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client-voodoo's Issues

Client fails to launch 32-bit Unity games on 64-bit Linux

I'm not sure if this is the correct place to report this issue, but I think it's related to the way the correct launcher is determined in index.ts

I've played a couple of #MeatlyJam games, and I noticed when I played Game Dev Sim that only the 64-bit binary had the execute bits set. I figured it was set by the client, since most rookie developers on Windows don't get that right, and I assumed the client had a smarter way of determining the correct binary, unlike Steam, which just makes everything executable.

Then when I tried Broken, it didn't launch from the client at all, and it turns out it only has a 32-bit binary, which is not executable. So there doesn't seem to be any kind of fall-back mechanism if no executable for the current platform is found.

I'm not sure about the best way of fixing this, but I think most Linux users interested in games will have added support for 32-bit architecture on their systems, as well as the essential 32-bit libraries (eg. OpenGL, OpenAL, C/C++ compiler, etc.), so I think using that as a fall-back would solve more problems than it would cause. As an alternative, maybe it could be possible to choose between candidates if more than one is found?

Clean up logs in client-voodoo

Need to log less so we can fetch last X lines without it spanning less than a minute.
Perhaps a debug log that wont spam in production builds for dev mode.

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