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Partial fix for crash on settings application.
LOOT won't crash anymore, but the problem was that invalid paper-inputs have an "invalid" class added, which breaks the games settings keys. That'll need to be implemented differently, but for now I've switched back to using normal input elements.
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@@ -57,18 +57,18 @@
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</template>
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<template id="gameRow">
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<tr>
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<td><paper-input class="name" type="text" required></paper-input></td>
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<td><input class="name" type="text" required></td>
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<td>
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<select class="type">
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<!-- Game <option> elements go here. -->
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</select>
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</td>
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<td><paper-input class="folder" type="text" required></paper-input></td>
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<td><paper-input class="master" type="text"></paper-input></td>
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<td><paper-input class="repo" type="text"></paper-input></td>
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<td><paper-input class="branch" type="text"></paper-input></td>
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<td><paper-input class="path" type="text"></paper-input></td>
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<td><paper-input class="registry" type="text"></paper-input></td>
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<td><input class="folder" type="text" required></td>
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<td><input class="master" type="text"></td>
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<td><input class="repo" type="text"></td>
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<td><input class="branch" type="text"></td>
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<td><input class="path" type="text"></td>
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<td><input class="registry" type="text"></td>
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<td class="fa fa-trash-o fa-fw"></td>
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</tr>
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</template>
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@@ -1032,7 +1032,7 @@ function closeSettingsDialog(evt) {
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return;
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}
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var dialog = evt.target.parentElement.parentElement;
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var dialog = evt.target.parentElement;
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if (evt.target.classList.contains('accept')) {
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/* Update the JS variable values. */
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var settings = {
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+17
-10
@@ -263,18 +263,25 @@ namespace loot {
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g_app_state.UpdateSettings(request["args"][0]);
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// If the user has deleted a default game, we don't want to restore it now.
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// It will be restored when LOOT is next loaded.
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vector<Game> games(request["args"][0]["games"].as< vector<Game> >());
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try {
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BOOST_LOG_TRIVIAL(trace) << "Updating games object.";
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vector<Game> games(request["args"][0]["games"].as< vector<Game> >());
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g_app_state.UpdateGames(games);
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g_app_state.UpdateGames(games);
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// Also enable/disable debug logging as required.
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if (request["args"][0]["enableDebugLogging"] && request["args"][0]["enableDebugLogging"].as<bool>())
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boost::log::core::get()->set_logging_enabled(true);
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else
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boost::log::core::get()->set_logging_enabled(false);
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// Also enable/disable debug logging as required.
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if (request["args"][0]["enableDebugLogging"].as<bool>())
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boost::log::core::get()->set_logging_enabled(true);
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else
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boost::log::core::get()->set_logging_enabled(false);
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// Now send back the new list of installed games to the UI.
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callback->Success(GetInstalledGames());
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// Now send back the new list of installed games to the UI.
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BOOST_LOG_TRIVIAL(trace) << "Getting new list of installed games.";
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callback->Success(GetInstalledGames());
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}
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catch (exception &e) {
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BOOST_LOG_TRIVIAL(error) << e.what();
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callback->Failure(-1, e.what());
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}
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return true;
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}
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else if (requestName == "applySort") {
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