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Rewrite asset detection + add many more assets to our detection.

Open Beyley opened this issue 1 year ago • 3 comments

This adds all missing assets from toolkit (thanks Aidan!)

We also now store the serialization method (binary, compressed texture, text, etc), and the "Asset Safety Level" differently.

Asset Safety Level has been replaced with a new AssetFlags flags enum, which stores whether a specific asset is "Dangerous", "Media", and/or "Modded".

This allows us to much more gradually block assets, e.g. block only Media assets, but allow other types of Modded assets, which was not possible before.

Opening as draft as i have yet to have the time to fully test this ingame, but tests pass locally

May fix #438 aswell, but that needs to be tested

Beyley avatar May 06 '24 06:05 Beyley

Conflicting with master.

Also, are there any unit tests that should be added to help with this/asset detection in general? We have a few asset tests already but I'm wondering if we can do more.

jvyden avatar May 12 '24 04:05 jvyden

are there any unit tests that should be added to help with this/asset detection in general? We have a few asset tests already but I'm wondering if we can do more.

ideally we have a set of test assets stored in tree which test our dependency tree reading, asset type, serialization method, etc

Beyley avatar May 19 '24 01:05 Beyley

No tests yet, but i resolved all the previous review comments

Beyley avatar May 21 '24 04:05 Beyley

still needs asset tests, but rebased to latest master and ready for more review

Beyley avatar May 30 '24 03:05 Beyley

Looks fine but I probably won't review again until we have good tests for this.

jvyden avatar Jun 04 '24 21:06 jvyden

This is bitrotting to hell and back so I'm just going to re-review, test it manually by re-importing all the assets locally and merge as-is if successful.

jvyden avatar Jul 29 '24 02:07 jvyden

Migration seems to be okay

jvyden avatar Jul 29 '24 03:07 jvyden