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Scripts: Stop pattern-table rebuilds duplicating addresses - #331
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A rebuild reused addresses from every block for the same image, so a table holding two such blocks recorded each match once per block, doubling them on every rebuild. Reuse now dedupes, and an old block for an image that was just rebuilt is dropped whatever its tag. An executable named by path was tagged file:<name>, which a game's Steam and Epic copies share, so naming one dropped the other's block as superseded. A path inside a Steam library or an Epic Games Launcher install now gets that store's tag.
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WalkthroughThe script now identifies Steam and Epic storefronts for named executables. It also deduplicates reusable RVAs and changes how it selects known blocks during table rebuilding. ChangesPattern Table Rebuild
Priority: ⬇️ Low Estimated code review effort: 2 (Simple) | ~10 minutes Change: Bug fix Suggested reviewers: Merge Risk: 🔵 Low · up to
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Actionable comments posted: 2
- 🪄 Fix comments: Fix CodeRabbit comments on this PR
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Inline comments:
Review comments at @scripts/build_pattern_table.py:
- Around line 413-416: Update the InstallationList iteration in the Epic install
lookup to handle malformed external data: iterate only when installs is a list
and skip entries that are not dictionaries before calling install.get. Preserve
the existing location and app matching behavior for valid entries.
- Around line 398-406: Update the Steam manifest loop in named_storefront to
catch OSError from manifest.read_text and skip that manifest, allowing lookup to
continue and unresolved paths to fall back to file:<name>.
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scripts/build_pattern_table.py
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An unreadable Steam app manifest, or an Epic install list holding something other than install records, raised out of named_storefront and stopped the rebuild. Both now leave the path tagged by file name.
Problem
build_blockreused addresses from every block in the existing table whose identity matched the executable. When a table held two blocks for one image, each rebuild recorded every reused match once per block, so the entries doubled with every rebuild. HogwartsMP's Steam block reached 8 copies of each match (11,096 entries for 925 matches, a 227 KB table). The client dedupes hints as it seeds them (InsertHint), so this was dead weight rather than wrong hooks.The second block came from the storefront tag. An executable named with
--exeor--exe-envwas taggedfile:<name>, and a game's Steam and Epic copies share a file name (HogwartsLegacy.exe):--exe <Steam> --exe <Epic>wrote twofile:blocks. The next build-time rebuild (--steam-app) kept the old Steam one beside its newsteam:<app>block.--exe <Steam>alone read the Epic block as Steam's superseded build and dropped it.Fix
steam:<appid>inside a Steam library (from the library'sappmanifest_*.acf, the same tag--steam-appgives) andepic:<AppName>inside an Epic Games Launcher install (from%ProgramData%\Epic\UnrealEngineLauncher\LauncherInstalled.dat). Anything else keepsfile:<name>.Tests
check_pattern_table.py --regenerateon scratch copies of HogwartsMP's table, with its Steam and Epic executables:steam:block, stalefile:Steam block,file:Epic block--exe-env … --steam-app 990080 …)--exe <Steam> --exe <Epic>steam:990080andepic:<app>blocks, one entry per matchsteam:+file:Epic, one pattern added--exe <Steam>--steam-app 990080 … --exe <Epic>epic:<app>, the oldfile:block replacedepic:block keptTag inference gives
steam:990080for the Steam path,epic:<app>for the Epic path in any letter case, andfile:<name>for a path outside both or whenLauncherInstalled.datis missing.Summary by CodeRabbit