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Using "Update" on a manually-installed NearFutureSolar will fail to install NearFutureSolarCore #4018

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JonnyOThan opened this issue Feb 7, 2024 · 3 comments · Fixed by #4024
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@JonnyOThan
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JonnyOThan commented Feb 7, 2024

  1. Manually install Near Future Solar
  2. Have CKAN auto-detect it:
    image
  3. Click "update all" and apply:
    image
  4. Let CKAN overwrite everything it wants:
    image
    image
    image
  5. All 4 mods are now in CKAN's registry:
    image
  6. NearFutureSolar.dll (i.e. NearFutureSolarCore) is missing:
    image

I suspect that this might be because NearFutureSolar.dll has the same name as the NearFutureSolar module identifier, but it's actually a different mod. Note that B9PS and ModuleManager were correctly installed, and I'm not aware of any functional difference in how those would have worked.

Related: KSP-CKAN/NetKAN#9922

@JonnyOThan JonnyOThan added the Bug Something is not working as intended label Feb 7, 2024
@JonnyOThan
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In an attempt to prove or disprove the hypothesis that the name is the trigger, I tried the same experiment with CryoTanks (which also has a "core" dll, but it's named SimpleBoiloff.dll so it doesn't match any module identifiers).

  1. Manually install CryoTanks and all its dependencies (they're bundled, so this is easy)
  2. Create a text file in GameData and name it CryoTanks.dll
  3. Hit refresh in CKAN, it should auto-detect CryoTanks
  4. Hit "update all" and "apply"
  5. Let it overwrite everything

The SimpleBoiloff.dll (cryotanks-core) is installed correctly.

@JonnyOThan
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JonnyOThan commented Feb 7, 2024

Hunch: is it installing NearFutureSolarCore first since that's a dependency, and then when it goes to remove and reinstall NearFutureSolar does it delete the auto-detected DLL (which is now actually the one owned by NearFutureSolarCore)?

@JonnyOThan
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Just confirmed the same thing happens with RasterPropMonitor and RasterPropMonitor-Core

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