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add new network text hook. #62
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…to differentiate.
…a custom log for us to obtain.
…is hook in case we find another string we might want to translate.
…sier. It's way harder writing code in a big string with no linter.
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when navigating to the project root. Calling get_project_root() is so much cleaner. - Fixes a lot of logging inconsistencies. Specifically: - console.log is now being re-created on each run - functions that were being called through multiprocessing were not getting logged to file as the handler is not global when spawning a new process. We now set up logging in functions that are only called from multiprocessing - Remove noise when you run dqxclarity twice, which can't happen since the integrity address pattern will no longer match. Added an error message informing the user what to do when this happens. - Changed messaging when you have community logging enabled. - Typo: structure - Phasing out "debug" use throughout the application. This application is given to non-technical users and trying to figure out an issue with it turned off is impossible. Can't fully remove it as DQXClarity.exe will throw an exception when calling dqxclarity if it doesn't exist. - Fix NetworkTextTranslate for story_so_far. Game changed some bytes I was relying on to figure out the difference between story_so_far and monster trivia. Instead, we'll check if the text is English as monster trivia should almost always be in English. We'll look at the database instead and do nothing if there is no match, as we should have all story_so_far strings.
…me isn't running anymore.
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Link to workflow: https://github.com/dqx-translation-project/dqxclarity/actions/runs/6442524408 |
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player
table. We aren't using this for anything right now, but available for the futurestory_so_far
text frommerge.xlsx
in dqx-custom-translations into the db on player login. This is populated on each login to support multiple charactersMultiprocessing
logs
folder