Resolve (and bootstrap) patch dependencies on run time
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- Dominant language
- C++
- Stars
- 766
- Forks
- 51
- Avg merge
- 16d 14h
- Merged PRs (30d)
- 1
Description
Currently, thcrap_configure resolves patch dependencies and saves a complete stack in the generated run configuration file. By instead doing this every time a user starts a game, we'd only have to store what the user actually selected. This also allows patch maintainers to freely split or fork one patch into multiple ones, without requiring every user to reconfigure.
Prerequisites
Needs a blocking updater that runs in a separate process (#37). We can't start running the game before we know the exact patches the user needs to use.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reading the thcrap_configure flow that resolves patch dependencies and writes the generated run configuration, then review prerequisite issue #37 for the blocking separate-process updater. Done means storing only the user's selected patches and resolving the complete patch stack each time a game starts, while allowing patches to be split or forked without reconfiguration.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- tooling
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 25/100