Move mod asset validation from BlankLoadScreen.StartGame() to Game.InitializeMod()

This fixes a crash that happens when you try to launch a mod directly while its assets aren't installed.
Additionally should reduce the overhead for dedicated servers (in theory).
This commit is contained in:
Pavel Penev
2015-10-04 16:13:53 +03:00
parent 50679cd6c4
commit 6e1f461e9b
2 changed files with 44 additions and 39 deletions

View File

@@ -41,16 +41,6 @@ namespace OpenRA.Mods.Common.LoadScreens
Ui.ResetAll();
Game.Settings.Save();
var installData = Game.ModData.Manifest.Get<ContentInstaller>();
var isModContentInstalled = installData.TestFiles.All(f => GlobalFileSystem.Exists(Path.GetFileName(f)));
// Mod assets are missing!
if (!isModContentInstalled)
{
Game.InitializeMod("modchooser", new Arguments());
return;
}
// Join a server directly
var connect = Launch.GetConnectAddress();
if (!string.IsNullOrEmpty(connect))