AssetUpdates (Mod Updates)
Updated for version ~4.0+.
Module Definition
The module is inherited from ModuleBase. So base parameters can be found there.
The purpose of this module is to provide updating of a mod or a mods assets.
Module name
The name of the module you use as the meta of the module definition is 'AssetUpdates' or 'ModAssetsModule' if _force_search
is set to true in the module definition.
XML Structure
<AssetUpdates id provider install_directory use_local_dir use_local_path folder_name version version_file important is_standalone>
<AssetUpdates id provider install_directory use_local_dir use_local_path folder_name version version_file important is_standalone>
id
String/Number
The id of the mod on the server
provider
String
The provider of updates for the mod/assets. Currently implemented: modworkshop
, github
and Payday2Concepts
install_directory
String
The directory that contains the folder for the mod
use_local_path
Boolean
(Defaults to true) Determines if the folder of the mod should be used as the folder that is being updated
use_local_dir
Boolean
(Defaults to true) Determines if the location of the mod should be used as the installation directory
folder_name
String/Table
the folder name(s) that are being updated
version
String/Number
(Optional) The current version of the mod. Every time you update the mod, you should increase the version number. For example, from 1.11 to 1.12, just make sure the number is larger than the older one. Generally, you can use any string or number you want for updates. Version check for Modworkshop only checks if the version equals to the curent version and not if it's lower
version_file
String
(Optional) The version file which is used to determine the current version of the mod. Defaults to InstallDirectory/FirstFolderName/version.txt. To assign this you can do it as just a path relative to the InstallDirectory
important
Boolean
If set to true, every time the mod will receive an update, the game will notify the user with a dialog (By default, the update will show up in the updates counter in the main menu without notifying the user directly). Use it only if updating the mod is crucial (For example, BeardLib updates are important)
is_standalone
Boolean
(Defaults to true) Mostly used for custom maps. Where users can download them by joining a game. However, this shouldn't apply to all maps due to some maps needing assets/code which means the map cannot run without these important assets/code. Setting is_standalone
to false will disable it. And, users will simply disconnect from the server if they don't have the map
dont_delete
Boolean
(Defaults to false) Doesn't delete the mod folder when updating. This is useful if your mod contains things users might want to change and you don't wish for that content to be deleted each update
branch
String
The github branch to get files from. only used if release is false
release
Boolean
If set to true, get the latest github release instead of latest commit
optional_versions
Table
A Table containing AssetUpdates Modules to be used as optional versions
Example
This example is what you would put inside your main node within your mod config
Where id
is the unique identifier on Modworkshop. So this example will update the directory of the mod with the mod with id '16212' and version
being the current version set in the mod page on Modworkshop. You can set it as any string/number you'd like. Numbers are recommended.
The example is what you'll see in most mods. Some old mods may have use_local_path
& use_local_dir
set to true. These parameters are already set to true by default.
Github Example
For commit based updating:
The id
for github provider updates is owner/repository
and branch
should be the branch you wish to update from, most of the time this should be master or main.
Upon the next commit, This will create a version_file
in the root of your mod with the hash of the commit, you will want to add this to your .gitignore.
For release based updating:
The version
should be the same as the tag of the release.
Optional versions
This example showcases optional versions, which can be enabled in the mod settings in the BeardLib Mod Manager.
The optional versions table should contain AssetUpdates modules with their module name replaced with the name you wish to list in the settings menu. The root element will be the stable
version.
Custom providers
You can either ask the current developers of BeardLib if they can add your site as a provider. Or, use custom providers feature of the module.
To make custom providers you need to have an API in your website. BeardLib will need to communicate with your API to get the version, mod files.
Providers are defined inside the module itself.
Since this is a more complicated topic, we'll start with an XML example:
<custom_provider check_func download_url/>
<custom_provider check_func download_url/>
In the future a module will be added to add a provider instead of repeating it in the module. Pay attention to the dollar signs in the URL, these will be replaced.
For example, $id$
in this case, will turn into MyMod
version_api_url
String
The URL that checks the version. If you don't use a custom check_func function, the function will expect the URL to return the latest version. It will then compare the version to the current version
download_url
String
The URL that will download the file. If you have something more special you'll need to handle it yourself in download_file_func
version_is_number
Boolean
[Defaults to false] Determines whether the versions are a number. This will force all versions to be a number so no string versions!
check_func
String or Function (in classes)
String path to a function (self.Func for example) or a function if defined inside a provider class. The function must deal with the version check all by itself. Use the BLT function dohttpreq
to do communication with the web. See the providers inside BeardLib to understand more how it works
download_file_func
String or Function (in classes)
Exactly like check_func
rules but this will donwload the update
page_url
String
The page of the mod for users to get more information. Used in the mods manager
Creating a provider class
At the moment, it's possible to create a class for custom providers. The class acts like "custom_provider" only the functions have to be actual functions and not a path to the function. And you can use them like normal providers in the modules themselves.
Example of payday2concepts website (built in BeardLib):
You'll have to create these early enough so BeardLib mods can use it.
Having more than one update module in the mod.
At the moment, BeardLib adds updates into mods manager as single mod updates and does not account for individual updates. This will be changed in the future.
Functions
Get
GetMainInstallDir()
String
Returns the path of the primary installation directory for the mod. i.e. The directory that contains that version
file
Other
CheckVersion()
Checks the version if the mod/assets are updated
RetrieveCurrentVersion()
Sets self.version
to the current version
PrepareForUpdate()
Called by the check function (or _CheckVersion()) to let BeardLib know there's an update. This informs the mods manager & informs the user if important
is set to true
_CheckVersion()
The default version check function if the provider doesn't have one set
DownloadAssets()
Downloads the mod/assets
_DownloadAssets()
The default download function if the provider doesn't have download_file_func
set
ViewMod()
Opens the page of the mod in the provider's site. Don't call this if provider doesn't have page_url
set
StoreDownloadedAssets(String data, String id)
The function that recieves the downloaded file and stores it. data
is the data string of the file, basically all of the bytes and pieces of it. id
is the ID of the download; the function doesn't use it.
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