I wrote a patch that ignores temp files .* and *.*~ for directory operations and so will enable network games between developers without forcing them to remove all *.*~ files on their own.
I hope, the patch gets committed after reviewing.
I hereby license the following file(s) under the WTFPL license
I hope, the patch gets committed after reviewing.
I hereby license the following file(s) under the WTFPL license
Attachment: ignoretempfiles.patch (3k)
![](https://attach.openclonk.org/avatars/185-9473.png)
![](https://attach.openclonk.org/avatars/24-4666.png)
but i think, it would be better to not read them as items of an OS-directory.
when packing, all those files will be ignored anyway, so you won't find them in a c4group
when packing, all those files will be ignored anyway, so you won't find them in a c4group
![](https://attach.openclonk.org/avatars/24-4666.png)
And I can't believe it, but you actually made me look at C4Group. And I'm pretty certain that you'll only have to extend C4Group_TestIgnore. And while you're at it, please make DirContainsScenarios and C4ScenarioListLoader::RegularFolder::DoLoadContents also use that function.
Here you have the (i hope correct) patch.
Attachment: ignoretempfiles.patch (953B)
![](https://attach.openclonk.org/avatars/24-4666.png)
License: WTFPL (..what else?)
Attachment: ignoretempfiles.patch (3k)
![](https://attach.openclonk.org/avatars/24-4666.png)
And the patch appears to be using the ISC license. If you want to use a different one, you should add it to the file, but I urge you to simply use the ISC.
You mean this?
(License: ISC)
Edit: tested with Maikel and JCaesar
(License: ISC)
Edit: tested with Maikel and JCaesar
Attachment: ignoretempfiles.patch (4k)
![](https://attach.openclonk.org/avatars/24-4666.png)
![](https://attach.openclonk.org/avatars/24-4666.png)
thx :)
at least i was very inactive - gwX2 needs me. (networkgames etc.)
at least i was very inactive - gwX2 needs me. (networkgames etc.)
Could it be that this patch broke the build (on some systems at least)?
See the latest nightly build log or #253.
See the latest nightly build log or #253.
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