Using SVN with mod

Using SVN with mod

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

Post Reply
dinocool
Posts: 20
Joined: 18 Oct 2008, 10:28

Using SVN with mod

Post by dinocool »

Hi all, i need some help

a friend and i are using SVN to work on a mod, however when i create a game it says we are unsynced. we tested with dif. mods and they all work.

were using the springignore.txt from CA and it is located in the mod folder.

http://trac.caspring.org/browser/trunk/ ... ignore.txt

is this correct?

we still cant sync.

anything else that it could be?
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Using SVN with mod

Post by FLOZi »

Try having your springignore.txt consist solely of a single '*' character. (This is what S44's is, and we have played multiplayer SVN many times).

You may also have to reload mods in your lobby or even delete ArchiveCacheV7.lua in order to clear old checksums.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Using SVN with mod

Post by Beherith »

I you are both using the exact same build - built with the same compiler from the same git version number, then it should sync fine. If it still doesnt, then both of you please build spring with the syncdebug profile, and send us the infologs if you still desync.
User avatar
BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Re: Using SVN with mod

Post by BrainDamage »

Beherith wrote:I you are both using the exact same build - built with the same compiler from the same git version number, then it should sync fine. If it still doesnt, then both of you please build spring with the syncdebug profile, and send us the infologs if you still desync.
it won't sync even in the lobby, the thing is that svn puts all it's junk files in the mod folder, so spring will index them for hash check and will produce different results in different computers, a better springignore.txt setup should be to ignore all paths that includes the .svn folder so hash check would work for the rest of the files ( this assumes that svn doesn't fuck timestamps or line endings, etc )
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Using SVN with mod

Post by Beherith »

Oh, I misunderstood the OP, i thought he said their games desynced after start but they did sync in lobby. My bad, disregard my previous post.
Kerr
Posts: 37
Joined: 27 Feb 2010, 03:18

Re: Using SVN with mod

Post by Kerr »

perhaps you'd be better off by having 1 zip the whole thing and send it...

the checksums could be different from different subversion info/file "created" dates held in windows?

Just zip i would say, but IDK.

(ignore me, i am n00b)
User avatar
det
Moderator
Posts: 737
Joined: 26 Nov 2005, 11:22

Re: Using SVN with mod

Post by det »

If you like, I can set up an autobuilder for your mod, this will mean that after every svn commit a new version of your mod will appear in the Spring Downloader downloads tab. If you'd like this, all I need from you is the svn url and for you to change the version number in your modinfo.lua to "$VERSION".
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Using SVN with mod

Post by FLOZi »

FLOZi wrote:Try having your springignore.txt consist solely of a single '*' character. (This is what S44's is, and we have played multiplayer SVN many times).

You may also have to reload mods in your lobby or even delete ArchiveCacheV7.lua in order to clear old checksums.
User avatar
det
Moderator
Posts: 737
Joined: 26 Nov 2005, 11:22

Re: Using SVN with mod

Post by det »

FLOZi wrote:
FLOZi wrote:Try having your springignore.txt consist solely of a single '*' character. (This is what S44's is, and we have played multiplayer SVN many times).

You may also have to reload mods in your lobby or even delete ArchiveCacheV7.lua in order to clear old checksums.
That only solves 1 of many problems, and requires all testers to use tortoisesvn (which you may want).
Post Reply

Return to “Game Development”