- Moves Redistributables for games to separate panel
- Add option override for games
- Add Monaco completions for option schema editing
- Add UI for editing options for a redistributable
- Add config importing to translate from INI, JSON, XML, etc to redist option schema
Options are defined schema that the redistributable will allow a game to customize / override. This will be useful for install scripts on a redistributable. It opens up the opportunity to define a redistributable for something such as dgVoodoo and override options on a per-game basis without having to edit the config manually in the game's scripts.
- Filter variable completions and hover by script type so only relevant variables appear (e.g. $AllocatedKey only in KeyChange scripts)
- Add inline validation warnings for package scripts missing New-Package and for variables used outside their valid script type
- Extend debug console to support tools and redistributables, add stop button and elapsed time display
- Disable minimap, enable bracket pair colorization and word wrap
- Add snippet insertion via Monaco snippet controller with selection replacement support
- Add script templates that auto-populate on new script creation
- Add Variables dropdown in editor toolbar based on current script type
- Change Add Script button to type-selection dropdown, auto-populate script name from type, remove Type field from editor dialog
- Move Requires Admin checkbox to toolbar row, move toolbar and editor outside Form to prevent dropdown clicks from closing the modal
- Set MaskClosable=false on script editor modals so Monaco autocomplete clicks don't dismiss the dialog
- Added sort order to media for screenshots and videos
- Added new "Preview" pane to game editor. Simulates the game details view in the launcher and allows for in-place media upload / grabbing
- Added abstractions for media grabbing
- Added subtitle to media picker dialog to indicate which services provide which assets
- Added preview for videos
- Made media searching faster overall
Archive is the local form model used for version/changelog input.
On a new upload Archive.Id is Guid.Empty, so callers received an
empty GUID instead of the real database ID. Pass uploadedArchive.Id,
which is the record fetched from the database after the upload
completes.
If ChunkUploader.Start() threw a JS interop exception Uploading was
left as true permanently, disabling the Upload and Cancel buttons
for the rest of the session without any visible error. Using a
finally block ensures the flag is reset whether the call succeeds,
throws, or is cancelled.
FileMode.Append forces all writes to the end of the file, making
fs.Position assignments ineffective. This works by accident on a
fresh sequential upload but will silently corrupt the file on any
retry, since chunks are re-sent from their original offset but land
at the current end instead. Use FileMode.OpenOrCreate so the seek
to chunk.Start is honoured.
/api/Upload/Init and /api/Upload/Chunk had no authorization policy,
meaning any unauthenticated request could create archive database
records and write arbitrary data to server storage. Every other
endpoint group in the application requires authorization; apply
the same administrator role requirement here.
bundle.js is built by webpack as an ES module (output.library.type:
'module'), ending with named exports such as:
export { Be as ChunkUploader, s as InfiniteScroll, ... }
All three inclusion sites (App.razor, _Layout.cshtml,
ScriptLoader.razor) loaded it via a plain <script> tag, which is for
classic scripts only and does not support the 'export' keyword.
Edge throws a visible SyntaxError and uploading does not work.
Fixed by adding type="module" to the bundle.js script tag in all three
locations.