fixes an issue with transient data handling
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@@ -272,6 +272,12 @@ public class CharacterDataFactory
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previousData.CustomizePlusScale = _ipcManager.GetCustomizePlusScale();
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previousData.PalettePlusPalette = _ipcManager.PalettePlusBuildPalette();
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Logger.Debug("== Static Replacements ==");
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foreach (var item in previousData.FileReplacements[objectKind])
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{
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Logger.Debug(item.ToString());
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}
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Logger.Debug("Handling transient update for " + objectKind);
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_transientResourceManager.ClearTransientPaths(charaPointer, previousData.FileReplacements[objectKind].SelectMany(c => c.GamePaths).ToList());
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@@ -281,15 +287,16 @@ public class CharacterDataFactory
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ManageSemiTransientData(objectKind, charaPointer);
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var resolvedTransientPaths = GetFileReplacementsFromPaths();
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Logger.Debug("== Transient Replacements ==");
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foreach (var replacement in resolvedTransientPaths.Select(c => new FileReplacement(c.Value, c.Key, _fileCacheManager)))
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{
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Logger.Debug(replacement.ToString());
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previousData.FileReplacements[objectKind].Add(replacement);
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}
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foreach (var item in previousData.FileReplacements[objectKind])
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{
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Logger.Debug(item.ToString());
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}
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_transientResourceManager.CleanSemiTransientResources(objectKind, previousData.FileReplacements[objectKind].ToList());
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st.Stop();
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Logger.Verbose("Building " + objectKind + " Data took " + st.ElapsedMilliseconds + "ms");
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