Several small fixes for the build server and compilation

This commit is contained in:
Timothy Baldridge 2020-04-27 06:30:15 -06:00
parent d9612609e8
commit 49bcd6d483
3 changed files with 9 additions and 6 deletions

View File

@ -117,10 +117,13 @@ namespace Wabbajack.BuildServer.Controllers
{
switch (archive.State)
{
case GoogleDriveDownloader.State _:
// Disabled for now due to GDrive rate-limiting the build server
return (archive, ArchiveStatus.Valid);
case NexusDownloader.State nexusState when data.NexusFiles.Contains((
nexusState.Game.MetaData().NexusGameId, nexusState.ModID, nexusState.FileID)):
return (archive, ArchiveStatus.Valid);
case NexusDownloader.State nexusState:
case NexusDownloader.State _:
return (archive, ArchiveStatus.InValid);
case ManualDownloader.State _:
return (archive, ArchiveStatus.Valid);

View File

@ -84,10 +84,10 @@ namespace Wabbajack.BuildServer
while (true)
{
await KillOrphanedJobs();
await ScheduledJob<GetNexusUpdatesJob>(TimeSpan.FromHours(1), Job.JobPriority.High);
await ScheduledJob<UpdateModLists>(TimeSpan.FromMinutes(30), Job.JobPriority.High);
await ScheduledJob<EnqueueAllArchives>(TimeSpan.FromHours(2), Job.JobPriority.Low);
await ScheduledJob<EnqueueAllGameFiles>(TimeSpan.FromHours(24), Job.JobPriority.High);
//await ScheduledJob<GetNexusUpdatesJob>(TimeSpan.FromHours(1), Job.JobPriority.High);
//await ScheduledJob<UpdateModLists>(TimeSpan.FromMinutes(30), Job.JobPriority.High);
//await ScheduledJob<EnqueueAllArchives>(TimeSpan.FromHours(2), Job.JobPriority.Low);
//await ScheduledJob<EnqueueAllGameFiles>(TimeSpan.FromHours(24), Job.JobPriority.High);
await ScheduledJob<IndexDynDOLOD>(TimeSpan.FromHours(1), Job.JobPriority.Normal);
await Task.Delay(10000);
}

View File

@ -60,7 +60,7 @@ namespace Wabbajack.Lib.CompilationSteps
if (_includeDirectly.Any(path => source.Path.StartsWith(path)))
defaultInclude = true;
if (source.AbsolutePath.Size > 2_000_000_000)
if (source.AbsolutePath.Size >= (long) 2 << 31)
{
await using var bsa = BSADispatch.OpenRead(source.AbsolutePath);
if (bsa.State is BSAStateObject)