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Webpage and maintenance scripts of Castle Game Engine (including scripts to pack releases)

Home Page: https://castle-engine.io/

Shell 0.20% PHP 72.28% CSS 9.23% JavaScript 17.16% Makefile 0.02% Pascal 0.10% HTML 1.02% Smarty 0.01%

cge-www's Introduction

Code and data of Castle Game Engine website

Layout

htodcs/ is exactly what goes into https://castle-engine.io/

screenshots/ are only a copy (sometimes with better resolution) of the same screenshots that are available on SF screenshot page of our project.

scripts/ are various scripts, usually in bash, helpful to manage the website.

  • scripts/shell.sf.net are meant to be run when logged on shell.sourceforge.net server, i.e. these scripts are supposed to work on currently "online" version on the website on SF.

  • Rest of scripts/ should usually be run on your local version, checkouted somewhere on your local computer. Running them on shell.sf.net is not preferred, sometimes has little sense.

Procedure to update WWW content

  • Making a release:

    1. testing is described in TESTS.txt
    2. compiling and packing releases is described in pack/README.txt
  • When release is packed, it's nice to tag it, see scripts/make_tags.sh script. Leave uncommented only the lines for newly released programs, and run it.

  • Release on SourceForge.

    New FRS (http://p.sf.net/sourceforge/FRS):

    After release:

    • Download and compare are the files the same.
  • Release on GitHub.

    Upload a new release to https://github.com/castle-engine/castle-engine/releases https://github.com/castle-engine/view3dscene/releases and so on (a tag should already be created in the previous step, by scripts/make_tags.sh script)

    Update the URLs:

    • CGE_LATEST_DOWNLOAD in htdocs/castle_engine_functions.php
    • view3dscene links in htdocs/view3dscene.php

    After:

    • Download and compare are the files the same.

    TODO: uploading dmg on GitHub is not possible. The current solution for view3dscene was to zip the dmg, which is non-standard. Should we just use zip instead of dmg? https://daringfireball.net/2009/09/how_should_mac_apps_be_distributed

  • if you released new castle_game_engine version:

    • update ../castle-engine/doc/pasdoc/html-parts/body-end.php with new versions,
    • update apidoc by cd ../castle-engine/doc/pasdoc/html-parts/ make clean default cd ../ make clean upload
    • update $engine_ver in htdocs/all_programs_sources.php, to reflect with what engine ver each sources were tested.
    • update FPC/Lazarus requirements: https://castle-engine.io/supported_compilers.php
  • good practice after large changes is to check linkchecker.sh and validate_html.sh

  • if you change some content managed inside GIT:

    • commit and push your changes, of course
    • git pull --rebase on castle-engine.io (ssh-ceup)
  • if you change some content outside GitHub cge-www repository: (These are some files that are automatically generated and it would be a waste to keep them inside a version control repository... so they have to be copied in a normal way.) :

    • reference (API docs) and vrml_engine_doc can be automatically uploaded by "make upload" in the appropriate sources dir.
    • make sure that "other" users don't have uncessesary permissions: call secure_permissions.sh on server
    • Old (no longer regularly checked):
      • run mk_sums_md5.sh locally. This calculates md5 sums on your local files.
      • on remote server, run check_sums_md5.sh. This will check md5 sums uploaded in previous step, thus checking that all files were uploaded correctly.
  • a release of engine or view3dscene or some other tools can also be uploaded to http://itch.io/ , see http://michaliskambi.itch.io/

    See pack/upload_itch_io.sh

Announcing release

cge-www's People

Contributors

janadamec1 avatar michaliskambi avatar

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