i was setting up a CDN, with lots of cache settings for bigger files etc. But it did not work for my haxe project, which made me crazy. Then i realized, that the cache was bypassed with “__cacheBreak” in AssetLibrary.hx. Is there any clean way to disable it?
I believe you can set
Assets.cache.version yourself, and that will affect the string appended to the end when requesting assets.
There isn’t currently a define to disable the behavior, though. I wouldn’t be against it
Thanks, that helps.I have set version to
0, but i’m still not happy about the extra parameter, so i do the cachebreak only if
Assets.cache.version is not
0. Maybe this could be done with
Assets.cache.version as a
Null<Int> to be super clean?
I’d be okay with handling the parameter only if greater than zero. We could assume that cache breaking applies to non-zero versions (and that no parameter “is” the zero version)
Assets.cache.version = 0;, but cache will still be broken. Is this wrong or do i have to play it somewhere special?
Our game is just arround 50mb, but even from a google cdn it can take horrible long for players with a bad connection to start it.
You would need to set the cache.version before the preloader starts, otherwise it will already pull in cache-broken resource paths to load. You could do this by using a custom ApplicationMain.hx template, though I’m open to adding
-lime-disable-assets-cache-break or something like that (maybe a shorter define?) or perhaps the goal is to add an exception for a specific file extension?
It’s important to have the cache break for SWF assets, particularly, which re-use file names on export that will not match previous exports if the SWF contents changed
Sounds great to me. Maybe a bit long, but it describes what it does
I think this should help:
I added a few things here:
-Dlime-assets-version=100to set an asset cache version manually
-Dlime-disable-assets-versionto disable asset caching
Assets.cache.version = 0to manually disable caching at runtime (but this won’t affect preloading, only
Thank you a lot!
Keep up the great work!
This has been released in OpenFL 8.8.0!