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Updater


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Rothgar
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Join Date: Nov 2007
Old 07-22-2012 , 07:35   Re: Updater
Reply With Quote #161

Quote:
Originally Posted by Smarmy View Post
I run 4 servers and can give it a go, under one condition .

Can you please add the ability to remove/modify the [AFK Manager] prefix for the messages or just disable the alerts entirely?
That is not really on topic, you can make that request in the thread.
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snelvuur
Veteran Member
Join Date: Jun 2008
Location: Netherlands
Old 07-23-2012 , 07:59   Re: Updater
Reply With Quote #162

god-tony: i thought about my issue where i symbolic link each plugin instead. From what i understand its not possible to just overwrite the files due to the nature on how its build.

Would it be possible to set a cvar that if a outdated plugin is found, it will update the file in a seperate path? So in my case all my plugins are in ~/shared/tf/plugins , that i will update the file there.
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GoD-Tony
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Join Date: Jul 2005
Old 07-23-2012 , 10:35   Re: Updater
Reply With Quote #163

Quote:
Originally Posted by Jetlag View Post
how to see now if it works?
If it loads without errors then you can assume it's working. The status command will show which plugins are being monitored for updates.

Quote:
Originally Posted by snelvuur View Post
god-tony: i thought about my issue where i symbolic link each plugin instead. From what i understand its not possible to just overwrite the files due to the nature on how its build.

Would it be possible to set a cvar that if a outdated plugin is found, it will update the file in a seperate path? So in my case all my plugins are in ~/shared/tf/plugins , that i will update the file there.
I'll play around with this on Linux to get an idea of what to change. I feel like adding a cvar for this is just a workaround for a bad setup. To clarify, you are individually symlinking smx files instead of the plugin folder?
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snelvuur
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Join Date: Jun 2008
Location: Netherlands
Old 07-23-2012 , 11:17   Re: Updater
Reply With Quote #164

Yes, i symlink each file individually. I have a script which does that for me. They all go into 1 big folder, so once i update a plugin that folder gets synced to my other "physical" servers so that when they change map they get updated too. Something i cannot achieve with just symlinking the plugins folder.

the cvar was an example, perhaps you can check if the file is a symlink or not, and if it is follow it and then update that. That would be the "nicest" method.
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Steell
SourceMod Donor
Join Date: Mar 2009
Old 07-24-2012 , 11:23   Re: Updater
Reply With Quote #165

Are any other developers seeing this:

Code:
L 07/23/2012 - 20:06:18: Update available for "[UMC] Nominations" (umc-nominate.smx). Current: 3.4 - Latest: 3.400000
My plugin's version is set to "3.4," and here is my update file:

Code:
"Updater"
{
    "Information"
    {
        "Version"
        {
            "Latest"    "3.4"
            "Previous"  "3.3.2"
        }
        
        "Notes"     "Fixed issue where nominating a map via chat with an argument would display incorrect information."
    }
    
    "Files"
    {
        "Patch"
        {
            "Plugin"    "Path_SM/plugins/umc-nominate.smx"
            "Source"    "Path_SM/scripting/umc-nominate.sp"
        }
        
        "Plugin"    "Path_SM/plugins/umc-nominate.smx"
        "Source"    "Path_SM/scripting/umc-nominate.sp"
    }
}
Note that this is happening with all of my plugins, not just this one.
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Last edited by Steell; 07-24-2012 at 11:23.
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GoD-Tony
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Join Date: Jul 2005
Old 07-24-2012 , 11:41   Re: Updater
Reply With Quote #166

Quote:
Originally Posted by Steell View Post
Update available for "[UMC] Nominations" (umc-nominate.smx). Current: 3.4 - Latest: 3.400000
Very weird because I'm only grabbing/comparing strings and doing nothing related to floats. What game are you testing this on? I wonder if there were changes to the KV parser.
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Steell
SourceMod Donor
Join Date: Mar 2009
Old 07-24-2012 , 11:43   Re: Updater
Reply With Quote #167

Quote:
Originally Posted by GoD-Tony View Post
Very weird because I'm only grabbing/comparing strings and doing nothing related to floats. What game are you testing this on? I wonder if there were changes to the KV parser.
TF2
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GoD-Tony
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Join Date: Jul 2005
Old 07-24-2012 , 11:52   Re: Updater
Reply With Quote #168

Quote:
Originally Posted by Steell View Post
TF2
I'm going to have to convert Updater to use SMC instead of Valve's KV parser. In the meantime you can workaround this bug by having a 3 digit version number (or anything other than a standard float). Example: 3.4.0
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Last edited by GoD-Tony; 07-24-2012 at 11:53.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 07-24-2012 , 11:55   Re: Updater
Reply With Quote #169

Quote:
Originally Posted by GoD-Tony View Post
I'm going to have to convert Updater to use SMC instead of Valve's KV parser. In the meantime you can workaround this bug by having a 3 digit version number (or anything other than a standard float). Example: 3.4.0
As I recall, Valve stores all values as strings internally, so I don't know why you'd be getting floats back.

(KeyValues.cpp is in the Source SDK somewhere if you really want to see what it's doing)

Edit: Nope, I was wrong, it scans to see if it thinks a value is an int or float in RecursiveLoadFromBuffer
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Last edited by Powerlord; 07-24-2012 at 12:06.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 07-24-2012 , 12:00   Re: Updater
Reply With Quote #170

Quote:
Originally Posted by Powerlord View Post
As I recall, Valve stores all values as strings internally
Nope, type is determined at parse time.
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