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fix: SYNC_ALL sending back metadata source prefs update on wrong key
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src/back/responses.ts

Lines changed: 5 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -65,7 +65,7 @@ import * as YAML from 'yaml';
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import { ConfigFile } from './ConfigFile';
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import { getAllApplicationPaths, getAllDevelopers, getAllLibraries, getAllPlayModes, getAllPublishers, getAllSeries, getAllStatuses, getTags, markGameSave } from './DatabaseCache';
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import { ExtConfigFile } from './ExtConfigFile';
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import { escapeArgsForShell, GameLauncher } from './GameLauncher';
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import { checkAndInstallPlatform, escapeArgsForShell, GameLauncher } from './GameLauncher';
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import { ManagedChildProcess } from './ManagedChildProcess';
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import { importAllMetaEdits } from './MetaEdit';
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import { DEFAULT_PLAYLIST_DATA, overwritePlaylistData, PlaylistFile } from './PlaylistFile';
@@ -531,7 +531,7 @@ export function registerRequestCallbacks(state: BackState, init: () => Promise<v
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PreferencesFile.saveFile(path.join(state.config.flashpointPath, PREFERENCES_FILENAME), state.preferences, state);
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});
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state.socketServer.broadcast(BackOut.UPDATE_PREFERENCES, {
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gameDataSources: state.preferences.gameMetadataSources
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gameMetadataSources: state.preferences.gameMetadataSources
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});
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}
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@@ -684,6 +684,8 @@ export function registerRequestCallbacks(state: BackState, init: () => Promise<v
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});
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state.socketServer.register(BackIn.LAUNCH_GAME, async (event, id, provider, override) => {
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const openDialog = state.socketServer.showMessageBoxBack(state, event.client);
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// Find game from database
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const game = await fpDatabase.findGame(id);
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if (!game) {
@@ -703,6 +705,7 @@ export function registerRequestCallbacks(state: BackState, init: () => Promise<v
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if (contentRunner) {
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// Make sure the active game data exists (where possible) instead of relying on runners doing it
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await ensureGameDataDownloaded(state, game);
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await checkAndInstallPlatform(game.detailedPlatforms!, state, openDialog);
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// Prepare the launch information
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const gameLaunchInfo = await contentRunner.prepareGame(game, false);

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