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Author Topic: SOLVED: keeping paks mounted/unbuffered output  (Read 1039 times)
allenweisse
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SOLVED: keeping paks mounted/unbuffered output
« on: March 18, 2024, 19:22 »

Hello

I have a game here with 20 pak files total and a combined 80gb with ucas and utoc, it therefore takes a comparatively long time to mount these when exporting a single asset via the CLI. I'm not aware of a way to keep these mounted while performing CLI commands.

My workaround is to log umodel's standard output (which I use) while the GUI is running using Tee-Object cmdlet, but it's buffered and I have to force it to flush by using "D" to dump a couple of times.

I'm therefore wondering if it's possible to:
1. keep PAK files mounted for CLI usage and if not,
2. somehow force "real time" output logging
« Last Edit: March 18, 2024, 22:01 by allenweisse » Logged
Gildor
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Re: keeping paks mounted/unbuffered output
« Reply #1 on: March 18, 2024, 19:29 »

Hi.

1. Every CLI command is not re-using some existing UModel running instance, which is "reloading pak files". It runs new umodel.exe instance every time, with fresh memory (RAM), which is doing initialization - e.g. loading pak files, doing the command, the exit. So, it is just working as it working, no other behavior was intended there. BTW you may pass multiple .uasset names in the command line, so umodel will process multiple objects with a single command.

2. There's no buffering for log output. If you have some, then the problem is with your approach of capturing it. E.g. you're creating WinAPI "pipe" to redirect program's output to your tool, and it has buffer inside.
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allenweisse
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Re: keeping paks mounted/unbuffered output
« Reply #2 on: March 18, 2024, 22:00 »

Thanks for your reply. To get passed the buffered pipe, I switched to using "Cmder" console emulator. It has an option for directly logging output.

So this way I can use the (very nice) GUI with the ability to parse "live" output
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