35,7 +35,6 @@ const progressive_items = { {"item": "Hallway Room (4) - Exit", "display": "Fourth Door"}, ] } -const filtered_games = ["Ocarina of Time", "Factorio", "Lufia II Ancient Cave"] const kTHE_END = 0 const kTHE_MASTER = 1 @@ -180,17 +179,9 @@ func _on_data(): var needed_games = [] for game in message["datapackage_checksums"].keys(): - # Due to a limitation with Godot 3.x, downloading a datapackage - # that is too large will silently fail and prevent us from - # finishing the connection process. So we will hardcode the - # names of games that are likely to cause connection problems, - # and not download those datapackages. Which is not ideal. if ( - ( - !_datapackages.has(game) - or _datapackages[game]["checksum"] != message["datapackage_checksums"][game] - ) - and not filtered_games.has(game) + !_datapackages.has(game) + or _datapackages[game]["checksum"] != message["datapackage_checksums"][game] ): needed_games.append(game) -- cgit 1.4.1