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feat(online): Mount archives by priority and read the data pack layers from settings - #648
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…m::openArchiveFile() (TheSuperHackers#3376)
…leSystem, Win32LocalFileSystem (TheSuperHackers#3374)
…ile::getFileInfo(), StdBIGFile::getFileInfo() (TheSuperHackers#3415)
…ystem into BIGFileSystem (TheSuperHackers#3505)
…e loadBigFilesFromDirectory (TheSuperHackers#3505)
…riting archive first
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Merge after #653.
Archive priority was an accident of file names, and the core pack and community patch were hard coded. Every archive now has an explicit priority, and
data_packsinsettings.jsonhas three layers:user,generals_onlineandcommunity_patch. From the top the lookup is loose files in the game folder,-mod/-modDir, non-retail BIGs in the game folders,user,generals_online,community_patch, then retail.include_pathsentries are BIGs, folders of BIGs or*.bigpatterns (game:,user:or absolute), mounted in list order with the first one winning.exclude_pathsexists onuseronly. It hides loose files and BIGs of the game folders, never the retail archives. A missing or invalid field keeps its default, and invalid entries are dropped and logged.use_community_data_patchis read once ascommunity_patch.enabledand dropped on save.-disableCommunityDataPatchturns thecommunity_patchlayer off for that launch only. Settings now load before the archives mount. The Generals data is mounted once, where Steam installs used to mount it twice, and ranks below the Zero Hour archives.scripts/pack_go_data.pybuilds the core BIG.CRC handling is untouched. Deployment: the updater ships
GeneralsOnline_Core.bigto<user data>\GeneralsOnlineGameData\, and the Launcher's community patch checkbox should writedata_packs.community_patch.enabled(the old key is still migrated).