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[RELEASED] DarkPatcher - Patcher & Launcher

Discussion in 'Assets and Asset Store' started by witcher112, Jul 30, 2014.

  1. witcher112

    witcher112

    Joined:
    Mar 20, 2014
    Posts:
    70
    Hello
    For first tell me what are you trying to do - i guess you're trying to create launcher patcher right ?
    In that case check if you have changed version information in launcher_version.info before building installation

    Cheers!
     
  2. rickcollette

    rickcollette

    Joined:
    Mar 17, 2013
    Posts:
    304
    Annnd.. this is all thats in my output log...

    Initialize engine version: 5.1.0f3
    GfxDevice: creating device client; threaded=1
    Direct3D:
    Version: Direct3D 11.0 [level 11.0]
    Renderer: NVIDIA GeForce GT 740 (ID=0xfc8)
    Vendor: NVIDIA
    VRAM: 1990 MB
    Begin MonoManager ReloadAssembly
    Platform assembly: C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\UnityEngine.dll (this message is harmless)
    Loading C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\UnityEngine.dll into Unity Child Domain
    Platform assembly: C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
    Loading C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
    Platform assembly: C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\UnityEngine.UI.dll (this message is harmless)
    Loading C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
    Platform assembly: C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
    Loading C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
    Platform assembly: C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\UnityEngine.Analytics.dll (this message is harmless)
    Loading C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\UnityEngine.Analytics.dll into Unity Child Domain
    Platform assembly: C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
    Loading C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
    Platform assembly: C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\UnityEngine.UI.dll (this message is harmless)
    Loading C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
    Platform assembly: C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\DarkDiff.dll (this message is harmless)
    Loading C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\DarkDiff.dll into Unity Child Domain
    Platform assembly: C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\DarkNet20.dll (this message is harmless)
    Loading C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\DarkNet20.dll into Unity Child Domain
    Platform assembly: C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\DarkDownloader.dll (this message is harmless)
    Loading C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\DarkDownloader.dll into Unity Child Domain
    Platform assembly: C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\DarkPatcher.dll (this message is harmless)
    Loading C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\DarkPatcher.dll into Unity Child Domain
    Platform assembly: C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\DarkPath.dll (this message is harmless)
    Loading C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\DarkPath.dll into Unity Child Domain
    Platform assembly: C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\DarkLauncher.dll (this message is harmless)
    Loading C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\DarkLauncher.dll into Unity Child Domain
    Platform assembly: C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\Mono.Posix.dll (this message is harmless)
    Loading C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\Mono.Posix.dll into Unity Child Domain
    Platform assembly: C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\DesignerLibrary.dll (this message is harmless)
    Loading C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\DesignerLibrary.dll into Unity Child Domain
    Platform assembly: C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\ICSharpCode.SharpZipLib.dll (this message is harmless)
    Loading C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\ICSharpCode.SharpZipLib.dll into Unity Child Domain
    Platform assembly: C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\DarkLogger.dll (this message is harmless)
    Loading C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\DarkLogger.dll into Unity Child Domain
    - Completed reload, in 0.043 seconds
    desktop: 2560x1440 59Hz; virtual: 5120x1440 at -2560,0
    <RI> Initializing input.

    <RI> Input initialized.

    <RI> Initialized touch support.

    Platform assembly: C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\System.Core.dll (this message is harmless)
    Platform assembly: C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\System.dll (this message is harmless)
    Using launcher path : C:/Users/SOMEPATH/Documents/ProjectLauncher/1/ProjectLauncher_Data\game
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 65)

    Platform assembly: C:\Users\SOMEPATH\Documents\ProjectLauncher\1\ProjectLauncher_Data\Managed\Mono.Security.dll (this message is harmless)
     
  3. witcher112

    witcher112

    Joined:
    Mar 20, 2014
    Posts:
    70
  4. rickcollette

    rickcollette

    Joined:
    Mar 17, 2013
    Posts:
    304
    Worked through this issue; it has something to do with my webserver i think.. if i hit it with IP address, its fine, if i hit it with DNS name, its not fine...

    Now.. working through your innosetup tutorial
     
  5. rickcollette

    rickcollette

    Joined:
    Mar 17, 2013
    Posts:
    304
    I follow your innosetup video, and once i launch from setup, it bombs.
    I am PRETTY sure this is permissions, but I don't know how to fix it.
    FYI: If I run darkpatcher from my home directory, it works spot on.


    --------------------------------Initialization--------------------------------

    [LOG] Initialized with source : http://192.168.1.4/updates , local : C:/Program Files (x86)/MyAppName/MyAppNameLauncher_Data\game.

    [LOG] Thread has been started.

    [LOG] Failed to obtain global version.

    [LOG] Adding run operation to queue.

    [LOG] Patcher has been canceled.

    --------------------------------Running with redownload : False , repair : False.--------------------------------

    [LOG] 0 attempt for download http://192.168.1.4/updates/list.required_files to C:/Program Files (x86)/MyAppName/MyAppNameLauncher_Data/game/download/__GetRequiredFiles__

    --------------------------------Processing MyAppName.exe
    .--------------------------------

    [LOG] Checking file status.

    [LOG] Download current version of file.

    [LOG] 0 attempt for download http://192.168.1.4/updates/compress.info to C:/Program Files (x86)/MyAppName/MyAppNameLauncher_Data/game/download/__GetCompressionAvailable__

    [LOG] 0 attempt for download http://192.168.1.4/updates/current/MyAppName.exe.version to C:/Program Files (x86)/MyAppName/MyAppNameLauncher_Data/game/download/current/MyAppName.exe.version.check

    [LOG] Deleting progress of previous download.

    [LOG] Marking download with version.

    [LOG] 0 attempt for download http://192.168.1.4/updates/current/MyAppName.exe to C:/Program Files (x86)/MyAppName/MyAppNameLauncher_Data/game/download/current/MyAppName.exe

    [EXCEPTION] System.Net.WebException: Error getting response stream (ReadDone1): ReceiveFailure ---> System.IO.IOException: EndRead failure ---> System.Net.Sockets.SocketException: An existing connection was forcibly closed by the remote host.

    at System.Net.Sockets.Socket+SocketAsyncResult.CheckIfThrowDelayedException () [0x00000] in <filename unknown>:0
    at System.Net.Sockets.Socket.EndReceive (IAsyncResult asyncResult, System.Net.Sockets.SocketError& errorCode) [0x00000] in <filename unknown>:0
    at System.Net.Sockets.Socket.EndReceive (IAsyncResult result) [0x00000] in <filename unknown>:0
    at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
    at System.Net.WebConnection.ReadDone (IAsyncResult result) [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    at System.Net.HttpWebRequest.EndGetResponse (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0
    at System.Net.HttpWebRequest.GetResponse () [0x00000] in <filename unknown>:0
    at DarkDownloader.DownloadData.GetFileSize (System.String url) [0x00000] in <filename unknown>:0

    [LOG] Failed to get file size for http://192.168.1.4/updates/current/MyAppName.exe

    [EXCEPTION] System.Net.WebException: Error getting response stream (ReadDone1): ReceiveFailure ---> System.IO.IOException: EndRead failure ---> System.Net.Sockets.SocketException: An existing connection was forcibly closed by the remote host.

    at System.Net.Sockets.Socket+SocketAsyncResult.CheckIfThrowDelayedException () [0x00000] in <filename unknown>:0
    at System.Net.Sockets.Socket.EndReceive (IAsyncResult asyncResult, System.Net.Sockets.SocketError& errorCode) [0x00000] in <filename unknown>:0
    at System.Net.Sockets.Socket.EndReceive (IAsyncResult result) [0x00000] in <filename unknown>:0
    at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
    at System.Net.WebConnection.ReadDone (IAsyncResult result) [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    at System.Net.HttpWebRequest.EndGetResponse (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0
    at System.Net.HttpWebRequest.GetResponse () [0x00000] in <filename unknown>:0
    at DarkDownloader.DownloadData.Create (System.String webpath, System.String destination) [0x00000] in <filename unknown>:0

    [EXCEPTION] System.Exception: Failed to get response from WebRequest : http://192.168.1.4/updates/current/MyAppName.exe
    at DarkDownloader.DownloadData.Create (System.String webpath, System.String destination) [0x00000] in <filename unknown>:0
    at DarkDownloader.Downloader+<>c__DisplayClass1.<Download>b__0 () [0x00000] in <filename unknown>:0

    [ERROR] Failed to download file from http://192.168.1.4/updates/current/MyAppName.exe to C:/Program Files (x86)/MyAppName/MyAppNameLauncher_Data/game/download/current/MyAppName.exe

    [LOG] 1 attempt for download http://192.168.1.4/updates/current/MyAppName.exe to C:/Program Files (x86)/MyAppName/MyAppNameLauncher_Data/game/download/current/MyAppName.exe

    [EXCEPTION] System.Net.WebException: Error getting response stream (ReadDone1): ReceiveFailure ---> System.IO.IOException: EndRead failure ---> System.Net.Sockets.SocketException: An existing connection was forcibly closed by the remote host.

    at System.Net.Sockets.Socket+SocketAsyncResult.CheckIfThrowDelayedException () [0x00000] in <filename unknown>:0
    at System.Net.Sockets.Socket.EndReceive (IAsyncResult asyncResult, System.Net.Sockets.SocketError& errorCode) [0x00000] in <filename unknown>:0
    at System.Net.Sockets.Socket.EndReceive (IAsyncResult result) [0x00000] in <filename unknown>:0
    at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
    at System.Net.WebConnection.ReadDone (IAsyncResult result) [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    at System.Net.HttpWebRequest.EndGetResponse (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0
    at System.Net.HttpWebRequest.GetResponse () [0x00000] in <filename unknown>:0
    at DarkDownloader.DownloadData.GetFileSize (System.String url) [0x00000] in <filename unknown>:0

    [LOG] Failed to get file size for http://192.168.1.4/updates/current/MyAppName.exe

    [EXCEPTION] System.Net.WebException: Error getting response stream (ReadDone1): ReceiveFailure ---> System.IO.IOException: EndRead failure ---> System.Net.Sockets.SocketException: An existing connection was forcibly closed by the remote host.

    at System.Net.Sockets.Socket+SocketAsyncResult.CheckIfThrowDelayedException () [0x00000] in <filename unknown>:0
    at System.Net.Sockets.Socket.EndReceive (IAsyncResult asyncResult, System.Net.Sockets.SocketError& errorCode) [0x00000] in <filename unknown>:0
    at System.Net.Sockets.Socket.EndReceive (IAsyncResult result) [0x00000] in <filename unknown>:0
    at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
    at System.Net.WebConnection.ReadDone (IAsyncResult result) [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    at System.Net.HttpWebRequest.EndGetResponse (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0
    at System.Net.HttpWebRequest.GetResponse () [0x00000] in <filename unknown>:0
    at DarkDownloader.DownloadData.Create (System.String webpath, System.String destination) [0x00000] in <filename unknown>:0

    [EXCEPTION] System.Exception: Failed to get response from WebRequest : http://192.168.1.4/updates/current/MyAppName.exe
    at DarkDownloader.DownloadData.Create (System.String webpath, System.String destination) [0x00000] in <filename unknown>:0
    at DarkDownloader.Downloader+<>c__DisplayClass1.<Download>b__0 () [0x00000] in <filename unknown>:0

    [ERROR] Failed to download file from http://192.168.1.4/updates/current/MyAppName.exe to C:/Program Files (x86)/MyAppName/MyAppNameLauncher_Data/game/download/current/MyAppName.exe

    [LOG] 2 attempt for download http://192.168.1.4/updates/current/MyAppName.exe to C:/Program Files (x86)/MyAppName/MyAppNameLauncher_Data/game/download/current/MyAppName.exe

    [EXCEPTION] System.Net.WebException: Error getting response stream (ReadDone1): ReceiveFailure ---> System.IO.IOException: EndRead failure ---> System.Net.Sockets.SocketException: An existing connection was forcibly closed by the remote host.

    at System.Net.Sockets.Socket+SocketAsyncResult.CheckIfThrowDelayedException () [0x00000] in <filename unknown>:0
    at System.Net.Sockets.Socket.EndReceive (IAsyncResult asyncResult, System.Net.Sockets.SocketError& errorCode) [0x00000] in <filename unknown>:0
    at System.Net.Sockets.Socket.EndReceive (IAsyncResult result) [0x00000] in <filename unknown>:0
    at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
    at System.Net.WebConnection.ReadDone (IAsyncResult result) [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    at System.Net.HttpWebRequest.EndGetResponse (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0
    at System.Net.HttpWebRequest.GetResponse () [0x00000] in <filename unknown>:0
    at DarkDownloader.DownloadData.GetFileSize (System.String url) [0x00000] in <filename unknown>:0

    [LOG] Failed to get file size for http://192.168.1.4/updates/current/MyAppName.exe

    [EXCEPTION] System.Net.WebException: Error getting response stream (ReadDone1): ReceiveFailure ---> System.IO.IOException: EndRead failure ---> System.Net.Sockets.SocketException: An existing connection was forcibly closed by the remote host.

    at System.Net.Sockets.Socket+SocketAsyncResult.CheckIfThrowDelayedException () [0x00000] in <filename unknown>:0
    at System.Net.Sockets.Socket.EndReceive (IAsyncResult asyncResult, System.Net.Sockets.SocketError& errorCode) [0x00000] in <filename unknown>:0
    at System.Net.Sockets.Socket.EndReceive (IAsyncResult result) [0x00000] in <filename unknown>:0
    at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
    at System.Net.WebConnection.ReadDone (IAsyncResult result) [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    at System.Net.HttpWebRequest.EndGetResponse (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0
    at System.Net.HttpWebRequest.GetResponse () [0x00000] in <filename unknown>:0
    at DarkDownloader.DownloadData.Create (System.String webpath, System.String destination) [0x00000] in <filename unknown>:0

    [EXCEPTION] System.Exception: Failed to get response from WebRequest : http://192.168.1.4/updates/current/MyAppName.exe
    at DarkDownloader.DownloadData.Create (System.String webpath, System.String destination) [0x00000] in <filename unknown>:0
    at DarkDownloader.Downloader+<>c__DisplayClass1.<Download>b__0 () [0x00000] in <filename unknown>:0

    [ERROR] Failed to download file from http://192.168.1.4/updates/current/MyAppName.exe to C:/Program Files (x86)/MyAppName/MyAppNameLauncher_Data/game/download/current/MyAppName.exe

    [LOG] 3 attempt for download http://192.168.1.4/updates/current/MyAppName.exe to C:/Program Files (x86)/MyAppName/MyAppNameLauncher_Data/game/download/current/MyAppName.exe

    [EXCEPTION] System.Net.WebException: Error getting response stream (ReadDone1): ReceiveFailure ---> System.IO.IOException: EndRead failure ---> System.Net.Sockets.SocketException: An existing connection was forcibly closed by the remote host.

    at System.Net.Sockets.Socket+SocketAsyncResult.CheckIfThrowDelayedException () [0x00000] in <filename unknown>:0
    at System.Net.Sockets.Socket.EndReceive (IAsyncResult asyncResult, System.Net.Sockets.SocketError& errorCode) [0x00000] in <filename unknown>:0
    at System.Net.Sockets.Socket.EndReceive (IAsyncResult result) [0x00000] in <filename unknown>:0
    at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
    at System.Net.WebConnection.ReadDone (IAsyncResult result) [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    at System.Net.HttpWebRequest.EndGetResponse (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0
    at System.Net.HttpWebRequest.GetResponse () [0x00000] in <filename unknown>:0
    at DarkDownloader.DownloadData.GetFileSize (System.String url) [0x00000] in <filename unknown>:0

    [LOG] Failed to get file size for http://192.168.1.4/updates/current/MyAppName.exe

    [EXCEPTION] System.Net.WebException: Error getting response stream (ReadDone1): ReceiveFailure ---> System.IO.IOException: EndRead failure ---> System.Net.Sockets.SocketException: An existing connection was forcibly closed by the remote host.

    at System.Net.Sockets.Socket+SocketAsyncResult.CheckIfThrowDelayedException () [0x00000] in <filename unknown>:0
    at System.Net.Sockets.Socket.EndReceive (IAsyncResult asyncResult, System.Net.Sockets.SocketError& errorCode) [0x00000] in <filename unknown>:0
    at System.Net.Sockets.Socket.EndReceive (IAsyncResult result) [0x00000] in <filename unknown>:0
    at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
    at System.Net.WebConnection.ReadDone (IAsyncResult result) [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    at System.Net.HttpWebRequest.EndGetResponse (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0
    at System.Net.HttpWebRequest.GetResponse () [0x00000] in <filename unknown>:0
    at DarkDownloader.DownloadData.Create (System.String webpath, System.String destination) [0x00000] in <filename unknown>:0

    [EXCEPTION] System.Exception: Failed to get response from WebRequest : http://192.168.1.4/updates/current/MyAppName.exe
    at DarkDownloader.DownloadData.Create (System.String webpath, System.String destination) [0x00000] in <filename unknown>:0
    at DarkDownloader.Downloader+<>c__DisplayClass1.<Download>b__0 () [0x00000] in <filename unknown>:0

    [ERROR] Failed to download file from http://192.168.1.4/updates/current/MyAppName.exe to C:/Program Files (x86)/MyAppName/MyAppNameLauncher_Data/game/download/current/MyAppName.exe

    [LOG] 4 attempt for download http://192.168.1.4/updates/current/MyAppName.exe to C:/Program Files (x86)/MyAppName/MyAppNameLauncher_Data/game/download/current/MyAppName.exe

    [EXCEPTION] System.Net.WebException: Error getting response stream (ReadDone1): ReceiveFailure ---> System.IO.IOException: EndRead failure ---> System.Net.Sockets.SocketException: An existing connection was forcibly closed by the remote host.

    at System.Net.Sockets.Socket+SocketAsyncResult.CheckIfThrowDelayedException () [0x00000] in <filename unknown>:0
    at System.Net.Sockets.Socket.EndReceive (IAsyncResult asyncResult, System.Net.Sockets.SocketError& errorCode) [0x00000] in <filename unknown>:0
    at System.Net.Sockets.Socket.EndReceive (IAsyncResult result) [0x00000] in <filename unknown>:0
    at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
    at System.Net.WebConnection.ReadDone (IAsyncResult result) [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    at System.Net.HttpWebRequest.EndGetResponse (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0
    at System.Net.HttpWebRequest.GetResponse () [0x00000] in <filename unknown>:0
    at DarkDownloader.DownloadData.GetFileSize (System.String url) [0x00000] in <filename unknown>:0

    [LOG] Failed to get file size for http://192.168.1.4/updates/current/MyAppName.exe

    [EXCEPTION] System.Net.WebException: Error getting response stream (ReadDone1): ReceiveFailure ---> System.IO.IOException: EndRead failure ---> System.Net.Sockets.SocketException: An existing connection was forcibly closed by the remote host.

    at System.Net.Sockets.Socket+SocketAsyncResult.CheckIfThrowDelayedException () [0x00000] in <filename unknown>:0
    at System.Net.Sockets.Socket.EndReceive (IAsyncResult asyncResult, System.Net.Sockets.SocketError& errorCode) [0x00000] in <filename unknown>:0
    at System.Net.Sockets.Socket.EndReceive (IAsyncResult result) [0x00000] in <filename unknown>:0
    at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in <filename unknown>:0
    at System.Net.WebConnection.ReadDone (IAsyncResult result) [0x00000] in <filename unknown>:0
    --- End of inner exception stack trace ---
    at System.Net.HttpWebRequest.EndGetResponse (IAsyncResult asyncResult) [0x00000] in <filename unknown>:0
    at System.Net.HttpWebRequest.GetResponse () [0x00000] in <filename unknown>:0
    at DarkDownloader.DownloadData.Create (System.String webpath, System.String destination) [0x00000] in <filename unknown>:0

    [EXCEPTION] System.Exception: Failed to get response from WebRequest : http://192.168.1.4/updates/current/MyAppName.exe
    at DarkDownloader.DownloadData.Create (System.String webpath, System.String destination) [0x00000] in <filename unknown>:0
    at DarkDownloader.Downloader+<>c__DisplayClass1.<Download>b__0 () [0x00000] in <filename unknown>:0

    [ERROR] Failed to download file from http://192.168.1.4/updates/current/MyAppName.exe to C:/Program Files (x86)/MyAppName/MyAppNameLauncher_Data/game/download/current/MyAppName.exe

    [EXCEPTION] System.Exception: Download has failed.
    at DarkLauncher.DarkLauncher.TryDownload (System.String webpath, System.String localpath, Boolean redownload) [0x00000] in <filename unknown>:0
    at DarkLauncher.DarkLauncher.CurrentFile (System.String file) [0x00000] in <filename unknown>:0

    [EXCEPTION] System.Exception: Failed to download current MyAppName.exe

    at DarkLauncher.DarkLauncher.CurrentFile (System.String file) [0x00000] in <filename unknown>:0
    at DarkLauncher.DarkLauncher+<>c__DisplayClass3.<Run>b__2 () [0x00000] in <filename unknown>:0

    [ERROR] Failed to run patcher with source : http://192.168.1.4/updates and local path : C:/Program Files (x86)/MyAppName/MyAppNameLauncher_Data\game
     
  6. rickcollette

    rickcollette

    Joined:
    Mar 17, 2013
    Posts:
    304
    ok - i just setup a new web server (ubuntu 14.04+apache2) with a different vps provider.. and im getting the same thing.
    It will start downloading the app fine, but if i cancel, then try again.. it can never get the file again.
     
  7. duclaw

    duclaw

    Joined:
    May 9, 2013
    Posts:
    44
    Hello

    Hello dev,

    I've purchased dark patcher on the asset store, and from reviews and all indications it looks like a very good asset, but I'm really confused as to how it works (I've read the thread and documentation also watched the youtube video but I'm still confused).

    I created a test project and I built it.
    then I created another project (let us call it the patch project).
    In the patch project, I used the windows branch, and added the test project (built version still on my computer).

    I clicked open in the designer and it took me to the store folder where the current folder and list.required_files are.

    after this I am really confused how to proceed. Should I upload all the files in the store folder to my server or are there any other additional steps I should take.

    I will be happy if you can give me a step by step tutorial on how to go about this.

    Thank you very much.

    Also you should really work on the documentation because it is really obscure and put up a step by step tutorial on how to use the whole product (not just the launcher).

    thanks
     
  8. witcher112

    witcher112

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    That's weird bug. Can you conntact with me on skype ? I'll be glad to help you to fix it :) Feel free to add me : wiedzminek112

    Actually this is the biggest problem of old version - I have already fixed in the new one by creating user friendly deploy system. I'll be working on new documentation after I finish making the newest version but until that time I can help you indivdually on skype. Feel free to add me : wiedzminek112.

    New version is coming very soon. It will feature:
    - localization support
    - user friendly deploy system
    - better exceptions handling
    - new example
    - better documentation and new tutorial videos
    - ability to buy source code (for more advanced users)
     
  9. duclaw

    duclaw

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    thank you for replying, I'll do that now
     
  10. duclaw

    duclaw

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    @witcher112 I've sent you a request on skype with the username occadev
     
  11. kenner2

    kenner2

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    Hi! I'm 90% sure that this will fit my requirements for an MMO launcher. I just want to check with you on one concern before I buy and implement.

    You mentioned it has to be its own standalone project deployed with the game, but the application is built with unity. Is it possible for me to take one of the scripts distributed with the launcher unity project, and perform a CRC32 check on the project during the login flow (within the game) to ensure no game files were modified?

    I wouldn't be updating from inside the game project, just checking and exiting with error if the game files are not in sync with what is on the server. I'd like it as an extra layer of protection since people can always come up with ways to get around a stand-alone launcher.
     
  12. witcher112

    witcher112

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    Yes it is possible :)
    Just contact me on e-mail - I'll help you to implement this :)

    Cheers!
     
  13. QuintonH

    QuintonH

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    Hi, I purchased your DarkPatcher for an educational training program I'm working at my job. I've been having a problem with the launcher window continuously shrinking it's height every time it launches, even with new builds and in separate projects. I have no idea why this is happening and some insight would be appreciated. Also, your Patcher forcefully updates the version automatically; since our target demographic is schools, is there a way to poll the server for the newest version without updating so we can prompt a decision for the user to update or not?
     
  14. witcher112

    witcher112

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    Hello! :)
    I really thank you for trusting my solution and buying DarkPatcher :)
    1. Shrinking window - try to change product name or company name in player settings - now Unity will use different registry key for storing default and previous window settings. Then it should work :)
    2. Actually you can disable launcher script and display a prompt that will ask the user - do you want to check for the newest version? And if the user hits "Yes" then you just have to for example enable the launcher script.

    Cheers!
     
  15. QuintonH

    QuintonH

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    Thank you! That fixed the windows shrinking problem for now; still trying to find what caused it in the first place. As for the update prompt, I want the user to be notified if there is a newer version or not that they can download much like the way Unity does when you launch the editor. I've implemented your workaround, but it would be a nice feature to add in a future version of your Patcher.
     
  16. witcher112

    witcher112

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    Added on TODO list :)
     
  17. gecko

    gecko

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    Hi,
    I’m trying to get up and running with DarkPatcher, but a couple questions/problems:

    1) I’ve gone through the setup procedure and uploaded the first set of files to my server. When I run the app in the Unity Editor, it appears to work — downloading the game files. But then I press Play and nothing happens. No errors in the log.

    2) So then I thought: Well, I must need to build the patcher app for it to fully work. So I did that, but when I launch it, it crashes (crash log attached). (I’m on Mac OS 10.10, Unity 5.1.3 (but the game is published with Unity 4.6.8.)

    3) Also, in the Launcher Setup inspector, for “Exe name” — I’m on a Mac so there are .app files, not .exe files. Should I just ignore the extension? I put in the original Unity app’s filename there, and again it appeared to work in the Editor, downloading the file into the DarkPatcher/Applications/game/ folder.

    The Editor output log is attached; it didn’t create a new Player log before crashing, apparently.

    thanks!
    Dave
     

    Attached Files:

  18. witcher112

    witcher112

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    Hello!
    Thank you for buying DarkPatcher :)

    1 & 3) You should insert full name - for example "MyGame.app" (in new version this field is separated for Mac, Linux and Windows - now please change it everytime you change launcher platform)

    2) Maybe it is problem with compression DLL - try doing steps described in this post http://forum.unity3d.com/threads/released-darkpatcher-patcher-launcher.259756/#post-2199432

    I hope this will fix all of your problems :) Also you can add me on skype to achieve individual support : witcodeprogramming

    Cheers! :)
     
  19. gecko

    gecko

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    Thanks! for #2, I found those dlls in Unity, but there's no "I18NN.dll" -- there is "I18N.West" and several others. I guess I can just copy them all over .... and put them in the Library folder, or somewhere in the Assets folder?

    thanks
    Dave
     
  20. gecko

    gecko

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    So I put them in the Library, and built the app. On launch, it does a lot of downloading. Then I click Play, and the launcher quits but the game does not launch.

    Also, in the console log, there are lots of this error (from the standalone build; they don't appear in the console when running in the editor):

    DllNotFoundException: user32.dll
    at (wrapper managed-to-native) DarkPatcherWindow:GetSystemMetrics (int)
    at DarkPatcherWindow.GetScreenResoultion () [0x00000] in <filename unknown>:0
    at DarkPatcherWindow.Update () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)
     
  21. gecko

    gecko

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    Oops! I forgot to follow your instructions on question #1. I added .app and now it works!

    Do you think those user32.dll errors are a concern?
     
  22. gecko

    gecko

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    (EDITED after I fixed that problem):

    So I've got it working now--the Launcher standalone app downloads the game app, and launches it when I click Play. But then I do a new version and upload it, and the launcher downloads it, but nothing happens when I click Play (except the Launcher app quitting).

    The console says this:

    SPathMakeRef(/Users/davidtschaller/Desktop/LauncherTest3.app/Contents/game/Test.app) failed with error -43.

    I sent a Skype request, as that may be an easier way to figure this out. Thanks!
    Dave
     

    Attached Files:

    Last edited: Oct 2, 2015
  23. gecko

    gecko

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    And...I figured it out. The key thing I didn't realize: Each game build must have the same filename. (I'd been naming them P1, P2, etc.). They each go into a folder with a different name, but the builds themselves must have the same name. Whew! Works now, thanks!
     
  24. kenner2

    kenner2

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    Hi again! I'm at the point with my project where I'm ready to give this a go and get some of my friends connected. :)

    When I try to point the launcher at: ftp://kenners-workshop.com (FileZilla FTP Server)
    I get back a 501 syntax error in the logs:
    [LOG] 0 attempt for download ftp://kenners-workshop.com/list.required_files to E:/Unity/Rampage Online Launcher/DarkPatcher/Applications/game/download/__GetRequiredFiles__

    [EXCEPTION] System.Net.WebException: Server returned an error: 501 Syntax error
    at System.Net.FtpWebRequest.Authenticate () [0x00000] in <filename unknown>:0
    at System.Net.FtpWebRequest.OpenControlConnection () [0x00000] in <filename unknown>:0
    at System.Net.FtpWebRequest.ProcessMethod () [0x00000] in <filename unknown>:0
    at System.Net.FtpWebRequest.ProcessRequest () [0x00000] in <filename unknown>:0

    I'm wondering if this is an issue with me using the ftp protocol instead of the http protocol as you do in your examples. If so, could you give a high level on how you set up an endpoint like you have in your examples? Hopefully it's something I can do with some quick tomcat or apache config.
     
  25. witcher112

    witcher112

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    Hello kenner2

    Yes DarkPatcher requires webpath to be http. Actually you should try uploading files into public_html folder and check if it's working (and of course change webpath to the one with http - in your case it will be "http://www.kenners-workshop.com/")

    I hope this will help you :)

    Cheers!
     
  26. gecko

    gecko

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    The manual says that files should be uploaded in a particular order. Why is that necessary? The flles themselves don't *know* what order they're uploaded in?
     
  27. witcher112

    witcher112

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    Because for first you need to upload patching data and then you are able to upload information data - otherwise launcher will detect new version (becaause of information data) and try to download patching data which would be not available.
     
  28. gecko

    gecko

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    Ah, So it's necessary in case someone launches their game and it checks for updates just while I'm uploading the files?
     
  29. witcher112

    witcher112

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    Exactly.
     
  30. Shlemon

    Shlemon

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    I really need the patcher to remove files in addition to adding and modifying them. Is there a technical reason why this hasn't been done or is it just low on your priority list? Please add it soon if you can! Thanks
     
  31. witcher112

    witcher112

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    I haven't thought about it. I'll list it on TODO list :)

    But for now you can actually modify launcher script to remove files you want. For example create a list of files that should be removed and then in code

    Code (CSharp):
    1. if(System.IO.File.Exists(fileToBeRemoved))
    2.     System.IO.File.Delete(fileToBeRemoved);
    If you can't write it by yourself contact me on skype : witcodeprogramming. I'll write it for you :)

    Cheers!
     
  32. gecko

    gecko

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    There's no way to patch the launcher, is there? (For example, to change the URL for patch files)
     
  33. witcher112

    witcher112

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    There is :)
     
  34. gecko

    gecko

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    Ah, great, thanks! Though I'm doing Mac and WIndows versions of the game, so would need to use a different installer... Have you written any docs for this procedure? Video is nice but text is very helpful too. :)
     
  35. witcher112

    witcher112

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    I haven't :/ But I'll think about doing that :)
     
  36. witcher112

    witcher112

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    Hello!

    DarkPatcher - Patcher and Launcher is currenty featured in Unity Asset Store 24 hours sale! You can grab it for 50% of price! Check it out here! :)

    u3d.as/8ne
     
  37. Arkade

    Arkade

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    Hi, @witcher112
    A quick pre-purchase question: Is this supplied in source form now? (I saw your post from 31'st August saying you plan to).
    I'm a previous Patchy user whose developers disappeared without supplying source. I really don't want to be bitten again.
    Thanks, Rupert.
     
  38. witcher112

    witcher112

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    Hello @Arkade :)
    Source will be released in December as separated asset and there will be option to upgrade from regular version to source :)

    Cheers!

    PS. Or even earlier :) You can contact to me if you want to get more information :)
     
    Last edited: Oct 22, 2015
  39. kenner2

    kenner2

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    I'm trying out the new launcher example, and I'm having an issue that I had with the old launcher as well. The download speed never seems to be able to surpass 500kb/s. I can download files off the ftp/http from the same server at much higher speeds. Is it a known limitation of the launcher, or is there a way to configure around it?
     
  40. witcher112

    witcher112

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    Hello kenner2,

    You can always configure the way in which DarkPatcher is connecting with your server by editing fields in Connection Settings script. It is already added to the "Launcher" game object in example scene. I'd recommend you to check Download Block Size and Receive Buffer Size.

    Also note that in DarkPatcher 3 I've introduced new feature - setting maximum download speed. It's available in example settings (black gear icon in the top right corner).

    I hope this will help you!

    Cheers!
     
    hopeful likes this.
  41. gecko

    gecko

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    (EDIT: PIBCAK)
     
    Last edited: Nov 1, 2015
  42. gecko

    gecko

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    So I had my launcher totally done...and then v3 comes out. Sigh. But good improvements, so I've upgraded and updated my project.

    One question: For the "Game Path Location," I understand what that means for Windows, but what does it mean for Mac? DPv2 simply added the game files to the launcher, but v3 doesn't appear to do that, and I can't find where the game files actually are on my computer...

    And what would the uninstall procedure be for users, on both platforms?
     
  43. gecko

    gecko

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    Also, it seems that the default download speed is very very slow (like 10 KB/s), but then when you open Settings, where it shows 512 as the default, suddenly the speed jumps up to that. How can I enforce the default setting of 512 to be active without opening the Settings panel?
     
  44. gecko

    gecko

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    And one more: Yesterday I published the first version of my game, on Mac and Windows, and uploaded them to the server. Now I've published a patch for each version, but I don't understand what I should upload. See screenshots -- on the Windows files (with the server ftp panel), the folder and filenames don't really correspond to what the manual describes for patches. I guess the "01 11 2015" and "02 11 2015" correspond to the "version1" and "version2" mentioned in the manual? But today's "01 11 2015" appears to just contain the patch (since it's only 41mb), so I certainly don't want to upload it and overwrite yesterday's folder of the same name, which contains the entire game, right? Yes "02 11 2015" is way too small to contain the patch files. So can you give me step-by-step instructions on what to do here?

    Similar question for the Mac version -- why is there a new "WQ1" folder that's only 41mb compared to the full 672mb folder from yesterday? What do I do with it?
     

    Attached Files:

  45. witcher112

    witcher112

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    About the mac - http://wiki.unity3d.com/index.php/Folder_Paths_Win_Mac here you've got the list of Mac OSX folders relevant to Windows folders.

    Uninstalling files is listed on TODO list.

    I know it's my fault when I was playing with these settings and forget to change it back. You can change it in Connection Settings script (in the example it is attached to the "Launcher" game object") - just change Maximum Bytes Per Second to 0 to delete the limit by default.

    You should upload everything from the generated deploy folder.
    Everyting's all right - you've deployed only the patches so there is no reason to deploy upload whole version again :)
    You can trust me - it will work :)

    Cheers!
     
  46. gecko

    gecko

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    Thanks for the reply to all my questions. Couple follow-ups

    I don't suppose that'll be ready by this weekend? :/

    If not, what do you suggest to put in the manual for uninstall procedure?
    So that says this, when set to App Data Local:
    /Users/username/.local/share (inside unity)
    /Applications/Unity/MonoDevelop.app/Contents/MacOS/../Frameworks/Mono.framework/Versions/Current/share

    So I looked in both those locations, and my game app is not there. I've searched my computer for the game name and cannot find it (looking for files with yesterday's datestamp).


    Sorry, I still don't understand. For Windows, the deploy folder includes a folder "01 11 2015" which will overwrite the "01 11 2015" folder already on the server, thus erasing the original/full game files. But the "02 11 2015" folder only has 10kb of data, so can't possibly contain all the patch files. Similarly, on Mac, I'd overwrite the original "WQ1" folder with the "WQ1" folder containing the patch. Can you look at my screenshots and give me more specific instructions, because I'm afraid I really don't understand.

    thanks!
     
  47. witcher112

    witcher112

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    You can use installer application features - for example InnoSetup provides feature like that.

    Hmm so in case of using launcher on Mac OSX I'd suggest to using option called "Data Option" - it will store your application data just like in v. 2.0

    By saying overwrite i mean merge - so for example "01 11 2015/current_files.txt" will be overwritten by the new one while folder "01 11 2015/patches" will be simply added (in case when it doesn't exists). That's all.

    Cheers!
     
  48. gecko

    gecko

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    Okay, so merge the files. So I do upload the "patch" folder, obviously, and the patch_fixes.txt, previous_version.txt, and required_files.txt, right? But I don't upload "helper" since the original "helper" folder contains the full game?

    And can I upload patches that haven't been compressed, to go alongside the main/original game files, which are compressed?

    It would really be super helpful to have detailed specs on this procedure.
     
  49. witcher112

    witcher112

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    You need to upload all of the files from the deploy folder. If the file/folder already exists it means that it should be overwritten - of course when you are overwritting the folder - it will merge them in the same way - so new files will be added and old one will be overwritten. And the "helper" folder doesn't contain the game - it only contains helper data (CRC32 and file sizes).

    Patches aren't compressed. You can only compress current files.

    It's described in documentation here - https://docs.google.com/document/d/1zb2yFNBeblJsLQiAKDhxnX1MtWd8gxv7d3m1f8Hb7kg/edit#

    Cheers!
     
  50. gecko

    gecko

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    I've read the documentation many times, but IMHO it could use more detail.

    So in my new deploy folder, there are two subfolders: "01 11 2015" and "02 11 2015" -- and both contain a "helper" folder, as well as duplicate text files. So I guess I should ignore the older ones and upload the newer ones (in the "02..." folder), right? However, I *do* upload the "patch" folder from the "01..." folder. So I have to pick and choose which files/folders to upload from each folder, is that right? Guidance on how to know which to pick from each folder would be much appreciated -- that's the kind of thing which more detailed documentation would be helpful to reduce confusion.