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Support of mod.io

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7 hours ago, jonbaer said:

I ended up w/ the following today while doing a fetch (from official alpha not SVN) ...

Probably mod.io API had some temporary issues and returned an unexpected non-JSON response body.

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or they changed the format (which should not happen, so hopefully just a downtime). Someone could check the JSON with a packet inspector or cpp debugging.

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A new theory:

There is a new mod on mod.io (https://0ad.mod.io/millenium-ad) which has modfile.metadata_blob = null unlike all the other mods (see json here: https://api.mod.io/v1/games/5/mods?api_key=23df258a71711ea6e4b50893acc1ba55)

There is a test with the same metadata_blob value (null) resulting in the same error ("metadata_blob not decoded as an object") here: https://github.com/0ad/0ad/blob/031d790ccff983ab7411178ba0afa75631d17f74/source/ps/tests/test_ModIo.h

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15 hours ago, jonbaer said:

Where should bugs of mod.io be posted / reported?  I ended up w/ the following today while doing a fetch (from official alpha not SVN) ...

Yeah, I've just tried out the mod selection (with official A23 package for Fedora 28) and I have the same issue when I clicked "Download Mods" (perhaps because there were not any to be selected?):

1052218818_Screenshotfrom2018-05-3017-51-22.thumb.png.f03f1ede4a9f2716aed9cf20219dddfd.png

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I'm pretty sure the person who uploaded milleniumad made a mistake like in the mod.json for instance and that broke the whole thing. What I don't understand is why the mod would be available without anyone's consent

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Hey, this happens when mods have incomplete information and are marked as "Live". In theory, the administrator (me) has to approve them first so they are live: this is a bug in the mod.io website and I'm reporting it. In the meantime I marked the mod as not "Live".

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10 hours ago, stanislas69 said:

Who the @#$% uploaded the mod ?

Seriously, I'm mad furious right now.

 

10 hours ago, stanislas69 said:

I'm pretty sure the person who uploaded milleniumad made a mistake like in the mod.json for instance and that broke the whole thing. What I don't understand is why the mod would be available without anyone's consent

What happened to Millennium AD??

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A remove mod button could be useful too. Would be convenient for players, so that they do not have to go to the mod directory to delete mods that don't want to keep.

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2 hours ago, wackyserious said:

 

What happened to Millennium AD??

Someone uploaded it without permission. And badly, and it broke the mod downloader for some reason.

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34 minutes ago, stanislas69 said:

Someone uploaded it without permission. And badly, and it broke the mod downloader for some reason.

How that is possible

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1 minute ago, Lion.Kanzen said:

How that is possible

Apparently there was a bug on modio allowing anyone to upload it mods without permission.

The person basically took the GitHub repo and zipped it looking at the mod size.

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Just now, stanislas69 said:

Apparently there was a bug on modio allowing anyone to upload it mods without permission.

The person basically took the GitHub repo and zipped it looking at the mod size.

This was best scenario , because i can imagine a worst scenario with a guy uploading malware.

It could’ve been a lot worse" - Samuel L Jackson , Jurassic Park.

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1 hour ago, Nescio said:

Unfortunately mod.io forces the uploader to click "go live".

It does not. (I know because the Faction-Specific Resources mod is mine, so I've been through the mod.io process already). There will have been an option that allows you to save, but not go live.

In the meantime, you can return to your mod's page (https://0ad.mod.io/siege) and select the tick icon in the toolbar (between the pencil and the archive-box icons) to hide it and make it non-live.

Alternatively, if you want to stay live, go to your mod file's edit page (https://0ad.mod.io/siege/edit/files/163) and add {} into the "Metadata" box at the bottom. Your mod will still be publicly visible on mod.io, (it might even appear as an option in 0ad,) but it won't be downloadable and verifiable in-game until you get a valid signature from @Itms.

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On 5/31/2018 at 5:12 PM, Nescio said:

Unfortunately mod.io forces the uploader to click "go live".

 

On 5/31/2018 at 6:31 PM, s0600204 said:

It does not. (I know because the Faction-Specific Resources mod is mine, so I've been through the mod.io process already). There will have been an option that allows you to save, but not go live.

 

The upload process very much pleads with the uploader to 'Go Live!' At best, it's just unintuitive, but that's not WFG's fault.

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The bug that allows (and proposes you incidentally) to go live should be fixed now, according to the devs. Please let us know if the bug continues to appear after now. :)

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Ahoy! Just to let you know that I reported on Monday the bug that gaius discovered by himself. No answer yet but I might get back to them after the weekend.

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