Addon Updating
Posted: Tue Aug 18, 2020 4:38 pm
so everyone remembers old MajorBBS/Worldgroup addons.... you could simply upload the new DLL/MSG files and
when the system rebooted at cleanup the updates took..... With file locking and WG3 the files are in use and this
cannot be done. So if you modify wgsclean.bat sure you can have it copy any new files if they exist but what if it
was a core feature within the core?
the way i accomplish it now is:
i have an update folder branched off WGSERV (WGSERV\UPDATE)
and in that folder i have folders based off the name of the addon
(PLAT,PLAT20,etc....)
1. i check for a trigger file UPDATE.ME
2. if it exists it backs up the entire addon in a date/time stamped zip file and places it in a BACKUP folder
3. moves all files except UPDATE.ME to the WGSERV dir then deletes UPDATE.ME
4. cleanup ends and system restarts
during module init it detects if it was updated via the file ADDON.UPD and if so it sends an email to the sysop
account so i know it was successful.
i do it this long drawn out way because i manage so many games i actively develop and an auto-update feature would be great however
with an update system each developer could have a server that whomever is running their addon when their system restarts it would
check the addon developers server for an update and if it exists it would apply the update. This would be easier because it could only
update if the files that exist there are created/modifier with a date newer than what is already there.
i tinkered with this idea using an old Synchronet 3.00c method to how it updated QWK using terminal mode FTP batch files.
i will post it later, my request is for something included in the core.
when the system rebooted at cleanup the updates took..... With file locking and WG3 the files are in use and this
cannot be done. So if you modify wgsclean.bat sure you can have it copy any new files if they exist but what if it
was a core feature within the core?
the way i accomplish it now is:
i have an update folder branched off WGSERV (WGSERV\UPDATE)
and in that folder i have folders based off the name of the addon
(PLAT,PLAT20,etc....)
1. i check for a trigger file UPDATE.ME
2. if it exists it backs up the entire addon in a date/time stamped zip file and places it in a BACKUP folder
3. moves all files except UPDATE.ME to the WGSERV dir then deletes UPDATE.ME
4. cleanup ends and system restarts
during module init it detects if it was updated via the file ADDON.UPD and if so it sends an email to the sysop
account so i know it was successful.
i do it this long drawn out way because i manage so many games i actively develop and an auto-update feature would be great however
with an update system each developer could have a server that whomever is running their addon when their system restarts it would
check the addon developers server for an update and if it exists it would apply the update. This would be easier because it could only
update if the files that exist there are created/modifier with a date newer than what is already there.
i tinkered with this idea using an old Synchronet 3.00c method to how it updated QWK using terminal mode FTP batch files.
i will post it later, my request is for something included in the core.