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MG Patcher

Discussion in 'Assets and Asset Store' started by mihanocho, Mar 21, 2015.

?

Do you like MGPatcherTools,?

  1. Yes

  2. No

Multiple votes are allowed.
Results are only viewable after voting.
  1. DizzyWascal

    DizzyWascal

    Joined:
    Jul 16, 2015
    Posts:
    19
    After a patch is downloaded it keeps getting stuck on Open "patch file"

    The error that causes this is

    Code (CSharp):
    1. ICSharpCode.SharpZipLib.Zip.ZipException: Cannot find central directory
    2.   at ICSharpCode.SharpZipLib.Zip.ZipFile.ReadEntries () [0x00000] in <filename unknown>:0
    3.   at ICSharpCode.SharpZipLib.Zip.ZipFile..ctor (System.IO.FileStream file) [0x00000] in <filename unknown>:0
    4. UnityEngine.Debug:LogError(Object)
    5. MGPatcherClient.Core.MGPatcher:PatchProcess(List`1, String, Action`2)
    6. MGPatcherClient.Core.<>c__DisplayClass1_0:<Patch>b__0()
    7.  
    I've tried using .patch and .zip and it didn't work.
     
    Last edited: Oct 25, 2016
  2. DizzyWascal

    DizzyWascal

    Joined:
    Jul 16, 2015
    Posts:
    19
    Fixed itself when I just decided to use the normal Win/x86 path

    For a longer path it was able to download but wasn't downloading properly only getting stuck at 9KB then decided to extract and that error above popped up.

    Very nice asset, loving these features!

    EDIT: I believe that zip error I was having was caused by accidentally using backslashes "\" and not forward slashes "/" in the path. I ended up using my longer HTTP path and it worked. My mistake from the start.

    Another Edit: Only .zip works and .patch hangs on Open. I'll attach the output_log.txt file.
     

    Attached Files:

    Last edited: Oct 25, 2016
  3. Lethn

    Lethn

    Joined:
    May 18, 2015
    Posts:
    1,583
    I just wanted to say, thank you for continuing to update this asset! I'm still experimenting with it but since you updated it and automated various processes everything is now working fine and it's a lot easier to use, especially with the new tutorial you posted, keep it up!
     
  4. mihanocho

    mihanocho

    Joined:
    Mar 10, 2015
    Posts:
    296
    Thanks to all I try to fix bugs as quickly as possible. If you have suggestions for new features write!
     
  5. launchpad

    launchpad

    Joined:
    Aug 17, 2007
    Posts:
    95
    Is it possible to manually patch in the current Standart 5.1 (similar to what we could do in earlier versions)?

    Otherwise, is this a Pro feature and when will Pro be released?
     
  6. mihanocho

    mihanocho

    Joined:
    Mar 10, 2015
    Posts:
    296
    Manually patch available in Pro version. The Pro version will be published in a few days
     
  7. MoDDiB

    MoDDiB

    Joined:
    Jun 25, 2013
    Posts:
    9
    Hello I've tried to use your tool today and during the upload I have this problem :
    http://hpics.li/94cfb33
    "error 421 you can only have 2 simultanous connections."

    It sounds like you use more than 1 connection and my provider doesn't want it :/

    Can you do something ?

    Furthermore the error I get when I try the client after uploading manually isn't explicit enough :
    http://hpics.li/77904de
    http://hpics.li/5984f61
    ( he doesn't give the address it's trying, I found where was the problem but an indication about the url used would be usefull )

    Now when I'm trying to update with the client I got this error :

    http://hpics.li/c3a4ec0

    any idea ?

    Thank you.
     
    Last edited: Oct 30, 2016
  8. Anubis75

    Anubis75

    Joined:
    Jul 29, 2013
    Posts:
    24
    Hello,

    i have a new problem. i dont know what this means..
    The Version Numbers in the Updater is 0.0.0.1 to 0.0.0.2
    Regards
     

    Attached Files:

    Last edited: Oct 30, 2016
  9. MoDDiB

    MoDDiB

    Joined:
    Jun 25, 2013
    Posts:
    9
    I got this error when I didn't set the right name of the game in the build settings.
     
    Anubis75 likes this.
  10. Anubis75

    Anubis75

    Joined:
    Jul 29, 2013
    Posts:
    24
    Thank you i will check it :)
     
  11. DizzyWascal

    DizzyWascal

    Joined:
    Jul 16, 2015
    Posts:
    19
    Does MG Patcher support caching? Like if someone exits while its patching can he/she continue where it left off when application re-opens? If not Will this be supported later or is this a pro version feature?

    Very interested in the pro version anyways, this is a great asset already!
     
  12. Anubis75

    Anubis75

    Joined:
    Jul 29, 2013
    Posts:
    24
    Hello Again,

    i really want to know, whats wrong here... i made a new Projekt from beginning, installed the asset, the first 2 patches are ok. then i copy some folders in to the projekt. 3rd patch. So i start the first version from the source folder, i got this error... i really hate this.
     

    Attached Files:

  13. Lethn

    Lethn

    Joined:
    May 18, 2015
    Posts:
    1,583
    Try not to spam too much, you'll need to give him time to look through the code and replicate the error, that kind of thing doesn't happen in a day normally especially if it's a big project.
     
  14. Anubis75

    Anubis75

    Joined:
    Jul 29, 2013
    Posts:
    24
    i didnt spam, i try first what MoDDiB told me. this is the feedback and means its doenst helps.. i spend a lot of time to find out. meaby the problem is, i delete the versions in the BuildSettings. So keep cool...

    PS: Yes this is the problem, if you make a patch 1, 2 and 3. After this in the Buildsettings deleting Patch 3, and create patch 3 again,. then i got this error...
     
    Last edited: Oct 31, 2016
  15. mihanocho

    mihanocho

    Joined:
    Mar 10, 2015
    Posts:
    296
    Hi all! Sorry for the late reply!! I was on vacation.


    1. Don't start application from source folder.
    2. Before create new "3" version delete Build folder.
    3. Start application with administrator rules.

    I disabled this support because it was causing problems. But I think I'll do a little different but will work also.
    I'm working on a solution to these problems. Thanks for wait!!
     
    Anubis75 likes this.
  16. mihanocho

    mihanocho

    Joined:
    Mar 10, 2015
    Posts:
    296
    Add me on Skype so you can test the fix!
     
  17. mihanocho

    mihanocho

    Joined:
    Mar 10, 2015
    Posts:
    296
  18. DizzyWascal

    DizzyWascal

    Joined:
    Jul 16, 2015
    Posts:
    19
    Hello, Just got MG Patcher Pro.

    Just wondering have you figured out how to download patches in Windows 10 without running admin mode?
     
  19. mihanocho

    mihanocho

    Joined:
    Mar 10, 2015
    Posts:
    296
    This is possible if you use Separate!
     
  20. ftejada

    ftejada

    Joined:
    Jul 1, 2015
    Posts:
    695
    Hi

    Some questions.

    I have been active for almost a year now. From what I read my version would now be the standart call.

    My question is:

    1) I have lost characteristics since I updated it to standart and took out its version pro?

    2) How are they different? I have read but I am not very sure.

    regards
     
  21. mihanocho

    mihanocho

    Joined:
    Mar 10, 2015
    Posts:
    296
    Hello!!
    Standart version close source code.
    Pro version:
    1. Open source code
    2. DropBox+VisualStudio
    3. Handmake patch
    4. Selection of unused files.
    5. Add new features will be only in Pro.
     
  22. CaptainMurphy

    CaptainMurphy

    Joined:
    Jul 15, 2014
    Posts:
    746
    Then you should have made a new version in the asset store if you were going to change the feature set of previous purchases. As it stands you took away all of the features that we bought the product for and have thus crippled the software.
     
    XPAction, Mazak and ftejada like this.
  23. mihanocho

    mihanocho

    Joined:
    Mar 10, 2015
    Posts:
    296
    Hello! I can send the old version to everyone. As "New MGPatcherTools" there was a huge amount of code changes. I decided to close the source code. If you want to use old MGPatcher Tools - Pro please contact me by email.
     
  24. DizzyWascal

    DizzyWascal

    Joined:
    Jul 16, 2015
    Posts:
    19
    Thanks for the Pro Version, makes things so much easier!

    Just pointing out something in the Pro version (v1.0) , MGProgressPatch script needs to be renamed to ProgressPatch otherwise it won't compile. The class name in that script is still 'ProgressPatch'

    Also .patch still doesn't open and gets stuck, that's ok .zip gets the job done!
     
  25. launchpad

    launchpad

    Joined:
    Aug 17, 2007
    Posts:
    95
    Hi,
    Would you have a look at the Hand patch please. There is a difference between how MGManualPatchWindow and MGMakePatch are using the source and destination folders. Manual requires a full path while MakePatch assembles its own.

    Thanks.
     
  26. mihanocho

    mihanocho

    Joined:
    Mar 10, 2015
    Posts:
    296
    Hello! MGManualPatchWindow use PatcherBuilder for create patch.
    upload_2016-11-12_9-53-2.png
    See this function upload_2016-11-12_9-55-10.png
     
  27. Lethn

    Lethn

    Joined:
    May 18, 2015
    Posts:
    1,583
    Just to report I have no idea about native mode and so on and I'm getting the exact same error as Anubis75, would someone mind doing a quick tutorial just to show me how to fix it all? As long as it's all functioning when the game is built I don't care too much about the more advanced options right now.
     
  28. launchpad

    launchpad

    Joined:
    Aug 17, 2007
    Posts:
    95
    Still problems with Hand Patch (manual build)
    HandPatch1 copy.jpg



    HandPatch2 copy.jpg


    HandPatch3 copy.jpg

    Error:
    Version folder C:\Unity Projects 5.4\SmartMan v2.0\MGPatcherBuilderContent\Win\x86\source\2.0.55 does not exist. Path: C:/Unity Projects 5.4/SmartMan v2.0/MGPatcherBuilderContent/Win/x86/source/C:\Unity Projects 5.4\SmartMan v2.0\MGPatcherBuilderContent\Win\x86\source\2.0.55

    The problem is some of your paths get altered and others get passed as they are.

    Would you run a test and see if a manual patch on 2 folders works as you expect and then advise on what I am doing wrong? I have spent a number of hours reassigning path variables without success.

    I need manual patch as I have to add resources that are not included in the Unity build.
     
  29. mihanocho

    mihanocho

    Joined:
    Mar 10, 2015
    Posts:
    296
    Hello! Thanks for find a bug!!!
    For fix open MGManualPatchWindow.cs
    Go to line 83 and replace:
    upload_2016-11-17_19-34-47.png
    Go to DrawFooter function and change this:
    upload_2016-11-17_19-35-46.png
    Open MGPatchBuilder.cs and change "addVersion" to "version2" in function CreatePatch
    upload_2016-11-17_19-37-52.png
     
  30. mihanocho

    mihanocho

    Joined:
    Mar 10, 2015
    Posts:
    296
    Somebody who has the same problem. Record a video. I can't get this error. I need to see under what conditions this happens. ;)
     
  31. launchpad

    launchpad

    Joined:
    Aug 17, 2007
    Posts:
    95
    Ah, much better, thanks. Just a note for others:
    1) Add: using MGPatcherClient.core to MGManualPatchWindow.cs to access MGUtils
    and
    2) void DrawFooter() has changed to DrawFooter(string sourceFolder) as indicated above.
     
  32. launchpad

    launchpad

    Joined:
    Aug 17, 2007
    Posts:
    95
    MGPatcher3 copy.jpg
    This is a problem with the MGPatcher demo scene. Fresh install of just MGPatcher Pro

    The first error in the list is:
    GameObject (named 'MGPatcher') references runtime script in scene file. Fixing!

    another is:
    The class named 'MGPatcherClient.Core.MGPatcher' is not derived from MonoBehaviour or ScriptableObject!
     
  33. mihanocho

    mihanocho

    Joined:
    Mar 10, 2015
    Posts:
    296
  34. mihanocho

    mihanocho

    Joined:
    Mar 10, 2015
    Posts:
    296
  35. launchpad

    launchpad

    Joined:
    Aug 17, 2007
    Posts:
    95
    Still not working.
    Please look at the MGPatcher demo scene, specifically MGPatcherCanvas gameobject. I believe the attached script should be MGProgressPatch

    MGPatcher4 copy.jpg

    I can't find the error in the script. If I add:
    using UnityEngine.UI (or make any other valid change)
    then the script becomes temporarily valid. But when I run or save and re-enter the scene, the error above is shown again.

    Possibly to do with:
    mgpd=(MGPatcherData)Resources.Load("MGPatcherData"); //load information from MGPatcherData.asset
    in MGPatcherControllVersion.CS
    giving
    InvalidCastException: Cannot cast from source type to destination type.
    even after moving the MGPatcherData.cs file to a Resources folder.
     
    Last edited: Nov 20, 2016
  36. mihanocho

    mihanocho

    Joined:
    Mar 10, 2015
    Posts:
    296
  37. blobadark

    blobadark

    Joined:
    Nov 24, 2016
    Posts:
    1
    Thanks a lot all! Works fine!!!
     
  38. Mazak

    Mazak

    Joined:
    Mar 24, 2013
    Posts:
    226
    I agree,
    Your users have supported you, helped you - examine this forum how your users have helped you find bugs, who have tested the software and put in countless hours of work.
    I have no problem if you do like many others do, Terrain composer for example they deprecated the old version but left it available to those who purchased it as it was on the last update and made a new version that needs to be purchased again.
    I'm sorry but your code is buggie, without the source it is useless as you can see through out this forum. I can predict people who spend $20 to buy standart will be greatly disappointed and will not upgrade. You will be cutting sales not helping them by offering a low cost product.
    I suggest making one last version of Standart, place the source into that version then deprecate it so others cannot purchase it but your customers can get it if they need it.

    Thank you.
     
    XPAction and CaptainMurphy like this.
  39. Lethn

    Lethn

    Joined:
    May 18, 2015
    Posts:
    1,583
    Unfortunately I have to get quite persistent now as well, is there any solution to problems with downloading patches? I'm going to post up a screenshot of my issue just in case it happens to be generating different error codes but the settings are all fine and it uploads correctly the downloader just doesn't seem to be working right.

    I really hope this software isn't going to just be abandoned or anything because it was looking like a proper solution for patching.

    https://i.imgsafe.org/14e65115b3.png
     
  40. mihanocho

    mihanocho

    Joined:
    Mar 10, 2015
    Posts:
    296
    Hello! Send me on Skype!
     
  41. mihanocho

    mihanocho

    Joined:
    Mar 10, 2015
    Posts:
    296
    Hi all. I have 8 vouchers for free download MGPatcherTools-Pro. I will give them to those who agree to test and offer new solutions for MGPatcherTools. If you are interested.
    -Add me in Skype.
    -Send invoice no. for MGPatcherTools-Standard.
     
    Mazak likes this.
  42. Mazak

    Mazak

    Joined:
    Mar 24, 2013
    Posts:
    226
    I did not see your skype - I sent an email with my skype name and invoice
     
  43. mihanocho

    mihanocho

    Joined:
    Mar 10, 2015
    Posts:
    296
    You can see my skype account in the last page on manual MGPatcherTools-Standart
     
  44. DizzyWascal

    DizzyWascal

    Joined:
    Jul 16, 2015
    Posts:
    19
    Hello! I'm now working on implementing MG Patcher on the Mac Version. The problem is DirectoryNotFoundException, not being able to find .DS Store, I've tried to make sure I'm not missing these files but they're hidden and I've redone this a couple of times.

    Is there a way to just skip a file if it can't find it? I'm using MG Patcher Pro v1.0.

    Edit: The DirectoryNotFoundException is coming from MGPatcher.PatchProcess function. Also from GetMD5File function in FileEntry script, tried to use Try, Catch statements don't know exactly where it's coming from because this error only prints in the Mac Console and not the Unity Editor.
     
  45. mihanocho

    mihanocho

    Joined:
    Mar 10, 2015
    Posts:
    296
    I look at one of these days
     
  46. Shadowing

    Shadowing

    Joined:
    Jan 29, 2015
    Posts:
    1,628
    I get this when I try to add a version


    IOException: Failed to Copy File / Directory from 'F:/Unity Game Projects/Patcher/MGPatcherBuilderContent/Win/x64/Build' to 'F:/Unity Game Projects/Patcher/MGPatcherBuilderContent/Win/x64/source/F:\Unity Game Projects\System Lords\Build\Windows'.
    MGPatcherBuilder.Core.MGBuilderPlayer.CopyToSource (System.String buildFolder, System.String sourceFolder, System.String version) (at C:/Users/mihai/OneDrive/Documents/Visual Studio 2015/Projects/MGPatcherToolsLibEditor/MGPatcherToolsLibEditor/Core/MGBuilderPlayer.cs:53)

    Attached a image
     

    Attached Files:

  47. mihanocho

    mihanocho

    Joined:
    Mar 10, 2015
    Posts:
    296
    Hello! You have incorrectly configured! In the Add Version field set version name.
    Path versions
    Path patches
    Not full path. Please see manual!
     
  48. Shadowing

    Shadowing

    Joined:
    Jan 29, 2015
    Posts:
    1,628
    I had to delete the ICSharpCode.SharpZipLib.dll in order for prevent a error conflict with another asset I use.
    hmm. well that sucks.
    Is that file just used for compression? I'm in need of compression cause this is just going to be a self updater for my patcher that updates multiple games.
    Is there away I can make your patcher not use the ICSharpCode.SharpZipLib.dll file?


    Assets/Plugins/DarkPatcher/Dev/DarkPatcher/Compression/Compression.cs(52,60): error CS0433: The imported type `ICSharpCode.SharpZipLib.Zip.ZipOutputStream' is defined multiple times
     
    Last edited: Dec 19, 2016
  49. Shadowing

    Shadowing

    Joined:
    Jan 29, 2015
    Posts:
    1,628
    I removed a dll file from the dark patcher asset. Now your asset works but Dark Patcher isn't working. Sigh.
    I"m assuming this is used for compression? can I reroute around it on your asset?


    Or maybe can I rename the file that your patcher uses and change where its being used. would that work?
     
    Last edited: Dec 19, 2016
  50. LoftyTheMetroid

    LoftyTheMetroid

    Joined:
    Oct 26, 2012
    Posts:
    57
    So, I've tried multiple times to integrate patching into our very, very large (>20GB) project. I've tried DarkPatcher, P.A.T.C.H., and now MG Patcher, but there always appears to be some issue.

    For MG Patcher, the new editor window-based documentation is nice, but it still leaves me with questions and unexplained parts of the workflow. I can't tell which parts are based on my own ignorance and misunderstanding, or if there are assumptions being made one way or another.

    For example, is the intention for MG Patcher to be included in the main game project, even if it is set up to be a separate launcher? When I click the button to add a new version, is it automatically making a new build and patch based on my current build settings?

    One of the things I like about other products is that I can make builds separately. Then, in a patcher-specific project, I can reference these builds to generate patches. I'd rather not tie my patch-making workflow into my build pipeline, especially when each build is >20GB and can take well over an hour to make.

    Maybe it is the case that builds can be separate in MG Patcher, but I don't see where this is detailed/explained...?