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[Content.Pipeline] Add new content project system #8830

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WIP

private static Stream PlatformOpenStream(string safeName)
{
return Android.App.Application.Context.Assets.Open(safeName);
var cachePath = Path.Combine(CacheLocation, safeName);
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Could this be a potential vector for hacking game content at runtime? Should there be a way to ship a game without this feature turned on? I'm pretty sure allot of people wouldn't want this in a release build.

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@harry-cpp harry-cpp Jun 9, 2025

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Hold your horses for the PR description, will talk about it in there 😄

@tomspilman
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So how do we keep the old pipeline "builder" and the new one from getting mixed up while we're supporting both?

Seems like we have Builder and PipelineBuilder folders. Is one the old one and one the new one? Are they both used together?

using System.IO;
using System.Net.Http;
using System.Net.Sockets;
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Not all console platforms have working networking at the C# level.

We need to put any networking into platform calls. The default implementation for PC/mobile is free to use C# networking APIs. For console it is a different story.

PlatformInit();
ModifiedTimes = LoadModifiedTimes();
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Like above... all the network stuff needs to be a platform specific implementation.


private static Dictionary<string, long> ModifiedTimes { get; set; }

private static HttpClient Client { get; set; }
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I'm wondering about the impact of referencing HttpClient, it makes self-contained apps substantially bigger and untrimmable.

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4 participants