View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0003937||unreal||installing||public||2010-07-16 13:12||2015-08-08 15:57|
|Priority||normal||Severity||feature||Reproducibility||have not tried|
|Target Version||Fixed in Version||3.4-beta2|
|Summary||0003937: Automatic compiling and installing of 3rd party (custom) modules|
|Description||It would be nice to have some sort of way that if you put a 3rd party module in src/modules (or src/modules/somespecialdir) Unreal would automatically compile it too when doing 'make', avoiding the need to do 'make custommodule MODULEFILE=xyz'.|
It would be even better if like 3rd party modules would ship with an extra file or something that would specify if there are any EXLIBS=xyz needed. Like in some blah.c.def file or something.
Basically, this way a user can easily upgrade, or adjust (major) settings, and then do 'make' and 'make install', and everything is OK, rather than having to think each time 'oh wait.. I have to run this and that command too'.
|Additional Information||Keep backward compatible: keep supporting the current 'make custommodule MODULEFILE=xyz' way, though.|
|Tags||No tags attached.|
|3rd party modules|
unreal-3937-with-custom-modules-r0.patch (26,043 bytes)
unreal-3937-with-custom-modules-r0.patch: A cleanup of src/modules/Makefile.in and addition of --with-custom-modules= to ./configure. Oh, I had made modifications to ./Config to integrate with the ./configure part, I'll post them when I remember to find them ;-).
This would be the easiest way of solving the problem of automatically handling users' modules. It makes sense to me to define that list of modules at ./configure time and it's not too hard for a user to re-run ./Config (as long as he uses --with-system-cares and --with-system-tre so that he doesn't have to recompile TRE and cares ;-) ).
I would much rather want it like I said. If you put the module in a certain directory, that they get compiled automatically. The EXLIBS= stuff as mentioned would then be 'nice' if possible, too.
IMO it's not a good idea to force the user to re-run ./Config when he adds a module.
anope basically does it like I described (except for the EXLIBS stuff, but that would be just a bonus, not a requirement). You drop the module in the dir, and it gets compiled.
Anyway, nothing urgent, 3.2.10 ;)
done in 3.4-beta2, put the .c file in src/modules/third and it compiles them during 'make'.
Also ./Config asks (and checks) for previous unrealircd installations and copies the 3rd party modules from there to the to-be-compiled-unrealircd.
This all making 3rd party modules easier.
|2010-07-16 13:12||syzop||New Issue|
|2010-07-16 13:12||syzop||QA||=> Not touched yet by developer|
|2010-07-16 13:12||syzop||U4: Need for upstream patch||=> No need for upstream InspIRCd patch|
|2010-07-16 13:12||syzop||U4: Upstream notification of bug||=> Not decided|
|2010-07-16 13:12||syzop||U4: Contributor working on this||=> None|
|2010-07-16 13:12||syzop||Status||new => confirmed|
|2010-07-16 13:12||syzop||Relationship added||child of 0003915|
|2010-07-20 18:41||ohnobinki||File Added: unreal-3937-with-custom-modules-r0.patch|
|2010-07-20 18:45||ohnobinki||Note Added: 0016229|
|2010-07-20 20:42||syzop||Note Added: 0016230|
|2012-10-06 11:47||syzop||Relationship deleted||child of 0003915|
|2015-08-08 15:57||syzop||Note Added: 0018590|
|2015-08-08 15:57||syzop||Status||confirmed => resolved|
|2015-08-08 15:57||syzop||Fixed in Version||=> 3.4-beta2|
|2015-08-08 15:57||syzop||Resolution||open => fixed|
|2015-08-08 15:57||syzop||Assigned To||=> syzop|