This would be a Steam feature, not an engine feature.  As you mention, in some 
cases the two branches are shipping identical builds, so there isn't anything 
that could be in the build image itself to distinguish which branch it came 
from.

If you have your own update script, it wouldn't take too much work to have the 
script write out a text or something file containing the name of the branch 
that was synced.  That seems like the best place to do it.

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Asher Baker
Sent: Monday, April 29, 2013 11:55 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Optional updates available for CS:S, DoD:S, and HL2:DM

This is a really welcome change to the release process, thanks.

Is there a trivial way for a server plugin (C++) to get the current beta branch 
name, any chance it could be exposed somewhere if not (although I guess the 
engine itself doesn't really care, but a function on IVEngineServer or a simple 
text file in the root would be really handy)?

On Mon, Apr 29, 2013 at 5:31 PM, Fletcher Dunn <[email protected]> 
wrote:
> The updates released on Friday in the prerelease branch have now 
> shipped in the main branch.  The updates did not change the 
> PatchVersion, so they are optional for servers.  Patch notes are below.
>
>
>
> Please note that there are some bugs in github tagged for "next release"
> which unfortunately were not merged over for this release.  We'll have 
> another update soon that pushes these fixes out.
>
>
>
> The prerelease branch is still active; it is currently the same build 
> as the main branch.
>
>
>
>
>
> From: Fletcher Dunn
> Sent: Friday, April 26, 2013 10:49 AM
> To: Half-Life dedicated Linux server mailing list 
> ([email protected]); Half-Life dedicated Win32 server 
> mailing list ([email protected]); 
> [email protected]
> Subject: Pre-release updates available for CS:S, DoD:S, and HL2:DM
>
>
>
> We're trying out different way to release updates that will hopefully 
> reduce disruption to your communities.
>
>
>
> New builds are now available for the client and dedicated server for 
> CS:S, DoD:S, and HL2:DM.  These builds have the same PatchVersion and 
> are network compatible with the current build.  (It's an "optional 
> update" for servers.) To obtain these builds, you need to opt into the 
> prerelease beta.
>
>
>
> To opt into the prerelease beta on the client, right click on the game 
> in the game list and select Properties, select the "Betas" tab, and 
> select the "prerelease" beta.  (This is a public beta and does not 
> require a password.)
>
>
>
> To select which branch to sync the dedicated server to using steamcmd, 
> you need to pass "-beta prerelease" to the app_update command.  For 
> example, if you are using a SteamCmd script file, you might have something 
> like this:
>
>
>
> login anonymous
>
> force_install_dir cstrike
>
> app_update 232330 -beta prerelease
>
> quit
>
>
>
> (I am told that it is possible to pass the -beta switch on the 
> steamcmd command line, through some magic combination of quoting, so 
> you can avoid having to create a script file.  Hopefully some kind 
> soul will figure out how to do that and share it.)
>
>
>
> Switching between two steampipe branches is really fast and easy, so 
> if there's a problem, you can switch back quickly.  (Opting out of the 
> "steampipe beta" was really painful because it was switching between 
> two entirely different content distribution systems --- that will 
> never apply
> again.)
>
>
>
> If no big problems are detected, we'll make these builds the official 
> build on Monday.
>
>
>
> Our current plan is to always keep the prerelease branch active, even 
> if it is the same build as the main branch.  This way you can stay 
> opted in.  In other words, "prerelease" actually means "the latest available 
> build".
>
>
>
> We're not sure if every update we release needs to go out as a 
> prerelease first.
>
>
>
> Here are the change notes for the builds we are releasing today:
>
>
>
> Source engine games:
>
> * mapcycle and motd files now reside in the cfg folder by default, or 
> in the root as a fallback.
>
> * Default mapcycle and motd files are now shipped as 
> cfg/xxx_default.txt, and will be used if the filename convar is at the 
> default value and no custom file is found in the cfg folder or the root.
>
> * mapcycle file can contain blank lines and //-style comments
>
> * mapcycle file loaded from the custom folder.
>
> * Greatly reduced memory usage on the client and server
>
> * Added some hardcoded rules to the "end" of sv_pure rule list.
>
> * Fixed some filesystem calls not properly obeying pure server rules.
>
> * Fixed model bounds and simple materials consistency checking rules.
> (Fixed Counter-Strike server spew.)
>
>
>
>
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