JCash 1 年間 前
コミット
95a69f88e9

+ 3 - 2
docs/en/manuals/live-update-scripting.md

@@ -115,7 +115,8 @@ function on_message(self, message_id, message, sender)
 end
 ```
 
-1. The `liveupdate.add_mount()` mounts a single archive using a specified name, priority and a zip file.
+1. The `liveupdate.add_mount()` mounts a single archive using a specified name, priority and a zip file. The data is then immediately available for loading (there is no need to restart the engine).
+The mount info is stored and will be automatically readded upon next engine restart (no need to call liveupdate.add_mount() again on the same mount)
 2. You need to store the archive online (e.g. on S3), where you can download it from.
 3. Given a collection proxy name, you need to figure our which archive(s) to download, and how to mount them
 4. At startup, we try to load the level.
@@ -123,6 +124,6 @@ end
 6. If there are resources missing, then we need to download the archive and mount it.
 7. Make a http request and download the archive to `download_path`
 8. The data is downloaded, and it's time to mount it to the running engine.
-The next time the game is restarted, the mount is automatically readded.
+
 
 With the loading code in place, we can test the application. However, running it from the editor will not download anything. This is because Live update is a bundle feature. When running in the editor environment no resources are ever excluded. To make sure everything works fine, we need to create a bundle.

+ 2 - 7
docs/en/manuals/live-update.md

@@ -64,9 +64,8 @@ Click *Package* and select a location for the application bundle. Now you can st
 ## The .zip archives
 
 A liveupdate .zip file contains files that were excluded from the base game package.
-The .zip file also contains a manifest file that describes the meta data for each resource within the .zip file.
 
-While our current pipeline only supports creating a single .zip file, it is in fact possible to split that zip file into smaller .zip files. This allows for smaller downloads for a game: level packs, seasonal content etc.
+While our current pipeline only supports creating a single .zip file, it is in fact possible to split that zip file into smaller .zip files. This allows for smaller downloads for a game: level packs, seasonal content etc. Each .zip file also contains a manifest file that describes the meta data for each resource contained within the .zip file.
 
 ## Content verification
 
@@ -114,12 +113,8 @@ Debugging
   ![Console output](images/live-update/run-bundle-console.png)
 
 Forcing re-download of resources
-: When an application stores resources, they end up on disk on the local computer or handheld device. If you restart the application, the resources are there and ready. When developing you might want to remove resources and force the application to download them again.
-
-  Defold creates a folder with the name of the hash of the created bundle on the device in the application support folder. If you delete the files in this folder, the application will invalidate the resources from the manifest and you can download and store them again.
+: The developer can download the content to any file/folder they wish, but often they're located under the application path. The location of the application support folder depends on the operating system. It can be found with `print(sys.get_save_file("", ""))`.
 
   The file liveupdate.mounts is located under the "local storage", and it's path is output to the console at start "INFO:LIVEUPDATE: Liveupdate folder located at: ..."
 
-  The location of the application support folder depends on the operating system. It can be found with `print(sys.get_save_file("", ""))`.
-
   ![Local storage](images/live-update/local-storage.png)