DILDo

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bartbes
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DILDo

Post by bartbes »

Here it is, have fun with it!

Features:
  • Check if there are new updates on startup
  • NO code changes
Planned features:
  • None, requests welcome
Manual:
It's pretty easy, in your main.lua you do:

Code: Select all

require "DILDo"
updater.gameid = "<name of the game>" --also used for identity, so setIdentity won't be needed
updater.url = "<url of update definition>"
updater.method = "http"
Downloads:
  • DILDo.lua
    Version 3.0
    033010
    (4.73 KiB) Downloaded 151 times
  • Updater.love
    Version 2.0
    22 March 2009
    (3.18 KiB) Downloaded 201 times
  • Updater.love
    Version 1.5
    8 March 2009
    (2.95 KiB) Downloaded 143 times
Please leave a message when using Updater.
If any help is needed you are free to ask, preferred communication method: IRC.

This is released under the terms of the license included in main.lua and license.txt in the package.
Last edited by bartbes on Sun Mar 22, 2009 3:44 pm, edited 3 times in total.
osuf oboys
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Re: Updater

Post by osuf oboys »

Awsome. Some clarifications from IRC discussions follows.

Your game is kept as a directory with a .love file which is the Updater. The updater checks for updates and downloads files as necessary. When it's done, it runs the game in the directory as normal.
Your game version starts at 1 and each subsequent update is an increment of one (or more) to the current version. On the server side, you just store a text file (a lua file), containing the current version and a list with what files were changed/added or removed in the new version. If you wanted to, you could just have one big list containing every file of your project, like the follwing.

Code: Select all

version = 12
changedFiles[12] = {"abc.lua", "cde.lua", ...}
However, if you write a list of the new files for each version, then Updater will download only the new files. So it's (hopefully?) not a problem if you got 12 MB of data and wish to release a new version with a fixed bug in sprite.lua, you just add "changedFiles[13] = {"sprite.lua"}" and "sprite.lua" will be the only file downloaded for users already at version 12.
Last edited by osuf oboys on Sun Feb 15, 2009 2:10 pm, edited 1 time in total.
If I haven't written anything else, you may assume that my work is released under the LPC License - the LÖVE Community. See http://love2d.org/wiki/index.php?title=LPC_License.
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bartbes
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Re: Updater

Post by bartbes »

Isn't the wiki meant for that kind of things? Well, I'll add it to the wiki.
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Skofo
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Re: Updater

Post by Skofo »

Neato. :ultraglee: A ready example would be nice.
Working on: Viator
Need a 64-bit Debian package for LÖVE? Here it is!
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bartbes
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Re: Updater

Post by bartbes »

Well, I don't have the webspace to do that, but I hope the first game using it will be released soon (as it isn't hard to implement).
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bartbes
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Re: Updater

Post by bartbes »

New release, fixed some bugs, added cross-host downloading and added an Updater update system (meaning: you can update Updater).
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SiENcE
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Re: Updater

Post by SiENcE »

why you don't take an simple svn client?

-> http://luaforge.net/projects/luasvn/
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bartbes
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Re: Updater

Post by bartbes »

Because I want more than SVN, and this is just the way I designed it.
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bartbes
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Re: Updater

Post by bartbes »

New release, features:
  • Made it easier to do application-control, see wiki
  • Warns when there is no local version, instead of crashes
  • Fixed the patching system
  • No longer errors when there is no internet connection
  • Description of version
EDIT: forgot the last feature
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osgeld
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Re: Updater

Post by osgeld »

if you want web space, ive got plenty
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