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Disable cache generation #6

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shikulja opened this issue Oct 19, 2022 · 3 comments
Open

Disable cache generation #6

shikulja opened this issue Oct 19, 2022 · 3 comments

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@shikulja
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shikulja commented Oct 19, 2022

This feature is not available, but it might be useful.
I read on the forum that this is unstable. But I think to leave an issue, perhaps for future study

@brndd
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brndd commented Oct 20, 2022

There is indeed another patcher that disables cache generation by patching the cache folder name in the executable to an empty string. I don't much like this solution because it seems like it could potentially cause subtle issues... but then on the other hand I have not heard any reports of it doing so.

I think it is a far safer and better option for users to just create a launch script for the game that deletes the cache. But adding an optional flag to patch it out of the executable directly would not be a lot of work, so I'll probably do it in the future.

@brndd
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brndd commented Jun 4, 2023

So basically I have heard some reports that disabling cache using the method used by the other patcher (it hacks the cache directory name in the executable to be invalid) can cause strange issues in-game when the game expects cache to work and it doesn't.

I haven't bothered to investigate it further because clearing cache upon launching the game via a script solves the issue with no possibility of side effects. Perhaps in the future if this project evolves from static to dynamic patching (i.e. a DLL hack), some code could be added to clear cache without an external script.

@shikulja
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  • Disabling the cache may solve problems on progressive vmangos servers.
  • But as I understand, some add-ons use (atlas) when they first receive information about items.

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