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 | 
| Reporter | syzop | Assigned To | syzop | ||
| Priority | normal | Severity | feature | Reproducibility | have not tried | 
| Status | resolved | Resolution | fixed | ||
| 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. | ||||
| Attached Files | |||||
| 3rd party modules | |||||
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	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 ;-) ).  | 
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	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 ;)  | 
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	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.  | 
| Date Modified | Username | Field | Change | 
|---|---|---|---|
| 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 |