Game Development Community

Automatic dso deletion.

by Markus Nuebel · in Torque Game Engine · 01/21/2004 (10:58 pm) · 6 replies

Hi guys.

There are a lot of resources or code snipits that deal with automaitic dso deletion.
I am wondering why there is a need to automate this and why there is a need to delete them at all.

I haven't done much with script coding, but at least a bit and I never had the problem of running with an old script version.
It seems to me, that evertime you edit a script, it is recompiled (and overwrites an existing dso) during the next program launch.

Have I missed something?

-- Markus

#1
01/21/2004 (11:08 pm)
Yea
it attempts to recompile based on I believe modification date/time

usually works fine.. sometimes for the mad typoist he will need to manually delete the ones he is working in.
there are other reasons too.
but for the most part exec("?"); checks the binary version first then the timestamp, and it works.
#2
01/21/2004 (11:09 pm)
There are occasions where the engine will not recognize that a script has changed. So it won't recompile it.

But yes in general you are right, there is no reason to delete the .dso files. Most of this stems from Tribes 2 server admins who perceived a small increase in stability / performance when they deleted the .dso files before a server restart.
#3
01/22/2004 (4:59 am)
To delete all the .dso I just use windows search for *.cs.dso. It finds all the files for me then I select them and delete them.

I do this pretty regularly when I am working with the scripts. Keeps me from thinking a file is compiling when in reality I removed the code that included a particular .cs.
#4
01/22/2004 (5:29 am)
I have a .bat file which deletes them all when I want... which is pretty rarely needed in fact. But what I can't understand is why there are so many resources for this?
#5
01/22/2004 (5:40 am)
Yeah I use a .bat file as well that just cleans out .dso files and .bak files. I use it mainly because I just like to be SURE my script changes take affect. That and I like things to be neat when I do releases of my tutorials.

Just make a batch file:

del /s *.dso
del /s *.bak

Stick it in the top most directory of your project and run it when you wanna clean out.

I personally would never place it into the engine because when you release a product it defeats the whole purpose. Unless of course you plan to allow modding of your game. In that case I guess its fine. But personally, when we release our games there will be ONLY the .dso's included.
#6
01/22/2004 (11:59 pm)
Yes, this all makes sense.

Thanks guys.