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?
Using SVN with mod
Moderator: Moderators
Re: Using SVN with mod
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.
You may also have to reload mods in your lobby or even delete ArchiveCacheV7.lua in order to clear old checksums.
Re: Using SVN with mod
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.
- BrainDamage
- Lobby Developer
- Posts: 1164
- Joined: 25 Sep 2006, 13:56
Re: Using SVN with mod
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 )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.
Re: Using SVN with mod
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.
Re: Using SVN with mod
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)
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)
Re: Using SVN with mod
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".
Re: Using SVN with mod
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.
Re: Using SVN with mod
That only solves 1 of many problems, and requires all testers to use tortoisesvn (which you may want).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.