feat(builder): an up-to-date game without a ticked DLSS or FSR 4 offers Update, not Play #2591
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roblesleo wants to merge 1 commit from
roblesleo/feat/builder-update-adds-upscalers into main
pull from: roblesleo/feat/builder-update-adds-upscalers
merge into: MagicBeanDev:main
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Delete branch "roblesleo/feat/builder-update-adds-upscalers"
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A game is built with NVIDIA DLSS or AMD FSR 4 or without it, so ticking one after the game was built changed nothing: the Builder still said "Your game is up to date" and showed Play, and the game kept starting without it until the next release's update.
Now, when the game is up to date but lacks a ticked upscaler, the page says "Update to add NVIDIA DLSS" (or AMD FSR 4, or both), and Update builds the folder again from the game files it keeps, with the ticks. It updates to the game's own version, so nothing is downloaded when the builder is that release (also when GitHub does not answer).
UpscalerParts.Missingdecides it from what make_game.py leaves in the folder:ngxfolder (place_ngx_runtime, only for a build with NVIDIA's SDK)..hookshot_fsrmark, and, with AMD's license accepted (#1866), AMD's upscaler DLL beside the exe or in the folder, wheregpu/vk/vk_fsr4.cpplooks. Without the license the DLLs are the player's to put there, so a folder built with FSR 4 is not sent back to Update for them.Both ticks refresh the page.
Tests:
tests/test_builder_upscaler_parts.pyrunsUpscalerParts.Missingon authored placeholder folders (.NET 8, Windows, liketest_builder_dlss_update) and checks thatRefreshModeasks it for an up-to-date game and that both ticks refresh. Ran locally on Windows withtest_builder_dlss_update,test_ffx_sdk,test_builder_status,test_builder_pythonanddotnet buildof the Builder, all passing.A legacy FSR tick (saved before #1866:
Fsr=true,FsrLicense=false) on an up-to-date folder without.hookshot_fsrgets "Update to add AMD FSR 4" forever:UpscalerParts.Missingflags the missing mark whateverfsrLicenseis.UpdateBuild, wherefsr = (saved.Fsr && saved.FsrLicense) || (mark && AMD DLL && license file)is false, soRunadds no--fsr.make_game.py'sfsr_wantedis then false (no--fsr, no mark), the folder is rebuilt without FSR and the mark is never written.So each Update is a full rebuild that changes nothing, and Play isn't offered until the box is unticked. (
ApplySettingssets the tick without theClickhandler, so this state survives loading.)Either
UpdateBuildshould pass--fsrfor the saved tick without the license, asStartBuilddoes (keeping--fetch-fsr-runtimegated on the license), orMissingshouldn't require the mark whenfsrLicenseis false.Thanks, you're right: that state looped. Fixed in aa03b862.
UpdateBuild now passes --fsr for the saved tick whether AMD's license was accepted or not, as StartBuild does for the page's tick; fetching AMD's runtime stays gated on the license. So a legacy tick (Fsr=true, FsrLicense=false) builds the folder with FSR 4 once, make_game.py writes .hookshot_fsr, and Play is offered afterwards.
I took your first option rather than relaxing UpscalerParts.Missing, so a ticked FSR 4 still means the folder is built with it.
tests/builder_dlss_update_test.cs now checks the arguments: --fsr with the saved tick (with and without the license), and none for a folder that only has the mark, where make_game.py keeps FSR 4 on its own.
I merged this into current main, which already has #2528's
dlssLicenserecord. It merges cleanly, and it also applies cleanly with #2553 and #2565 on top. tests/test_ffx_sdk.py and test_builder_status.py pass. The .NET fixtures need the SDK, so for those I'm relying on the Windows jobs, which are green.SimonKimDev's loop is fixed. MainWindow.xaml.cs:1468 now passes
--fsrfor the saved tick whether or not AMD's license was accepted, so a legacyFsr=true, FsrLicense=falsefolder gets built once with the mark, and Play comes back after that. The fetch is still gated on the license.UpscalerParts.Missing(called at :189) only asks for AMD's DLLs when the license was accepted, so a player who brings their own DLLs isn't sent back to Update. The DLSS side followssaved.DlssinUpdateBuild, so it can't loop the same way.The one red job is tests/test_release_scripts.py (
test_nightly_two_runs_at_once_end_at_the_newer_commit). It's flaky and unrelated to the Builder.