07th-mod / 07th-mod/higurashi-assembly
Check game behavior when it cannot compile game scripts / behavior with long game paths
- Dominant language
- C#
- Stars
- 12
- Forks
- 12
- PR merge metrics
- No merged PRs in 30d
Description
NOTE: This report was from an older version of the mod from April this year.
----
A user reported an issue on Onikakushi where their game wouldn't allow them to continue at a certain point (the game wouldn't crash, but no new text would be displayed on the screen).
```
Failed to compile script zonik_tips_01_vm00_n01!
System.IO.DirectoryNotFoundException: Could not find a part of the path
```
The issue was that the path of the game was too long, and the total path to the `zonik_tips_01_vm00_n01.mg` script was 262 chars, over the 260 char limit. So the game couldn't ever compile that script because it couldn't write to the too-long path.
This was mainly due to extra subdirs (presumably from extracting zip files) - the path ended with `GOG_-_Higurashi_When_They_Cry_Hou\GOG - Higurashi When They Cry Hou\Higurashi When They Cry Hou - Ch.1 Onikakushi\HigurashiEp01_Data\StreamingAssets\CompiledUpdateScripts\zonik_009_02_vm00_n01.mg`, but any user could just create a deep path even without this happening.
**On this older version of the mod, even though a script failed to compile, they were still able to play the game**.
I have to double check whether this is still the case on our newer version of the mod, because we really shouldn't allow this (and show an error message if it happens)
----
I was also worried about users installing the mod to a path which is too long, but I don't think it should be normally possible to mod the game when the game path is too long, because the installer will fail to be able to create some files.
Moving the modded game to a too-long path also shouldn't be possible (Windows should prevent you from doing this).
Perhaps in the installer, we should give a heads up if the path you chose is way too deep (if we don't already).
Contributor guide
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Research direction
Look for the script compilation logic in the mod's codebase, likely in a file handling script loading or compilation. Check how errors are handled when a script fails to compile. Reproduce by creating a deep directory path and attempting to compile a script. Verify if the game proceeds without the script or shows an error. Test both the installer's path length warning and the runtime behavior.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 45/100