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Source code locations?

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Source code locations?

Postby sagcats » August 29th, 2020, 9:44 am

Where does one find the source code for any given vmod file? I'm most interested atm in the AH Blitzkrieg modules.
“Personally, I’m always ready to learn, although I do not always like being taught.” - Winston Churchill
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Re: Source code locations?

Postby jrwatts » August 29th, 2020, 10:04 am

Module files are simply zip files with a different extension. The "source code" for the module is the file called "buildFile" within the zip.

Edit: If you're trying to understand how the module is doing certain things, you're better off loading the module in the editor rather than trying to read the buildFile directly. Accessing the buildFile directly is mainly useful for things like a global search-and-replace; while the overall file is in XML format, the actual game details are in a very hard to read format within the XML entries.
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Re: Source code locations?

Postby Flint1b » August 29th, 2020, 10:26 pm

Some modules contain custom Java code. Some module designers are polite and add the Java source to the modules, otherwise you can decompile the .class bytecode.
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Re: Source code locations?

Postby sagcats » September 1st, 2020, 2:59 am

When you say load the module in the editor, what exactly do you mean? Are you talking about the 'Edit module' command in VASSAL itself?
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Re: Source code locations?

Postby jrwatts » September 1st, 2020, 5:46 am

Yes, that's what I meant. As Flint said, some modules do include actual Java code, but it's up to the module developer whether or not that source code is shared (and where to find it).
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